Light Shader à corriger
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@@ -5,9 +5,6 @@ ApplicationClass::ApplicationClass()
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m_Direct3D = 0;
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m_Camera = 0;
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m_Model = 0;
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m_LightShader = 0;
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m_Light = 0;
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m_TextureShader = 0;
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m_Bitmap = 0;
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m_Sprite = 0;
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m_Timer = 0;
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@@ -94,17 +91,6 @@ bool ApplicationClass::Initialize(int screenWidth, int screenHeight, HWND hwnd)
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return false;
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}
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// Create and initialize the texture shader object.
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m_TextureShader = new TextureShaderClass;
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result = m_TextureShader->Initialize(m_Direct3D->GetDevice(), hwnd);
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if (!result)
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{
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MessageBox(hwnd, L"Could not initialize the texture shader object.", L"Error", MB_OK);
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return false;
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}
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// Create and initialize the render to texture object.
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m_RenderTexture = new RenderTextureClass;
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@@ -196,16 +182,6 @@ bool ApplicationClass::Initialize(int screenWidth, int screenHeight, HWND hwnd)
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return false;
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}
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// Create and initialize the light shader object.
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m_LightShader = new LightShaderClass;
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result = m_LightShader->Initialize(m_Direct3D->GetDevice(), hwnd);
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if (!result)
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{
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MessageBox(hwnd, L"Could not initialize the light shader object.", L"Error", MB_OK);
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return false;
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}
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// Create and initialize the light object.
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m_Light = new LightClass;
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@@ -259,8 +235,6 @@ bool ApplicationClass::Initialize(int screenWidth, int screenHeight, HWND hwnd)
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return false;
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}
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// Create and initialize the font shader object.
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m_FontShader = new FontShaderClass;
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@@ -454,14 +428,6 @@ void ApplicationClass::Shutdown()
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m_Light = 0;
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}
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// Release the light shader object.
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if (m_LightShader)
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{
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m_LightShader->Shutdown();
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delete m_LightShader;
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m_LightShader = 0;
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}
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// Release the model object.
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if (m_Model)
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{
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@@ -637,7 +603,8 @@ bool ApplicationClass::RenderSceneToTexture(float rotation)
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// Render the model using the texture shader.
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m_Model->Render(m_Direct3D->GetDeviceContext());
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result = m_TextureShader->Render(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix, m_Model->GetTexture(1));
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result = m_ShaderManager->RenderTextureShader(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix,
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m_Model->GetTexture(1));
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if (!result)
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{
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return false;
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@@ -697,7 +664,7 @@ 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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// Render the model using the light shader.
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result = m_LightShader->Render(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix, m_Model->GetTexture(0),
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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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for (auto cube : m_cubes)
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@@ -719,7 +686,7 @@ bool ApplicationClass::Render(float rotation, float x, float y, float z, float t
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cube->Render(m_Direct3D->GetDeviceContext());
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result = m_LightShader->Render(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix, m_Model->GetTexture(0),
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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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if (!result)
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{
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@@ -742,7 +709,7 @@ bool ApplicationClass::Render(float rotation, float x, float y, float z, float t
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object->Render(m_Direct3D->GetDeviceContext());
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result = m_LightShader->Render(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix, m_Model->GetTexture(0),
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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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if (!result)
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@@ -764,7 +731,7 @@ 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_LightShader->Render(m_Direct3D->GetDeviceContext(), chunk->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix, chunk->GetTexture(1),
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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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if (!result)
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{
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@@ -778,7 +745,8 @@ bool ApplicationClass::Render(float rotation, float x, float y, float z, float t
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// Render the display plane using the texture shader and the render texture resource.
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m_DisplayPlane->Render(m_Direct3D->GetDeviceContext());
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result = m_TextureShader->Render(m_Direct3D->GetDeviceContext(), m_DisplayPlane->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix, m_RenderTexture->GetShaderResourceView());
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result = m_ShaderManager->RenderTextureShader(m_Direct3D->GetDeviceContext(), m_DisplayPlane->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix,
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m_RenderTexture->GetShaderResourceView());
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if (!result)
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{
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return false;
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@@ -790,7 +758,8 @@ bool ApplicationClass::Render(float rotation, float x, float y, float z, float t
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// Render the display plane using the texture shader and the render texture resource.
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m_DisplayPlane->Render(m_Direct3D->GetDeviceContext());
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result = m_TextureShader->Render(m_Direct3D->GetDeviceContext(), m_DisplayPlane->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix, m_RenderTexture->GetShaderResourceView());
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result = m_ShaderManager->RenderTextureShader(m_Direct3D->GetDeviceContext(), m_DisplayPlane->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix,
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m_RenderTexture->GetShaderResourceView());
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if (!result)
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{
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return false;
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@@ -802,7 +771,8 @@ bool ApplicationClass::Render(float rotation, float x, float y, float z, float t
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// Render the display plane using the texture shader and the render texture resource.
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m_DisplayPlane->Render(m_Direct3D->GetDeviceContext());
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result = m_TextureShader->Render(m_Direct3D->GetDeviceContext(), m_DisplayPlane->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix, m_RenderTexture->GetShaderResourceView());
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result = m_ShaderManager->RenderTextureShader(m_Direct3D->GetDeviceContext(), m_DisplayPlane->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix,
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m_RenderTexture->GetShaderResourceView());
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if (!result)
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{
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return false;
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@@ -838,8 +808,8 @@ 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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m_Model->Render(m_Direct3D->GetDeviceContext());
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result = m_LightShader->Render(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix,
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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),
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diffuseColor, lightPosition);
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if (!result)
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{
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return false;
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@@ -905,7 +875,8 @@ bool ApplicationClass::Render(float rotation, float x, float y, float z, float t
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}
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// Render the sprite with the texture shader.
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result = m_TextureShader->Render(m_Direct3D->GetDeviceContext(), m_Sprite->GetIndexCount(), worldMatrix, viewMatrix, orthoMatrix, m_Sprite->GetTexture());
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result = m_ShaderManager->RenderTextureShader(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, orthoMatrix,
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m_Sprite->GetTexture());
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if (!result)
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{
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return false;
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@@ -1056,6 +1027,20 @@ bool ApplicationClass::Render(float rotation, float x, float y, float z, float t
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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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//translateMatrix = XMMatrixTranslation(-10.0f, -2.0f, -20.0f);
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//worldMatrix = XMMatrixMultiply(rotateMatrix, translateMatrix);
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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), m_Lights[0]->GetDiffuseColor(), m_Lights[0]->GetPosition());
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//if (!result)
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//{
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// return false;
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//}
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// Turn off alpha blending.
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m_Direct3D->DisableAlphaBlending();
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