Ajout du Normal Shader

This commit is contained in:
GolfOcean334
2024-03-31 18:59:07 +02:00
parent b3148d9dfa
commit abc0f158ae
11 changed files with 845 additions and 20 deletions

View File

@@ -22,6 +22,7 @@ ApplicationClass::ApplicationClass()
m_TextString3 = 0;
m_Fps = 0;
m_FpsString = 0;
m_NormalMapShader = 0;
}
@@ -73,6 +74,16 @@ bool ApplicationClass::Initialize(int screenWidth, int screenHeight, HWND hwnd)
m_Camera->SetPosition(0.0f, 0.0f, -12.0f);
m_Camera->SetRotation(0.0f, 0.0f, 0.0f);
// Create and initialize the normal map shader object.
m_NormalMapShader = new NormalMapShaderClass;
result = m_NormalMapShader->Initialize(m_Direct3D->GetDevice(), hwnd);
if (!result)
{
MessageBox(hwnd, L"Could not initialize the normal map shader object.", L"Error", MB_OK);
return false;
}
// Create and initialize the font shader object.
m_FontShader = new FontShaderClass;
@@ -208,7 +219,7 @@ bool ApplicationClass::Initialize(int screenWidth, int screenHeight, HWND hwnd)
// Set the file name of the textures.
strcpy_s(textureFilename1, "stone01.tga");
strcpy_s(textureFilename2, "dirt01.tga");
strcpy_s(textureFilename2, "normal01.tga");
strcpy_s(textureFilename3, "alpha01.tga");
// Create and initialize the model object.
@@ -232,6 +243,12 @@ bool ApplicationClass::Initialize(int screenWidth, int screenHeight, HWND hwnd)
return false;
}
// Create and initialize the light object.
m_Light = new LightClass;
m_Light->SetDiffuseColor(1.0f, 1.0f, 1.0f, 1.0f);
m_Light->SetDirection(0.0f, 0.0f, 1.0f);
// Set the number of lights we will use.
m_numLights = 4;
@@ -389,22 +406,6 @@ void ApplicationClass::Shutdown()
m_LightShader = 0;
}
// Release the light shader object.
if (m_LightShader)
{
m_LightShader->Shutdown();
delete m_LightShader;
m_LightShader = 0;
}
// Release the light map shader object.
if (m_LightMapShader)
{
m_LightMapShader->Shutdown();
delete m_LightMapShader;
m_LightMapShader = 0;
}
// Release the model object.
if (m_Model)
{
@@ -413,6 +414,14 @@ void ApplicationClass::Shutdown()
m_Model = 0;
}
// Release the normal map shader object.
if (m_NormalMapShader)
{
m_NormalMapShader->Shutdown();
delete m_NormalMapShader;
m_NormalMapShader = 0;
}
// Release the multitexture shader object.
if (m_MultiTextureShader)
{
@@ -469,7 +478,7 @@ bool ApplicationClass::Frame(InputClass* Input)
bool result, mouseDown;
float frameTime;
static float rotation = 0.0f;
static float rotation = 360.0f;
static float x = 6.f;
static float y = 3.f;
static float z = 0.f;
@@ -687,11 +696,18 @@ bool ApplicationClass::Render(float rotation, float x, float y, float z)
// return false;
//}
// Alphamapping
result = m_AlphaMapShader->Render(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix,
/*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;
}*/
//Normal Mapping
result = m_NormalMapShader->Render(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix,
m_Model->GetTexture(0), m_Model->GetTexture(1), m_Light->GetDirection(), m_Light->GetDiffuseColor());
if (!result)
{
return false;
}