Minor: Ajout Specular map shader dans le shader manager
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@@ -7,6 +7,7 @@ ShaderManagerClass::ShaderManagerClass()
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m_MultitextureShader = 0;
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m_TranslateShader = 0;
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m_AlphaMapShader = 0;
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m_SpecMapShader = 0;
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}
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@@ -60,7 +61,7 @@ bool ShaderManagerClass::Initialize(ID3D11Device* device, HWND hwnd)
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return false;
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}
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// Create and initialize the translate shader object.
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// Create and initialize the alpha map shader object.
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m_AlphaMapShader = new AlphaMapShaderClass;
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result = m_AlphaMapShader->Initialize(device, hwnd);
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@@ -69,6 +70,15 @@ bool ShaderManagerClass::Initialize(ID3D11Device* device, HWND hwnd)
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return false;
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}
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// Create and initialize the specular map shader object.
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m_SpecMapShader = new SpecMapShaderClass;
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result = m_SpecMapShader->Initialize(device, hwnd);
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if (!result)
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{
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return false;
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}
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return true;
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}
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@@ -114,6 +124,14 @@ void ShaderManagerClass::Shutdown()
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m_AlphaMapShader = 0;
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}
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// Release the specular map shader object.
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if (m_SpecMapShader)
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{
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m_SpecMapShader->Shutdown();
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delete m_SpecMapShader;
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m_SpecMapShader = 0;
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}
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return;
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}
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@@ -190,5 +208,22 @@ bool ShaderManagerClass::RenderAlphaMapShader(ID3D11DeviceContext* deviceContext
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return false;
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}
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return true;
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}
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bool ShaderManagerClass::RenderSpecMapShader(ID3D11DeviceContext* deviceContext, int indexCount, XMMATRIX worldMatrix, XMMATRIX viewMatrix, XMMATRIX projectionMatrix,
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ID3D11ShaderResourceView* texture1, ID3D11ShaderResourceView* texture2, ID3D11ShaderResourceView* texture3,
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XMFLOAT3 lightDirection, XMFLOAT4 diffuseColor, XMFLOAT3 cameraPosition, XMFLOAT4 specularColor, float specularPower)
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{
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bool result;
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result = m_SpecMapShader->Render(deviceContext, indexCount, worldMatrix, viewMatrix, projectionMatrix, texture1, texture2, texture3, lightDirection,
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diffuseColor, cameraPosition, specularColor, specularPower);
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if (!result)
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{
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return false;
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}
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return true;
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}
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