Minor: Ajout du Multitexturing dans le shader manager

Actuellement envie de DCD, JPP des Lights 😠
This commit is contained in:
GolfOcean334
2024-04-07 01:27:30 +02:00
parent 38242fc60b
commit d61a5b7f5f
8 changed files with 160 additions and 374 deletions

View File

@@ -4,7 +4,6 @@ ApplicationClass::ApplicationClass()
{
m_Direct3D = 0;
m_Camera = 0;
m_MultiTextureShader = 0;
m_AlphaMapShader = 0;
m_Model = 0;
m_LightShader = 0;
@@ -48,7 +47,7 @@ bool ApplicationClass::Initialize(int screenWidth, int screenHeight, HWND hwnd)
{
char mouseString1[32], mouseString2[32], mouseString3[32];
char testString1[32], testString2[32], testString3[32];
char modelFilename[128], textureFilename1[128], textureFilename2[128], textureFilename3[128], renderString[32];
char modelFilename[128], textureFilename1[128], textureFilename2[128], textureFilename3[128], textureFilename4[128], textureFilename5[128], textureFilename6[128], renderString[32];
char bitmapFilename[128];
char spriteFilename[128];
char fpsString[32];
@@ -235,15 +234,6 @@ bool ApplicationClass::Initialize(int screenWidth, int screenHeight, HWND hwnd)
return false;
}
// Create and initialize the multitexture shader object.
m_MultiTextureShader = new MultiTextureShaderClass;
result = m_MultiTextureShader->Initialize(m_Direct3D->GetDevice(), hwnd);
if (!result)
{
MessageBox(hwnd, L"Could not initialize the multitexture shader object.", L"Error", MB_OK);
return false;
}
// Set the file name of the model.
strcpy_s(modelFilename, "cube.txt");
@@ -251,13 +241,17 @@ bool ApplicationClass::Initialize(int screenWidth, int screenHeight, HWND hwnd)
// Set the file name of the textures.
strcpy_s(textureFilename1, "stone01.tga");
strcpy_s(textureFilename2, "normal01.tga");
strcpy_s(textureFilename3, "alpha01.tga");
strcpy_s(textureFilename3, "spec02.tga");
strcpy_s(textureFilename4, "alpha01.tga");
strcpy_s(textureFilename5, "light01.tga");
strcpy_s(textureFilename6, "moss01.tga");
// A FAIRE: Ajouter une nouvelle texture pour le multitexturing
// Create and initialize the model object.
m_Model = new ModelClass;
result = m_Model->Initialize(m_Direct3D->GetDevice(), m_Direct3D->GetDeviceContext(), modelFilename, textureFilename1, textureFilename2, textureFilename3);
result = m_Model->Initialize(m_Direct3D->GetDevice(), m_Direct3D->GetDeviceContext(), modelFilename, textureFilename1, textureFilename2, textureFilename3, textureFilename4,
textureFilename5, textureFilename6);
if (!result)
{
MessageBox(hwnd, L"Could not initialize the model object.", L"Error", MB_OK);
@@ -321,6 +315,7 @@ bool ApplicationClass::Initialize(int screenWidth, int screenHeight, HWND hwnd)
{
return false;
}
// Create and initialize the light map shader object.
m_LightMapShader = new LightMapShaderClass;
@@ -546,7 +541,7 @@ void ApplicationClass::Shutdown()
m_Sprite = 0;
}
// Release the light objects.
// Release the lights objects.
if (m_Lights)
{
delete[] m_Lights;
@@ -592,46 +587,6 @@ void ApplicationClass::Shutdown()
m_Model = 0;
}
// Release the multitexture shader object.
if (m_MultiTextureShader)
{
m_MultiTextureShader->Shutdown();
delete m_MultiTextureShader;
m_MultiTextureShader = 0;
// Release the bitmap object.
if (m_Bitmap)
{
m_Bitmap->Shutdown();
delete m_Bitmap;
m_Bitmap = 0;
}
// Release the texture shader object.
if (m_TextureShader)
{
m_TextureShader->Shutdown();
delete m_TextureShader;
m_TextureShader = 0;
}
// Release the camera object.
if (m_Camera)
{
delete m_Camera;
m_Camera = 0;
}
// Release the D3D object.
if (m_Direct3D)
{
m_Direct3D->Shutdown();
delete m_Direct3D;
m_Direct3D = 0;
}
return;
}
// Release the alpha map shader object.
if (m_AlphaMapShader)
{
@@ -1054,6 +1009,14 @@ bool ApplicationClass::Render(float rotation, float x, float y, float z, float t
//// Render the model using the multitexture shader.
//m_Model->Render(m_Direct3D->GetDeviceContext());
// Setup matrices.
rotateMatrix = XMMatrixRotationY(rotation);
translateMatrix = XMMatrixTranslation(0.0f, 4.0f, 0.0f);
worldMatrix = XMMatrixMultiply(rotateMatrix, translateMatrix);
// Render the model using the texture shader.
m_Model->Render(m_Direct3D->GetDeviceContext());
result = m_ShaderManager->RenderTextureShader(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix,
m_Model->GetTexture(0));
if (!result)
@@ -1063,7 +1026,7 @@ bool ApplicationClass::Render(float rotation, float x, float y, float z, float t
// Setup matrices.
rotateMatrix = XMMatrixRotationY(rotation);
translateMatrix = XMMatrixTranslation(-1.5f, -1.0f, 0.0f);
translateMatrix = XMMatrixTranslation(0.0f, 1.0f, 0.0f);
worldMatrix = XMMatrixMultiply(rotateMatrix, translateMatrix);
// Render the model using the light shader.
@@ -1078,7 +1041,7 @@ bool ApplicationClass::Render(float rotation, float x, float y, float z, float t
// Setup matrices.
rotateMatrix = XMMatrixRotationY(rotation);
translateMatrix = XMMatrixTranslation(1.5f, -1.0f, 0.0f);
translateMatrix = XMMatrixTranslation(0.0f, -2.0f, 0.0f);
worldMatrix = XMMatrixMultiply(rotateMatrix, translateMatrix);
// Render the model using the normal map shader.
@@ -1091,6 +1054,21 @@ bool ApplicationClass::Render(float rotation, float x, float y, float z, float t
return false;
}
// Setup matrices.
rotateMatrix = XMMatrixRotationY(rotation);
translateMatrix = XMMatrixTranslation(0.0f, -5.0f, 0.0f);
worldMatrix = XMMatrixMultiply(rotateMatrix, translateMatrix);
// Render the model using the Multitexture shader.
m_Model->Render(m_Direct3D->GetDeviceContext());
result = m_ShaderManager->RenderMultitextureShader(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix,
m_Model->GetTexture(0), m_Model->GetTexture(5));
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);