textures du model

This commit is contained in:
StratiX0
2024-03-21 10:59:13 +01:00
parent fac2881d85
commit f943d9c05f
13 changed files with 902 additions and 54 deletions

View File

@@ -1,15 +1,11 @@
////////////////////////////////////////////////////////////////////////////////
// Filename: applicationclass.cpp
////////////////////////////////////////////////////////////////////////////////
#include "applicationclass.h"
ApplicationClass::ApplicationClass()
{
m_Direct3D = 0;
m_Camera = 0;
m_Model = 0;
m_ColorShader = 0;
m_TextureShader = 0;
}
@@ -25,42 +21,53 @@ ApplicationClass::~ApplicationClass()
bool ApplicationClass::Initialize(int screenWidth, int screenHeight, HWND hwnd)
{
char textureFilename[128];
bool result;
// Create and initialize the Direct3D object.
// Create the Direct3D object.
m_Direct3D = new D3DClass;
if (!m_Direct3D)
{
return false;
}
// Initialize the Direct3D object.
result = m_Direct3D->Initialize(screenWidth, screenHeight, VSYNC_ENABLED, hwnd, FULL_SCREEN, SCREEN_DEPTH, SCREEN_NEAR);
if (!result)
{
MessageBox(hwnd, L"Could not initialize Direct3D", L"Error", MB_OK);
MessageBox(hwnd, L"Could not initialize Direct3D.", L"Error", MB_OK);
return false;
}
// Create the camera object.
m_Camera = new CameraClass;
if (!m_Camera)
{
return false;
}
// Set the initial position of the camera.
m_Camera->SetPosition(0.0f, 0.0f, -5.0f);
// Create and initialize the model object.
m_Model = new ModelClass;
// Set the name of the texture file that we will be loading.
strcpy_s(textureFilename, "stone01.tga");
result = m_Model->Initialize(m_Direct3D->GetDevice());
result = m_Model->Initialize(m_Direct3D->GetDevice(), m_Direct3D->GetDeviceContext(), textureFilename);
if (!result)
{
MessageBox(hwnd, L"Could not initialize the model object.", L"Error", MB_OK);
return false;
}
// Create and initialize the texture shader object.
m_TextureShader = new TextureShaderClass;
// Create and initialize the color shader object.
m_ColorShader = new ColorShaderClass;
result = m_ColorShader->Initialize(m_Direct3D->GetDevice(), hwnd);
result = m_TextureShader->Initialize(m_Direct3D->GetDevice(), hwnd);
if (!result)
{
MessageBox(hwnd, L"Could not initialize the color shader object.", L"Error", MB_OK);
MessageBox(hwnd, L"Could not initialize the texture shader object.", L"Error", MB_OK);
return false;
}
@@ -70,12 +77,12 @@ bool ApplicationClass::Initialize(int screenWidth, int screenHeight, HWND hwnd)
void ApplicationClass::Shutdown()
{
// Release the color shader object.
if (m_ColorShader)
// Release the texture shader object.
if (m_TextureShader)
{
m_ColorShader->Shutdown();
delete m_ColorShader;
m_ColorShader = 0;
m_TextureShader->Shutdown();
delete m_TextureShader;
m_TextureShader = 0;
}
// Release the model object.
@@ -93,7 +100,7 @@ void ApplicationClass::Shutdown()
m_Camera = 0;
}
// Release the Direct3D object.
// Release the D3D object.
if (m_Direct3D)
{
m_Direct3D->Shutdown();
@@ -140,9 +147,8 @@ bool ApplicationClass::Render()
// 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 color shader.
result = m_ColorShader->Render(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix);
// Render the model using the texture shader.
result = m_TextureShader->Render(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix, m_Model->GetTexture());
if (!result)
{
return false;