Minor: Ajout du Light Map Shader au Sheder Manager
This commit is contained in:
@@ -99,17 +99,6 @@ bool ApplicationClass::Initialize(int screenWidth, int screenHeight, HWND hwnd)
|
||||
return false;
|
||||
}
|
||||
|
||||
// Create and initialize the texture shader object.
|
||||
m_TextureShader = new TextureShaderClass;
|
||||
|
||||
result = m_TextureShader->Initialize(m_Direct3D->GetDevice(), hwnd);
|
||||
if (!result)
|
||||
{
|
||||
logger.Log("Could not initialize the texture shader object", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
|
||||
// Create and initialize the render to texture object.
|
||||
m_RenderTexture = new RenderTextureClass;
|
||||
|
||||
@@ -198,16 +187,6 @@ bool ApplicationClass::Initialize(int screenWidth, int screenHeight, HWND hwnd)
|
||||
return false;
|
||||
}
|
||||
|
||||
// Create and initialize the light shader object.
|
||||
m_LightShader = new LightShaderClass;
|
||||
|
||||
result = m_LightShader->Initialize(m_Direct3D->GetDevice(), hwnd);
|
||||
if (!result)
|
||||
{
|
||||
logger.Log("Could not initialize the light shader object", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
// Create and initialize the light object.
|
||||
m_Light = new LightClass;
|
||||
|
||||
@@ -1083,27 +1062,20 @@ bool ApplicationClass::Render(float rotation, float x, float y, float z, float t
|
||||
return false;
|
||||
}
|
||||
|
||||
// Turn off alpha blending.
|
||||
m_Direct3D->DisableAlphaBlending();
|
||||
// Setup matrices.
|
||||
rotateMatrix = XMMatrixRotationY(rotation);
|
||||
translateMatrix = XMMatrixTranslation(-10.0f, 1.0f, -20.0f);
|
||||
worldMatrix = XMMatrixMultiply(rotateMatrix, translateMatrix);
|
||||
|
||||
// Render the model using the transparent shader.
|
||||
m_Model->Render(m_Direct3D->GetDeviceContext());
|
||||
|
||||
result = m_ShaderManager->RenderlightMapShader(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix, m_Model->GetTexture(0), m_Model->GetTexture(4));
|
||||
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;
|
||||
//}
|
||||
|
||||
// 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;
|
||||
//}
|
||||
|
||||
|
||||
// Enable the Z buffer and disable alpha blending now that 2D rendering is complete.
|
||||
m_Direct3D->TurnZBufferOn();
|
||||
m_Direct3D->DisableAlphaBlending();
|
||||
|
||||
Reference in New Issue
Block a user