Specular lighting
This commit is contained in:
@@ -23,7 +23,7 @@ ApplicationClass::ApplicationClass()
|
||||
m_Fps = 0;
|
||||
m_FpsString = 0;
|
||||
m_NormalMapShader = 0;
|
||||
|
||||
m_SpecMapShader = 0;
|
||||
}
|
||||
|
||||
|
||||
@@ -74,6 +74,16 @@ bool ApplicationClass::Initialize(int screenWidth, int screenHeight, HWND hwnd)
|
||||
m_Camera->SetPosition(0.0f, 0.0f, -12.0f);
|
||||
m_Camera->SetRotation(0.0f, 0.0f, 0.0f);
|
||||
|
||||
// Create and initialize the specular map shader object.
|
||||
m_SpecMapShader = new SpecMapShaderClass;
|
||||
|
||||
result = m_SpecMapShader->Initialize(m_Direct3D->GetDevice(), hwnd);
|
||||
if (!result)
|
||||
{
|
||||
MessageBox(hwnd, L"Could not initialize the specular map shader object.", L"Error", MB_OK);
|
||||
return false;
|
||||
}
|
||||
|
||||
// Create and initialize the normal map shader object.
|
||||
m_NormalMapShader = new NormalMapShaderClass;
|
||||
|
||||
@@ -221,6 +231,7 @@ bool ApplicationClass::Initialize(int screenWidth, int screenHeight, HWND hwnd)
|
||||
strcpy_s(textureFilename1, "stone01.tga");
|
||||
strcpy_s(textureFilename2, "normal01.tga");
|
||||
strcpy_s(textureFilename3, "alpha01.tga");
|
||||
// A FAIRE: Ajouter une nouvelle texture pour le multitexturing
|
||||
|
||||
// Create and initialize the model object.
|
||||
m_Model = new ModelClass;
|
||||
@@ -248,6 +259,8 @@ bool ApplicationClass::Initialize(int screenWidth, int screenHeight, HWND hwnd)
|
||||
|
||||
m_Light->SetDiffuseColor(1.0f, 1.0f, 1.0f, 1.0f);
|
||||
m_Light->SetDirection(0.0f, 0.0f, 1.0f);
|
||||
m_Light->SetSpecularColor(1.0f, 1.0f, 1.0f, 1.0f);
|
||||
m_Light->SetSpecularPower(16.0f);
|
||||
|
||||
// Set the number of lights we will use.
|
||||
m_numLights = 4;
|
||||
@@ -414,6 +427,14 @@ void ApplicationClass::Shutdown()
|
||||
m_Model = 0;
|
||||
}
|
||||
|
||||
// Release the specular map shader object.
|
||||
if (m_SpecMapShader)
|
||||
{
|
||||
m_SpecMapShader->Shutdown();
|
||||
delete m_SpecMapShader;
|
||||
m_SpecMapShader = 0;
|
||||
}
|
||||
|
||||
// Release the normal map shader object.
|
||||
if (m_NormalMapShader)
|
||||
{
|
||||
@@ -704,9 +725,18 @@ bool ApplicationClass::Render(float rotation, float x, float y, float z)
|
||||
return false;
|
||||
}*/
|
||||
|
||||
//Normal Mapping
|
||||
result = m_NormalMapShader->Render(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix,
|
||||
m_Model->GetTexture(0), m_Model->GetTexture(1), m_Light->GetDirection(), m_Light->GetDiffuseColor());
|
||||
////Normal Mapping
|
||||
//result = m_NormalMapShader->Render(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix,
|
||||
// m_Model->GetTexture(0), m_Model->GetTexture(1), m_Light->GetDirection(), m_Light->GetDiffuseColor());
|
||||
//if (!result)
|
||||
//{
|
||||
// return false;
|
||||
//}
|
||||
|
||||
//Specular Mapping
|
||||
result = m_SpecMapShader->Render(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix,
|
||||
m_Model->GetTexture(0), m_Model->GetTexture(1), m_Model->GetTexture(2), m_Light->GetDirection(), m_Light->GetDiffuseColor(),
|
||||
m_Camera->GetPosition(), m_Light->GetSpecularColor(), m_Light->GetSpecularPower());
|
||||
if (!result)
|
||||
{
|
||||
return false;
|
||||
|
||||
Reference in New Issue
Block a user