Merge branch 'main' into ImGui-NoScripting
This commit is contained in:
@@ -19,7 +19,11 @@ ApplicationClass::ApplicationClass() : m_ShouldQuit(false)
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m_Position = 0;
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m_Frustum = 0;
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m_DisplayPlane = 0;
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m_ReflectionShader = 0;
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m_BathModel = 0;
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m_WaterModel = 0;
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m_Light = 0;
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m_RefractionTexture = 0;
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m_ReflectionTexture = 0;
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}
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@@ -192,6 +196,7 @@ bool ApplicationClass::Initialize(int screenWidth, int screenHeight, HWND hwnd)
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m_Light->SetDiffuseColor(1.0f, 1.0f, 1.0f, 1.0f);
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m_Light->SetDirection(0.0f, 0.0f, -1.0f);
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m_Light->SetAmbientColor(0.15f, 0.15f, 0.15f, 1.0f);
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m_Light->SetSpecularColor(1.0f, 1.0f, 1.0f, 1.0f);
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m_Light->SetSpecularPower(16.0f);
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@@ -203,6 +208,7 @@ bool ApplicationClass::Initialize(int screenWidth, int screenHeight, HWND hwnd)
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m_Lights[0] = new LightClass;
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m_Lights[0]->SetDiffuseColor(1.0f, 1.0f, 1.0f, 1.0f); // White
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m_Lights[0]->SetDirection(0.0f, 0.0f, -1.0f);
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m_Lights[0]->SetAmbientColor(0.15f, 0.15f, 0.15f, 1.0f);
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m_Lights[0]->SetSpecularColor(1.0f, 1.0f, 1.0f, 1.0f);
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m_Lights[0]->SetSpecularPower(16.0f);
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m_Lights[0]->SetPosition(10.0f, 7.0f, -5.0f);
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@@ -210,6 +216,7 @@ bool ApplicationClass::Initialize(int screenWidth, int screenHeight, HWND hwnd)
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m_Lights[1] = new LightClass;
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m_Lights[1]->SetDiffuseColor(1.0f, 0.0f, 0.0f, 1.0f); // Red
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m_Lights[1]->SetDirection(0.0f, 0.0f, -1.0f);
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m_Lights[1]->SetAmbientColor(0.15f, 0.15f, 0.15f, 1.0f);
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m_Lights[1]->SetSpecularColor(1.0f, 0.0f, 0.0f, 1.0f);
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m_Lights[1]->SetSpecularPower(16.0f);
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m_Lights[1]->SetPosition(-10.0f, 7.0f, -5.0f);
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@@ -217,6 +224,7 @@ bool ApplicationClass::Initialize(int screenWidth, int screenHeight, HWND hwnd)
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m_Lights[2] = new LightClass;
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m_Lights[2]->SetDiffuseColor(0.0f, 1.0f, 0.0f, 1.0f); // Green
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m_Lights[2]->SetDirection(0.0f, 0.0f, -1.0f);
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m_Lights[2]->SetAmbientColor(0.15f, 0.15f, 0.15f, 1.0f);
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m_Lights[2]->SetSpecularColor(0.0f, 1.0f, 0.0f, 1.0f);
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m_Lights[2]->SetSpecularPower(16.0f);
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m_Lights[2]->SetPosition(10.0f, 7.0f, 5.0f);
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@@ -224,6 +232,7 @@ bool ApplicationClass::Initialize(int screenWidth, int screenHeight, HWND hwnd)
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m_Lights[3] = new LightClass;
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m_Lights[3]->SetDiffuseColor(0.0f, 0.0f, 1.0f, 1.0f); // Blue
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m_Lights[3]->SetDirection(0.0f, 0.0f, -1.0f);
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m_Lights[3]->SetAmbientColor(0.15f, 0.15f, 0.15f, 1.0f);
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m_Lights[3]->SetSpecularColor(0.0f, 0.0f, 1.0f, 1.0f);
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m_Lights[3]->SetSpecularPower(16.0f);
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m_Lights[3]->SetPosition(-10.0f, 7.0f, 5.0f);
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@@ -255,6 +264,60 @@ bool ApplicationClass::Initialize(int screenWidth, int screenHeight, HWND hwnd)
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m_ModelList = new ModelListClass;
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m_ModelList->Initialize(25);
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// Set the file names of the bath model.
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strcpy_s(modelFilename, "bath.txt");
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Filename.push_back("marble01.tga");
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// Create and initialize the bath model object.
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m_BathModel = new ModelClass;
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result = m_BathModel->Initialize(m_Direct3D->GetDevice(), m_Direct3D->GetDeviceContext(), modelFilename, Filename);
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if (!result)
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{
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MessageBox(hwnd, L"Could not initialize the bath model object.", L"Error", MB_OK);
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return false;
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}
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// Set the file names of the water model.
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strcpy_s(modelFilename, "water.txt");
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Filename.push_back("water01.tga");
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// Create and initialize the water model object.
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m_WaterModel = new ModelClass;
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result = m_WaterModel->Initialize(m_Direct3D->GetDevice(), m_Direct3D->GetDeviceContext(), modelFilename, Filename);
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if (!result)
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{
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MessageBox(hwnd, L"Could not initialize the water model object.", L"Error", MB_OK);
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return false;
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}
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// Create and initialize the refraction render to texture object.
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m_RefractionTexture = new RenderTextureClass;
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result = m_RefractionTexture->Initialize(m_Direct3D->GetDevice(), screenWidth, screenHeight, SCREEN_DEPTH, SCREEN_NEAR, 1);
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if (!result)
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{
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MessageBox(hwnd, L"Could not initialize the refraction render texture object.", L"Error", MB_OK);
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return false;
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}
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// Create and initialize the reflection render to texture object.
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m_ReflectionTexture = new RenderTextureClass;
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result = m_ReflectionTexture->Initialize(m_Direct3D->GetDevice(), screenWidth, screenHeight, SCREEN_DEPTH, SCREEN_NEAR, 1);
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if (!result)
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{
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MessageBox(hwnd, L"Could not initialize the reflection render texture object.", L"Error", MB_OK);
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return false;
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}
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// Set the height of the water.
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m_waterHeight = -9.25f;
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// Initialize the position of the water.
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m_waterTranslation = 100.0f;
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// Create and initialize the timer object.
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m_Timer = new TimerClass;
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@@ -317,6 +380,38 @@ void ApplicationClass::Shutdown()
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Logger::Get().Log("Shader manager object released", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
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}
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// Release the reflection render texture object.
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if (m_ReflectionTexture)
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{
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m_ReflectionTexture->Shutdown();
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delete m_ReflectionTexture;
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m_ReflectionTexture = 0;
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}
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// Release the refraction render texture object.
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if (m_RefractionTexture)
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{
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m_RefractionTexture->Shutdown();
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delete m_RefractionTexture;
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m_RefractionTexture = 0;
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}
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// Release the water model object.
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if (m_WaterModel)
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{
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m_WaterModel->Shutdown();
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delete m_WaterModel;
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m_WaterModel = 0;
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}
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// Release the bath model object.
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if (m_BathModel)
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{
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m_BathModel->Shutdown();
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delete m_BathModel;
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m_BathModel = 0;
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}
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// Release the frustum class object.
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if (m_Frustum)
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{
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@@ -593,6 +688,28 @@ bool ApplicationClass::Frame(InputClass* Input)
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rotation += 360.0f;
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}
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// Update the position of the water to simulate motion.
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m_waterTranslation += 0.001f;
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if (m_waterTranslation > 1.0f)
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{
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m_waterTranslation -= 1.0f;
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}
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// Render the refraction of the scene to a texture.
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result = RenderRefractionToTexture();
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if (!result)
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{
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return false;
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}
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// Render the reflection of the scene to a texture.
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result = RenderReflectionToTexture();
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if (!result)
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{
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return false;
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}
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//// Update the x position variable each frame.
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//x -= 0.0174532925f * 0.6f;
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@@ -641,6 +758,91 @@ bool ApplicationClass::Frame(InputClass* Input)
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return true;
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}
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bool ApplicationClass::RenderRefractionToTexture()
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{
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XMMATRIX worldMatrix, viewMatrix, projectionMatrix;
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XMFLOAT4 diffuseColor[4], lightPosition[4], ambientColor[4];
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XMFLOAT4 clipPlane;
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int i;
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bool result;
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// Setup a clipping plane based on the height of the water to clip everything above it.
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clipPlane = XMFLOAT4(0.0f, -1.0f, 0.0f, m_waterHeight + 0.1f);
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// Set the render target to be the refraction render to texture and clear it.
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m_RefractionTexture->SetRenderTarget(m_Direct3D->GetDeviceContext());
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m_RefractionTexture->ClearRenderTarget(m_Direct3D->GetDeviceContext(), 0.0f, 0.0f, 0.0f, 1.0f);
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// Generate the view matrix based on the camera's position.
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m_Camera->Render();
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// Get the world, view, and projection matrices from the camera and d3d objects.
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m_Direct3D->GetWorldMatrix(worldMatrix);
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m_Camera->GetViewMatrix(viewMatrix);
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m_Direct3D->GetProjectionMatrix(projectionMatrix);
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// Get the light properties.
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for (i = 0; i < m_numLights; i++)
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{
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// Create the diffuse color array from the four light colors.
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diffuseColor[i] = m_Lights[i]->GetDiffuseColor();
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// Create the light position array from the four light positions.
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lightPosition[i] = m_Lights[i]->GetPosition();
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// Create the light position array from the four light positions.
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ambientColor[i] = m_Lights[i]->GetAmbientColor();
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}
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// Translate to where the bath model will be rendered.
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worldMatrix = XMMatrixTranslation(0.0f, -10.0f, 0.0f);
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// Render the bath model using the refraction shader.
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m_BathModel->Render(m_Direct3D->GetDeviceContext());
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result = m_ShaderManager->RenderRefractionShader(m_Direct3D->GetDeviceContext(), m_BathModel->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix,
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m_BathModel->GetTexture(0), m_Lights[0]->GetDirection(), ambientColor, diffuseColor, lightPosition, clipPlane);
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if (!result)
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{
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return false;
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}
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// Reset the render target back to the original back buffer and not the render to texture anymore. And reset the viewport back to the original.
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m_Direct3D->SetBackBufferRenderTarget();
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m_Direct3D->ResetViewport();
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return true;
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}
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bool ApplicationClass::RenderReflectionToTexture()
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{
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XMMATRIX worldMatrix, reflectionViewMatrix, projectionMatrix;
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XMFLOAT4 diffuseColor[4], getDirection[4], ambientColor[4];
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bool result;
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// Set the render target to be the reflection render to texture and clear it.
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m_ReflectionTexture->SetRenderTarget(m_Direct3D->GetDeviceContext());
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m_ReflectionTexture->ClearRenderTarget(m_Direct3D->GetDeviceContext(), 0.0f, 0.0f, 0.0f, 1.0f);
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// Use the camera to render the reflection and create a reflection view matrix.
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m_Camera->RenderReflection(m_waterHeight);
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// Get the camera reflection view matrix instead of the normal view matrix.
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m_Camera->GetReflectionViewMatrix(reflectionViewMatrix);
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// Get the world and projection matrices from the d3d object.
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m_Direct3D->GetWorldMatrix(worldMatrix);
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m_Direct3D->GetProjectionMatrix(projectionMatrix);
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// Reset the render target back to the original back buffer and not the render to texture anymore. And reset the viewport back to the original.
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m_Direct3D->SetBackBufferRenderTarget();
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m_Direct3D->ResetViewport();
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return true;
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}
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bool ApplicationClass::RenderSceneToTexture(float rotation)
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{
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XMMATRIX worldMatrix, viewMatrix, projectionMatrix;
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@@ -680,9 +882,9 @@ bool ApplicationClass::RenderSceneToTexture(float rotation)
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bool ApplicationClass::Render(float rotation, float x, float y, float z, float textureTranslation)
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{
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XMMATRIX worldMatrix, viewMatrix, orthoMatrix, projectionMatrix, rotateMatrix, translateMatrix, scaleMatrix, srMatrix;
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XMMATRIX worldMatrix, viewMatrix, orthoMatrix, projectionMatrix, rotateMatrix, translateMatrix, scaleMatrix, srMatrix, reflectionMatrix;
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float positionX, positionY, positionZ, radius;
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XMFLOAT4 diffuseColor[4], lightPosition[4];
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XMFLOAT4 diffuseColor[4], lightPosition[4], getDirection[4], ambientColor[4];
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int modelCount, renderCount, i;
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bool result, renderModel;
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float blendAmount;
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@@ -708,6 +910,9 @@ bool ApplicationClass::Render(float rotation, float x, float y, float z, float t
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// Create the light position array from the four light positions.
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lightPosition[i] = m_Lights[i]->GetPosition();
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// Create the light position array from the four light positions.
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ambientColor[i] = m_Lights[i]->GetPosition();
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}
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scaleMatrix = XMMatrixScaling(0.5f, 0.5f, 0.5f); // Build the scaling matrix.
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@@ -723,7 +928,7 @@ bool ApplicationClass::Render(float rotation, float x, float y, float z, float t
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// Render the model using the light shader.
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result = m_ShaderManager->RenderlightShader(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix, m_Model->GetTexture(0),
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diffuseColor, lightPosition);
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diffuseColor, lightPosition, ambientColor);
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for (auto cube : m_cubes)
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{
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@@ -753,7 +958,7 @@ bool ApplicationClass::Render(float rotation, float x, float y, float z, float t
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}
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result = m_ShaderManager->RenderlightShader(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix, cube->GetTexture(0),
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diffuseColor, lightPosition);
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diffuseColor, lightPosition,ambientColor);
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if (!result)
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{
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Logger::Get().Log("Could not render the cube model using the light shader", __FILE__, __LINE__, Logger::LogLevel::Error);
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@@ -785,7 +990,7 @@ bool ApplicationClass::Render(float rotation, float x, float y, float z, float t
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}
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result = m_ShaderManager->RenderlightShader(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix, m_Model->GetTexture(0),
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diffuseColor, lightPosition);
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diffuseColor, lightPosition, ambientColor);
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if (!result)
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{
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@@ -808,7 +1013,7 @@ bool ApplicationClass::Render(float rotation, float x, float y, float z, float t
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chunk->Render(m_Direct3D->GetDeviceContext());
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result = m_ShaderManager->RenderlightShader(m_Direct3D->GetDeviceContext(), chunk->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix, chunk->GetTexture(5),
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diffuseColor, lightPosition);
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diffuseColor, lightPosition, ambientColor);
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if (!result)
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{
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@@ -890,7 +1095,7 @@ bool ApplicationClass::Render(float rotation, float x, float y, float z, float t
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m_Model->Render(m_Direct3D->GetDeviceContext());
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result = m_ShaderManager->RenderlightShader(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix, m_Model->GetTexture(0),
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diffuseColor, lightPosition);
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diffuseColor, lightPosition, ambientColor);
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if (!result)
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{
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Logger::Get().Log("Could not render the model using the light shader", __FILE__, __LINE__, Logger::LogLevel::Error);
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@@ -998,14 +1203,41 @@ bool ApplicationClass::Render(float rotation, float x, float y, float z, float t
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lightPosition[i] = m_Lights[i]->GetPosition();
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}
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// Translate to where the bath model will be rendered.
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worldMatrix = XMMatrixTranslation(0.0f, -10.0f, 0.0f);
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// Put the bath model vertex and index buffers on the graphics pipeline to prepare them for drawing.
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m_BathModel->Render(m_Direct3D->GetDeviceContext());
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// Render the model using the multitexture shader.
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//result = m_MultiTextureShader->Render(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix,
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// m_Model->GetTexture(0), m_Model->GetTexture(1));
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// Render the bath model using the light shader.
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result = m_ShaderManager->RenderTextureShader(m_Direct3D->GetDeviceContext(), m_BathModel->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix,
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m_BathModel->GetTexture(0));
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if (!result)
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{
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return false;
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}
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//// Render the model using the multitexture shader.
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//m_Model->Render(m_Direct3D->GetDeviceContext());
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// Reset the world matrix.
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m_Direct3D->GetWorldMatrix(worldMatrix);
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// Get the camera reflection view matrix.
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m_Camera->GetReflectionViewMatrix(reflectionMatrix);
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// Translate to where the water model will be rendered.
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worldMatrix = XMMatrixTranslation(0.0f, m_waterHeight, 0.0f);
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// Put the water model vertex and index buffers on the graphics pipeline to prepare them for drawing.
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m_WaterModel->Render(m_Direct3D->GetDeviceContext());
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// Render the water model using the water shader.
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result = m_ShaderManager->RenderWaterShader(m_Direct3D->GetDeviceContext(), m_WaterModel->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix, reflectionMatrix,
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m_ReflectionTexture->GetShaderResourceView(), m_RefractionTexture->GetShaderResourceView(), m_WaterModel->GetTexture(0),
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m_waterTranslation, 0.01f);
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if (!result)
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{
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return false;
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}
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// Setup matrices.
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rotateMatrix = XMMatrixRotationY(rotation);
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@@ -1129,7 +1361,7 @@ bool ApplicationClass::Render(float rotation, float x, float y, float z, float t
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// Render the model using the transparent shader.
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m_Model->Render(m_Direct3D->GetDeviceContext());
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result = m_ShaderManager->RenderlightShader(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix, m_Model->GetTexture(0), diffuseColor, lightPosition);
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result = m_ShaderManager->RenderlightShader(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix, m_Model->GetTexture(0), diffuseColor, lightPosition, ambientColor);
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if (!result)
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{
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return false;
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Reference in New Issue
Block a user