Ambient lightning + Multitexture (Les shaders ne se superposent pas)

This commit is contained in:
GolfOcean334
2024-03-27 11:19:34 +01:00
parent 35876a05a5
commit 6f08684972
18 changed files with 675 additions and 63 deletions

View File

@@ -44,20 +44,19 @@ public:
ModelClass(const ModelClass&);
~ModelClass();
bool Initialize(ID3D11Device*, ID3D11DeviceContext*, char*, char*);
bool Initialize(ID3D11Device*, ID3D11DeviceContext*, char*, char*, char*);
void Shutdown();
void Render(ID3D11DeviceContext*);
int GetIndexCount();
ID3D11ShaderResourceView* GetTexture();
ID3D11ShaderResourceView* GetTexture(int);
private:
bool InitializeBuffers(ID3D11Device*);
void ShutdownBuffers();
void RenderBuffers(ID3D11DeviceContext*);
bool LoadTexture(ID3D11Device*, ID3D11DeviceContext*, char*);
void ReleaseTexture();
bool LoadTextures(ID3D11Device*, ID3D11DeviceContext*, char*, char*);
void ReleaseTextures();
bool LoadModel(char*);
void ReleaseModel();
@@ -65,8 +64,7 @@ private:
private:
ID3D11Buffer* m_vertexBuffer, * m_indexBuffer;
int m_vertexCount, m_indexCount;
TextureClass* m_Texture;
TextureClass* m_Textures;
ModelType* m_model;
};