Ajout alpha mapping
This commit is contained in:
@@ -5,6 +5,7 @@ ApplicationClass::ApplicationClass()
|
||||
m_Direct3D = 0;
|
||||
m_Camera = 0;
|
||||
m_MultiTextureShader = 0;
|
||||
m_AlphaMapShader = 0;
|
||||
m_Model = 0;
|
||||
m_LightShader = 0;
|
||||
m_LightMapShader = 0;
|
||||
@@ -37,8 +38,7 @@ ApplicationClass::~ApplicationClass()
|
||||
bool ApplicationClass::Initialize(int screenWidth, int screenHeight, HWND hwnd)
|
||||
{
|
||||
char testString1[32], testString2[32], testString3[32];
|
||||
char modelFilename[128];
|
||||
char textureFilename1[128], textureFilename2[128];
|
||||
char modelFilename[128], textureFilename1[128], textureFilename2[128], textureFilename3[128];
|
||||
char bitmapFilename[128];
|
||||
char spriteFilename[128];
|
||||
char fpsString[32];
|
||||
@@ -180,12 +180,13 @@ bool ApplicationClass::Initialize(int screenWidth, int screenHeight, HWND hwnd)
|
||||
|
||||
// Set the file name of the textures.
|
||||
strcpy_s(textureFilename1, "stone01.tga");
|
||||
strcpy_s(textureFilename2, "light01.tga");
|
||||
strcpy_s(textureFilename2, "dirt01.tga");
|
||||
strcpy_s(textureFilename3, "alpha01.tga");
|
||||
|
||||
// Create and initialize the model object.
|
||||
m_Model = new ModelClass;
|
||||
|
||||
result = m_Model->Initialize(m_Direct3D->GetDevice(), m_Direct3D->GetDeviceContext(), modelFilename, textureFilename1, textureFilename2);
|
||||
result = m_Model->Initialize(m_Direct3D->GetDevice(), m_Direct3D->GetDeviceContext(), modelFilename, textureFilename1, textureFilename2, textureFilename3);
|
||||
if (!result)
|
||||
{
|
||||
MessageBox(hwnd, L"Could not initialize the model object.", L"Error", MB_OK);
|
||||
@@ -232,6 +233,16 @@ bool ApplicationClass::Initialize(int screenWidth, int screenHeight, HWND hwnd)
|
||||
return false;
|
||||
}
|
||||
|
||||
// Create and initialize the alpha map shader object.
|
||||
m_AlphaMapShader = new AlphaMapShaderClass;
|
||||
|
||||
result = m_AlphaMapShader->Initialize(m_Direct3D->GetDevice(), hwnd);
|
||||
if (!result)
|
||||
{
|
||||
MessageBox(hwnd, L"Could not initialize the alpha map shader object.", L"Error", MB_OK);
|
||||
return false;
|
||||
}
|
||||
|
||||
// Create and initialize the fps object.
|
||||
m_Fps = new FpsClass();
|
||||
|
||||
@@ -403,6 +414,14 @@ void ApplicationClass::Shutdown()
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
// Release the alpha map shader object.
|
||||
if (m_AlphaMapShader)
|
||||
{
|
||||
m_AlphaMapShader->Shutdown();
|
||||
delete m_AlphaMapShader;
|
||||
m_AlphaMapShader = 0;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -410,8 +429,8 @@ bool ApplicationClass::Frame()
|
||||
{
|
||||
float frameTime;
|
||||
static float rotation = 0.0f;
|
||||
static float x = 2.f;
|
||||
static float y = 0.f;
|
||||
static float x = 6.f;
|
||||
static float y = 3.f;
|
||||
static float z = 0.f;
|
||||
bool result;
|
||||
|
||||
@@ -423,19 +442,19 @@ bool ApplicationClass::Frame()
|
||||
}
|
||||
|
||||
// Update the rotation variable each frame.
|
||||
rotation -= 0.0174532925f * 0.1f;
|
||||
rotation -= 0.0174532925f * 0.8f;
|
||||
if (rotation < 0.0f)
|
||||
{
|
||||
rotation += 360.0f;
|
||||
}
|
||||
|
||||
// Update the x position variable each frame.
|
||||
x -= 0.0174532925f * 0.54672f;
|
||||
x -= 0.0174532925f * 0.6f;
|
||||
|
||||
y -= 0.0174532925f * 0.8972f;
|
||||
y -= 0.0174532925f * 0.2f;
|
||||
|
||||
// Update the z position variable each frame.
|
||||
z -= 0.0174532925f * 0.8972f;
|
||||
z -= 0.0174532925f * 0.2f;
|
||||
|
||||
|
||||
// Render the graphics scene.
|
||||
@@ -561,13 +580,7 @@ bool ApplicationClass::Render(float rotation, float x, float y, float z)
|
||||
lightPosition[i] = m_Lights[i].GetPosition();
|
||||
}
|
||||
|
||||
///////////////////
|
||||
// DISCLAIMER //
|
||||
///////////////////
|
||||
|
||||
// Les shaders suivants ne s'appliquent a l'objet uniquement s'il sont les derniers appliques
|
||||
|
||||
scaleMatrix = XMMatrixScaling(0.5f, 0.5f, 0.5f); // Build the scaling matrix.
|
||||
scaleMatrix = XMMatrixScaling(0.75f, 0.75f, 0.75f); // Build the scaling matrix.
|
||||
rotateMatrix = XMMatrixRotationY(rotation); // Build the rotation matrix.
|
||||
translateMatrix = XMMatrixTranslation(x, y, z); // Build the translation matrix.
|
||||
|
||||
@@ -578,47 +591,34 @@ bool ApplicationClass::Render(float rotation, float x, float y, float z)
|
||||
// Render the model using the multitexture shader.
|
||||
m_Model->Render(m_Direct3D->GetDeviceContext());
|
||||
|
||||
// Render the model using the light shader.
|
||||
result = m_LightShader->Render(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix, m_Model->GetTexture(0),
|
||||
diffuseColor, lightPosition);
|
||||
if (!result)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
// Lighting, utilise plusieurs lights donc Multiple Points Lighting
|
||||
//result = m_LightShader->Render(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix, m_Model->GetTexture(0),
|
||||
// diffuseColor, lightPosition);
|
||||
//if (!result)
|
||||
//{
|
||||
// return false;
|
||||
//}
|
||||
|
||||
scaleMatrix = XMMatrixScaling(2.0f, 2.0f, 2.0f); // Build the scaling matrix.
|
||||
rotateMatrix = XMMatrixRotationY(-rotation); // Build the rotation matrix.
|
||||
translateMatrix = XMMatrixTranslation(-x, -y, -z); // Build the translation matrix.
|
||||
// Lightmapping, utiliser light01.tga en deuxieme texture
|
||||
//result = m_LightMapShader->Render(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix,
|
||||
// m_Model->GetTexture(0), m_Model->GetTexture(1));
|
||||
//if (!result)
|
||||
//{
|
||||
// return false;
|
||||
//}
|
||||
|
||||
// Multiply the scale, rotation, and translation matrices together to create the final world transformation matrix.
|
||||
srMatrix = XMMatrixMultiply(scaleMatrix, rotateMatrix);
|
||||
worldMatrix = XMMatrixMultiply(srMatrix, translateMatrix);
|
||||
|
||||
// Put the model vertex and index buffers on the graphics pipeline to prepare them for drawing.
|
||||
m_Model->Render(m_Direct3D->GetDeviceContext());
|
||||
|
||||
result = m_LightMapShader->Render(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix,
|
||||
m_Model->GetTexture(0), m_Model->GetTexture(1));
|
||||
if (!result)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
// MultiTexturing
|
||||
//result = m_MultiTextureShader->Render(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix,
|
||||
// m_Model->GetTexture(0), m_Model->GetTexture(1));
|
||||
//if (!result)
|
||||
//{
|
||||
// return false;
|
||||
//}
|
||||
|
||||
|
||||
scaleMatrix = XMMatrixScaling(0.75f, 0.2f, 0.5f); // Build the scaling matrix.
|
||||
rotateMatrix = XMMatrixRotationY(rotation); // Build the rotation matrix.
|
||||
translateMatrix = XMMatrixTranslation(x + 1, y - 1, z + 2); // Build the translation matrix.
|
||||
|
||||
// Multiply the scale, rotation, and translation matrices together to create the final world transformation matrix.
|
||||
srMatrix = XMMatrixMultiply(scaleMatrix, rotateMatrix);
|
||||
worldMatrix = XMMatrixMultiply(srMatrix, translateMatrix);
|
||||
|
||||
// Render the model using the multitexture shader.
|
||||
m_Model->Render(m_Direct3D->GetDeviceContext());
|
||||
|
||||
// Render the model using the multitexture shader.
|
||||
result = m_MultiTextureShader->Render(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix,
|
||||
m_Model->GetTexture(0), m_Model->GetTexture(1));
|
||||
// Alphamapping
|
||||
result = m_AlphaMapShader->Render(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix,
|
||||
m_Model->GetTexture(0), m_Model->GetTexture(1), m_Model->GetTexture(2));
|
||||
if (!result)
|
||||
{
|
||||
return false;
|
||||
|
||||
Reference in New Issue
Block a user