Multiple point lights

This commit is contained in:
StratiX0
2024-03-28 10:56:57 +01:00
parent 16db21608a
commit e5c88797b0
17 changed files with 4143 additions and 208 deletions

View File

@@ -12,6 +12,7 @@ ApplicationClass::ApplicationClass()
m_Bitmap = 0;
m_Sprite = 0;
m_Timer = 0;
m_Lights = 0;
}
@@ -57,7 +58,7 @@ bool ApplicationClass::Initialize(int screenWidth, int screenHeight, HWND hwnd)
}
// Set the initial position of the camera.
m_Camera->SetPosition(0.0f, 0.0f, -10.0f);
m_Camera->SetPosition(0.0f, 2.0f, -12.0f);
m_Camera->SetRotation(0.0f, 0.0f, 0.0f);
// Create and initialize the texture shader object.
@@ -114,7 +115,7 @@ bool ApplicationClass::Initialize(int screenWidth, int screenHeight, HWND hwnd)
}
// Set the file name of the model.
strcpy_s(modelFilename, "sphere.txt");
strcpy_s(modelFilename, "plane.txt");
// Set the file name of the textures.
strcpy_s(textureFilename1, "stone01.tga");
@@ -141,14 +142,24 @@ bool ApplicationClass::Initialize(int screenWidth, int screenHeight, HWND hwnd)
return false;
}
// Create and initialize the light object.
m_Light = new LightClass;
// Set the number of lights we will use.
m_numLights = 4;
m_Light->SetAmbientColor(0.15f, 0.15f, 0.15f, 1.0f);
m_Light->SetDiffuseColor(1.0f, 1.0f, 1.0f, 1.0f);
m_Light->SetDirection(1.0f, 0.0f, 1.0f);
m_Light->SetSpecularColor(1.0f, 1.0f, 1.0f, 1.0f);
m_Light->SetSpecularPower(32.0f);
// Create and initialize the light objects array.
m_Lights = new LightClass[m_numLights];
// Manually set the color and position of each light.
m_Lights[0].SetDiffuseColor(1.0f, 0.0f, 0.0f, 1.0f); // Red
m_Lights[0].SetPosition(-3.0f, 1.0f, 3.0f);
m_Lights[1].SetDiffuseColor(0.0f, 1.0f, 0.0f, 1.0f); // Green
m_Lights[1].SetPosition(3.0f, 1.0f, 3.0f);
m_Lights[2].SetDiffuseColor(0.0f, 0.0f, 1.0f, 1.0f); // Blue
m_Lights[2].SetPosition(-3.0f, 1.0f, -3.0f);
m_Lights[3].SetDiffuseColor(1.0f, 1.0f, 1.0f, 1.0f); // White
m_Lights[3].SetPosition(3.0f, 1.0f, -3.0f);
return true;
}
@@ -171,12 +182,12 @@ void ApplicationClass::Shutdown()
m_Sprite = 0;
}
// Release the light object.
if (m_Light)
{
delete m_Light;
m_Light = 0;
}
// Release the light objects.
if(m_Lights)
{
delete [] m_Lights;
m_Lights = 0;
}
// Release the light shader object.
if (m_LightShader)
@@ -292,6 +303,8 @@ bool ApplicationClass::Frame()
bool ApplicationClass::Render(float rotation, float x, float y, float z)
{
XMMATRIX worldMatrix, viewMatrix, orthoMatrix, projectionMatrix, rotateMatrix, translateMatrix, scaleMatrix, srMatrix;
XMFLOAT4 diffuseColor[4], lightPosition[4];
int i;
bool result;
// Clear the buffers to begin the scene.
@@ -339,7 +352,15 @@ bool ApplicationClass::Render(float rotation, float x, float y, float z)
return false;
}
// Get the light properties.
for (i = 0; i < m_numLights; i++)
{
// Create the diffuse color array from the four light colors.
diffuseColor[i] = m_Lights[i].GetDiffuseColor();
// Create the light position array from the four light positions.
lightPosition[i] = m_Lights[i].GetPosition();
}
// Render the model using the multitexture shader.
result = m_MultiTextureShader->Render(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix,
@@ -356,15 +377,6 @@ 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),
m_Light->GetDirection(), m_Light->GetAmbientColor(), m_Light->GetDiffuseColor(),
m_Camera->GetPosition(), m_Light->GetSpecularColor(), m_Light->GetSpecularPower());
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.
@@ -376,6 +388,14 @@ 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);
if (!result)
{
return false;
}
// Turn the Z buffer back on now that all 2D rendering has completed.
m_Direct3D->TurnZBufferOn();