ajout Light Maps

This commit is contained in:
StratiX0
2024-03-29 16:45:28 +01:00
parent 0568195aec
commit c4067cff8a
10 changed files with 599 additions and 5 deletions

View File

@@ -7,6 +7,7 @@ ApplicationClass::ApplicationClass()
m_MultiTextureShader = 0;
m_Model = 0;
m_LightShader = 0;
m_LightMapShader = 0;
m_Light = 0;
m_TextureShader = 0;
m_Bitmap = 0;
@@ -179,7 +180,7 @@ bool ApplicationClass::Initialize(int screenWidth, int screenHeight, HWND hwnd)
// Set the file name of the textures.
strcpy_s(textureFilename1, "stone01.tga");
strcpy_s(textureFilename2, "moss01.tga");
strcpy_s(textureFilename2, "light01.tga");
// Create and initialize the model object.
m_Model = new ModelClass;
@@ -221,6 +222,16 @@ bool ApplicationClass::Initialize(int screenWidth, int screenHeight, HWND hwnd)
m_Lights[3].SetDiffuseColor(1.0f, 1.0f, 1.0f, 1.0f); // White
m_Lights[3].SetPosition(3.0f, 1.0f, -3.0f);
// Create and initialize the light map shader object.
m_LightMapShader = new LightMapShaderClass;
result = m_LightMapShader->Initialize(m_Direct3D->GetDevice(), hwnd);
if (!result)
{
MessageBox(hwnd, L"Could not initialize the light map shader object.", L"Error", MB_OK);
return false;
}
// Create and initialize the fps object.
m_Fps = new FpsClass();
@@ -261,7 +272,6 @@ void ApplicationClass::Shutdown()
m_Fps = 0;
}
// Release the text string objects.
if (m_TextString3)
{
@@ -338,6 +348,14 @@ void ApplicationClass::Shutdown()
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)
{
@@ -543,7 +561,11 @@ 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.
rotateMatrix = XMMatrixRotationY(rotation); // Build the rotation matrix.
@@ -556,6 +578,14 @@ 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;
}
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.
@@ -567,14 +597,25 @@ bool ApplicationClass::Render(float rotation, float x, float y, float z)
// Put the model vertex and index buffers on the graphics pipeline to prepare them for drawing.
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);
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;
}
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));