Minor: Ajout shader de translation au shadermanager
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@@ -5,6 +5,8 @@ ShaderManagerClass::ShaderManagerClass()
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m_TextureShader = 0;
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m_LightShader = 0;
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m_NormalMapShader = 0;
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m_MultitextureShader = 0;
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m_TranslateShader = 0;
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}
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@@ -58,6 +60,15 @@ bool ShaderManagerClass::Initialize(ID3D11Device* device, HWND hwnd)
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return false;
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}
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// Create and initialize the translate shader object.
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m_TranslateShader = new TranslateShaderClass;
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result = m_TranslateShader->Initialize(device, hwnd);
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if (!result)
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{
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return false;
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}
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return true;
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}
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@@ -87,6 +98,14 @@ void ShaderManagerClass::Shutdown()
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m_TextureShader = 0;
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}
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// Release the multitexture shader object.
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if (m_TranslateShader)
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{
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m_TranslateShader->Shutdown();
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delete m_TranslateShader;
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m_TranslateShader = 0;
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}
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// Release the multitexture shader object.
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if (m_MultitextureShader)
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{
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@@ -96,6 +115,7 @@ void ShaderManagerClass::Shutdown()
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}
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return;
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}
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bool ShaderManagerClass::RenderTextureShader(ID3D11DeviceContext* deviceContext, int indexCount, XMMATRIX worldMatrix, XMMATRIX viewMatrix, XMMATRIX projectionMatrix,
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@@ -164,5 +184,20 @@ bool ShaderManagerClass::RenderMultitextureShader(ID3D11DeviceContext* deviceCon
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return false;
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}
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return true;
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}
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bool ShaderManagerClass::RenderTranslateShader(ID3D11DeviceContext* deviceContext, int indexCount, XMMATRIX worldMatrix, XMMATRIX viewMatrix, XMMATRIX projectionMatrix,
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ID3D11ShaderResourceView* texture1, float valeur)
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{
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bool result;
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result = m_TranslateShader->Render(deviceContext, indexCount, worldMatrix, viewMatrix, projectionMatrix, texture1, valeur);
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if (!result)
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{
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return false;
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}
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return true;
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}
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