Merge branch 'main' into Axel-G-Shader-Manager
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@@ -7,9 +7,12 @@
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///////////////////////
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#include "d3dclass.h"
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#include "cameraclass.h"
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#include "modelclass.h"
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#include "object.h"
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#include "lightshaderclass.h"
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#include "lightclass.h"
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#include <vector>
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#include <filesystem>
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#include "lightmapshaderclass.h"
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#include "bitmapclass.h"
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#include "spriteclass.h"
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@@ -26,6 +29,7 @@
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#include "frustumclass.h"
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#include "rendertextureclass.h"
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#include "displayplaneclass.h"
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#include "reflectionshaderclass.h"
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/////////////
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@@ -46,11 +50,30 @@ public:
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ApplicationClass();
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ApplicationClass(const ApplicationClass&);
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~ApplicationClass();
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D3DClass* GetDirect3D();
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bool Initialize(int, int, HWND);
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void Shutdown();
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bool Frame(InputClass*);
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int GetScreenWidth() const;
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int GetScreenHeight() const;
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float GetSpeed() const { return speed; };
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void SetSpeed(float speed) { this->speed = speed; };
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void AddCube();
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void DeleteKobject(int index);
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int GetCubeCount() const { return m_cubes.size(); };
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int GetTerrainCubeCount() const { return m_terrainChunk.size(); };
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std::vector<Object*> GetCubes() const { return m_cubes; };
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std::vector<Object*> GetTerrainCubes() const { return m_terrainChunk; };
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std::vector<Object*> GetKobjects() const { return m_object; };
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void AddKobject(WCHAR* filepath);
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void GenerateTerrain();
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void DeleteTerrain();
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private:
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bool Render(float, float, float, float, float);
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bool UpdateMouseStrings(int, int, bool);
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@@ -58,34 +81,79 @@ private:
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bool UpdateRenderCountString(int);
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bool RenderSceneToTexture(float);
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private:
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private :
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// ------------------------------------- //
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// ------------- DIRECT3D -------------- //
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// ------------------------------------- //
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D3DClass* m_Direct3D;
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CameraClass* m_Camera;
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LightShaderClass* m_LightShader;
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LightClass* m_Light;
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LightClass* m_Lights;
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int m_numLights;
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ModelClass* m_Model;
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TextureShaderClass* m_TextureShader;
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BitmapClass* m_Bitmap;
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SpriteClass* m_Sprite;
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TimerClass* m_Timer;
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TextClass* m_MouseStrings;
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FontShaderClass* m_FontShader;
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TextClass* m_RenderCountString;
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FontClass* m_Font;
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TextClass *m_TextString1, *m_TextString2, *m_TextString3;
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FpsClass* m_Fps;
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TextClass* m_FpsString;
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int m_previousFps;
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ShaderManagerClass* m_ShaderManager;
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IDXGISwapChain* m_swapChain;
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ModelClass* m_Model;
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ModelListClass* m_ModelList;
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PositionClass* m_Position;
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FrustumClass* m_Frustum;
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// ------------------------------------- //
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// ------------- RENDERING ------------- //
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// ------------------------------------- //
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XMMATRIX m_baseViewMatrix;
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RenderTextureClass* m_RenderTexture;
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DisplayPlaneClass* m_DisplayPlane;
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float m_screenWidth, m_screenHeight;
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CameraClass* m_Camera;
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PositionClass* m_Position;
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FrustumClass* m_Frustum;
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// ------------------------------------ //
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// ------------- OBJECTS -------------- //
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// ------------------------------------ //
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Object* m_SelectedObject;
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std::vector<Object*> m_cubes;
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std::vector<Object*> m_terrainChunk;
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float speed = 0.1f; // speed for the demo spinning object
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std::vector<Object*> m_object;
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// ----------------------------------- //
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// ------------- LIGHTS -------------- //
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// ----------------------------------- //
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LightClass* m_Light;
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LightClass* m_Lights;
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int m_numLights;
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// ----------------------------------- //
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// ------------- SHADERS ------------- //
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// ----------------------------------- //
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LightShaderClass* m_LightShader;
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LightMapShaderClass* m_LightMapShader;
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MultiTextureShaderClass* m_MultiTextureShader;
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AlphaMapShaderClass* m_AlphaMapShader;
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TextureShaderClass* m_TextureShader;
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FontShaderClass* m_FontShader;
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NormalMapShaderClass* m_NormalMapShader;
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SpecMapShaderClass* m_SpecMapShader;
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TranslateShaderClass* m_TranslateShader;
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ReflectionShaderClass* m_ReflectionShader;
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BitmapClass* m_Bitmap;
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SpriteClass* m_Sprite;
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// ------------------------------------------------- //
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// ------------- FPS AND INFO ON SCREEN ------------ //
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// ------------------------------------------------- //
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TimerClass* m_Timer;
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TextClass* m_MouseStrings;
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TextClass* m_RenderCountString;
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FontClass* m_Font;
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TextClass* m_TextString1, * m_TextString2, * m_TextString3;
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FpsClass* m_Fps;
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TextClass* m_FpsString;
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int m_previousFps;
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};
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#endif
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#endif
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