Water Shader a finir dans le shader manager
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@@ -10,12 +10,10 @@
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#include "d3dclass.h"
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#include "cameraclass.h"
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#include "object.h"
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#include "lightshaderclass.h"
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#include "lightclass.h"
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#include <vector>
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#include <filesystem>
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#include "lightmapshaderclass.h"
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#include "bitmapclass.h"
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#include "spriteclass.h"
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#include "timerclass.h"
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@@ -31,6 +29,8 @@
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#include "rendertextureclass.h"
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#include "displayplaneclass.h"
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#include "reflectionshaderclass.h"
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#include "refractionshaderclass.h"
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#include "watershaderclass.h"
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/////////////
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@@ -91,6 +91,8 @@ private:
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bool UpdateFps();
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bool UpdateRenderCountString(int);
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bool RenderSceneToTexture(float);
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bool RenderRefractionToTexture();
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bool RenderReflectionToTexture();
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private :
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@@ -100,7 +102,7 @@ private :
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D3DClass* m_Direct3D;
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IDXGISwapChain* m_swapChain;
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ModelClass* m_Model;
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ModelClass* m_Model,* m_GroundModel, * m_WallModel, * m_BathModel, * m_WaterModel;
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ModelListClass* m_ModelList;
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// ------------------------------------- //
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@@ -108,7 +110,7 @@ private :
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// ------------------------------------- //
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XMMATRIX m_baseViewMatrix;
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RenderTextureClass* m_RenderTexture;
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RenderTextureClass* m_RenderTexture, * m_RefractionTexture, * m_ReflectionTexture;
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DisplayPlaneClass* m_DisplayPlane;
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int m_screenWidth, m_screenHeight;
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CameraClass* m_Camera;
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@@ -138,12 +140,17 @@ private :
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// ----------------------------------- //
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ShaderManagerClass* m_ShaderManager;
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WaterShaderClass* m_WaterShader;
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FontShaderClass* m_FontShader;
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ReflectionShaderClass* m_ReflectionShader;
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BitmapClass* m_Bitmap;
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SpriteClass* m_Sprite;
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// ----------------------------------- //
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// ------------ VARIABLES ------------ //
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// ----------------------------------- //
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float m_waterHeight, m_waterTranslation;
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// ------------------------------------------------- //
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// ------------- FPS AND INFO ON SCREEN ------------ //
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// ------------------------------------------------- //
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