Patch - Improves code and UI for better engine stability - V14.5.30
Addresses minor issues across the engine to improve stability and UI. - Updates ImGui window size for better rendering - Adds macro for boolean returns (R_TRUE and R_FALSE) - Adds missing includes and removes unused code - Updates shader code to use the new macros and improve readability
This commit is contained in:
@@ -16,7 +16,7 @@ DockId=0x00000006,0
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[Window][render Stats]
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Pos=0,630
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Size=1265,231
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Size=1584,231
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Collapsed=0
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DockId=0x00000009,0
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@@ -63,8 +63,6 @@
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// GLOBALS //
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/////////////
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constexpr bool full_screen = false;
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// constexpr float screen_depth = 1000.0f;
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// constexpr float screen_near = 0.3f;
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static std::map<std::string, std::shared_ptr<model_class>> g_model_cache;
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@@ -55,7 +55,7 @@ public:
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* @param data The string data to deserialize from.
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* @return True if deserialization was successful, otherwise false.
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*/
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virtual bool Deserialize(const std::string& data) { return false;}
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virtual bool Deserialize(const std::string& data) { R_FALSE}
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/**
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* Virtual function to render ImGui controls for the component.
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@@ -77,7 +77,7 @@ public:
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bool Load(const std::string& path) {
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if (!m_system) {
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Initialize();
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if (!m_system) return false;
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if (!m_system) R_FALSE
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}
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LOG_INFO("Loading audio file: " + path);
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@@ -87,7 +87,7 @@ public:
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if (!std::filesystem::exists(path)) {
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m_lastError = "Fichier non trouv<75>: " + path;
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LOG_ERROR(m_lastError);
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return false;
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R_FALSE
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}
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if (m_sound) {
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@@ -110,10 +110,10 @@ public:
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m_lastError = "<EFBFBD>chec du chargement du son: " + std::to_string(result) +
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" (chemin: " + absolutePath.string() + ")";
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LOG_ERROR(m_lastError);
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return false;
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R_FALSE
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}
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return true;
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R_TRUE
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}
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/**
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@@ -495,7 +495,7 @@ public:
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std::stringstream ss(data);
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std::string type;
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std::getline(ss, type, ':');
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if (type != "AudioComponent") return false;
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if (type != "AudioComponent") R_FALSE
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std::string s_volume, s_pan, s_pitch, s_looping, s_muted, s_paused, s_priority, s_spatialized, s_use_velocity;
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@@ -525,7 +525,7 @@ public:
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Load(m_soundPath);
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}
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return true;
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R_TRUE
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}
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private:
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@@ -119,7 +119,7 @@ public:
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std::string type;
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std::getline(ss, type, ':');
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if (type != "IdentityComponent") return false;
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if (type != "IdentityComponent") R_FALSE
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std::string token, name, objectTypeStr;
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int id;
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@@ -131,7 +131,7 @@ public:
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SetId(id);
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SetName(name);
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SetType(StringToObjectType(objectTypeStr));
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return true;
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R_TRUE
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}
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void OnImGuiRender() override {
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@@ -65,7 +65,7 @@ private:
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bool CreateScriptFile() {
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if (strlen(scriptNameBuffer) == 0)
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return false;
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R_FALSE
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scriptName = scriptNameBuffer;
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if (scriptName.length() < 4 || scriptName.substr(scriptName.length() - 4) != ".lua") {
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@@ -81,19 +81,19 @@ private:
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std::filesystem::create_directories(scriptFolder, ec);
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if (ec) {
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// Log erreur
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return false;
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R_FALSE
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}
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std::string fullPath = scriptFolder + scriptName;
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// Cr<43>er un fichier script vide ou template simple
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std::ofstream ofs(fullPath);
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if (!ofs) return false;
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if (!ofs) R_FALSE
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ofs << "-- Script Lua vide pour ECS\n\nfunction on_update(dt)\n -- Code ici\nend\n";
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ofs.close();
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return true;
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R_TRUE
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}
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};
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@@ -46,13 +46,13 @@ public:
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std::string type;
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std::getline(ss, type, ':');
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if (type != "ModelPathComponent") return false;
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if (type != "ModelPathComponent") R_FALSE
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std::string modelPath;
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std::getline(ss, modelPath);
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SetPath(std::wstring(modelPath.begin(), modelPath.end()));
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return true;
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R_TRUE
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}
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void OnImGuiRender() override {
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@@ -213,7 +213,7 @@ public:
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std::string type;
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std::getline(ss, type, ':');
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if (type != "PhysicsComponent") return false;
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if (type != "PhysicsComponent") R_FALSE
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std::string token;
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float mass, boundingRadius;
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@@ -230,7 +230,7 @@ public:
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SetPhysicsEnabled(physicsEnabled);
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SetGravityEnabled(gravityEnabled);
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SetGrounded(isGrounded);
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return true;
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R_TRUE
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}
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void OnImGuiRender() override {
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@@ -48,9 +48,9 @@ public:
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* @return True if initialization was successful, false otherwise.
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*/
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bool InitializeWithModel(std::shared_ptr<model_class> model) {
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if (!model) return false;
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if (!model) R_FALSE
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m_model = model;
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return true;
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R_TRUE
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}
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/**
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@@ -73,14 +73,14 @@ public:
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// Cr<43>er un nouveau mod<6F>le
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auto new_model = std::make_shared<model_class>();
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if (!new_model->Initialize(device, deviceContext, const_cast<char*>(modelFilename), textureContainer)) {
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return false;
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R_FALSE
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}
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g_model_cache[filename] = new_model;
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m_model = new_model;
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}
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m_modelFilePath = modelFilename;
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return true;
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R_TRUE
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}
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/**
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@@ -101,13 +101,13 @@ public:
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ID3D11ShaderResourceView* texture = nullptr;
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result = DirectX::CreateWICTextureFromFile(device, deviceContext, texturePath.c_str(), nullptr, &texture);
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if (FAILED(result)) {
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return false;
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R_FALSE
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}
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texturesContainer.AssignTexture(texturesContainer, texture, texturePath, i);
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i++;
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}
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return true;
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R_TRUE
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}
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/**
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@@ -245,12 +245,12 @@ public:
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std::string type;
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if (!std::getline(ss, type, ':') || type != "RenderComponent")
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return false;
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R_FALSE
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std::string token;
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if (!std::getline(ss, token, ':') || token != "HasModel")
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return false;
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R_FALSE
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int diffuse_count = 0, normal_count = 0, specular_count = 0, alpha_count = 0;
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@@ -258,14 +258,14 @@ public:
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auto read_count = [&](int& count) -> bool {
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if (!std::getline(ss, token, ':'))
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return false;
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R_FALSE
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try {
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count = std::stoi(token);
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}
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catch (...) {
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return false;
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R_FALSE
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}
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return true;
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R_TRUE
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};
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auto clean_token = [](std::string& str) {
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@@ -278,7 +278,7 @@ public:
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auto read_paths = [&](int count, std::vector<std::wstring>& paths) -> bool {
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for (int i = 0; i < count; ++i) {
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if (!std::getline(ss, token, ':'))
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return false;
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R_FALSE
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clean_token(token);
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@@ -287,20 +287,20 @@ public:
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LOG_INFO("Loaded path: " + std::string(token.begin(), token.end()));
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}
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}
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return true;
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R_TRUE
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};
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if (!read_count(diffuse_count)) return false;
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if (!read_paths(diffuse_count, paths_diffuse)) return false;
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if (!read_count(diffuse_count)) R_FALSE
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if (!read_paths(diffuse_count, paths_diffuse)) R_FALSE
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if (!read_count(normal_count)) return false;
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if (!read_paths(normal_count, paths_normal)) return false;
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if (!read_count(normal_count)) R_FALSE
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if (!read_paths(normal_count, paths_normal)) R_FALSE
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if (!read_count(specular_count)) return false;
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if (!read_paths(specular_count, paths_specular)) return false;
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if (!read_count(specular_count)) R_FALSE
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if (!read_paths(specular_count, paths_specular)) R_FALSE
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if (!read_count(alpha_count)) return false;
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if (!read_paths(alpha_count, paths_alpha)) return false;
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if (!read_count(alpha_count)) R_FALSE
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if (!read_paths(alpha_count, paths_alpha)) R_FALSE
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// Lib<69>rer textures existantes
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for (auto& tex : texture_container_buffer.diffuse) if (tex) { tex->Release(); tex = nullptr; }
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@@ -318,7 +318,7 @@ public:
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texture_container_buffer.specularPaths = std::move(paths_specular);
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texture_container_buffer.alphaPaths = std::move(paths_alpha);
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return true;
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R_TRUE
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}
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/**
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@@ -53,17 +53,17 @@ public:
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* @return The ShaderType enum corresponding to the provided string.
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*/
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static ShaderType StringToShaderType(const std::string& str) {
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if (str == "ALPHA_MAPPING") return ShaderType::ALPHA_MAPPING;
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if (str == "CEL_SHADING") return ShaderType::CEL_SHADING;
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if (str == "NORMAL_MAPPING") return ShaderType::NORMAL_MAPPING;
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if (str == "SPECULAR_MAPPING") return ShaderType::SPECULAR_MAPPING;
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if (str == "TEXTURE") return ShaderType::TEXTURE;
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if (str == "LIGHTING") return ShaderType::LIGHTING;
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if (str == "SUNLIGHT") return ShaderType::SUNLIGHT;
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if (str == "SKYBOX") return ShaderType::SKYBOX;
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if (str == "REFLECTION") return ShaderType::REFLECTION;
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if (str == "REFRACTION") return ShaderType::REFRACTION;
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return ShaderType::TEXTURE;
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if (str == "ALPHA_MAPPING") return SHD_ALPHA;
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if (str == "CEL_SHADING") return SHD_CEL;
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if (str == "NORMAL_MAPPING") return SHD_NORM;
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if (str == "SPECULAR_MAPPING") return SHD_SPEC;
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if (str == "TEXTURE") return SHD_TEX;
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if (str == "LIGHTING") return SHD_LIGHT;
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if (str == "SUNLIGHT") return SHD_SUN;
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if (str == "SKYBOX") return SHD_SKYBOX;
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if (str == "REFLECTION") return SHD_REFL;
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if (str == "REFRACTION") return SHD_REFR;
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return SHD_TEX;
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}
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/**
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@@ -74,17 +74,17 @@ public:
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*/
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static std::string ShaderTypeToString(ShaderType type) {
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switch (type) {
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case ShaderType::ALPHA_MAPPING: return "ALPHA_MAPPING";
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case ShaderType::CEL_SHADING: return "CEL_SHADING";
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case ShaderType::NORMAL_MAPPING: return "NORMAL_MAPPING";
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case ShaderType::SPECULAR_MAPPING: return "SPECULAR_MAPPING";
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case ShaderType::TEXTURE: return "TEXTURE";
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case ShaderType::LIGHTING: return "LIGHTING";
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case ShaderType::SUNLIGHT: return "SUNLIGHT";
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case ShaderType::SKYBOX: return "SKYBOX";
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case ShaderType::REFLECTION: return "REFLECTION";
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case ShaderType::REFRACTION: return "REFRACTION";
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default: return "TEXTURE";
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case SHD_ALPHA: return "ALPHA_MAPPING";
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case SHD_CEL: return "CEL_SHADING";
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case SHD_NORM: return "NORMAL_MAPPING";
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case SHD_SPEC: return "SPECULAR_MAPPING";
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case SHD_TEX: return "TEXTURE";
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case SHD_LIGHT: return "LIGHTING";
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case SHD_SUN: return "SUNLIGHT";
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case SHD_SKYBOX: return "SKYBOX";
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case SHD_REFL: return "REFLECTION";
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case SHD_REFR: return "REFRACTION";
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default: return "TEXTURE";
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}
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}
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@@ -101,13 +101,13 @@ public:
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std::string type;
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std::getline(ss, type, ':');
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if (type != "ShaderComponent") return false;
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if (type != "ShaderComponent") R_FALSE
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std::string shaderTypeStr;
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std::getline(ss, shaderTypeStr);
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SetActiveShader(StringToShaderType(shaderTypeStr));
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return true;
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R_TRUE
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}
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void OnImGuiRender() override {
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@@ -186,7 +186,7 @@ public:
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std::string type;
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std::getline(ss, type, ':');
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if (type != "TransformComponent") return false;
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if (type != "TransformComponent") R_FALSE
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std::string token;
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XMFLOAT3 position, rotation, scale;
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@@ -206,7 +206,7 @@ public:
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SetPosition(XMLoadFloat3(&position));
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SetRotation(XMLoadFloat3(&rotation));
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SetScale(XMLoadFloat3(&scale));
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return true;
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R_TRUE
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}
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/**
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@@ -53,7 +53,7 @@ public:
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auto shader = entity->GetComponent<ShaderComponent>();
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if (!transform || !render || !shader || !render->GetModel())
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return false;
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R_FALSE
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// Calculer la matrice monde
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XMMATRIX scaleMatrix = transform->GetScaleMatrix();
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@@ -1,4 +1,5 @@
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#include <DirectXMath.h>
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#include "macro.h"
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using namespace DirectX;
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class frustum
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@@ -13,12 +14,14 @@ public:
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void ConstructFrustum(float screenDepth, XMMATRIX projectionMatrix, XMMATRIX viewMatrix);
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/**
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* Check if a point is inside the frustum.
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* @param x X coordinate of the point.
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* @param y Y coordinate of the point.
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* @param z Z coordinate of the point.
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* @param x_center X coordinate of the point.
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* @param y_center Y coordinate of the point.
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* @param z_center Z coordinate of the point.
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* @param radius Radius of the point (for bounding sphere).
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* @param tolerance Tolerance value for the check.
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* @return True if the point is inside the frustum, otherwise false.
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*/
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bool CheckCube(float xCenter, float yCenter, float zCenter, float radius, float tolerance);
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bool CheckCube(float x_center, float y_center, float z_center, float radius, float tolerance);
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private:
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XMVECTOR m_planes[6];
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@@ -6,6 +6,7 @@
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// INCLUDES //
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//////////////
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#include <directxmath.h>
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#include "macro.h"
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using namespace DirectX;
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@@ -45,12 +45,6 @@ public:
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bool IsScrollDown() const;
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bool IsUpArrowPressed() const;
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bool IsDownArrowPressed() const;
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bool IsAPressed() const;
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bool IsDPressed() const;
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bool IsWPressed() const;
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bool IsSPressed() const;
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bool IsQPressed() const;
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bool IsEPressed()const;
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bool IsKeyDown(unsigned int) const;
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bool is_key_pressed(const unsigned int);
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@@ -1,12 +1,162 @@
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#pragma once
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// Include //
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#include "imgui.h"
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#include "Logger.h"
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#include <limits>
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#include <DirectXMath.h>
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// --------------------- //
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// --- Global Macros --- //
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// --------------------- //
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#define R_FALSE return false;
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#define R_TRUE return true;
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// Macros //
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#define LOG(msg, level) Logger::Get().Log(msg, __FILE__, __LINE__, level)
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#define LOG_INFO(msg) Logger::Get().Log(msg, __FILE__, __LINE__, Logger::LogLevel::Info)
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#define LOG_WARNING(msg) Logger::Get().Log(msg, __FILE__, __LINE__, Logger::LogLevel::Warning)
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#define LOG_ERROR(msg) Logger::Get().Log(msg, __FILE__, __LINE__, Logger::LogLevel::Error)
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#define LOG_DEBUG(msg) Logger::Get().Log(msg, __FILE__, __LINE__, Logger::LogLevel::Debug)
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#define LOG_SHUTDOWN(msg) Logger::Get().Log(msg, __FILE__, __LINE__, Logger::LogLevel::Shutdown)
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#define LOG_INIT(msg) Logger::Get().Log(msg, __FILE__, __LINE__, Logger::LogLevel::Initialize)
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#ifdef max
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||||
#pragma push_macro("max")
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#undef max
|
||||
#define PUSHED_MAX_DEFINED
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#endif
|
||||
|
||||
|
||||
// convert unsigned long long int to int safely
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||||
inline int ulli_to_int(unsigned long long x)
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{
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||||
return (x > static_cast<unsigned long long>(std::numeric_limits<int>::max())) ? std::numeric_limits<int>::max() : static_cast<int>(x);
|
||||
}
|
||||
|
||||
// convert int to float safely
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||||
inline float int_to_float(int x)
|
||||
{
|
||||
return (x > static_cast<int>(std::numeric_limits<float>::max())) ? std::numeric_limits<float>::max() : static_cast<float>(x);
|
||||
}
|
||||
|
||||
// convert size_t to int safely
|
||||
inline int size_t_to_int(size_t x)
|
||||
{
|
||||
return (x > static_cast<size_t>(std::numeric_limits<int>::max())) ? std::numeric_limits<int>::max() : static_cast<int>(x);
|
||||
}
|
||||
|
||||
#ifdef PUSHED_MAX_DEFINED
|
||||
#pragma pop_macro("max")
|
||||
#undef PUSHED_MAX_DEFINED
|
||||
#endif
|
||||
// --------------------------------------------------------- //
|
||||
// --- Macros for logging with different severity levels --- //
|
||||
// --------------------------------------------------------- //
|
||||
|
||||
#define LOG(msg, level) Logger::Get().Log(msg, __FILE__, __LINE__, level)
|
||||
#define LOG_INFO(msg) Logger::Get().Log(msg, __FILE__, __LINE__, Logger::LogLevel::Info)
|
||||
#define LOG_WARNING(msg) Logger::Get().Log(msg, __FILE__, __LINE__, Logger::LogLevel::Warning)
|
||||
#define LOG_ERROR(msg) Logger::Get().Log(msg, __FILE__, __LINE__, Logger::LogLevel::Error)
|
||||
#define LOG_DEBUG(msg) Logger::Get().Log(msg, __FILE__, __LINE__, Logger::LogLevel::Debug)
|
||||
#define LOG_SHUTDOWN(msg) Logger::Get().Log(msg, __FILE__, __LINE__, Logger::LogLevel::Shutdown)
|
||||
#define LOG_INIT(msg) Logger::Get().Log(msg, __FILE__, __LINE__, Logger::LogLevel::Initialize)
|
||||
|
||||
// ---------------------------------------------------- //
|
||||
// --- Macros for the Entity Component System (ECS) --- //
|
||||
// ---------------------------------------------------- //
|
||||
#define CREATE_ENTITY entity_manager_->CreateEntity();
|
||||
|
||||
#define SHD_ALPHA ecs::ShaderType::ALPHA_MAPPING
|
||||
#define SHD_CEL ecs::ShaderType::CEL_SHADING
|
||||
#define SHD_LIGHT ecs::ShaderType::LIGHTING
|
||||
#define SHD_NORM ecs::ShaderType::NORMAL_MAPPING
|
||||
#define SHD_REFL ecs::ShaderType::REFLECTION
|
||||
#define SHD_REFR ecs::ShaderType::REFRACTION
|
||||
#define SHD_SKYBOX ecs::ShaderType::SKYBOX
|
||||
#define SHD_SPEC ecs::ShaderType::SPECULAR_MAPPING
|
||||
#define SHD_SUN ecs::ShaderType::SUNLIGHT
|
||||
#define SHD_TEX ecs::ShaderType::TEXTURE
|
||||
|
||||
// ---------------------------------------- //
|
||||
// --- Macros for the application class --- //
|
||||
// ---------------------------------------- //
|
||||
#define CHECK_2_CONDITION_INDEPENDENT_RETURN(cond1, cond2) \
|
||||
if(!(cond1)) { \
|
||||
LOG_ERROR("Condition 1 failed: " #cond1); \
|
||||
return false; \
|
||||
} \
|
||||
if (!(cond2)) { \
|
||||
LOG_ERROR("Condition 2 failed: " #cond2); \
|
||||
return false; \
|
||||
}
|
||||
|
||||
#define CHECK_CONDITION_RETURN(cond) \
|
||||
if(!(cond)) { \
|
||||
LOG_ERROR("Condition failed: " #cond); \
|
||||
return false; \
|
||||
}
|
||||
|
||||
// ------------------------------------------------ //
|
||||
// --- Macros and constexpr for the ImGUI class --- //
|
||||
// ------------------------------------------------ //
|
||||
constexpr ImVec4 BG_DK_GRAY = ImVec4(0.1f, 0.1f, 0.1f, 1.0f);
|
||||
constexpr ImVec4 BG_GRAY = ImVec4(0.2f, 0.2f, 0.2f, 1.0f);
|
||||
constexpr ImVec4 BG_LT_GRAY = ImVec4(0.3f, 0.3f, 0.3f, 1.0f);
|
||||
constexpr ImVec4 ACCENT_COLOR = ImVec4(0.14f, 0.5f, 0.8f, 0.5f);
|
||||
constexpr ImVec4 ACCENT_LT_COLOR= ImVec4(0.14f, 0.5f, 0.8f, 1.0f);
|
||||
constexpr ImVec4 TEXT_COLOR = ImVec4(1.0f, 1.0f, 1.0f, 1.0f);
|
||||
constexpr ImVec4 TEXT_DIM_COLOR = ImVec4(0.6f, 0.6f, 0.6f, 1.0f);
|
||||
constexpr ImVec4 BORDER_COLOR = ImVec4(0.25f, 0.25f, 0.27f, 1.00f);
|
||||
constexpr ImVec4 BLK = ImVec4(0.0f, 0.0f, 0.0f, 1.0f);
|
||||
|
||||
#define BASIC_DOCK_STYLE_1 \
|
||||
ImGui::PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0.0f, 0.0f)); \
|
||||
ImGui::PushStyleVar(ImGuiStyleVar_WindowBorderSize, 0.0f); \
|
||||
ImGui::PushStyleVar(ImGuiStyleVar_WindowRounding, 0.0f); \
|
||||
ImGui::PushStyleVar(ImGuiStyleVar_DockingSeparatorSize, 1.0f);
|
||||
|
||||
#define BEGIN(name, p_open) ImGui::Begin(name, p_open);
|
||||
#define S_LINE ImGui::SameLine();
|
||||
#define E_MENU ImGui::EndMenu();
|
||||
#define END ImGui::End();
|
||||
#define TEXT_V(label,var) ImGui::Text(label, var);
|
||||
#define SEP ImGui::Separator();
|
||||
#define PSV ImGui::PopStyleVar();
|
||||
#define O_POPUP(str) ImGui::OpenPopup(str);
|
||||
#define E_POPUP ImGui::EndPopup();
|
||||
#define TEX(label) ImGui::Text(label);
|
||||
|
||||
#define BUTTON(label) ImGui::Button(label)
|
||||
#define B_MENU(label) ImGui::BeginMenu(label)
|
||||
#define M_ITEM_LP(label, p_open) ImGui::MenuItem(label, NULL, p_open)
|
||||
#define M_ITEM_L(label) ImGui::MenuItem(label)
|
||||
#define F_SLIDER(label, value, min, max) ImGui::SliderFloat(label, value, min, max)
|
||||
#define I_SLIDER(label, value, min, max) ImGui::SliderInt(label, value, min, max)
|
||||
#define C_HEADER(label) ImGui::CollapsingHeader(label)
|
||||
#define SEL(label, isSelected) ImGui::Selectable(label, isSelected)
|
||||
#define I_TEX(label, buf, buf_size) ImGui::InputText(label, buf, buf_size)
|
||||
#define C_BOX(label, v) ImGui::Checkbox(label, v)
|
||||
#define B_POPUP(str) ImGui::BeginPopup(str)
|
||||
|
||||
// ------------------------------------ //
|
||||
// --- Macros for the frustum class --- //
|
||||
// ------------------------------------ //
|
||||
inline bool TestPlaneCorner(
|
||||
const DirectX::XMVECTOR& plane,
|
||||
float xPos, float yPos, float zPos,
|
||||
float tolerance)
|
||||
{
|
||||
float val =
|
||||
DirectX::XMVectorGetX(plane) * xPos +
|
||||
DirectX::XMVectorGetY(plane) * yPos +
|
||||
DirectX::XMVectorGetZ(plane) * zPos +
|
||||
DirectX::XMVectorGetW(plane);
|
||||
return val > -tolerance;
|
||||
}
|
||||
|
||||
#define CHECK_FRUSTRUM_CUBE_CORNERS(plane, xCenter, yCenter, zCenter, radius, tolerance) \
|
||||
do { \
|
||||
const float offsets[2] = { -radius, radius }; \
|
||||
bool inside = false; \
|
||||
for (int xi = 0; xi < 2 && !inside; ++xi) { \
|
||||
for (int yi = 0; yi < 2 && !inside; ++yi) { \
|
||||
for (int zi = 0; zi < 2 && !inside; ++zi) { \
|
||||
if (TestPlaneCorner(plane, xCenter + offsets[xi], yCenter + offsets[yi], zCenter + offsets[zi], tolerance)) { \
|
||||
inside = true; \
|
||||
} \
|
||||
} \
|
||||
} \
|
||||
} \
|
||||
if (!inside) { \
|
||||
R_FALSE; \
|
||||
} \
|
||||
} while (0);
|
||||
|
||||
@@ -1,6 +1,7 @@
|
||||
#pragma once
|
||||
#include <d3d11.h>
|
||||
#include <directxmath.h>
|
||||
#include "macro.h"
|
||||
|
||||
class shadow_map {
|
||||
public:
|
||||
|
||||
@@ -35,7 +35,7 @@ bool alpha_map_shader_class::initialize(ID3D11Device* device, HWND hwnd)
|
||||
if (error != 0)
|
||||
{
|
||||
LOG_ERROR("Error copying string ");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Set the filename of the pixel shader.
|
||||
@@ -43,7 +43,7 @@ bool alpha_map_shader_class::initialize(ID3D11Device* device, HWND hwnd)
|
||||
if (error != 0)
|
||||
{
|
||||
LOG_ERROR("Error copying string");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// initialize the vertex and pixel shaders.
|
||||
@@ -51,10 +51,10 @@ bool alpha_map_shader_class::initialize(ID3D11Device* device, HWND hwnd)
|
||||
if (!result)
|
||||
{
|
||||
LOG_ERROR("Error initializing shader");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
return true;
|
||||
R_TRUE
|
||||
}
|
||||
|
||||
|
||||
@@ -78,13 +78,13 @@ bool alpha_map_shader_class::render(ID3D11DeviceContext* deviceContext, int inde
|
||||
if (!result)
|
||||
{
|
||||
LOG_ERROR("Error setting shader parameters");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Now render the prepared buffers with the shader.
|
||||
render_shader(deviceContext, indexCount);
|
||||
|
||||
return true;
|
||||
R_TRUE
|
||||
}
|
||||
|
||||
|
||||
@@ -123,7 +123,7 @@ bool alpha_map_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd,
|
||||
LOG_ERROR("Error compiling shader");
|
||||
}
|
||||
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Compile the pixel shader code.
|
||||
@@ -142,7 +142,7 @@ bool alpha_map_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd,
|
||||
LOG_ERROR("Error compiling shader");
|
||||
}
|
||||
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Create the vertex shader from the buffer.
|
||||
@@ -150,7 +150,7 @@ bool alpha_map_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd,
|
||||
if (FAILED(result))
|
||||
{
|
||||
LOG_ERROR("Error creating vertex shader");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Create the pixel shader from the buffer.
|
||||
@@ -158,7 +158,7 @@ bool alpha_map_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd,
|
||||
if (FAILED(result))
|
||||
{
|
||||
LOG_ERROR("Error creating pixel shader");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Create the vertex input layout description.
|
||||
@@ -195,7 +195,7 @@ bool alpha_map_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd,
|
||||
if (FAILED(result))
|
||||
{
|
||||
LOG_ERROR("Error creating input layout");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Release the vertex shader buffer and pixel shader buffer since they are no longer needed.
|
||||
@@ -218,7 +218,7 @@ bool alpha_map_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd,
|
||||
if (FAILED(result))
|
||||
{
|
||||
LOG_ERROR("Error creating constant buffer");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Create a texture sampler state description.
|
||||
@@ -241,12 +241,12 @@ bool alpha_map_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd,
|
||||
if (FAILED(result))
|
||||
{
|
||||
LOG_ERROR("Error creating sampler state");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
LOG_INIT("Shader initialized");
|
||||
|
||||
return true;
|
||||
R_TRUE
|
||||
}
|
||||
|
||||
|
||||
@@ -361,7 +361,7 @@ bool alpha_map_shader_class::set_shader_parameters(ID3D11DeviceContext* deviceCo
|
||||
if (FAILED(result))
|
||||
{
|
||||
LOG_ERROR("Error mapping constant buffer");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Get a pointer to the data in the constant buffer.
|
||||
@@ -386,7 +386,7 @@ bool alpha_map_shader_class::set_shader_parameters(ID3D11DeviceContext* deviceCo
|
||||
deviceContext->PSSetShaderResources(1, 1, &texture2);
|
||||
deviceContext->PSSetShaderResources(2, 1, &texture3);
|
||||
|
||||
return true;
|
||||
R_TRUE
|
||||
}
|
||||
|
||||
|
||||
|
||||
@@ -42,7 +42,7 @@ bool celshade_class::initialize(ID3D11Device* device, HWND hwnd)
|
||||
if (error != 0)
|
||||
{
|
||||
LOG_ERROR("Failed to copy string");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Set the filename of the pixel shader.
|
||||
@@ -50,19 +50,19 @@ bool celshade_class::initialize(ID3D11Device* device, HWND hwnd)
|
||||
if (error != 0)
|
||||
{
|
||||
LOG_ERROR("Failed to copy string");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
// initialize the vertex and pixel shaders.
|
||||
result = initialize_shader(device, hwnd, vsFilename, psFilename);
|
||||
if (!result)
|
||||
{
|
||||
LOG_ERROR("Failed to initialize shader");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
LOG_INIT("SunLightShaderClass initialized");
|
||||
|
||||
return true;
|
||||
R_TRUE
|
||||
}
|
||||
|
||||
|
||||
@@ -85,13 +85,13 @@ bool celshade_class::render(ID3D11DeviceContext* deviceContext, int index_count,
|
||||
if (!result)
|
||||
{
|
||||
LOG_ERROR("Failed to set shader parameters");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Now render the prepared buffers with the shader.
|
||||
render_shader(deviceContext, index_count);
|
||||
|
||||
return true;
|
||||
R_TRUE
|
||||
}
|
||||
|
||||
|
||||
@@ -126,7 +126,7 @@ bool celshade_class::initialize_shader(ID3D11Device* device, HWND hwnd, WCHAR* v
|
||||
{
|
||||
LOG_ERROR("Failed to compile shader");
|
||||
}
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Compile the pixel shader code.
|
||||
@@ -141,7 +141,7 @@ bool celshade_class::initialize_shader(ID3D11Device* device, HWND hwnd, WCHAR* v
|
||||
{
|
||||
LOG_ERROR("Failed to compile shader");
|
||||
}
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Create the vertex shader from the buffer.
|
||||
@@ -149,7 +149,7 @@ bool celshade_class::initialize_shader(ID3D11Device* device, HWND hwnd, WCHAR* v
|
||||
if (FAILED(result))
|
||||
{
|
||||
LOG_ERROR("Failed to create vertex shader");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Create the pixel shader from the buffer.
|
||||
@@ -157,7 +157,7 @@ bool celshade_class::initialize_shader(ID3D11Device* device, HWND hwnd, WCHAR* v
|
||||
if (FAILED(result))
|
||||
{
|
||||
LOG_ERROR("Failed to create pixel shader");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Create the vertex input layout description.
|
||||
@@ -193,7 +193,7 @@ bool celshade_class::initialize_shader(ID3D11Device* device, HWND hwnd, WCHAR* v
|
||||
if (FAILED(result))
|
||||
{
|
||||
LOG_ERROR("Failed to create input layout");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Release the vertex shader buffer and pixel shader buffer since they are no longer needed.
|
||||
@@ -223,7 +223,7 @@ bool celshade_class::initialize_shader(ID3D11Device* device, HWND hwnd, WCHAR* v
|
||||
if (FAILED(result))
|
||||
{
|
||||
LOG_ERROR("Failed to create sampler state");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Setup the description of the dynamic matrix constant buffer that is in the vertex shader.
|
||||
@@ -239,7 +239,7 @@ bool celshade_class::initialize_shader(ID3D11Device* device, HWND hwnd, WCHAR* v
|
||||
if (FAILED(result))
|
||||
{
|
||||
LOG_ERROR("Failed to create matrix buffer");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Setup the description of the dynamic sunlight constant buffer that is in the pixel shader.
|
||||
@@ -255,12 +255,12 @@ bool celshade_class::initialize_shader(ID3D11Device* device, HWND hwnd, WCHAR* v
|
||||
if (FAILED(result))
|
||||
{
|
||||
LOG_ERROR("Failed to create sunlight buffer");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
LOG_INIT("Shader initialized");
|
||||
|
||||
return true;
|
||||
R_TRUE
|
||||
}
|
||||
|
||||
|
||||
@@ -389,7 +389,6 @@ bool celshade_class::set_shader_parameters(
|
||||
HRESULT result;
|
||||
D3D11_MAPPED_SUBRESOURCE mappedResource;
|
||||
matrix_buffer_type* dataPtr;
|
||||
camera_buffer_type* dataPtr2;
|
||||
sun_light_buffer_type* dataPtr3;
|
||||
unsigned int bufferNumber;
|
||||
|
||||
@@ -402,7 +401,7 @@ bool celshade_class::set_shader_parameters(
|
||||
result = device_context->Map(matrix_buffer_, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
|
||||
if (FAILED(result))
|
||||
{
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Get a pointer to the data in the constant buffer.
|
||||
@@ -426,7 +425,7 @@ bool celshade_class::set_shader_parameters(
|
||||
result = device_context->Map(sunlight_buffer_, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
|
||||
if (FAILED(result))
|
||||
{
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Get a pointer to the data in the constant buffer.
|
||||
@@ -450,7 +449,7 @@ bool celshade_class::set_shader_parameters(
|
||||
// Set shader texture resource in the pixel shader.
|
||||
device_context->PSSetShaderResources(0, 1, &texture);
|
||||
|
||||
return true;
|
||||
R_TRUE
|
||||
}
|
||||
|
||||
void celshade_class::render_shader(ID3D11DeviceContext* deviceContext, int indexCount)
|
||||
|
||||
@@ -36,7 +36,7 @@ bool color_shader_class::initialize(ID3D11Device* device, HWND hwnd)
|
||||
if (error != 0)
|
||||
{
|
||||
LOG_ERROR("Error copying string");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Set the filename of the pixel shader.
|
||||
@@ -44,7 +44,7 @@ bool color_shader_class::initialize(ID3D11Device* device, HWND hwnd)
|
||||
if (error != 0)
|
||||
{
|
||||
LOG_ERROR("Error copying string");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// initialize the vertex and pixel shaders.
|
||||
@@ -52,12 +52,12 @@ bool color_shader_class::initialize(ID3D11Device* device, HWND hwnd)
|
||||
if (!result)
|
||||
{
|
||||
LOG_ERROR("Error initializing shader");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
LOG_INIT("color_shader_class initialized");
|
||||
|
||||
return true;
|
||||
R_TRUE
|
||||
}
|
||||
|
||||
void color_shader_class::shutdown()
|
||||
@@ -79,13 +79,13 @@ bool color_shader_class::render(ID3D11DeviceContext* deviceContext, int indexCou
|
||||
if (!result)
|
||||
{
|
||||
LOG_ERROR("Error setting shader parameters");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Now render the prepared buffers with the shader.
|
||||
render_shader(deviceContext, indexCount);
|
||||
|
||||
return true;
|
||||
R_TRUE
|
||||
}
|
||||
|
||||
bool color_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd, WCHAR* vsFilename, WCHAR* psFilename)
|
||||
@@ -122,7 +122,7 @@ bool color_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd, WCHA
|
||||
LOG_ERROR("Error compiling shader");
|
||||
}
|
||||
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Compile the pixel shader code.
|
||||
@@ -141,7 +141,7 @@ bool color_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd, WCHA
|
||||
LOG_ERROR("Error compiling shader");
|
||||
}
|
||||
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Create the vertex shader from the buffer.
|
||||
@@ -149,7 +149,7 @@ bool color_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd, WCHA
|
||||
if (FAILED(result))
|
||||
{
|
||||
LOG_ERROR("Error creating vertex shader");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Create the pixel shader from the buffer.
|
||||
@@ -157,7 +157,7 @@ bool color_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd, WCHA
|
||||
if (FAILED(result))
|
||||
{
|
||||
LOG_ERROR("Error creating pixel shader");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Create the vertex input layout description.
|
||||
@@ -187,7 +187,7 @@ bool color_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd, WCHA
|
||||
if (FAILED(result))
|
||||
{
|
||||
LOG_ERROR("Error creating input layout");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Release the vertex shader buffer and pixel shader buffer since they are no longer needed.
|
||||
@@ -210,12 +210,12 @@ bool color_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd, WCHA
|
||||
if (FAILED(result))
|
||||
{
|
||||
LOG_ERROR("Error creating constant buffer");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
LOG_INIT("Shader initialized");
|
||||
|
||||
return true;
|
||||
R_TRUE
|
||||
}
|
||||
|
||||
void color_shader_class::shutdown_shader()
|
||||
@@ -318,7 +318,7 @@ bool color_shader_class::set_shader_parameters(ID3D11DeviceContext* deviceContex
|
||||
if (FAILED(result))
|
||||
{
|
||||
LOG_ERROR("Error mapping constant buffer");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Get a pointer to the data in the constant buffer.
|
||||
@@ -338,7 +338,7 @@ bool color_shader_class::set_shader_parameters(ID3D11DeviceContext* deviceContex
|
||||
// Finanly set the constant buffer in the vertex shader with the updated values.
|
||||
deviceContext->VSSetConstantBuffers(bufferNumber, 1, &matrix_buffer_);
|
||||
|
||||
return true;
|
||||
R_TRUE
|
||||
}
|
||||
|
||||
void color_shader_class::render_shader(ID3D11DeviceContext* deviceContext, int indexCount)
|
||||
|
||||
@@ -34,7 +34,7 @@ bool depth_shader_class::initialize(ID3D11Device* device, HWND hwnd)
|
||||
if (error != 0)
|
||||
{
|
||||
LOG_ERROR("Error copying stirng");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Set the filename of the pixel shader.
|
||||
@@ -42,7 +42,7 @@ bool depth_shader_class::initialize(ID3D11Device* device, HWND hwnd)
|
||||
if (error != 0)
|
||||
{
|
||||
LOG_ERROR("Error copying stirng");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// initialize the vertex and pixel shaders.
|
||||
@@ -50,12 +50,12 @@ bool depth_shader_class::initialize(ID3D11Device* device, HWND hwnd)
|
||||
if (!result)
|
||||
{
|
||||
LOG_ERROR("Error initializing shader");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
LOG_INIT("Texture shader initialized");
|
||||
|
||||
return true;
|
||||
R_TRUE
|
||||
}
|
||||
|
||||
void depth_shader_class::shutdown()
|
||||
@@ -76,13 +76,13 @@ bool depth_shader_class::render(ID3D11DeviceContext* deviceContext, int indexCou
|
||||
if (!result)
|
||||
{
|
||||
LOG_ERROR("Error setting shader parameters");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Now render the prepared buffers with the shader.
|
||||
render_shader(deviceContext, indexCount);
|
||||
|
||||
return true;
|
||||
R_TRUE
|
||||
}
|
||||
|
||||
bool depth_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd, WCHAR* vsFilename, WCHAR* psFilename)
|
||||
@@ -119,7 +119,7 @@ bool depth_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd, WCHA
|
||||
LOG_ERROR("Error compiling shader");
|
||||
}
|
||||
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Compile the pixel shader code.
|
||||
@@ -138,7 +138,7 @@ bool depth_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd, WCHA
|
||||
LOG_ERROR("Error compiling shader");
|
||||
}
|
||||
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Create the vertex shader from the buffer.
|
||||
@@ -146,7 +146,7 @@ bool depth_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd, WCHA
|
||||
if (FAILED(result))
|
||||
{
|
||||
LOG_ERROR("Error creating vertex shader");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Create the pixel shader from the buffer.
|
||||
@@ -154,7 +154,7 @@ bool depth_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd, WCHA
|
||||
if (FAILED(result))
|
||||
{
|
||||
LOG_ERROR("Error creating pixel shader");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
// Create the vertex input layout description.
|
||||
// This setup needs to match the VertexType stucture in the ModelClass and in the shader.
|
||||
@@ -183,7 +183,7 @@ bool depth_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd, WCHA
|
||||
if (FAILED(result))
|
||||
{
|
||||
LOG_ERROR("Error creating input layout");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Release the vertex shader buffer and pixel shader buffer since they are no longer needed.
|
||||
@@ -206,7 +206,7 @@ bool depth_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd, WCHA
|
||||
if (FAILED(result))
|
||||
{
|
||||
LOG_ERROR("Error creating constant buffer");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
// Create a texture sampler state description.
|
||||
samplerDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
|
||||
@@ -228,12 +228,12 @@ bool depth_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd, WCHA
|
||||
if (FAILED(result))
|
||||
{
|
||||
LOG_ERROR("Error creating sampler state");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
LOG_INIT("Shader initialized");
|
||||
|
||||
return true;
|
||||
R_TRUE
|
||||
}
|
||||
|
||||
void depth_shader_class::shutdown_shader()
|
||||
@@ -334,7 +334,7 @@ bool depth_shader_class::set_shader_parameters(ID3D11DeviceContext* deviceContex
|
||||
if (FAILED(result))
|
||||
{
|
||||
LOG_ERROR("Error mapping constant buffer");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Get a pointer to the data in the constant buffer.
|
||||
@@ -356,7 +356,7 @@ bool depth_shader_class::set_shader_parameters(ID3D11DeviceContext* deviceContex
|
||||
// Set shader texture resource in the pixel shader.
|
||||
deviceContext->PSSetShaderResources(0, 1, &texture);
|
||||
|
||||
return true;
|
||||
R_TRUE
|
||||
}
|
||||
|
||||
void depth_shader_class::render_shader(ID3D11DeviceContext* deviceContext, int indexCount)
|
||||
|
||||
@@ -36,7 +36,7 @@ bool font_shader_class::initialize(ID3D11Device* device, HWND hwnd)
|
||||
if (error != 0)
|
||||
{
|
||||
LOG_ERROR("Error copying string");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Set the filename of the pixel shader.
|
||||
@@ -44,7 +44,7 @@ bool font_shader_class::initialize(ID3D11Device* device, HWND hwnd)
|
||||
if (error != 0)
|
||||
{
|
||||
LOG_ERROR("Error copying string");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// initialize the vertex and pixel shaders.
|
||||
@@ -52,12 +52,12 @@ bool font_shader_class::initialize(ID3D11Device* device, HWND hwnd)
|
||||
if (!result)
|
||||
{
|
||||
LOG_ERROR("Error initializing shader");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
LOG_INIT("font_shader_class initialized");
|
||||
|
||||
return true;
|
||||
R_TRUE
|
||||
}
|
||||
|
||||
void font_shader_class::shutdown()
|
||||
@@ -79,13 +79,13 @@ bool font_shader_class::render(ID3D11DeviceContext* deviceContext, int indexCoun
|
||||
if (!result)
|
||||
{
|
||||
LOG_ERROR("Error setting shader parameters");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Now render the prepared buffers with the shader.
|
||||
render_shader(deviceContext, indexCount);
|
||||
|
||||
return true;
|
||||
R_TRUE
|
||||
}
|
||||
|
||||
bool font_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd, WCHAR* vsFilename, WCHAR* psFilename)
|
||||
@@ -124,7 +124,7 @@ bool font_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd, WCHAR
|
||||
LOG_ERROR("Error compiling shader");
|
||||
}
|
||||
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Compile the pixel shader code.
|
||||
@@ -143,7 +143,7 @@ bool font_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd, WCHAR
|
||||
LOG_ERROR("Error compiling shader");
|
||||
}
|
||||
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Create the vertex shader from the buffer.
|
||||
@@ -151,7 +151,7 @@ bool font_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd, WCHAR
|
||||
if (FAILED(result))
|
||||
{
|
||||
LOG_ERROR("Error creating vertex shader");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Create the pixel shader from the buffer.
|
||||
@@ -159,7 +159,7 @@ bool font_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd, WCHAR
|
||||
if (FAILED(result))
|
||||
{
|
||||
LOG_ERROR("Error creating pixel shader");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Create the vertex input layout description.
|
||||
@@ -189,7 +189,7 @@ bool font_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd, WCHAR
|
||||
if (FAILED(result))
|
||||
{
|
||||
LOG_ERROR("Error creating input layout");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Release the vertex shader buffer and pixel shader buffer since they are no longer needed.
|
||||
@@ -212,7 +212,7 @@ bool font_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd, WCHAR
|
||||
if (FAILED(result))
|
||||
{
|
||||
LOG_ERROR("Error creating constant buffer");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Create a texture sampler state description.
|
||||
@@ -235,7 +235,7 @@ bool font_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd, WCHAR
|
||||
if (FAILED(result))
|
||||
{
|
||||
LOG_ERROR("Error creating sampler state");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Setup the description of the dynamic pixel constant buffer that is in the pixel shader.
|
||||
@@ -251,12 +251,12 @@ bool font_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd, WCHAR
|
||||
if (FAILED(result))
|
||||
{
|
||||
LOG_ERROR("Error creating constant buffer");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
LOG_INIT("Shader initialized");
|
||||
|
||||
return true;
|
||||
R_TRUE
|
||||
}
|
||||
|
||||
void font_shader_class::shutdown_shader()
|
||||
@@ -366,7 +366,7 @@ bool font_shader_class::set_shader_parameters(ID3D11DeviceContext* deviceContext
|
||||
if (FAILED(result))
|
||||
{
|
||||
LOG_ERROR("Error mapping constant buffer");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Get a pointer to the data in the constant buffer.
|
||||
@@ -394,7 +394,7 @@ bool font_shader_class::set_shader_parameters(ID3D11DeviceContext* deviceContext
|
||||
if (FAILED(result))
|
||||
{
|
||||
LOG_ERROR("Error mapping constant buffer");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Get a pointer to the data in the pixel constant buffer.
|
||||
@@ -412,7 +412,7 @@ bool font_shader_class::set_shader_parameters(ID3D11DeviceContext* deviceContext
|
||||
// Now set the pixel constant buffer in the pixel shader with the updated value.
|
||||
deviceContext->PSSetConstantBuffers(bufferNumber, 1, &pixel_buffer_);
|
||||
|
||||
return true;
|
||||
R_TRUE
|
||||
}
|
||||
|
||||
void font_shader_class::render_shader(ID3D11DeviceContext* deviceContext, int indexCount)
|
||||
|
||||
@@ -35,7 +35,7 @@ bool light_map_shader_class::initialize(ID3D11Device* device, HWND hwnd)
|
||||
if (error != 0)
|
||||
{
|
||||
LOG_ERROR("Error copying string");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Set the filename of the pixel shader.
|
||||
@@ -43,7 +43,7 @@ bool light_map_shader_class::initialize(ID3D11Device* device, HWND hwnd)
|
||||
if (error != 0)
|
||||
{
|
||||
LOG_ERROR("Error copying string");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// initialize the vertex and pixel shaders.
|
||||
@@ -51,12 +51,12 @@ bool light_map_shader_class::initialize(ID3D11Device* device, HWND hwnd)
|
||||
if (!result)
|
||||
{
|
||||
LOG_ERROR("Error initializing shader");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
LOG_INIT("light_map_shader_class initialized");
|
||||
|
||||
return true;
|
||||
R_TRUE
|
||||
}
|
||||
|
||||
|
||||
@@ -79,13 +79,13 @@ bool light_map_shader_class::render(ID3D11DeviceContext* deviceContext, int inde
|
||||
if (!result)
|
||||
{
|
||||
LOG_ERROR("Error setting shader parameters");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Now render the prepared buffers with the shader.
|
||||
render_shader(deviceContext, indexCount);
|
||||
|
||||
return true;
|
||||
R_TRUE
|
||||
}
|
||||
|
||||
|
||||
@@ -123,7 +123,7 @@ bool light_map_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd,
|
||||
LOG_ERROR("Error compiling shader");
|
||||
}
|
||||
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Compile the pixel shader code.
|
||||
@@ -142,7 +142,7 @@ bool light_map_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd,
|
||||
LOG_ERROR("Error compiling shader");
|
||||
}
|
||||
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Create the vertex shader from the buffer.
|
||||
@@ -150,7 +150,7 @@ bool light_map_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd,
|
||||
if (FAILED(result))
|
||||
{
|
||||
LOG_ERROR("Error creating vertex shader");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Create the pixel shader from the buffer.
|
||||
@@ -158,7 +158,7 @@ bool light_map_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd,
|
||||
if (FAILED(result))
|
||||
{
|
||||
LOG_ERROR("Error creating pixel shader");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Create the vertex input layout description.
|
||||
@@ -195,7 +195,7 @@ bool light_map_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd,
|
||||
if (FAILED(result))
|
||||
{
|
||||
LOG_ERROR("Error creating input layout");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Release the vertex shader buffer and pixel shader buffer since they are no longer needed.
|
||||
@@ -218,7 +218,7 @@ bool light_map_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd,
|
||||
if (FAILED(result))
|
||||
{
|
||||
LOG_ERROR("Error creating constant buffer");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Create a texture sampler state description.
|
||||
@@ -241,12 +241,12 @@ bool light_map_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd,
|
||||
if (FAILED(result))
|
||||
{
|
||||
LOG_ERROR("Error creating sampler state");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
LOG_INIT("Shader initialized");
|
||||
|
||||
return true;
|
||||
R_TRUE
|
||||
}
|
||||
|
||||
|
||||
@@ -350,7 +350,7 @@ bool light_map_shader_class::set_shader_parameters(ID3D11DeviceContext* deviceCo
|
||||
if (FAILED(result))
|
||||
{
|
||||
LOG_ERROR("Error mapping constant buffer");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Get a pointer to the data in the constant buffer.
|
||||
@@ -374,7 +374,7 @@ bool light_map_shader_class::set_shader_parameters(ID3D11DeviceContext* deviceCo
|
||||
deviceContext->PSSetShaderResources(0, 1, &texture1);
|
||||
deviceContext->PSSetShaderResources(1, 1, &texture2);
|
||||
|
||||
return true;
|
||||
R_TRUE
|
||||
}
|
||||
|
||||
|
||||
|
||||
@@ -42,7 +42,7 @@ bool light_shader_class::initialize(ID3D11Device* device, HWND hwnd)
|
||||
if (error != 0)
|
||||
{
|
||||
LOG_ERROR("Failed to copy string");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Set the filename of the pixel shader.
|
||||
@@ -50,19 +50,19 @@ bool light_shader_class::initialize(ID3D11Device* device, HWND hwnd)
|
||||
if (error != 0)
|
||||
{
|
||||
LOG_ERROR("Failed to copy string");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
// initialize the vertex and pixel shaders.
|
||||
result = initialize_shader(device, hwnd, vsFilename, psFilename);
|
||||
if (!result)
|
||||
{
|
||||
LOG_ERROR("Failed to initialize shader");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
LOG_INIT("light_shader_class initialized");
|
||||
|
||||
return true;
|
||||
R_TRUE
|
||||
}
|
||||
|
||||
|
||||
@@ -85,13 +85,13 @@ bool light_shader_class::render(ID3D11DeviceContext* deviceContext, int indexCou
|
||||
if(!result)
|
||||
{
|
||||
LOG_ERROR("Failed to set shader parameters");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Now render the prepared buffers with the shader.
|
||||
render_shader(deviceContext, indexCount);
|
||||
|
||||
return true;
|
||||
R_TRUE
|
||||
}
|
||||
|
||||
|
||||
@@ -132,7 +132,7 @@ bool light_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd, WCHA
|
||||
LOG_ERROR("Failed to compile shader");
|
||||
}
|
||||
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Compile the pixel shader code.
|
||||
@@ -150,7 +150,7 @@ bool light_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd, WCHA
|
||||
LOG_ERROR("Failed to compile shader");
|
||||
}
|
||||
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Create the vertex shader from the buffer.
|
||||
@@ -158,7 +158,7 @@ bool light_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd, WCHA
|
||||
if (FAILED(result))
|
||||
{
|
||||
LOG_ERROR("Failed to create vertex shader");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Create the pixel shader from the buffer.
|
||||
@@ -166,7 +166,7 @@ bool light_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd, WCHA
|
||||
if (FAILED(result))
|
||||
{
|
||||
LOG_ERROR("Failed to create pixel shader");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Create the vertex input layout description.
|
||||
@@ -204,7 +204,7 @@ bool light_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd, WCHA
|
||||
if (FAILED(result))
|
||||
{
|
||||
LOG_ERROR("Failed to create input layout");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Release the vertex shader buffer and pixel shader buffer since they are no longer needed.
|
||||
@@ -234,7 +234,7 @@ bool light_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd, WCHA
|
||||
if (FAILED(result))
|
||||
{
|
||||
LOG_ERROR("Failed to create sampler state");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Setup the description of the dynamic matrix constant buffer that is in the vertex shader.
|
||||
@@ -250,7 +250,7 @@ bool light_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd, WCHA
|
||||
if (FAILED(result))
|
||||
{
|
||||
LOG_ERROR("Failed to create matrix buffer");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
|
||||
@@ -268,7 +268,7 @@ bool light_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd, WCHA
|
||||
if (FAILED(result))
|
||||
{
|
||||
LOG_ERROR("Failed to create camera buffer");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Setup the description of the dynamic constant buffer that is in the pixel shader.
|
||||
@@ -284,7 +284,7 @@ bool light_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd, WCHA
|
||||
if (FAILED(result))
|
||||
{
|
||||
LOG_ERROR("Failed to create light color buffer");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Setup the description of the dynamic constant buffer that is in the vertex shader.
|
||||
@@ -300,12 +300,12 @@ bool light_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd, WCHA
|
||||
if (FAILED(result))
|
||||
{
|
||||
LOG_ERROR("Failed to create light position buffer");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
LOG_INIT("Shader initialized");
|
||||
|
||||
return true;
|
||||
R_TRUE
|
||||
}
|
||||
|
||||
|
||||
@@ -437,7 +437,7 @@ bool light_shader_class::set_shader_parameters(ID3D11DeviceContext* deviceContex
|
||||
if (FAILED(result))
|
||||
{
|
||||
LOG_ERROR("Failed to map matrix buffer");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Get a pointer to the data in the constant buffer.
|
||||
@@ -462,7 +462,7 @@ bool light_shader_class::set_shader_parameters(ID3D11DeviceContext* deviceContex
|
||||
if (FAILED(result))
|
||||
{
|
||||
LOG_ERROR("Failed to map camera buffer");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Lock the light position constant buffer so it can be written to.
|
||||
@@ -470,7 +470,7 @@ bool light_shader_class::set_shader_parameters(ID3D11DeviceContext* deviceContex
|
||||
if (FAILED(result))
|
||||
{
|
||||
LOG_ERROR("Failed to map light position buffer");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Get a pointer to the data in the constant buffer.
|
||||
@@ -499,7 +499,7 @@ bool light_shader_class::set_shader_parameters(ID3D11DeviceContext* deviceContex
|
||||
if (FAILED(result))
|
||||
{
|
||||
LOG_ERROR("Failed to map light color buffer");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Get a pointer to the data in the constant buffer.
|
||||
@@ -521,7 +521,7 @@ bool light_shader_class::set_shader_parameters(ID3D11DeviceContext* deviceContex
|
||||
deviceContext->PSSetConstantBuffers(bufferNumber, 1, &light_color_buffer_);
|
||||
|
||||
|
||||
return true;
|
||||
R_TRUE
|
||||
}
|
||||
|
||||
|
||||
|
||||
@@ -19,5 +19,5 @@ bool master_shader::initialize(ID3D11Device* device, HWND hwnd)
|
||||
|
||||
bool success = false;
|
||||
|
||||
return true;
|
||||
R_TRUE
|
||||
}
|
||||
@@ -38,7 +38,7 @@ bool multi_texture_shader_class::initialize(ID3D11Device* device, HWND hwnd)
|
||||
if (error != 0)
|
||||
{
|
||||
LOG_ERROR("Failed to set the filename of the vertex shader");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Set the filename of the pixel shader.
|
||||
@@ -46,7 +46,7 @@ bool multi_texture_shader_class::initialize(ID3D11Device* device, HWND hwnd)
|
||||
if (error != 0)
|
||||
{
|
||||
LOG_ERROR("Failed to set the filename of the pixel shader");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// initialize the vertex and pixel shaders.
|
||||
@@ -54,12 +54,12 @@ bool multi_texture_shader_class::initialize(ID3D11Device* device, HWND hwnd)
|
||||
if (!result)
|
||||
{
|
||||
LOG_ERROR("Failed to initialize the vertex and pixel shaders");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
LOG_INIT("multi_texture_shader_class initialized");
|
||||
|
||||
return true;
|
||||
R_TRUE
|
||||
}
|
||||
|
||||
void multi_texture_shader_class::shutdown()
|
||||
@@ -81,13 +81,13 @@ bool multi_texture_shader_class::render(ID3D11DeviceContext* deviceContext, int
|
||||
if (!result)
|
||||
{
|
||||
LOG_ERROR("Failed to set the shader parameters that it will use for rendering");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Now render the prepared buffers with the shader.
|
||||
render_shader(deviceContext, indexCount);
|
||||
|
||||
return true;
|
||||
R_TRUE
|
||||
}
|
||||
|
||||
bool multi_texture_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd, WCHAR* vsFilename, WCHAR* psFilename)
|
||||
@@ -125,7 +125,7 @@ bool multi_texture_shader_class::initialize_shader(ID3D11Device* device, HWND hw
|
||||
LOG_ERROR("Failed to compile the vertex shader code");
|
||||
}
|
||||
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Compile the pixel shader code.
|
||||
@@ -144,7 +144,7 @@ bool multi_texture_shader_class::initialize_shader(ID3D11Device* device, HWND hw
|
||||
LOG_ERROR("Failed to compile the pixel shader code");
|
||||
}
|
||||
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Create the vertex shader from the buffer.
|
||||
@@ -152,7 +152,7 @@ bool multi_texture_shader_class::initialize_shader(ID3D11Device* device, HWND hw
|
||||
if (FAILED(result))
|
||||
{
|
||||
LOG_ERROR("Failed to create the vertex shader from the buffer");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Create the pixel shader from the buffer.
|
||||
@@ -160,7 +160,7 @@ bool multi_texture_shader_class::initialize_shader(ID3D11Device* device, HWND hw
|
||||
if (FAILED(result))
|
||||
{
|
||||
LOG_ERROR("Failed to create the pixel shader from the buffer");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Create the vertex input layout description.
|
||||
@@ -197,7 +197,7 @@ bool multi_texture_shader_class::initialize_shader(ID3D11Device* device, HWND hw
|
||||
if (FAILED(result))
|
||||
{
|
||||
LOG_ERROR("Failed to create the vertex input layout");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Release the vertex shader buffer and pixel shader buffer since they are no longer needed.
|
||||
@@ -220,7 +220,7 @@ bool multi_texture_shader_class::initialize_shader(ID3D11Device* device, HWND hw
|
||||
if (FAILED(result))
|
||||
{
|
||||
LOG_ERROR("Failed to create the constant buffer pointer");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Create a texture sampler state description.
|
||||
@@ -243,12 +243,12 @@ bool multi_texture_shader_class::initialize_shader(ID3D11Device* device, HWND hw
|
||||
if (FAILED(result))
|
||||
{
|
||||
LOG_ERROR("Failed to create the texture sampler state");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
LOG_INIT("Shader initialized");
|
||||
|
||||
return true;
|
||||
R_TRUE
|
||||
}
|
||||
|
||||
void multi_texture_shader_class::shutdown_shader()
|
||||
@@ -349,7 +349,7 @@ bool multi_texture_shader_class::set_shader_parameters(ID3D11DeviceContext* devi
|
||||
if (FAILED(result))
|
||||
{
|
||||
LOG_ERROR("Failed to lock the constant buffer");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Get a pointer to the data in the constant buffer.
|
||||
@@ -373,7 +373,7 @@ bool multi_texture_shader_class::set_shader_parameters(ID3D11DeviceContext* devi
|
||||
deviceContext->PSSetShaderResources(0, 1, &texture1);
|
||||
deviceContext->PSSetShaderResources(1, 1, &texture2);
|
||||
|
||||
return true;
|
||||
R_TRUE
|
||||
}
|
||||
|
||||
void multi_texture_shader_class::render_shader(ID3D11DeviceContext* deviceContext, int indexCount)
|
||||
|
||||
@@ -36,7 +36,7 @@ bool normal_map_shader_class::initialize(ID3D11Device* device, HWND hwnd)
|
||||
if (error != 0)
|
||||
{
|
||||
LOG_ERROR("Failed to set the filename of the vertex shader");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Set the filename of the pixel shader.
|
||||
@@ -44,7 +44,7 @@ bool normal_map_shader_class::initialize(ID3D11Device* device, HWND hwnd)
|
||||
if (error != 0)
|
||||
{
|
||||
LOG_ERROR("Failed to set the filename of the pixel shader");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// initialize the vertex and pixel shaders.
|
||||
@@ -52,12 +52,12 @@ bool normal_map_shader_class::initialize(ID3D11Device* device, HWND hwnd)
|
||||
if (!result)
|
||||
{
|
||||
LOG_ERROR("Failed to initialize the vertex and pixel shaders");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
LOG_INIT("Successfully initialized normal map shader");
|
||||
|
||||
return true;
|
||||
R_TRUE
|
||||
}
|
||||
|
||||
|
||||
@@ -80,13 +80,13 @@ bool normal_map_shader_class::render(ID3D11DeviceContext* deviceContext, int ind
|
||||
if (!result)
|
||||
{
|
||||
LOG_ERROR("Failed to set the shader parameters that will be used for rendering");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Now render the prepared buffers with the shader.
|
||||
render_shader(deviceContext, indexCount);
|
||||
|
||||
return true;
|
||||
R_TRUE
|
||||
}
|
||||
|
||||
|
||||
@@ -126,7 +126,7 @@ bool normal_map_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd,
|
||||
LOG_ERROR("Failed to compile the vertex shader code");
|
||||
}
|
||||
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Compile the pixel shader code.
|
||||
@@ -145,7 +145,7 @@ bool normal_map_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd,
|
||||
LOG_ERROR("Failed to compile the pixel shader code");
|
||||
}
|
||||
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Create the vertex shader from the buffer.
|
||||
@@ -153,7 +153,7 @@ bool normal_map_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd,
|
||||
if (FAILED(result))
|
||||
{
|
||||
LOG_ERROR("Failed to create the vertex shader from the buffer");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Create the pixel shader from the buffer.
|
||||
@@ -161,7 +161,7 @@ bool normal_map_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd,
|
||||
if (FAILED(result))
|
||||
{
|
||||
LOG_ERROR("Failed to create the pixel shader from the buffer");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Create the vertex input layout description.
|
||||
@@ -214,7 +214,7 @@ bool normal_map_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd,
|
||||
if (FAILED(result))
|
||||
{
|
||||
LOG_ERROR("Failed to create the vertex input layout");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Release the vertex shader buffer and pixel shader buffer since they are no longer needed.
|
||||
@@ -237,7 +237,7 @@ bool normal_map_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd,
|
||||
if (FAILED(result))
|
||||
{
|
||||
LOG_ERROR("Failed to create the constant buffer pointer");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Create a texture sampler state description.
|
||||
@@ -260,7 +260,7 @@ bool normal_map_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd,
|
||||
if (FAILED(result))
|
||||
{
|
||||
LOG_ERROR("Failed to create the texture sampler state");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Setup the description of the light dynamic constant buffer that is in the pixel shader.
|
||||
@@ -276,12 +276,12 @@ bool normal_map_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd,
|
||||
if (FAILED(result))
|
||||
{
|
||||
LOG_ERROR("Failed to create the light constant buffer pointer");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
LOG_INIT("Successfully initialized normal map shader");
|
||||
|
||||
return true;
|
||||
R_TRUE
|
||||
}
|
||||
|
||||
|
||||
@@ -393,7 +393,7 @@ bool normal_map_shader_class::set_shader_parameters(ID3D11DeviceContext* deviceC
|
||||
if (FAILED(result))
|
||||
{
|
||||
LOG_ERROR("Failed to lock the constant buffer so it can be written to");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Get a pointer to the data in the constant buffer.
|
||||
@@ -422,7 +422,7 @@ bool normal_map_shader_class::set_shader_parameters(ID3D11DeviceContext* deviceC
|
||||
if (FAILED(result))
|
||||
{
|
||||
LOG_ERROR("Failed to lock the light constant buffer so it can be written to");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Get a pointer to the data in the constant buffer.
|
||||
@@ -446,7 +446,7 @@ bool normal_map_shader_class::set_shader_parameters(ID3D11DeviceContext* deviceC
|
||||
deviceContext->PSSetShaderResources(0, 1, &texture1);
|
||||
deviceContext->PSSetShaderResources(1, 1, &texture2);
|
||||
|
||||
return true;
|
||||
R_TRUE
|
||||
}
|
||||
|
||||
|
||||
|
||||
@@ -33,7 +33,7 @@ bool reflection_shader_class::initialize(ID3D11Device* device, HWND hwnd)
|
||||
if (error != 0)
|
||||
{
|
||||
LOG_ERROR("Error copying string");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Set the filename of the pixel shader.
|
||||
@@ -41,7 +41,7 @@ bool reflection_shader_class::initialize(ID3D11Device* device, HWND hwnd)
|
||||
if (error != 0)
|
||||
{
|
||||
LOG_ERROR("Error copying string");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// initialize the vertex and pixel shaders.
|
||||
@@ -49,12 +49,12 @@ bool reflection_shader_class::initialize(ID3D11Device* device, HWND hwnd)
|
||||
if (!result)
|
||||
{
|
||||
LOG_ERROR("Error initializing shader");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
LOG_INIT("Reflection shader initialized");
|
||||
|
||||
return true;
|
||||
R_TRUE
|
||||
}
|
||||
|
||||
void reflection_shader_class::shutdown()
|
||||
@@ -75,13 +75,13 @@ bool reflection_shader_class::render(ID3D11DeviceContext* deviceContext, int ind
|
||||
if (!result)
|
||||
{
|
||||
LOG_ERROR("Error setting shader parameters");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Now render the prepared buffers with the shader.
|
||||
render_shader(deviceContext, indexCount);
|
||||
|
||||
return true;
|
||||
R_TRUE
|
||||
}
|
||||
|
||||
bool reflection_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd, WCHAR* vsFilename, WCHAR* psFilename)
|
||||
@@ -120,7 +120,7 @@ bool reflection_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd,
|
||||
LOG_ERROR("Error compiling shader");
|
||||
}
|
||||
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
// Compile the pixel shader code.
|
||||
result = D3DCompileFromFile(psFilename, NULL, NULL, "ReflectionPixelShader", "ps_5_0", D3D10_SHADER_ENABLE_STRICTNESS, 0,
|
||||
@@ -138,7 +138,7 @@ bool reflection_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd,
|
||||
LOG_ERROR("Error compiling shader");
|
||||
}
|
||||
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Create the vertex shader from the buffer.
|
||||
@@ -146,7 +146,7 @@ bool reflection_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd,
|
||||
if (FAILED(result))
|
||||
{
|
||||
LOG_ERROR("Error creating vertex shader");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Create the pixel shader from the buffer.
|
||||
@@ -154,7 +154,7 @@ bool reflection_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd,
|
||||
if (FAILED(result))
|
||||
{
|
||||
LOG_ERROR("Error creating pixel shader");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Create the vertex input layout description.
|
||||
@@ -183,7 +183,7 @@ bool reflection_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd,
|
||||
if (FAILED(result))
|
||||
{
|
||||
LOG_ERROR("Error creating input layout");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Release the vertex shader buffer and pixel shader buffer since they are no longer needed.
|
||||
@@ -206,7 +206,7 @@ bool reflection_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd,
|
||||
if (FAILED(result))
|
||||
{
|
||||
LOG_ERROR("Error creating constant buffer");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
// Create a texture sampler state description.
|
||||
samplerDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
|
||||
@@ -228,7 +228,7 @@ bool reflection_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd,
|
||||
if (FAILED(result))
|
||||
{
|
||||
LOG_ERROR("Error creating sampler state");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
// Setup the description of the reflection dynamic constant buffer that is in the vertex shader.
|
||||
reflectionBufferDesc.Usage = D3D11_USAGE_DYNAMIC;
|
||||
@@ -243,12 +243,12 @@ bool reflection_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd,
|
||||
if (FAILED(result))
|
||||
{
|
||||
LOG_ERROR("Error creating constant buffer");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
LOG_INIT("Reflection shader initialized");
|
||||
|
||||
return true;
|
||||
R_TRUE
|
||||
}
|
||||
|
||||
void reflection_shader_class::shutdown_shader()
|
||||
@@ -361,7 +361,7 @@ bool reflection_shader_class::set_shader_parameters(ID3D11DeviceContext* deviceC
|
||||
if (FAILED(result))
|
||||
{
|
||||
LOG_ERROR("Error mapping constant buffer");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Get a pointer to the data in the constant buffer.
|
||||
@@ -386,7 +386,7 @@ bool reflection_shader_class::set_shader_parameters(ID3D11DeviceContext* deviceC
|
||||
if (FAILED(result))
|
||||
{
|
||||
LOG_ERROR("Error mapping constant buffer");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Get a pointer to the data in the matrix constant buffer.
|
||||
@@ -410,7 +410,7 @@ bool reflection_shader_class::set_shader_parameters(ID3D11DeviceContext* deviceC
|
||||
// Set the reflection texture resource in the pixel shader.
|
||||
deviceContext->PSSetShaderResources(1, 1, &reflectionTexture);
|
||||
|
||||
return true;
|
||||
R_TRUE
|
||||
}
|
||||
|
||||
|
||||
|
||||
@@ -37,7 +37,7 @@ bool refraction_shader_class::initialize(ID3D11Device* device, HWND hwnd)
|
||||
if (error != 0)
|
||||
{
|
||||
LOG_ERROR("Error copying vertex shader filename");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Set the filename of the pixel shader.
|
||||
@@ -45,7 +45,7 @@ bool refraction_shader_class::initialize(ID3D11Device* device, HWND hwnd)
|
||||
if (error != 0)
|
||||
{
|
||||
LOG_ERROR("Error copying pixel shader filename");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// initialize the vertex and pixel shaders.
|
||||
@@ -53,12 +53,12 @@ bool refraction_shader_class::initialize(ID3D11Device* device, HWND hwnd)
|
||||
if (!result)
|
||||
{
|
||||
LOG_ERROR("Error initializing shader");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
LOG_INIT("Refraction shader initialized");
|
||||
|
||||
return true;
|
||||
R_TRUE
|
||||
}
|
||||
|
||||
|
||||
@@ -80,13 +80,13 @@ bool refraction_shader_class::render(ID3D11DeviceContext* deviceContext, int ind
|
||||
if (!result)
|
||||
{
|
||||
LOG_ERROR("Error setting shader parameters");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Now render the prepared buffers with the shader.
|
||||
render_shader(deviceContext, indexCount);
|
||||
|
||||
return true;
|
||||
R_TRUE
|
||||
}
|
||||
|
||||
|
||||
@@ -127,7 +127,7 @@ bool refraction_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd,
|
||||
MessageBox(hwnd, vsFilename, L"Missing Shader File", MB_OK);
|
||||
}
|
||||
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Compile the pixel shader code.
|
||||
@@ -147,7 +147,7 @@ bool refraction_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd,
|
||||
MessageBox(hwnd, psFilename, L"Missing Shader File", MB_OK);
|
||||
}
|
||||
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Create the vertex shader from the buffer.
|
||||
@@ -155,7 +155,7 @@ bool refraction_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd,
|
||||
if (FAILED(result))
|
||||
{
|
||||
LOG_ERROR("Error creating vertex shader");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Create the pixel shader from the buffer.
|
||||
@@ -163,7 +163,7 @@ bool refraction_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd,
|
||||
if (FAILED(result))
|
||||
{
|
||||
LOG_ERROR("Error creating pixel shader");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Create the vertex input layout description.
|
||||
@@ -200,7 +200,7 @@ bool refraction_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd,
|
||||
if (FAILED(result))
|
||||
{
|
||||
LOG_ERROR("Error creating input layout");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Release the vertex shader buffer and pixel shader buffer since they are no longer needed.
|
||||
@@ -223,7 +223,7 @@ bool refraction_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd,
|
||||
if (FAILED(result))
|
||||
{
|
||||
LOG_ERROR("Error creating matrix buffer");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Create a texture sampler state description.
|
||||
@@ -246,7 +246,7 @@ bool refraction_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd,
|
||||
if (FAILED(result))
|
||||
{
|
||||
LOG_ERROR("Error creating sampler state");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Setup the description of the light dynamic constant buffer that is in the pixel shader.
|
||||
@@ -263,7 +263,7 @@ bool refraction_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd,
|
||||
if (FAILED(result))
|
||||
{
|
||||
LOG_ERROR("Error creating light buffer");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Setup the description of the clip plane dynamic constant buffer that is in the vertex shader.
|
||||
@@ -279,12 +279,12 @@ bool refraction_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd,
|
||||
if (FAILED(result))
|
||||
{
|
||||
LOG_ERROR("Error creating clip plane buffer");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
LOG_INIT("Refraction shader initialized");
|
||||
|
||||
return true;
|
||||
R_TRUE
|
||||
}
|
||||
|
||||
|
||||
@@ -404,7 +404,7 @@ bool refraction_shader_class::set_shader_parameters(ID3D11DeviceContext* deviceC
|
||||
if (FAILED(result))
|
||||
{
|
||||
LOG_ERROR("Error mapping matrix buffer");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Get a pointer to the data in the constant buffer.
|
||||
@@ -429,7 +429,7 @@ bool refraction_shader_class::set_shader_parameters(ID3D11DeviceContext* deviceC
|
||||
if(FAILED(result))
|
||||
{
|
||||
LOG_ERROR("Error mapping clip plane buffer");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Get a pointer to the data in the clip plane constant buffer.
|
||||
@@ -455,7 +455,7 @@ bool refraction_shader_class::set_shader_parameters(ID3D11DeviceContext* deviceC
|
||||
if(FAILED(result))
|
||||
{
|
||||
LOG_ERROR("Error mapping light buffer");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Get a pointer to the data in the constant buffer.
|
||||
@@ -476,7 +476,7 @@ bool refraction_shader_class::set_shader_parameters(ID3D11DeviceContext* deviceC
|
||||
// Finally set the light constant buffer in the pixel shader with the updated values.
|
||||
deviceContext->PSSetConstantBuffers(bufferNumber, 1, &light_buffer_);
|
||||
|
||||
return true;
|
||||
R_TRUE
|
||||
}
|
||||
|
||||
|
||||
|
||||
@@ -40,7 +40,7 @@ bool shader_manager_class::initialize(ID3D11Device* device, HWND hwnd)
|
||||
if (!result)
|
||||
{
|
||||
LOG_ERROR("Error initializing texture_shader_class");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Create and initialize the normal map shader object.
|
||||
@@ -49,7 +49,7 @@ bool shader_manager_class::initialize(ID3D11Device* device, HWND hwnd)
|
||||
if (!result)
|
||||
{
|
||||
LOG_ERROR("Error initializing normal_map_shader_class");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Create and initialize the multitexture shader object.
|
||||
@@ -58,7 +58,7 @@ bool shader_manager_class::initialize(ID3D11Device* device, HWND hwnd)
|
||||
if (!result)
|
||||
{
|
||||
LOG_ERROR("Error initializing multi_texture_shader_class");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Create and initialize the translate shader object.
|
||||
@@ -67,7 +67,7 @@ bool shader_manager_class::initialize(ID3D11Device* device, HWND hwnd)
|
||||
if (!result)
|
||||
{
|
||||
LOG_ERROR("Error initializing translate_shader_class");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Create and initialize the alpha map shader object.
|
||||
@@ -76,7 +76,7 @@ bool shader_manager_class::initialize(ID3D11Device* device, HWND hwnd)
|
||||
if (!result)
|
||||
{
|
||||
LOG_ERROR("Error initializing alpha_map_shader_class");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Create and initialize the specular map shader object.
|
||||
@@ -85,7 +85,7 @@ bool shader_manager_class::initialize(ID3D11Device* device, HWND hwnd)
|
||||
if (!result)
|
||||
{
|
||||
LOG_ERROR("Error initializing spec_map_shader_class");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Create and initialize the transparent shader object.
|
||||
@@ -94,7 +94,7 @@ bool shader_manager_class::initialize(ID3D11Device* device, HWND hwnd)
|
||||
if (!result)
|
||||
{
|
||||
LOG_ERROR("Error initializing transparent_shader_class");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Create and initialize the light shader object.
|
||||
@@ -103,7 +103,7 @@ bool shader_manager_class::initialize(ID3D11Device* device, HWND hwnd)
|
||||
if (!result)
|
||||
{
|
||||
LOG_ERROR("Error initializing light_shader_class");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Create and initialize the light map shader object.
|
||||
@@ -112,7 +112,7 @@ bool shader_manager_class::initialize(ID3D11Device* device, HWND hwnd)
|
||||
if (!result)
|
||||
{
|
||||
LOG_ERROR("Error initializing light_map_shader_class");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Create and initialize the refraction shader object.
|
||||
@@ -120,7 +120,7 @@ bool shader_manager_class::initialize(ID3D11Device* device, HWND hwnd)
|
||||
result = refraction_shader_->initialize(device, hwnd);
|
||||
if (!result)
|
||||
{
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Create and initialize the water shader object.
|
||||
@@ -128,21 +128,21 @@ bool shader_manager_class::initialize(ID3D11Device* device, HWND hwnd)
|
||||
result = water_shader_->initialize(device, hwnd);
|
||||
if (!result)
|
||||
{
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
cel_shading_shader_ = new celshade_class;
|
||||
result = cel_shading_shader_->initialize(device, hwnd);
|
||||
if (!result)
|
||||
{
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
sunlight_shader_ = new sunlight_shader_class;
|
||||
result = sunlight_shader_->initialize(device, hwnd);
|
||||
if (!result)
|
||||
{
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
skybox_shader_ = new skybox_shader_class;
|
||||
@@ -150,7 +150,7 @@ bool shader_manager_class::initialize(ID3D11Device* device, HWND hwnd)
|
||||
if (!result)
|
||||
{
|
||||
LOG_ERROR("Error initializing skybox_shader_class");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
depth_shader_ = new depth_shader_class;
|
||||
@@ -158,12 +158,12 @@ bool shader_manager_class::initialize(ID3D11Device* device, HWND hwnd)
|
||||
if (!result)
|
||||
{
|
||||
LOG_ERROR("Error initializing depth_shader_class");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
LOG_INIT("shader_manager_class initialized");
|
||||
|
||||
return true;
|
||||
R_TRUE
|
||||
}
|
||||
|
||||
void shader_manager_class::shutdown()
|
||||
@@ -301,10 +301,10 @@ bool shader_manager_class::render_texture_shader(ID3D11DeviceContext* deviceCont
|
||||
if (!result)
|
||||
{
|
||||
LOG_ERROR("Error rendering texture_shader_class");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
return true;
|
||||
R_TRUE
|
||||
}
|
||||
|
||||
bool shader_manager_class::render_normal_map_shader(ID3D11DeviceContext* deviceContext, int indexCount, XMMATRIX worldMatrix, XMMATRIX viewMatrix, XMMATRIX projectionMatrix,
|
||||
@@ -316,10 +316,10 @@ bool shader_manager_class::render_normal_map_shader(ID3D11DeviceContext* deviceC
|
||||
if (!result)
|
||||
{
|
||||
LOG_ERROR("Error rendering normal_map_shader_class");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
return true;
|
||||
R_TRUE
|
||||
}
|
||||
|
||||
bool shader_manager_class::render_multitexture_shader(ID3D11DeviceContext* deviceContext, int indexCount, XMMATRIX worldMatrix, XMMATRIX viewMatrix, XMMATRIX projectionMatrix,
|
||||
@@ -331,10 +331,10 @@ bool shader_manager_class::render_multitexture_shader(ID3D11DeviceContext* devic
|
||||
if (!result)
|
||||
{
|
||||
LOG_ERROR("Error rendering multi_texture_shader_class");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
return true;
|
||||
R_TRUE
|
||||
}
|
||||
|
||||
bool shader_manager_class::render_translate_shader(ID3D11DeviceContext* deviceContext, int indexCount, XMMATRIX worldMatrix, XMMATRIX viewMatrix, XMMATRIX projectionMatrix,
|
||||
@@ -346,10 +346,10 @@ bool shader_manager_class::render_translate_shader(ID3D11DeviceContext* deviceCo
|
||||
if (!result)
|
||||
{
|
||||
LOG_ERROR("Error rendering translate_shader_class");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
return true;
|
||||
R_TRUE
|
||||
}
|
||||
|
||||
bool shader_manager_class::render_alpha_map_shader(ID3D11DeviceContext* deviceContext, int indexCount, XMMATRIX worldMatrix, XMMATRIX viewMatrix, XMMATRIX projectionMatrix,
|
||||
@@ -361,10 +361,10 @@ bool shader_manager_class::render_alpha_map_shader(ID3D11DeviceContext* deviceCo
|
||||
if (!result)
|
||||
{
|
||||
LOG_ERROR("Error rendering alpha_map_shader_class");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
return true;
|
||||
R_TRUE
|
||||
}
|
||||
|
||||
bool shader_manager_class::render_spec_map_shader(ID3D11DeviceContext* deviceContext, int indexCount, XMMATRIX worldMatrix, XMMATRIX viewMatrix, XMMATRIX projectionMatrix,
|
||||
@@ -378,10 +378,10 @@ bool shader_manager_class::render_spec_map_shader(ID3D11DeviceContext* deviceCon
|
||||
if (!result)
|
||||
{
|
||||
LOG_ERROR("Error rendering spec_map_shader_class");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
return true;
|
||||
R_TRUE
|
||||
}
|
||||
|
||||
bool shader_manager_class::render_transparent_shader(ID3D11DeviceContext* deviceContext, int indexCount, XMMATRIX worldMatrix, XMMATRIX viewMatrix, XMMATRIX projectionMatrix,
|
||||
@@ -393,10 +393,10 @@ bool shader_manager_class::render_transparent_shader(ID3D11DeviceContext* device
|
||||
if (!result)
|
||||
{
|
||||
LOG_ERROR("Error rendering transparent_shader_class");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
return true;
|
||||
R_TRUE
|
||||
}
|
||||
|
||||
bool shader_manager_class::renderlight_shader(ID3D11DeviceContext* deviceContext, int indexCount, XMMATRIX worldMatrix, XMMATRIX viewMatrix, XMMATRIX projectionMatrix,
|
||||
@@ -408,10 +408,10 @@ bool shader_manager_class::renderlight_shader(ID3D11DeviceContext* deviceContext
|
||||
if (!result)
|
||||
{
|
||||
LOG_ERROR("Error rendering light_shader_class");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
return true;
|
||||
R_TRUE
|
||||
}
|
||||
|
||||
bool shader_manager_class::renderlight_map_shader(ID3D11DeviceContext* deviceContext, int indexCount, XMMATRIX worldMatrix, XMMATRIX viewMatrix,
|
||||
@@ -423,10 +423,10 @@ bool shader_manager_class::renderlight_map_shader(ID3D11DeviceContext* deviceCon
|
||||
if (!result)
|
||||
{
|
||||
LOG_ERROR("Error rendering light_map_shader_class");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
return true;
|
||||
R_TRUE
|
||||
}
|
||||
|
||||
bool shader_manager_class::render_refraction_shader(ID3D11DeviceContext* deviceContext, int indexCount, XMMATRIX worldMatrix, XMMATRIX viewMatrix, XMMATRIX projectionMatrix,
|
||||
@@ -438,10 +438,10 @@ bool shader_manager_class::render_refraction_shader(ID3D11DeviceContext* deviceC
|
||||
if (!result)
|
||||
{
|
||||
LOG_ERROR("Error rendering refraction_shader_class");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
return true;
|
||||
R_TRUE
|
||||
}
|
||||
|
||||
bool shader_manager_class::render_water_shader(ID3D11DeviceContext* deviceContext, int indexCount, XMMATRIX worldMatrix, XMMATRIX viewMatrix, XMMATRIX projectionMatrix,
|
||||
@@ -455,10 +455,10 @@ bool shader_manager_class::render_water_shader(ID3D11DeviceContext* deviceContex
|
||||
if (!result)
|
||||
{
|
||||
LOG_ERROR("Error rendering water_shader_class");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
return true;
|
||||
R_TRUE
|
||||
}
|
||||
|
||||
bool shader_manager_class::render_cel_shading_shader(ID3D11DeviceContext* deviceContext, int indexCount, XMMATRIX worldMatrix, XMMATRIX viewMatrix, XMMATRIX projectionMatrix,
|
||||
@@ -470,10 +470,10 @@ bool shader_manager_class::render_cel_shading_shader(ID3D11DeviceContext* device
|
||||
if (!result)
|
||||
{
|
||||
LOG_ERROR("Error rendering celshade_class");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
return true;
|
||||
R_TRUE
|
||||
}
|
||||
|
||||
bool shader_manager_class::render_sunlight_shader(ID3D11DeviceContext* deviceContext, int indexCount, XMMATRIX worldMatrix, XMMATRIX viewMatrix, XMMATRIX projectionMatrix,
|
||||
@@ -485,10 +485,10 @@ bool shader_manager_class::render_sunlight_shader(ID3D11DeviceContext* deviceCon
|
||||
if (!result)
|
||||
{
|
||||
LOG_ERROR("Error rendering sunlight_shader_class");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
return true;
|
||||
R_TRUE
|
||||
}
|
||||
|
||||
bool shader_manager_class::render_skybox_shader(ID3D11DeviceContext* deviceContext, int indexCount, XMMATRIX worldMatrix, XMMATRIX viewMatrix, XMMATRIX projectionMatrix,
|
||||
@@ -500,10 +500,10 @@ bool shader_manager_class::render_skybox_shader(ID3D11DeviceContext* deviceConte
|
||||
if (!result)
|
||||
{
|
||||
LOG_ERROR("Error rendering skybox_shader_class");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
return true;
|
||||
R_TRUE
|
||||
}
|
||||
|
||||
bool shader_manager_class::render_depth_shader(
|
||||
@@ -521,8 +521,8 @@ bool shader_manager_class::render_depth_shader(
|
||||
if (!result)
|
||||
{
|
||||
LOG_ERROR("Error rendering depth_shader_class");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
return true;
|
||||
R_TRUE
|
||||
}
|
||||
@@ -42,7 +42,7 @@ bool skybox_shader_class::Initialize(ID3D11Device* device, HWND hwnd)
|
||||
if (error != 0)
|
||||
{
|
||||
LOG_ERROR("Failed to copy string");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Set the filename of the pixel shader.
|
||||
@@ -50,19 +50,19 @@ bool skybox_shader_class::Initialize(ID3D11Device* device, HWND hwnd)
|
||||
if (error != 0)
|
||||
{
|
||||
LOG_ERROR("Failed to copy string");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
// Initialize the vertex and pixel shaders.
|
||||
result = InitializeShader(device, hwnd, vsFilename, psFilename);
|
||||
if (!result)
|
||||
{
|
||||
LOG_ERROR("Failed to initialize shader");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
LOG_INIT("skybox_shader_class initialized");
|
||||
|
||||
return true;
|
||||
R_TRUE
|
||||
}
|
||||
|
||||
|
||||
@@ -85,13 +85,13 @@ bool skybox_shader_class::Render(ID3D11DeviceContext* deviceContext, int indexCo
|
||||
if (!result)
|
||||
{
|
||||
LOG_ERROR("Failed to set shader parameters");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Now render the prepared buffers with the shader.
|
||||
RenderShader(deviceContext, indexCount);
|
||||
|
||||
return true;
|
||||
R_TRUE
|
||||
}
|
||||
|
||||
|
||||
@@ -126,7 +126,7 @@ bool skybox_shader_class::InitializeShader(ID3D11Device* device, HWND hwnd, WCHA
|
||||
{
|
||||
LOG_ERROR("Failed to compile shader");
|
||||
}
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Compile the pixel shader code.
|
||||
@@ -141,7 +141,7 @@ bool skybox_shader_class::InitializeShader(ID3D11Device* device, HWND hwnd, WCHA
|
||||
{
|
||||
LOG_ERROR("Failed to compile shader");
|
||||
}
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Create the vertex shader from the buffer.
|
||||
@@ -149,7 +149,7 @@ bool skybox_shader_class::InitializeShader(ID3D11Device* device, HWND hwnd, WCHA
|
||||
if (FAILED(result))
|
||||
{
|
||||
LOG_ERROR("Failed to create vertex shader");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Create the pixel shader from the buffer.
|
||||
@@ -157,7 +157,7 @@ bool skybox_shader_class::InitializeShader(ID3D11Device* device, HWND hwnd, WCHA
|
||||
if (FAILED(result))
|
||||
{
|
||||
LOG_ERROR("Failed to create pixel shader");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Create the vertex input layout description.
|
||||
@@ -193,7 +193,7 @@ bool skybox_shader_class::InitializeShader(ID3D11Device* device, HWND hwnd, WCHA
|
||||
if (FAILED(result))
|
||||
{
|
||||
LOG_ERROR("Failed to create input layout");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Release the vertex shader buffer and pixel shader buffer since they are no longer needed.
|
||||
@@ -223,7 +223,7 @@ bool skybox_shader_class::InitializeShader(ID3D11Device* device, HWND hwnd, WCHA
|
||||
if (FAILED(result))
|
||||
{
|
||||
LOG_ERROR("Failed to create sampler state");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Setup the description of the dynamic matrix constant buffer that is in the vertex shader.
|
||||
@@ -239,7 +239,7 @@ bool skybox_shader_class::InitializeShader(ID3D11Device* device, HWND hwnd, WCHA
|
||||
if (FAILED(result))
|
||||
{
|
||||
LOG_ERROR("Failed to create matrix buffer");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Setup the description of the dynamic sunlight constant buffer that is in the pixel shader.
|
||||
@@ -255,12 +255,12 @@ bool skybox_shader_class::InitializeShader(ID3D11Device* device, HWND hwnd, WCHA
|
||||
if (FAILED(result))
|
||||
{
|
||||
LOG_ERROR("Failed to create sunlight buffer");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
LOG_INIT("Shader initialized");
|
||||
|
||||
return true;
|
||||
R_TRUE
|
||||
}
|
||||
|
||||
|
||||
@@ -379,7 +379,6 @@ bool skybox_shader_class::SetShaderParameters(ID3D11DeviceContext* deviceContext
|
||||
HRESULT result;
|
||||
D3D11_MAPPED_SUBRESOURCE mappedResource;
|
||||
MatrixBufferType* dataPtr;
|
||||
CameraBufferType* dataPtr2;
|
||||
SkyboxBufferType* dataPtr3;
|
||||
unsigned int bufferNumber;
|
||||
|
||||
@@ -392,7 +391,7 @@ bool skybox_shader_class::SetShaderParameters(ID3D11DeviceContext* deviceContext
|
||||
result = deviceContext->Map(m_matrixBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
|
||||
if (FAILED(result))
|
||||
{
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Get a pointer to the data in the constant buffer.
|
||||
@@ -416,7 +415,7 @@ bool skybox_shader_class::SetShaderParameters(ID3D11DeviceContext* deviceContext
|
||||
result = deviceContext->Map(m_sunlightBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
|
||||
if (FAILED(result))
|
||||
{
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Get a pointer to the data in the constant buffer.
|
||||
@@ -440,7 +439,7 @@ bool skybox_shader_class::SetShaderParameters(ID3D11DeviceContext* deviceContext
|
||||
// Set shader texture resource in the pixel shader.
|
||||
deviceContext->PSSetShaderResources(0, 1, &texture);
|
||||
|
||||
return true;
|
||||
R_TRUE
|
||||
}
|
||||
|
||||
void skybox_shader_class::RenderShader(ID3D11DeviceContext* deviceContext, int indexCount)
|
||||
|
||||
@@ -37,24 +37,24 @@ bool spec_map_shader_class::initialize(ID3D11Device* device, HWND hwnd)
|
||||
error = wcscpy_s(vsFilename, 128, L"src/hlsl/specmap.vs");
|
||||
if (error != 0)
|
||||
{
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Set the filename of the pixel shader.
|
||||
error = wcscpy_s(psFilename, 128, L"src/hlsl/specmap.ps");
|
||||
if (error != 0)
|
||||
{
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// initialize the vertex and pixel shaders.
|
||||
result = initialize_shader(device, hwnd, vsFilename, psFilename);
|
||||
if (!result)
|
||||
{
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
return true;
|
||||
R_TRUE
|
||||
}
|
||||
|
||||
|
||||
@@ -79,13 +79,13 @@ bool spec_map_shader_class::render(ID3D11DeviceContext* deviceContext, int index
|
||||
if (!result)
|
||||
{
|
||||
LOG_ERROR("Failed to set shader parameters in SpecMapShaderClass");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Now render the prepared buffers with the shader.
|
||||
render_shader(deviceContext, indexCount);
|
||||
|
||||
return true;
|
||||
R_TRUE
|
||||
}
|
||||
|
||||
|
||||
@@ -124,7 +124,7 @@ bool spec_map_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd, W
|
||||
MessageBox(hwnd, vsFilename, L"Missing Shader File", MB_OK);
|
||||
}
|
||||
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Compile the pixel shader code.
|
||||
@@ -143,7 +143,7 @@ bool spec_map_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd, W
|
||||
MessageBox(hwnd, psFilename, L"Missing Shader File", MB_OK);
|
||||
}
|
||||
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Create the vertex shader from the buffer.
|
||||
@@ -151,7 +151,7 @@ bool spec_map_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd, W
|
||||
if (FAILED(result))
|
||||
{
|
||||
LOG_ERROR("Failed to create vertex shader in SpecMapShaderClass");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Create the pixel shader from the buffer.
|
||||
@@ -159,7 +159,7 @@ bool spec_map_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd, W
|
||||
if (FAILED(result))
|
||||
{
|
||||
LOG_ERROR("Failed to create pixel shader in SpecMapShaderClass");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Create the vertex input layout description.
|
||||
@@ -212,7 +212,7 @@ bool spec_map_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd, W
|
||||
if (FAILED(result))
|
||||
{
|
||||
LOG_ERROR("Failed to create input layout in SpecMapShaderClass");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Release the vertex shader buffer and pixel shader buffer since they are no longer needed.
|
||||
@@ -235,7 +235,7 @@ bool spec_map_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd, W
|
||||
if (FAILED(result))
|
||||
{
|
||||
LOG_ERROR("Failed to create uniform buffer in SpecMapShaderClass");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Create a texture sampler state description.
|
||||
@@ -258,7 +258,7 @@ bool spec_map_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd, W
|
||||
if (FAILED(result))
|
||||
{
|
||||
LOG_ERROR("Failed to create sample state in SpecMapShaderClass");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Setup the description of the light dynamic constant buffer that is in the pixel shader.
|
||||
@@ -274,7 +274,7 @@ bool spec_map_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd, W
|
||||
if (FAILED(result))
|
||||
{
|
||||
LOG_ERROR("Failed to create light buffer in SpecMapShaderClass");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Setup the description of the camera dynamic constant buffer that is in the vertex shader.
|
||||
@@ -290,10 +290,10 @@ bool spec_map_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd, W
|
||||
if (FAILED(result))
|
||||
{
|
||||
LOG_ERROR("Failed to create camera buffer in SpecMapShaderClass");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
return true;
|
||||
R_TRUE
|
||||
}
|
||||
|
||||
|
||||
@@ -411,7 +411,7 @@ bool spec_map_shader_class::set_shader_parameters(ID3D11DeviceContext* deviceCon
|
||||
if (FAILED(result))
|
||||
{
|
||||
LOG_ERROR("Failed to map mapped buffer in SpecMapShaderClass");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Get a pointer to the data in the constant buffer.
|
||||
@@ -441,7 +441,7 @@ bool spec_map_shader_class::set_shader_parameters(ID3D11DeviceContext* deviceCon
|
||||
if (FAILED(result))
|
||||
{
|
||||
LOG_ERROR("Failed to map lighting buffer in SpecMapShaderClass");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Get a pointer to the data in the constant buffer.
|
||||
@@ -467,7 +467,7 @@ bool spec_map_shader_class::set_shader_parameters(ID3D11DeviceContext* deviceCon
|
||||
if (FAILED(result))
|
||||
{
|
||||
LOG_ERROR("Failed to map camera buffer in SpecMapShaderClass");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Get a pointer to the data in the constant buffer.
|
||||
@@ -485,7 +485,7 @@ bool spec_map_shader_class::set_shader_parameters(ID3D11DeviceContext* deviceCon
|
||||
// Now set the camera constant buffer in the vertex shader with the updated values.
|
||||
deviceContext->VSSetConstantBuffers(bufferNumber, 1, &camera_buffer_);
|
||||
|
||||
return true;
|
||||
R_TRUE
|
||||
}
|
||||
|
||||
|
||||
|
||||
@@ -42,7 +42,7 @@ bool sunlight_shader_class::initialize(ID3D11Device* device, HWND hwnd)
|
||||
if (error != 0)
|
||||
{
|
||||
LOG_ERROR("Failed to copy string");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Set the filename of the pixel shader.
|
||||
@@ -50,19 +50,19 @@ bool sunlight_shader_class::initialize(ID3D11Device* device, HWND hwnd)
|
||||
if (error != 0)
|
||||
{
|
||||
LOG_ERROR("Failed to copy string");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
// initialize the vertex and pixel shaders.
|
||||
result = initialize_shader(device, hwnd, vsFilename, psFilename);
|
||||
if (!result)
|
||||
{
|
||||
LOG_ERROR("Failed to initialize shader");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
LOG_INIT("SunLightShaderClass initialized");
|
||||
|
||||
return true;
|
||||
R_TRUE
|
||||
}
|
||||
|
||||
|
||||
@@ -85,13 +85,13 @@ bool sunlight_shader_class::render(ID3D11DeviceContext* deviceContext, int index
|
||||
if (!result)
|
||||
{
|
||||
LOG_ERROR("Failed to set shader parameters");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Now render the prepared buffers with the shader.
|
||||
render_shader(deviceContext, indexCount);
|
||||
|
||||
return true;
|
||||
R_TRUE
|
||||
}
|
||||
|
||||
|
||||
@@ -126,7 +126,7 @@ bool sunlight_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd, W
|
||||
{
|
||||
LOG_ERROR("Failed to compile shader");
|
||||
}
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Compile the pixel shader code.
|
||||
@@ -141,7 +141,7 @@ bool sunlight_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd, W
|
||||
{
|
||||
LOG_ERROR("Failed to compile shader");
|
||||
}
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Create the vertex shader from the buffer.
|
||||
@@ -149,7 +149,7 @@ bool sunlight_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd, W
|
||||
if (FAILED(result))
|
||||
{
|
||||
LOG_ERROR("Failed to create vertex shader");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Create the pixel shader from the buffer.
|
||||
@@ -157,7 +157,7 @@ bool sunlight_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd, W
|
||||
if (FAILED(result))
|
||||
{
|
||||
LOG_ERROR("Failed to create pixel shader");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Create the vertex input layout description.
|
||||
@@ -193,7 +193,7 @@ bool sunlight_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd, W
|
||||
if (FAILED(result))
|
||||
{
|
||||
LOG_ERROR("Failed to create input layout");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Release the vertex shader buffer and pixel shader buffer since they are no longer needed.
|
||||
@@ -223,7 +223,7 @@ bool sunlight_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd, W
|
||||
if (FAILED(result))
|
||||
{
|
||||
LOG_ERROR("Failed to create sampler state");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Setup the description of the dynamic matrix constant buffer that is in the vertex shader.
|
||||
@@ -239,7 +239,7 @@ bool sunlight_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd, W
|
||||
if (FAILED(result))
|
||||
{
|
||||
LOG_ERROR("Failed to create matrix buffer");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Setup the description of the dynamic sunlight constant buffer that is in the pixel shader.
|
||||
@@ -255,12 +255,12 @@ bool sunlight_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd, W
|
||||
if (FAILED(result))
|
||||
{
|
||||
LOG_ERROR("Failed to create sunlight buffer");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
LOG_INIT("Shader initialized");
|
||||
|
||||
return true;
|
||||
R_TRUE
|
||||
}
|
||||
|
||||
|
||||
@@ -379,7 +379,6 @@ bool sunlight_shader_class::set_shader_parameters(ID3D11DeviceContext* deviceCon
|
||||
HRESULT result;
|
||||
D3D11_MAPPED_SUBRESOURCE mappedResource;
|
||||
matrix_buffer_type* dataPtr;
|
||||
camera_buffer_type* dataPtr2;
|
||||
sun_light_buffer_type* dataPtr3;
|
||||
unsigned int bufferNumber;
|
||||
|
||||
@@ -392,7 +391,7 @@ bool sunlight_shader_class::set_shader_parameters(ID3D11DeviceContext* deviceCon
|
||||
result = deviceContext->Map(matrix_buffer_, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
|
||||
if (FAILED(result))
|
||||
{
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Get a pointer to the data in the constant buffer.
|
||||
@@ -416,7 +415,7 @@ bool sunlight_shader_class::set_shader_parameters(ID3D11DeviceContext* deviceCon
|
||||
result = deviceContext->Map(sunlight_buffer_, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
|
||||
if (FAILED(result))
|
||||
{
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Get a pointer to the data in the constant buffer.
|
||||
@@ -440,7 +439,7 @@ bool sunlight_shader_class::set_shader_parameters(ID3D11DeviceContext* deviceCon
|
||||
// Set shader texture resource in the pixel shader.
|
||||
deviceContext->PSSetShaderResources(0, 1, &texture);
|
||||
|
||||
return true;
|
||||
R_TRUE
|
||||
}
|
||||
|
||||
void sunlight_shader_class::render_shader(ID3D11DeviceContext* deviceContext, int indexCount)
|
||||
|
||||
@@ -34,7 +34,7 @@ bool texture_shader_class::initialize(ID3D11Device* device, HWND hwnd)
|
||||
if (error != 0)
|
||||
{
|
||||
LOG_ERROR("Error copying stirng");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Set the filename of the pixel shader.
|
||||
@@ -42,7 +42,7 @@ bool texture_shader_class::initialize(ID3D11Device* device, HWND hwnd)
|
||||
if (error != 0)
|
||||
{
|
||||
LOG_ERROR("Error copying stirng");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// initialize the vertex and pixel shaders.
|
||||
@@ -50,12 +50,12 @@ bool texture_shader_class::initialize(ID3D11Device* device, HWND hwnd)
|
||||
if (!result)
|
||||
{
|
||||
LOG_ERROR("Error initializing shader");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
LOG_INIT("Texture shader initialized");
|
||||
|
||||
return true;
|
||||
R_TRUE
|
||||
}
|
||||
|
||||
void texture_shader_class::shutdown()
|
||||
@@ -77,13 +77,13 @@ bool texture_shader_class::render(ID3D11DeviceContext* deviceContext, int indexC
|
||||
if (!result)
|
||||
{
|
||||
LOG_ERROR("Error setting shader parameters");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Now render the prepared buffers with the shader.
|
||||
render_shader(deviceContext, indexCount);
|
||||
|
||||
return true;
|
||||
R_TRUE
|
||||
}
|
||||
|
||||
bool texture_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd, WCHAR* vsFilename, WCHAR* psFilename)
|
||||
@@ -120,7 +120,7 @@ bool texture_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd, WC
|
||||
LOG_ERROR("Error compiling shader");
|
||||
}
|
||||
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Compile the pixel shader code.
|
||||
@@ -139,7 +139,7 @@ bool texture_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd, WC
|
||||
LOG_ERROR("Error compiling shader");
|
||||
}
|
||||
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Create the vertex shader from the buffer.
|
||||
@@ -147,7 +147,7 @@ bool texture_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd, WC
|
||||
if (FAILED(result))
|
||||
{
|
||||
LOG_ERROR("Error creating vertex shader");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Create the pixel shader from the buffer.
|
||||
@@ -155,7 +155,7 @@ bool texture_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd, WC
|
||||
if (FAILED(result))
|
||||
{
|
||||
LOG_ERROR("Error creating pixel shader");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
// Create the vertex input layout description.
|
||||
// This setup needs to match the VertexType stucture in the ModelClass and in the shader.
|
||||
@@ -184,7 +184,7 @@ bool texture_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd, WC
|
||||
if (FAILED(result))
|
||||
{
|
||||
LOG_ERROR("Error creating input layout");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Release the vertex shader buffer and pixel shader buffer since they are no longer needed.
|
||||
@@ -207,7 +207,7 @@ bool texture_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd, WC
|
||||
if (FAILED(result))
|
||||
{
|
||||
LOG_ERROR("Error creating constant buffer");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
// Create a texture sampler state description.
|
||||
samplerDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
|
||||
@@ -229,12 +229,12 @@ bool texture_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd, WC
|
||||
if (FAILED(result))
|
||||
{
|
||||
LOG_ERROR("Error creating sampler state");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
LOG_INIT("Shader initialized");
|
||||
|
||||
return true;
|
||||
R_TRUE
|
||||
}
|
||||
|
||||
void texture_shader_class::shutdown_shader()
|
||||
@@ -335,7 +335,7 @@ bool texture_shader_class::set_shader_parameters(ID3D11DeviceContext* deviceCont
|
||||
if (FAILED(result))
|
||||
{
|
||||
LOG_ERROR("Error mapping constant buffer");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Get a pointer to the data in the constant buffer.
|
||||
@@ -357,7 +357,7 @@ bool texture_shader_class::set_shader_parameters(ID3D11DeviceContext* deviceCont
|
||||
// Set shader texture resource in the pixel shader.
|
||||
deviceContext->PSSetShaderResources(0, 1, &texture);
|
||||
|
||||
return true;
|
||||
R_TRUE
|
||||
}
|
||||
|
||||
void texture_shader_class::render_shader(ID3D11DeviceContext* deviceContext, int indexCount)
|
||||
|
||||
@@ -36,7 +36,7 @@ bool translate_shader_class::initialize(ID3D11Device* device, HWND hwnd)
|
||||
if (error != 0)
|
||||
{
|
||||
LOG_ERROR("Failed to copy vsFilename");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Set the filename of the pixel shader.
|
||||
@@ -44,7 +44,7 @@ bool translate_shader_class::initialize(ID3D11Device* device, HWND hwnd)
|
||||
if (error != 0)
|
||||
{
|
||||
LOG_ERROR("Failed to copy psFilename");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// initialize the vertex and pixel shaders.
|
||||
@@ -52,12 +52,12 @@ bool translate_shader_class::initialize(ID3D11Device* device, HWND hwnd)
|
||||
if (!result)
|
||||
{
|
||||
LOG_ERROR("Failed to initialize shader");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
LOG_INIT("translate_shader_class initialized");
|
||||
|
||||
return true;
|
||||
R_TRUE
|
||||
}
|
||||
|
||||
|
||||
@@ -80,13 +80,13 @@ bool translate_shader_class::render(ID3D11DeviceContext * deviceContext, int ind
|
||||
if (!result)
|
||||
{
|
||||
LOG_ERROR("Failed to set shader parameters");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Now render the prepared buffers with the shader.
|
||||
render_shader(deviceContext, indexCount);
|
||||
|
||||
return true;
|
||||
R_TRUE
|
||||
}
|
||||
|
||||
|
||||
@@ -126,7 +126,7 @@ bool translate_shader_class::initialize_shader(ID3D11Device * device, HWND hwnd,
|
||||
LOG_ERROR("Failed to compile shader");
|
||||
}
|
||||
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Compile the pixel shader code.
|
||||
@@ -145,7 +145,7 @@ bool translate_shader_class::initialize_shader(ID3D11Device * device, HWND hwnd,
|
||||
LOG_ERROR("Failed to compile shader");
|
||||
}
|
||||
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Create the vertex shader from the buffer.
|
||||
@@ -153,7 +153,7 @@ bool translate_shader_class::initialize_shader(ID3D11Device * device, HWND hwnd,
|
||||
if (FAILED(result))
|
||||
{
|
||||
LOG_ERROR("Failed to create vertex shader");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Create the pixel shader from the buffer.
|
||||
@@ -161,7 +161,7 @@ bool translate_shader_class::initialize_shader(ID3D11Device * device, HWND hwnd,
|
||||
if (FAILED(result))
|
||||
{
|
||||
LOG_ERROR("Failed to create pixel shader");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Create the vertex input layout description.
|
||||
@@ -190,7 +190,7 @@ bool translate_shader_class::initialize_shader(ID3D11Device * device, HWND hwnd,
|
||||
if (FAILED(result))
|
||||
{
|
||||
LOG_ERROR("Failed to create input layout");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Release the vertex shader buffer and pixel shader buffer since they are no longer needed.
|
||||
@@ -213,7 +213,7 @@ bool translate_shader_class::initialize_shader(ID3D11Device * device, HWND hwnd,
|
||||
if (FAILED(result))
|
||||
{
|
||||
LOG_ERROR("Failed to create matrix buffer");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Create a texture sampler state description.
|
||||
@@ -236,7 +236,7 @@ bool translate_shader_class::initialize_shader(ID3D11Device * device, HWND hwnd,
|
||||
if (FAILED(result))
|
||||
{
|
||||
LOG_ERROR("Failed to create sampler state");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Setup the description of the texture translation dynamic constant buffer that is in the pixel shader.
|
||||
@@ -252,12 +252,12 @@ bool translate_shader_class::initialize_shader(ID3D11Device * device, HWND hwnd,
|
||||
if (FAILED(result))
|
||||
{
|
||||
LOG_ERROR("Failed to create translate buffer");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
LOG_INIT("Translate shader initialized");
|
||||
|
||||
return true;
|
||||
R_TRUE
|
||||
}
|
||||
|
||||
|
||||
@@ -369,7 +369,7 @@ bool translate_shader_class::set_shader_parameters(ID3D11DeviceContext * deviceC
|
||||
if (FAILED(result))
|
||||
{
|
||||
LOG_ERROR("Failed to map matrix buffer");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Get a pointer to the data in the constant buffer.
|
||||
@@ -397,7 +397,7 @@ bool translate_shader_class::set_shader_parameters(ID3D11DeviceContext * deviceC
|
||||
if (FAILED(result))
|
||||
{
|
||||
LOG_ERROR("Failed to map translate buffer");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Get a pointer to the data in the texture translation constant buffer.
|
||||
@@ -415,7 +415,7 @@ bool translate_shader_class::set_shader_parameters(ID3D11DeviceContext * deviceC
|
||||
// Now set the texture translation constant buffer in the pixel shader with the updated values.
|
||||
deviceContext->PSSetConstantBuffers(bufferNumber, 1, &translate_buffer_);
|
||||
|
||||
return true;
|
||||
R_TRUE
|
||||
}
|
||||
|
||||
|
||||
|
||||
@@ -36,7 +36,7 @@ bool transparent_shader_class::initialize(ID3D11Device* device, HWND hwnd)
|
||||
if (error != 0)
|
||||
{
|
||||
LOG_ERROR("Failed to copy vertex shader filename");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Set the filename of the pixel shader.
|
||||
@@ -44,7 +44,7 @@ bool transparent_shader_class::initialize(ID3D11Device* device, HWND hwnd)
|
||||
if (error != 0)
|
||||
{
|
||||
LOG_ERROR("Failed to copy pixel shader filename");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Initialize the vertex and pixel shaders.
|
||||
@@ -52,12 +52,12 @@ bool transparent_shader_class::initialize(ID3D11Device* device, HWND hwnd)
|
||||
if (!result)
|
||||
{
|
||||
LOG_ERROR("Failed to initialize shader");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
LOG_INIT("transparent_shader_class initialized");
|
||||
|
||||
return true;
|
||||
R_TRUE
|
||||
}
|
||||
|
||||
|
||||
@@ -80,13 +80,13 @@ bool transparent_shader_class::render(ID3D11DeviceContext* deviceContext, int in
|
||||
if (!result)
|
||||
{
|
||||
LOG_ERROR("Failed to set shader parameters");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Now render the prepared buffers with the shader.
|
||||
render_shader(deviceContext, indexCount);
|
||||
|
||||
return true;
|
||||
R_TRUE
|
||||
}
|
||||
|
||||
|
||||
@@ -126,7 +126,7 @@ bool transparent_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd
|
||||
LOG_ERROR("Failed to compile vertex shader");
|
||||
}
|
||||
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Compile the pixel shader code.
|
||||
@@ -145,7 +145,7 @@ bool transparent_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd
|
||||
LOG_ERROR("Failed to compile pixel shader");
|
||||
}
|
||||
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Create the vertex shader from the buffer.
|
||||
@@ -153,7 +153,7 @@ bool transparent_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd
|
||||
if (FAILED(result))
|
||||
{
|
||||
LOG_ERROR("Failed to create vertex shader");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Create the pixel shader from the buffer.
|
||||
@@ -161,7 +161,7 @@ bool transparent_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd
|
||||
if (FAILED(result))
|
||||
{
|
||||
LOG_ERROR("Failed to create pixel shader");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Create the vertex input layout description.
|
||||
@@ -190,7 +190,7 @@ bool transparent_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd
|
||||
if (FAILED(result))
|
||||
{
|
||||
LOG_ERROR("Failed to create input layout");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Release the vertex shader buffer and pixel shader buffer since they are no longer needed.
|
||||
@@ -213,7 +213,7 @@ bool transparent_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd
|
||||
if (FAILED(result))
|
||||
{
|
||||
LOG_ERROR("Failed to create matrix buffer");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Create a texture sampler state description.
|
||||
@@ -236,7 +236,7 @@ bool transparent_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd
|
||||
if (FAILED(result))
|
||||
{
|
||||
LOG_ERROR("Failed to create sampler state");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Setup the description of the transparent dynamic constant buffer that is in the pixel shader.
|
||||
@@ -252,12 +252,12 @@ bool transparent_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd
|
||||
if (FAILED(result))
|
||||
{
|
||||
LOG_ERROR("Failed to create transparent buffer");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
LOG_INIT("Transparent shader initialized");
|
||||
|
||||
return true;
|
||||
R_TRUE
|
||||
}
|
||||
|
||||
|
||||
@@ -368,7 +368,7 @@ bool transparent_shader_class::set_shader_parameters(ID3D11DeviceContext* device
|
||||
if (FAILED(result))
|
||||
{
|
||||
LOG_ERROR("Failed to map matrix buffer");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Get a pointer to the data in the constant buffer.
|
||||
@@ -396,7 +396,7 @@ bool transparent_shader_class::set_shader_parameters(ID3D11DeviceContext* device
|
||||
if (FAILED(result))
|
||||
{
|
||||
LOG_ERROR("Failed to map transparent buffer");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Get a pointer to the data in the transparent constant buffer.
|
||||
@@ -414,7 +414,7 @@ bool transparent_shader_class::set_shader_parameters(ID3D11DeviceContext* device
|
||||
// Now set the transparent constant buffer in the pixel shader with the updated values.
|
||||
deviceContext->PSSetConstantBuffers(bufferNumber, 1, &transparent_buffer_);
|
||||
|
||||
return true;
|
||||
R_TRUE
|
||||
}
|
||||
|
||||
|
||||
|
||||
@@ -37,24 +37,24 @@ bool water_shader_class::initialize(ID3D11Device* device, HWND hwnd)
|
||||
error = wcscpy_s(vsFilename, 128, L"src/hlsl/water.vs");
|
||||
if (error != 0)
|
||||
{
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Set the filename of the pixel shader.
|
||||
error = wcscpy_s(psFilename, 128, L"src/hlsl/water.ps");
|
||||
if (error != 0)
|
||||
{
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// initialize the vertex and pixel shaders.
|
||||
result = initialize_shader(device, hwnd, vsFilename, psFilename);
|
||||
if (!result)
|
||||
{
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
return true;
|
||||
R_TRUE
|
||||
}
|
||||
|
||||
|
||||
@@ -79,13 +79,13 @@ bool water_shader_class::render(ID3D11DeviceContext* deviceContext, int indexCou
|
||||
if (!result)
|
||||
{
|
||||
LOG_ERROR("Failed to set shader parameters in water shader");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Now render the prepared buffers with the shader.
|
||||
render_shader(deviceContext, indexCount);
|
||||
|
||||
return true;
|
||||
R_TRUE
|
||||
}
|
||||
|
||||
|
||||
@@ -124,7 +124,7 @@ bool water_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd, WCHA
|
||||
MessageBox(hwnd, vsFilename, L"Missing Shader File", MB_OK);
|
||||
}
|
||||
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Compile the pixel shader code.
|
||||
@@ -143,7 +143,7 @@ bool water_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd, WCHA
|
||||
MessageBox(hwnd, psFilename, L"Missing Shader File", MB_OK);
|
||||
}
|
||||
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Create the vertex shader from the buffer.
|
||||
@@ -151,7 +151,7 @@ bool water_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd, WCHA
|
||||
if (FAILED(result))
|
||||
{
|
||||
LOG_ERROR("Error creating vertex shader in water shader");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Create the pixel shader from the buffer.
|
||||
@@ -159,7 +159,7 @@ bool water_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd, WCHA
|
||||
if (FAILED(result))
|
||||
{
|
||||
LOG_ERROR("Error creating pixel shader in water shader");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Create the vertex input layout description.
|
||||
@@ -188,7 +188,7 @@ bool water_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd, WCHA
|
||||
if (FAILED(result))
|
||||
{
|
||||
LOG_ERROR("Error creating input layout in water shader");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Release the vertex shader buffer and pixel shader buffer since they are no longer needed.
|
||||
@@ -211,7 +211,7 @@ bool water_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd, WCHA
|
||||
if (FAILED(result))
|
||||
{
|
||||
LOG_ERROR("Error creating matrix buffer in water shader");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Create a texture sampler state description.
|
||||
@@ -234,7 +234,7 @@ bool water_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd, WCHA
|
||||
if (FAILED(result))
|
||||
{
|
||||
LOG_ERROR("Error creating sampler state in water shader");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Setup the description of the reflection dynamic constant buffer that is in the vertex shader.
|
||||
@@ -250,7 +250,7 @@ bool water_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd, WCHA
|
||||
if (FAILED(result))
|
||||
{
|
||||
LOG_ERROR("Error creating reflection buffer in water shader");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Setup the description of the water dynamic constant buffer that is in the pixel shader.
|
||||
@@ -266,10 +266,10 @@ bool water_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd, WCHA
|
||||
if (FAILED(result))
|
||||
{
|
||||
LOG_ERROR("Error creating water buffer in water shader");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
return true;
|
||||
R_TRUE
|
||||
}
|
||||
|
||||
|
||||
@@ -388,7 +388,7 @@ bool water_shader_class::set_shader_parameters(ID3D11DeviceContext* deviceContex
|
||||
if (FAILED(result))
|
||||
{
|
||||
LOG_ERROR("Error mapping matrix buffer in water shader");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Get a pointer to the data in the constant buffer.
|
||||
@@ -413,7 +413,7 @@ bool water_shader_class::set_shader_parameters(ID3D11DeviceContext* deviceContex
|
||||
if (FAILED(result))
|
||||
{
|
||||
LOG_ERROR("Error mapping reflection buffer in water shader");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Get a pointer to the data in the constant buffer.
|
||||
@@ -445,7 +445,7 @@ bool water_shader_class::set_shader_parameters(ID3D11DeviceContext* deviceContex
|
||||
if (FAILED(result))
|
||||
{
|
||||
LOG_ERROR("Error mapping water buffer in water shader");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Get a pointer to the data in the constant buffer.
|
||||
@@ -465,7 +465,7 @@ bool water_shader_class::set_shader_parameters(ID3D11DeviceContext* deviceContex
|
||||
// Finally set the water constant buffer in the pixel shader with the updated values.
|
||||
deviceContext->PSSetConstantBuffers(bufferNumber, 1, &water_buffer_);
|
||||
|
||||
return true;
|
||||
R_TRUE
|
||||
}
|
||||
|
||||
void water_shader_class::render_shader(ID3D11DeviceContext* deviceContext, int indexCount)
|
||||
|
||||
@@ -98,14 +98,14 @@ bool application_class::initialize(int screenWidth, int screenHeight, HWND hwnd,
|
||||
if (!direct_3d_)
|
||||
{
|
||||
LOG_ERROR("Could not create the Direct3D object");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
result = direct_3d_->initialize(screen_width_, screen_height_, vsync_enabled_, hwnd, full_screen, screen_depth, screen_near);
|
||||
if (!result)
|
||||
{
|
||||
LOG_ERROR("Could not initialize Direct3D");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Create the camera object.
|
||||
@@ -113,14 +113,14 @@ bool application_class::initialize(int screenWidth, int screenHeight, HWND hwnd,
|
||||
if (!camera_)
|
||||
{
|
||||
LOG_ERROR("Could not create the camera object");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
sun_camera_ = new camera_class;
|
||||
if (!sun_camera_)
|
||||
{
|
||||
LOG_ERROR("Could not create the sun camera object");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
sun_camera_->set_position(0.0f,0.0f,0.0f);
|
||||
@@ -143,7 +143,7 @@ bool application_class::initialize(int screenWidth, int screenHeight, HWND hwnd,
|
||||
if (!result)
|
||||
{
|
||||
LOG_ERROR("Could not initialize the font shader object");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Create and initialize the font object.
|
||||
@@ -153,7 +153,7 @@ bool application_class::initialize(int screenWidth, int screenHeight, HWND hwnd,
|
||||
if (!result)
|
||||
{
|
||||
LOG_ERROR("Could not initialize the font object");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Create and initialize the render to texture object.
|
||||
@@ -163,7 +163,7 @@ bool application_class::initialize(int screenWidth, int screenHeight, HWND hwnd,
|
||||
if (!result)
|
||||
{
|
||||
LOG_ERROR("Could not initialize the render texture object");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
//ImVec2 availableSize = ImGui::GetContentRegionAvail();
|
||||
@@ -174,7 +174,7 @@ bool application_class::initialize(int screenWidth, int screenHeight, HWND hwnd,
|
||||
if (!result)
|
||||
{
|
||||
LOG_ERROR("Could not initialize the render texture object");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Create and initialize the display plane object.
|
||||
@@ -184,7 +184,7 @@ bool application_class::initialize(int screenWidth, int screenHeight, HWND hwnd,
|
||||
if (!result)
|
||||
{
|
||||
LOG_ERROR("Could not initialize the display plane object");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
|
||||
@@ -199,7 +199,7 @@ bool application_class::initialize(int screenWidth, int screenHeight, HWND hwnd,
|
||||
if (!result)
|
||||
{
|
||||
LOG_ERROR("Could not initialize the sprite object");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Set the initial mouse strings.
|
||||
@@ -217,7 +217,7 @@ bool application_class::initialize(int screenWidth, int screenHeight, HWND hwnd,
|
||||
if (!result)
|
||||
{
|
||||
LOG_ERROR("Could not initialize the mouse strings");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
}
|
||||
|
||||
@@ -231,7 +231,7 @@ bool application_class::initialize(int screenWidth, int screenHeight, HWND hwnd,
|
||||
if (!result)
|
||||
{
|
||||
LOG_ERROR("Could not initialize the bitmap object");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Set the file name of the model.
|
||||
@@ -251,7 +251,7 @@ bool application_class::initialize(int screenWidth, int screenHeight, HWND hwnd,
|
||||
if (FAILED(Hresult))
|
||||
{
|
||||
LOG_ERROR("Failed to load texture: " + std::string(textureFilename.begin(), textureFilename.end()));
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
CubeTextures.diffuse.push_back(texture);
|
||||
}
|
||||
@@ -264,7 +264,7 @@ bool application_class::initialize(int screenWidth, int screenHeight, HWND hwnd,
|
||||
if (!result)
|
||||
{
|
||||
LOG_ERROR("Could not initialize the model object");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Create and initialize the light object.
|
||||
@@ -335,7 +335,7 @@ bool application_class::initialize(int screenWidth, int screenHeight, HWND hwnd,
|
||||
if (!result)
|
||||
{
|
||||
LOG_ERROR("Could not initialize the shader manager object");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Set the initial render count string.
|
||||
@@ -348,7 +348,7 @@ bool application_class::initialize(int screenWidth, int screenHeight, HWND hwnd,
|
||||
if (!result)
|
||||
{
|
||||
LOG_ERROR("Could not initialize the render count string");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Create and initialize the model list object.
|
||||
@@ -370,7 +370,7 @@ bool application_class::initialize(int screenWidth, int screenHeight, HWND hwnd,
|
||||
if (FAILED(Hresult))
|
||||
{
|
||||
LOG_ERROR("Failed to load texture: " + std::string(textureFilename.begin(), textureFilename.end()));
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
BathTextures.diffuse.push_back(texture);
|
||||
}
|
||||
@@ -385,7 +385,7 @@ bool application_class::initialize(int screenWidth, int screenHeight, HWND hwnd,
|
||||
if (!result)
|
||||
{
|
||||
MessageBox(hwnd, L"Could not initialize the bath model object.", L"Error", MB_OK);
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Set the file names of the water model.
|
||||
@@ -405,7 +405,7 @@ bool application_class::initialize(int screenWidth, int screenHeight, HWND hwnd,
|
||||
if (FAILED(Hresult))
|
||||
{
|
||||
LOG_ERROR("Failed to load texture: " + std::string(textureFilename.begin(), textureFilename.end()));
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
WaterTextures.diffuse.push_back(texture);
|
||||
}
|
||||
@@ -417,7 +417,7 @@ bool application_class::initialize(int screenWidth, int screenHeight, HWND hwnd,
|
||||
if (!result)
|
||||
{
|
||||
MessageBox(hwnd, L"Could not initialize the water model object.", L"Error", MB_OK);
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Create and initialize the refraction render to texture object.
|
||||
@@ -427,7 +427,7 @@ bool application_class::initialize(int screenWidth, int screenHeight, HWND hwnd,
|
||||
if (!result)
|
||||
{
|
||||
MessageBox(hwnd, L"Could not initialize the refraction render texture object.", L"Error", MB_OK);
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Create and initialize the reflection render to texture object.
|
||||
@@ -437,7 +437,7 @@ bool application_class::initialize(int screenWidth, int screenHeight, HWND hwnd,
|
||||
if (!result)
|
||||
{
|
||||
MessageBox(hwnd, L"Could not initialize the reflection render texture object.", L"Error", MB_OK);
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Set the height of the water.
|
||||
@@ -453,7 +453,7 @@ bool application_class::initialize(int screenWidth, int screenHeight, HWND hwnd,
|
||||
if (!result)
|
||||
{
|
||||
LOG_ERROR("Could not initialize the timer object");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Create the position class object.
|
||||
@@ -475,21 +475,21 @@ bool application_class::initialize(int screenWidth, int screenHeight, HWND hwnd,
|
||||
if (!result)
|
||||
{
|
||||
LOG_ERROR("Could not initialize the fps string");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
shadow_map_ = new shadow_map();
|
||||
if (!shadow_map_->initialize(direct_3d_->get_device(), 2048, 2048))
|
||||
{
|
||||
LOG_ERROR("Could not initialize the shadow map object");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
stats_ = new stats();
|
||||
if (!stats_->initialize(this))
|
||||
{
|
||||
LOG_ERROR("Could not initialize the stats object");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
physics_ = new physics;
|
||||
@@ -505,14 +505,17 @@ bool application_class::initialize(int screenWidth, int screenHeight, HWND hwnd,
|
||||
std::string m_lastError;
|
||||
if (FMOD_result != FMOD_OK) {
|
||||
m_lastError = "<EFBFBD>chec de la cr<63>ation du syst<73>me FMOD: " + std::to_string(FMOD_result);
|
||||
return false;
|
||||
LOG_ERROR(m_lastError);
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
FMOD_result = sound_system_->init(512, FMOD_INIT_NORMAL | FMOD_INIT_3D_RIGHTHANDED, nullptr);
|
||||
if (FMOD_result != FMOD_OK) {
|
||||
m_lastError = "<EFBFBD>chec de l'initialisation du syst<73>me FMOD: " + std::to_string(FMOD_result);
|
||||
LOG_ERROR(m_lastError);
|
||||
sound_system_->release();
|
||||
sound_system_ = nullptr;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
entity_manager_->SetCamera(camera_);
|
||||
@@ -526,13 +529,13 @@ bool application_class::initialize(int screenWidth, int screenHeight, HWND hwnd,
|
||||
catch (const std::exception& e)
|
||||
{
|
||||
LOG_ERROR(std::string("Exception caught during initialization: ") + e.what() );
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
LOG_INIT("Application class initialized");
|
||||
|
||||
|
||||
|
||||
return true;
|
||||
R_TRUE
|
||||
}
|
||||
|
||||
void application_class::shutdown()
|
||||
@@ -835,12 +838,12 @@ bool application_class::frame(input_class* Input)
|
||||
scrollDown = Input->IsScrollDown();
|
||||
|
||||
// Check if the a(q), d, w(z), s, q(a), e have been pressed, if so move the camera accordingly.
|
||||
buttonQ = Input->IsAPressed();
|
||||
buttonD = Input->IsDPressed();
|
||||
buttonZ = Input->IsWPressed();
|
||||
buttonS = Input->IsSPressed();
|
||||
buttonA = Input->IsQPressed();
|
||||
buttonE = Input->IsEPressed();
|
||||
buttonQ = Input->is_key_pressed(DIK_A);
|
||||
buttonD = Input->is_key_pressed(DIK_D);
|
||||
buttonZ = Input->is_key_pressed(DIK_W);
|
||||
buttonS = Input->is_key_pressed(DIK_S);
|
||||
buttonA = Input->is_key_pressed(DIK_Q);
|
||||
buttonE = Input->is_key_pressed(DIK_E);
|
||||
position_->MoveCamera(buttonZ, buttonS, buttonQ, buttonD, buttonE, buttonA, scrollUp, scrollDown, rightMouseDown);
|
||||
position_->GetPosition(positionX, positionY, positionZ);
|
||||
|
||||
@@ -883,7 +886,7 @@ bool application_class::frame(input_class* Input)
|
||||
if (!result)
|
||||
{
|
||||
LOG_ERROR("Could not render the graphics scene");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Update the frames per second each frame.
|
||||
@@ -891,7 +894,7 @@ bool application_class::frame(input_class* Input)
|
||||
if (!result)
|
||||
{
|
||||
LOG_ERROR("Could not update the frames per second");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Update the rotation variable each frame.
|
||||
@@ -912,14 +915,14 @@ bool application_class::frame(input_class* Input)
|
||||
result = render_refraction_to_texture();
|
||||
if (!result)
|
||||
{
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// render the reflection of the scene to a texture.
|
||||
result = render_reflection_to_texture();
|
||||
if (!result)
|
||||
{
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
inputs_.key_left = Input->IsLeftArrowPressed();
|
||||
@@ -932,7 +935,7 @@ bool application_class::frame(input_class* Input)
|
||||
if (!result)
|
||||
{
|
||||
LOG_ERROR("Could not render the scene to the render texture");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Update the mouse strings each frame.
|
||||
@@ -940,7 +943,7 @@ bool application_class::frame(input_class* Input)
|
||||
if (!result)
|
||||
{
|
||||
LOG_ERROR("Could not update the mouse strings");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Update the sprite object using the frame time.
|
||||
@@ -953,7 +956,7 @@ bool application_class::frame(input_class* Input)
|
||||
textureTranslation -= 1.0f;
|
||||
}
|
||||
|
||||
return true;
|
||||
R_TRUE
|
||||
}
|
||||
|
||||
bool application_class::render_refraction_to_texture()
|
||||
@@ -999,14 +1002,14 @@ bool application_class::render_refraction_to_texture()
|
||||
bath_model_->GetTexture(TextureType::Diffuse,0), lights_[0]->GetDirection(), ambientColor, diffuseColor, lightPosition, clipPlane);
|
||||
if (!result)
|
||||
{
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Reset the render target back to the original back buffer and not the render to texture anymore. And reset the viewport back to the original.
|
||||
direct_3d_->set_back_buffer_render_target();
|
||||
direct_3d_->reset_viewport();
|
||||
|
||||
return true;
|
||||
R_TRUE
|
||||
}
|
||||
|
||||
bool application_class::render_reflection_to_texture()
|
||||
@@ -1027,7 +1030,7 @@ bool application_class::render_reflection_to_texture()
|
||||
direct_3d_->set_back_buffer_render_target();
|
||||
direct_3d_->reset_viewport();
|
||||
|
||||
return true;
|
||||
R_TRUE
|
||||
}
|
||||
|
||||
bool application_class::render_scene_to_texture(float rotation)
|
||||
@@ -1055,14 +1058,14 @@ bool application_class::render_scene_to_texture(float rotation)
|
||||
model_->GetTexture(TextureType::Diffuse,0));
|
||||
if (!result)
|
||||
{
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Reset the render target back to the original back buffer and not the render to texture anymore. And reset the viewport back to the original.
|
||||
direct_3d_->set_back_buffer_render_target();
|
||||
direct_3d_->reset_viewport();
|
||||
|
||||
return true;
|
||||
R_TRUE
|
||||
}
|
||||
|
||||
bool application_class::render(float rotation, float x, float y, float z, float textureTranslation)
|
||||
@@ -1152,7 +1155,7 @@ bool application_class::render(float rotation, float x, float y, float z, float
|
||||
if (!result)
|
||||
{
|
||||
LOG_ERROR("Could not render the model using any shader");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Reset the active camera to the main camera.
|
||||
@@ -1165,7 +1168,7 @@ bool application_class::render(float rotation, float x, float y, float z, float
|
||||
// if (!result)
|
||||
// {
|
||||
// LOG_ERROR("Could not render the model using any shader");
|
||||
// return false;
|
||||
// R_FALSE
|
||||
// }
|
||||
|
||||
// stats_->update_geometric_stats();
|
||||
@@ -1175,7 +1178,7 @@ bool application_class::render(float rotation, float x, float y, float z, float
|
||||
if (!result)
|
||||
{
|
||||
LOG_ERROR("Could not update the render count string");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
|
||||
@@ -1190,7 +1193,7 @@ bool application_class::render(float rotation, float x, float y, float z, float
|
||||
bath_model_->GetTexture(TextureType::Diffuse,0), diffuseColor, lightPosition, ambientColor);
|
||||
if (!result)
|
||||
{
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Reset the world matrix.
|
||||
@@ -1211,7 +1214,7 @@ bool application_class::render(float rotation, float x, float y, float z, float
|
||||
water_translation_, 0.01f);
|
||||
if (!result)
|
||||
{
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Disable the Z buffer and enable alpha blending for 2D rendering.
|
||||
@@ -1229,7 +1232,7 @@ bool application_class::render(float rotation, float x, float y, float z, float
|
||||
if (!result)
|
||||
{
|
||||
LOG_ERROR("Could not render the render count text string using the font shader");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// render the fps text string using the font shader.
|
||||
@@ -1240,7 +1243,7 @@ bool application_class::render(float rotation, float x, float y, float z, float
|
||||
if (!result)
|
||||
{
|
||||
LOG_ERROR("Could not render the fps text string using the font shader");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// render the mouse text strings using the font shader.
|
||||
@@ -1253,7 +1256,7 @@ bool application_class::render(float rotation, float x, float y, float z, float
|
||||
if (!result)
|
||||
{
|
||||
LOG_ERROR("Could not render the mouse text strings using the font shader");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1261,7 +1264,7 @@ bool application_class::render(float rotation, float x, float y, float z, float
|
||||
result = sprite_->Render(direct_3d_->get_device_context());
|
||||
if (!result)
|
||||
{
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// render the sprite with the texture shader.
|
||||
@@ -1270,7 +1273,7 @@ bool application_class::render(float rotation, float x, float y, float z, float
|
||||
if (!result)
|
||||
{
|
||||
LOG_ERROR("Could not render the sprite using the texture shader");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Turn off alpha blending after rendering the 2D text.
|
||||
@@ -1291,7 +1294,7 @@ bool application_class::render(float rotation, float x, float y, float z, float
|
||||
// R<>initialiser la cible de rendu au back buffer.
|
||||
direct_3d_->set_back_buffer_render_target();
|
||||
|
||||
return true;
|
||||
R_TRUE
|
||||
}
|
||||
|
||||
d_3d_class* application_class::get_direct_3d()
|
||||
@@ -1364,7 +1367,7 @@ void application_class::generate_terrain()
|
||||
for (int i = 0; i < gridSizeX; i++) {
|
||||
for (int j = 0; j < gridSizeZ; j++) {
|
||||
// Cr<43>er une entit<69>
|
||||
auto entity = entity_manager_->CreateEntity();
|
||||
auto entity = CREATE_ENTITY
|
||||
|
||||
// Ajouter un composant d'identit<69>
|
||||
auto identity = entity->AddComponent<ecs::IdentityComponent>(object_id_++);
|
||||
@@ -1383,7 +1386,7 @@ void application_class::generate_terrain()
|
||||
|
||||
// Ajouter un composant de shader
|
||||
auto shader = entity->AddComponent<ecs::ShaderComponent>();
|
||||
shader->SetActiveShader(ecs::ShaderType::SUNLIGHT);
|
||||
shader->SetActiveShader(SHD_SUN);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1397,7 +1400,7 @@ void application_class::generate_terrain()
|
||||
void application_class::add_kobject(std::wstring& filepath)
|
||||
{
|
||||
std::lock_guard<std::mutex> lock(objects_mutex_);
|
||||
LOG_INFO("Adding object", __FILE__, __LINE__);
|
||||
LOG_INFO("Adding object");
|
||||
|
||||
char modelFilename[128];
|
||||
TextureContainer KobjectsTextures;
|
||||
@@ -1428,7 +1431,7 @@ void application_class::add_kobject(std::wstring& filepath)
|
||||
auto it = g_model_cache.find(modelKey);
|
||||
if (it != g_model_cache.end()) {
|
||||
// Utiliser le mod<6F>le existant du cache
|
||||
LOG_INFO("Using cached model for " + modelKey, __FILE__, __LINE__);
|
||||
LOG_INFO("Using cached model for " + modelKey);
|
||||
sharedModel = it->second;
|
||||
}
|
||||
else {
|
||||
@@ -1446,11 +1449,11 @@ void application_class::add_kobject(std::wstring& filepath)
|
||||
|
||||
// Ajouter le mod<6F>le au cache
|
||||
g_model_cache[modelKey] = sharedModel;
|
||||
LOG_INFO("Added model to cache: " + modelKey, __FILE__, __LINE__);
|
||||
LOG_INFO("Added model to cache: " + modelKey);
|
||||
}
|
||||
|
||||
// Cr<43>er une nouvelle entit<69>
|
||||
auto entity = entity_manager_->CreateEntity();
|
||||
auto entity = CREATE_ENTITY
|
||||
|
||||
// Ajouter un composant d'identit<69>
|
||||
auto identity = entity->AddComponent<ecs::IdentityComponent>(object_id_++);
|
||||
@@ -1469,13 +1472,13 @@ void application_class::add_kobject(std::wstring& filepath)
|
||||
|
||||
// Ajouter un composant de shader
|
||||
auto shader = entity->AddComponent<ecs::ShaderComponent>();
|
||||
shader->SetActiveShader(ecs::ShaderType::LIGHTING);
|
||||
shader->SetActiveShader(SHD_LIGHT);
|
||||
|
||||
// Stocker le chemin du mod<6F>le
|
||||
auto modelPath = entity->AddComponent<ecs::ModelPathComponent>();
|
||||
modelPath->SetPath(filepath);
|
||||
|
||||
LOG_INFO("ECS entity created with ID: " + std::to_string(identity->GetId()), __FILE__, __LINE__);
|
||||
LOG_INFO("ECS entity created with ID: " + std::to_string(identity->GetId()));
|
||||
|
||||
update_stats_after_modification();
|
||||
}
|
||||
@@ -1483,7 +1486,7 @@ void application_class::add_kobject(std::wstring& filepath)
|
||||
void application_class::add_cube()
|
||||
{
|
||||
std::lock_guard<std::mutex> lock(objects_mutex_);
|
||||
LOG_INFO("Adding cube", __FILE__, __LINE__);
|
||||
LOG_INFO("Adding cube");
|
||||
|
||||
std::string model_name = "assets/Model/TXT/cube.txt";
|
||||
std::shared_ptr<model_class> sharedModel;
|
||||
@@ -1491,7 +1494,7 @@ void application_class::add_cube()
|
||||
auto it = g_model_cache.find(model_name);
|
||||
if (it != g_model_cache.end())
|
||||
{
|
||||
LOG_INFO("Using cached model: " + model_name, __FILE__, __LINE__);
|
||||
LOG_INFO("Using cached model: " + model_name);
|
||||
sharedModel = it->second;
|
||||
}
|
||||
else
|
||||
@@ -1513,12 +1516,12 @@ void application_class::add_cube()
|
||||
|
||||
g_model_cache[model_name] = newModel;
|
||||
sharedModel = newModel;
|
||||
LOG_INFO("Added cube model to cache: " + model_name, __FILE__, __LINE__);
|
||||
LOG_INFO("Added cube model to cache: " + model_name);
|
||||
|
||||
|
||||
if (entity_manager_)
|
||||
{
|
||||
auto entity = entity_manager_->CreateEntity();
|
||||
auto entity = CREATE_ENTITY
|
||||
|
||||
auto identity = entity->AddComponent<ecs::IdentityComponent>(object_id_++);
|
||||
identity->SetName("Cube");
|
||||
@@ -1533,7 +1536,7 @@ void application_class::add_cube()
|
||||
render->InitializeWithModel(sharedModel);
|
||||
|
||||
auto shader = entity->AddComponent<ecs::ShaderComponent>();
|
||||
shader->SetActiveShader(ecs::ShaderType::TEXTURE);
|
||||
shader->SetActiveShader(SHD_TEX);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1601,7 +1604,7 @@ bool application_class::update_mouse_strings(int mouseX, int mouseY, bool mouseD
|
||||
if (!result)
|
||||
{
|
||||
LOG_ERROR("Could not update the mouse X string");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Convert the mouse Y integer to string format.
|
||||
@@ -1616,7 +1619,7 @@ bool application_class::update_mouse_strings(int mouseX, int mouseY, bool mouseD
|
||||
if (!result)
|
||||
{
|
||||
LOG_ERROR("Could not update the mouse Y string");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Setup the mouse button string.
|
||||
@@ -1635,10 +1638,10 @@ bool application_class::update_mouse_strings(int mouseX, int mouseY, bool mouseD
|
||||
if (!result)
|
||||
{
|
||||
LOG_ERROR("Could not update the mouse button string");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
return true;
|
||||
R_TRUE
|
||||
}
|
||||
|
||||
bool application_class::update_fps()
|
||||
@@ -1660,7 +1663,7 @@ bool application_class::update_fps()
|
||||
// Check if the fps from the previous frame was the same, if so don't need to update the text string.
|
||||
if (previous_fps_ == fps)
|
||||
{
|
||||
return true;
|
||||
R_TRUE
|
||||
}
|
||||
|
||||
// Store the fps for checking next frame.
|
||||
@@ -1708,10 +1711,10 @@ bool application_class::update_fps()
|
||||
if (!result)
|
||||
{
|
||||
LOG_ERROR("Could not update the fps string");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
return true;
|
||||
R_TRUE
|
||||
}
|
||||
|
||||
bool application_class::update_render_count_string(int renderCount)
|
||||
@@ -1732,10 +1735,10 @@ bool application_class::update_render_count_string(int renderCount)
|
||||
if (!result)
|
||||
{
|
||||
LOG_ERROR("Could not update the render count string");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
return true;
|
||||
R_TRUE
|
||||
}
|
||||
|
||||
XMVECTOR application_class::get_light_color(int index)
|
||||
@@ -1777,14 +1780,14 @@ void application_class::set_light_position(int index, XMVECTOR position)
|
||||
void application_class::set_screen_height(int height)
|
||||
{
|
||||
// log the new screen height
|
||||
LOG_INFO("Setting screen height to " + std::to_string(height), __FILE__, __LINE__);
|
||||
LOG_INFO("Setting screen height to " + std::to_string(height));
|
||||
screen_height_ = height;
|
||||
}
|
||||
|
||||
void application_class::set_screen_width(int width)
|
||||
{
|
||||
// log the new screen width
|
||||
LOG_INFO("Setting screen width to " + std::to_string(width), __FILE__, __LINE__);
|
||||
LOG_INFO("Setting screen width to " + std::to_string(width));
|
||||
screen_width_ = width;
|
||||
}
|
||||
|
||||
@@ -1846,11 +1849,8 @@ void application_class::culling_thread_function()
|
||||
bool application_class::render_pass(XMFLOAT4* diffuse, XMFLOAT4* position, XMFLOAT4* ambient, XMMATRIX view, XMMATRIX projection)
|
||||
{
|
||||
std::lock_guard<std::mutex> lock(objects_mutex_);
|
||||
XMMATRIX scaleMatrix, rotateMatrix, translateMatrix;
|
||||
bool result;
|
||||
|
||||
int renderCount = 0;
|
||||
int i;
|
||||
|
||||
// Rendu des entit<69>s du syst<73>me ECS s'il est disponible
|
||||
if (entity_manager_) {
|
||||
@@ -1896,7 +1896,7 @@ bool application_class::render_pass(XMFLOAT4* diffuse, XMFLOAT4* position, XMFLO
|
||||
|
||||
set_render_count(renderCount);
|
||||
|
||||
return true;
|
||||
R_TRUE
|
||||
}
|
||||
|
||||
void application_class::construct_frustum()
|
||||
@@ -1937,7 +1937,7 @@ bool application_class::render_physics(float delta_time) {
|
||||
}
|
||||
}
|
||||
|
||||
return true;
|
||||
R_TRUE
|
||||
}
|
||||
|
||||
void application_class::physics_thread_function()
|
||||
@@ -1989,7 +1989,7 @@ bool application_class::create_big_cube(int side_count)
|
||||
newModel->PreloadTextures(direct_3d_->get_device(), direct_3d_->get_device_context(), textures);
|
||||
if (!newModel->Initialize(direct_3d_->get_device(), direct_3d_->get_device_context(),model_file, textures)) {
|
||||
LOG_ERROR("Impossible d'initialiser le mod<6F>le du gros cube");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
g_model_cache[modelName] = newModel;
|
||||
sharedModel = newModel;
|
||||
@@ -1999,7 +1999,7 @@ bool application_class::create_big_cube(int side_count)
|
||||
for (int y = 0; y < side_count; y++) {
|
||||
for (int z = 0; z < side_count; z++) {
|
||||
// Cr<43>er une entit<69>
|
||||
auto entity = entity_manager_->CreateEntity();
|
||||
auto entity = CREATE_ENTITY
|
||||
|
||||
// Ajouter un composant d'identit<69>
|
||||
auto identity = entity->AddComponent<ecs::IdentityComponent>(object_id_++);
|
||||
@@ -2018,14 +2018,14 @@ bool application_class::create_big_cube(int side_count)
|
||||
|
||||
// Ajouter un composant de shader
|
||||
auto shader = entity->AddComponent<ecs::ShaderComponent>();
|
||||
shader->SetActiveShader(ecs::ShaderType::LIGHTING);
|
||||
shader->SetActiveShader(SHD_LIGHT);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
update_stats_after_modification();
|
||||
|
||||
return true;
|
||||
R_TRUE
|
||||
}
|
||||
|
||||
void application_class::update_stats_after_modification()
|
||||
@@ -2077,7 +2077,7 @@ bool application_class::create_skysphere()
|
||||
auto it = g_model_cache.find(modelKey);
|
||||
if (it != g_model_cache.end())
|
||||
{
|
||||
LOG_INFO("Using cached model for sky sphere: " + modelKey, __FILE__, __LINE__);
|
||||
LOG_INFO("Using cached model for sky sphere: " + modelKey);
|
||||
sharedModel = it->second;
|
||||
}
|
||||
else
|
||||
@@ -2087,18 +2087,18 @@ bool application_class::create_skysphere()
|
||||
if (!sharedModel->Initialize(direct_3d_->get_device(), direct_3d_->get_device_context(), modelFilename, textures))
|
||||
{
|
||||
LOG_ERROR("Failed to initialize model for sky sphere");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
g_model_cache[modelKey] = sharedModel;
|
||||
LOG_INFO("Added sky sphere model to cache: " + modelKey, __FILE__, __LINE__);
|
||||
LOG_INFO("Added sky sphere model to cache: " + modelKey);
|
||||
}
|
||||
|
||||
|
||||
sky_entity_ = entity_manager_->CreateEntity();
|
||||
sky_entity_ = CREATE_ENTITY
|
||||
if (!sky_entity_)
|
||||
{
|
||||
LOG_ERROR("Failed to create sky entity");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
sky_id_ = sky_entity_->GetID();
|
||||
@@ -2120,25 +2120,23 @@ bool application_class::create_skysphere()
|
||||
modelpath->SetPath(L"assets/Model/OBJ/skysphere.obj");
|
||||
|
||||
auto shader = sky_entity_->AddComponent<ecs::ShaderComponent>();
|
||||
shader->SetActiveShader(ecs::ShaderType::SKYBOX);
|
||||
shader->SetActiveShader(SHD_SKYBOX);
|
||||
|
||||
return true;
|
||||
R_TRUE
|
||||
}
|
||||
|
||||
bool application_class::update_screen_depth(float new_screen_depth)
|
||||
{
|
||||
if (!direct_3d_) return false;
|
||||
if (new_screen_depth <= screen_near) return false;
|
||||
CHECK_2_CONDITION_INDEPENDENT_RETURN(direct_3d_,new_screen_depth <= screen_near);
|
||||
screen_depth = new_screen_depth;
|
||||
direct_3d_->set_projection_params(screen_width_, screen_height_, screen_depth, screen_near);
|
||||
return true;
|
||||
R_TRUE
|
||||
}
|
||||
|
||||
bool application_class::update_screen_near(float new_screen_near)
|
||||
{
|
||||
if (!direct_3d_) return false;
|
||||
if (new_screen_near <= 0.0f || new_screen_near >= screen_depth) return false;
|
||||
CHECK_2_CONDITION_INDEPENDENT_RETURN(direct_3d_,new_screen_near <= 0.0f || new_screen_near >= screen_depth);
|
||||
screen_near = new_screen_near;
|
||||
direct_3d_->set_projection_params(screen_width_, screen_height_, screen_depth, screen_near);
|
||||
return true;
|
||||
R_TRUE
|
||||
}
|
||||
@@ -37,7 +37,7 @@ bool bitmap_class::initialize(ID3D11Device* device, ID3D11DeviceContext* deviceC
|
||||
if (!result)
|
||||
{
|
||||
LOG_ERROR("Failed to initialize buffers");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Load the texture for this bitmap.
|
||||
@@ -45,12 +45,12 @@ bool bitmap_class::initialize(ID3D11Device* device, ID3D11DeviceContext* deviceC
|
||||
if (!result)
|
||||
{
|
||||
LOG_ERROR("Failed to load texture");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
LOG_INIT("Bitmap class initialized");
|
||||
|
||||
return true;
|
||||
R_TRUE
|
||||
}
|
||||
|
||||
void bitmap_class::shutdown()
|
||||
@@ -73,13 +73,13 @@ bool bitmap_class::render(ID3D11DeviceContext* deviceContext)
|
||||
if (!result)
|
||||
{
|
||||
LOG_ERROR("Failed to update buffers");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Put the vertex and index buffers on the graphics pipeline to prepare them for drawing.
|
||||
render_buffers(deviceContext);
|
||||
|
||||
return true;
|
||||
R_TRUE
|
||||
}
|
||||
|
||||
int bitmap_class::get_index_count()
|
||||
@@ -146,7 +146,7 @@ bool bitmap_class::initialize_buffers(ID3D11Device* device)
|
||||
if (FAILED(result))
|
||||
{
|
||||
LOG_ERROR("Failed to create vertex buffer");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Set up the description of the index buffer.
|
||||
@@ -167,7 +167,7 @@ bool bitmap_class::initialize_buffers(ID3D11Device* device)
|
||||
if (FAILED(result))
|
||||
{
|
||||
LOG_ERROR("Failed to create index buffer");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Release the arrays now that the vertex and index buffers have been created and loaded.
|
||||
@@ -179,7 +179,7 @@ bool bitmap_class::initialize_buffers(ID3D11Device* device)
|
||||
|
||||
LOG_INIT("Buffers initialized");
|
||||
|
||||
return true;
|
||||
R_TRUE
|
||||
}
|
||||
|
||||
void bitmap_class::shutdown_buffers()
|
||||
@@ -220,7 +220,7 @@ bool bitmap_class::update_buffers(ID3D11DeviceContext* deviceContent)
|
||||
// If the position we are rendering this bitmap to hasn't changed then don't update the vertex buffer.
|
||||
if ((prev_pos_x_ == render_x_) && (prev_pos_y_ == render_y_))
|
||||
{
|
||||
return true;
|
||||
R_TRUE
|
||||
}
|
||||
|
||||
// If the rendering location has changed then store the new position and update the vertex buffer.
|
||||
@@ -268,7 +268,7 @@ bool bitmap_class::update_buffers(ID3D11DeviceContext* deviceContent)
|
||||
if (FAILED(result))
|
||||
{
|
||||
LOG_ERROR("Failed to map vertex buffer");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Get a pointer to the data in the constant buffer.
|
||||
@@ -287,7 +287,7 @@ bool bitmap_class::update_buffers(ID3D11DeviceContext* deviceContent)
|
||||
delete[] vertices;
|
||||
vertices = 0;
|
||||
|
||||
return true;
|
||||
R_TRUE
|
||||
}
|
||||
|
||||
void bitmap_class::render_buffers(ID3D11DeviceContext* deviceContext)
|
||||
@@ -324,14 +324,14 @@ bool bitmap_class::load_texture(ID3D11Device* device, ID3D11DeviceContext* devic
|
||||
if (!result)
|
||||
{
|
||||
LOG_ERROR("Failed to initialize texture object");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Store the size in pixels that this bitmap should be rendered at.
|
||||
bitmap_width_ = texture_->GetWidth();
|
||||
bitmap_height_ = texture_->GetHeight();
|
||||
|
||||
return true;
|
||||
R_TRUE
|
||||
}
|
||||
|
||||
void bitmap_class::release_texture()
|
||||
|
||||
@@ -65,7 +65,7 @@ bool d_3d_class::initialize(int screenWidth, int screenHeight, bool vsync, HWND
|
||||
if (FAILED(result))
|
||||
{
|
||||
LOG_ERROR("Failed to create DXGIFactory");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Use the factory to create an adapter for the primary graphics interface (video card).
|
||||
@@ -73,7 +73,7 @@ bool d_3d_class::initialize(int screenWidth, int screenHeight, bool vsync, HWND
|
||||
if (FAILED(result))
|
||||
{
|
||||
LOG_ERROR("Failed to create adapter");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Enumerate the primary adapter output (monitor).
|
||||
@@ -81,7 +81,7 @@ bool d_3d_class::initialize(int screenWidth, int screenHeight, bool vsync, HWND
|
||||
if (FAILED(result))
|
||||
{
|
||||
LOG_ERROR("Failed to create adapter output");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Get the number of modes that fit the DXGI_FORMAT_R8G8B8A8_UNORM display format for the adapter output (monitor).
|
||||
@@ -89,7 +89,7 @@ bool d_3d_class::initialize(int screenWidth, int screenHeight, bool vsync, HWND
|
||||
if (FAILED(result))
|
||||
{
|
||||
LOG_ERROR("Failed to get display mode list");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Create a list to hold all the possible display modes for this monitor/video card combination.
|
||||
@@ -97,7 +97,7 @@ bool d_3d_class::initialize(int screenWidth, int screenHeight, bool vsync, HWND
|
||||
if (!displayModeList)
|
||||
{
|
||||
LOG_ERROR("Failed to create display mode list");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Now fill the display mode list structures.
|
||||
@@ -105,7 +105,7 @@ bool d_3d_class::initialize(int screenWidth, int screenHeight, bool vsync, HWND
|
||||
if (FAILED(result))
|
||||
{
|
||||
LOG_ERROR("Failed to fill display mode list");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Now go through all the display modes and find the one that matches the screen width and height.
|
||||
@@ -127,7 +127,7 @@ bool d_3d_class::initialize(int screenWidth, int screenHeight, bool vsync, HWND
|
||||
if (FAILED(result))
|
||||
{
|
||||
LOG_ERROR("Failed to get adapter description");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Store the dedicated video card memory in megabytes.
|
||||
@@ -138,7 +138,7 @@ bool d_3d_class::initialize(int screenWidth, int screenHeight, bool vsync, HWND
|
||||
if (error != 0)
|
||||
{
|
||||
LOG_ERROR("Failed to convert video card name to character array");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Release the display mode list.
|
||||
@@ -221,7 +221,7 @@ bool d_3d_class::initialize(int screenWidth, int screenHeight, bool vsync, HWND
|
||||
if (FAILED(result))
|
||||
{
|
||||
LOG_ERROR("Failed to create swap chain, device and device context");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Get the pointer to the back buffer.
|
||||
@@ -229,7 +229,7 @@ bool d_3d_class::initialize(int screenWidth, int screenHeight, bool vsync, HWND
|
||||
if (FAILED(result))
|
||||
{
|
||||
LOG_ERROR("Failed to get pointer to back buffer");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Create the render target view with the back buffer pointer.
|
||||
@@ -237,7 +237,7 @@ bool d_3d_class::initialize(int screenWidth, int screenHeight, bool vsync, HWND
|
||||
if (FAILED(result))
|
||||
{
|
||||
LOG_ERROR("Failed to create render target view");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Release pointer to the back buffer as we no longer need it.
|
||||
@@ -265,7 +265,7 @@ bool d_3d_class::initialize(int screenWidth, int screenHeight, bool vsync, HWND
|
||||
if (FAILED(result))
|
||||
{
|
||||
LOG_ERROR("Failed to create texture for depth buffer");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// initialize the description of the stencil state.
|
||||
@@ -297,7 +297,7 @@ bool d_3d_class::initialize(int screenWidth, int screenHeight, bool vsync, HWND
|
||||
if (FAILED(result))
|
||||
{
|
||||
LOG_ERROR("Failed to create depth stencil state");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Set the depth stencil state.
|
||||
@@ -316,7 +316,7 @@ bool d_3d_class::initialize(int screenWidth, int screenHeight, bool vsync, HWND
|
||||
if (FAILED(result))
|
||||
{
|
||||
LOG_ERROR("Failed to create depth stencil view");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Bind the render target view and depth stencil buffer to the output render pipeline.
|
||||
@@ -339,7 +339,7 @@ bool d_3d_class::initialize(int screenWidth, int screenHeight, bool vsync, HWND
|
||||
if (FAILED(result))
|
||||
{
|
||||
LOG_ERROR("Failed to create rasterizer state");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Now set the rasterizer state.
|
||||
@@ -394,7 +394,7 @@ bool d_3d_class::initialize(int screenWidth, int screenHeight, bool vsync, HWND
|
||||
if (FAILED(result))
|
||||
{
|
||||
LOG_ERROR("Failed to create depth disabled stencil state");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Clear the blend state description.
|
||||
@@ -415,7 +415,7 @@ bool d_3d_class::initialize(int screenWidth, int screenHeight, bool vsync, HWND
|
||||
if (FAILED(result))
|
||||
{
|
||||
LOG_ERROR("Failed to create alpha enabled blend state");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Modify the description to create an alpha disabled blend state description.
|
||||
@@ -426,10 +426,10 @@ bool d_3d_class::initialize(int screenWidth, int screenHeight, bool vsync, HWND
|
||||
if (FAILED(result))
|
||||
{
|
||||
LOG_ERROR("Failed to create alpha disabled blend state");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
return true;
|
||||
R_TRUE
|
||||
}
|
||||
|
||||
|
||||
@@ -787,5 +787,5 @@ bool d_3d_class::set_projection_params(int width, int height, float screenDepth,
|
||||
// Create an orthographic projection matrix for 2D rendering.
|
||||
ortho_matrix_ = XMMatrixOrthographicLH((float)width, (float)height, screenNear, screenDepth);
|
||||
|
||||
return true;
|
||||
R_TRUE
|
||||
}
|
||||
@@ -31,11 +31,11 @@ bool display_plane_class::Initialize(ID3D11Device* device, float width, float he
|
||||
if (!result)
|
||||
{
|
||||
LOG_ERROR("Could not initialize buffers");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
LOG_INIT("Display_plane_class initialized");
|
||||
return true;
|
||||
R_TRUE
|
||||
}
|
||||
|
||||
|
||||
@@ -133,7 +133,7 @@ bool display_plane_class::InitializeBuffers(ID3D11Device* device, float width, f
|
||||
if (FAILED(result))
|
||||
{
|
||||
LOG_ERROR("Could not create vertex buffer");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Set up the description of the index buffer.
|
||||
@@ -154,7 +154,7 @@ bool display_plane_class::InitializeBuffers(ID3D11Device* device, float width, f
|
||||
if (FAILED(result))
|
||||
{
|
||||
LOG_ERROR("Could not create index buffer");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Release the arrays now that the vertex and index buffers have been created and loaded.
|
||||
@@ -166,7 +166,7 @@ bool display_plane_class::InitializeBuffers(ID3D11Device* device, float width, f
|
||||
|
||||
LOG_INIT("Buffers initialized");
|
||||
|
||||
return true;
|
||||
R_TRUE
|
||||
}
|
||||
|
||||
|
||||
|
||||
@@ -53,7 +53,7 @@ bool font_class::Initialize(ID3D11Device* device, ID3D11DeviceContext* deviceCon
|
||||
if (!result)
|
||||
{
|
||||
LOG_ERROR("Failed to load font data");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Load the texture that has the font characters on it.
|
||||
@@ -61,12 +61,12 @@ bool font_class::Initialize(ID3D11Device* device, ID3D11DeviceContext* deviceCon
|
||||
if (!result)
|
||||
{
|
||||
LOG_ERROR("Failed to load font texture");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
LOG_INIT("Font class initialized");
|
||||
|
||||
return true;
|
||||
R_TRUE
|
||||
}
|
||||
|
||||
void font_class::Shutdown()
|
||||
@@ -98,7 +98,7 @@ bool font_class::LoadFontData(char* filename)
|
||||
if (fin.fail())
|
||||
{
|
||||
LOG_ERROR("Failed to open font file");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Read in the 95 used ascii characters for text.
|
||||
@@ -125,7 +125,7 @@ bool font_class::LoadFontData(char* filename)
|
||||
|
||||
LOG_INFO("Font data loaded");
|
||||
|
||||
return true;
|
||||
R_TRUE
|
||||
}
|
||||
|
||||
void font_class::ReleaseFontData()
|
||||
@@ -159,12 +159,12 @@ bool font_class::LoadTexture(ID3D11Device* device, ID3D11DeviceContext* deviceCo
|
||||
if (!result)
|
||||
{
|
||||
LOG_ERROR("Failed to initialize font texture");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
LOG_INFO("Font texture loaded");
|
||||
|
||||
return true;
|
||||
R_TRUE
|
||||
}
|
||||
|
||||
void font_class::ReleaseTexture()
|
||||
|
||||
@@ -56,33 +56,14 @@ void frustum::ConstructFrustum(float screenDepth, XMMATRIX projectionMatrix, XMM
|
||||
}
|
||||
}
|
||||
|
||||
bool frustum::CheckCube(float xCenter, float yCenter, float zCenter, float radius, float tolerance)
|
||||
bool frustum::CheckCube(const float x_center,const float y_center,const float z_center,const float radius,const float tolerance)
|
||||
{
|
||||
// V<>rifiez chaque plan du frustum pour voir si le cube est <20> l'int<6E>rieur
|
||||
for (int i = 0; i < 6; i++)
|
||||
{
|
||||
XMVECTOR plane = m_planes[i];
|
||||
if (XMVectorGetX(plane) * (xCenter - radius) + XMVectorGetY(plane) * (yCenter - radius) + XMVectorGetZ(plane) * (zCenter - radius) + XMVectorGetW(plane) > -tolerance)
|
||||
continue;
|
||||
if (XMVectorGetX(plane) * (xCenter + radius) + XMVectorGetY(plane) * (yCenter - radius) + XMVectorGetZ(plane) * (zCenter - radius) + XMVectorGetW(plane) > -tolerance)
|
||||
continue;
|
||||
if (XMVectorGetX(plane) * (xCenter - radius) + XMVectorGetY(plane) * (yCenter + radius) + XMVectorGetZ(plane) * (zCenter - radius) + XMVectorGetW(plane) > -tolerance)
|
||||
continue;
|
||||
if (XMVectorGetX(plane) * (xCenter + radius) + XMVectorGetY(plane) * (yCenter + radius) + XMVectorGetZ(plane) * (zCenter - radius) + XMVectorGetW(plane) > -tolerance)
|
||||
continue;
|
||||
if (XMVectorGetX(plane) * (xCenter - radius) + XMVectorGetY(plane) * (yCenter - radius) + XMVectorGetZ(plane) * (zCenter + radius) + XMVectorGetW(plane) > -tolerance)
|
||||
continue;
|
||||
if (XMVectorGetX(plane) * (xCenter + radius) + XMVectorGetY(plane) * (yCenter - radius) + XMVectorGetZ(plane) * (zCenter + radius) + XMVectorGetW(plane) > -tolerance)
|
||||
continue;
|
||||
if (XMVectorGetX(plane) * (xCenter - radius) + XMVectorGetY(plane) * (yCenter + radius) + XMVectorGetZ(plane) * (zCenter + radius) + XMVectorGetW(plane) > -tolerance)
|
||||
continue;
|
||||
if (XMVectorGetX(plane) * (xCenter + radius) + XMVectorGetY(plane) * (yCenter + radius) + XMVectorGetZ(plane) * (zCenter + radius) + XMVectorGetW(plane) > -tolerance)
|
||||
continue;
|
||||
|
||||
// Si le cube est en dehors de l'un des plans, il n'est pas dans le frustum
|
||||
return false;
|
||||
CHECK_FRUSTRUM_CUBE_CORNERS(plane, x_center, y_center, z_center, radius, tolerance)
|
||||
}
|
||||
|
||||
// Si le cube est <20> l'int<6E>rieur de tous les plans, il est dans le frustum
|
||||
return true;
|
||||
R_TRUE
|
||||
}
|
||||
|
||||
@@ -130,11 +130,11 @@ bool FrustumClass::CheckPoint(float x, float y, float z)
|
||||
{
|
||||
if (((m_planes[i].x * x) + (m_planes[i].y * y) + (m_planes[i].z * z) + m_planes[i].w) < 0.0f)
|
||||
{
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
}
|
||||
|
||||
return true;
|
||||
R_TRUE
|
||||
}
|
||||
|
||||
bool FrustumClass::CheckCube(float xCenter, float yCenter, float zCenter, float radius)
|
||||
@@ -201,10 +201,10 @@ bool FrustumClass::CheckCube(float xCenter, float yCenter, float zCenter, float
|
||||
continue;
|
||||
}
|
||||
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
return true;
|
||||
R_TRUE
|
||||
}
|
||||
|
||||
bool FrustumClass::CheckSphere(float xCenter, float yCenter, float zCenter, float radius)
|
||||
@@ -217,11 +217,11 @@ bool FrustumClass::CheckSphere(float xCenter, float yCenter, float zCenter, floa
|
||||
{
|
||||
if (((m_planes[i].x * xCenter) + (m_planes[i].y * yCenter) + (m_planes[i].z * zCenter) + m_planes[i].w) < -radius)
|
||||
{
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
}
|
||||
|
||||
return true;
|
||||
R_TRUE
|
||||
}
|
||||
|
||||
bool FrustumClass::CheckRectangle(float xCenter, float yCenter, float zCenter, float xSize, float ySize, float zSize)
|
||||
@@ -288,9 +288,9 @@ bool FrustumClass::CheckRectangle(float xCenter, float yCenter, float zCenter, f
|
||||
continue;
|
||||
}
|
||||
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
return true;
|
||||
R_TRUE
|
||||
}
|
||||
|
||||
|
||||
@@ -49,7 +49,7 @@ imguiManager::~imguiManager()
|
||||
|
||||
bool imguiManager::IncrementBuildVersionInConfig(const std::string& filepath) {
|
||||
std::ifstream file_in(filepath);
|
||||
if (!file_in) return false; // fichier introuvable
|
||||
if (!file_in) R_FALSE // fichier introuvable
|
||||
|
||||
std::vector<std::string> lines;
|
||||
std::string line;
|
||||
@@ -68,7 +68,7 @@ bool imguiManager::IncrementBuildVersionInConfig(const std::string& filepath) {
|
||||
}
|
||||
} catch (...) {
|
||||
LOG_ERROR("Error converting VER to integer");
|
||||
return false; // erreur conversion
|
||||
R_FALSE // erreur conversion
|
||||
}
|
||||
}
|
||||
lines.push_back(line);
|
||||
@@ -86,14 +86,14 @@ bool imguiManager::IncrementBuildVersionInConfig(const std::string& filepath) {
|
||||
if (!file_out)
|
||||
{
|
||||
LOG_ERROR("Error writing to file");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
for (const auto& l : lines) {
|
||||
file_out << l << "\n";
|
||||
}
|
||||
file_out.close();
|
||||
return true;
|
||||
R_TRUE
|
||||
}
|
||||
|
||||
bool imguiManager::Initialize(HWND hwnd, ID3D11Device* device, ID3D11DeviceContext* deviceContext)
|
||||
@@ -120,13 +120,13 @@ bool imguiManager::Initialize(HWND hwnd, ID3D11Device* device, ID3D11DeviceConte
|
||||
ImGuiStyle& style = ImGui::GetStyle();
|
||||
|
||||
// Palette de couleurs sobres inspir<69>e des <20>diteurs modernes
|
||||
ImVec4 background_dark = ImVec4(0.10f, 0.10f, 0.10f, 1.00f); // Fond fonc<6E>
|
||||
ImVec4 background = ImVec4(0.15f, 0.15f, 0.15f, 1.00f); // Fond principal
|
||||
ImVec4 background_light = ImVec4(0.20f, 0.20f, 0.20f, 1.00f); // Fond clair
|
||||
ImVec4 accent = ImVec4(0.14f, 0.44f, 0.80f, 0.50f); // Accent bleu
|
||||
ImVec4 accent_light = ImVec4(0.14f, 0.44f, 0.80f, 1.00f); // Accent bleu vif
|
||||
ImVec4 text = ImVec4(1.0f, 1.0f, 1.0f, 1.00f); // Texte plus blanc
|
||||
ImVec4 text_dim = ImVec4(0.70f, 0.70f, 0.70f, 1.00f);
|
||||
// ImVec4 background_dark = ImVec4(0.10f, 0.10f, 0.10f, 1.00f); // Fond fonc<6E>
|
||||
// ImVec4 background = ImVec4(0.15f, 0.15f, 0.15f, 1.00f); // Fond principal
|
||||
// ImVec4 background_light = ImVec4(0.20f, 0.20f, 0.20f, 1.00f); // Fond clair
|
||||
// ImVec4 accent = ImVec4(0.14f, 0.44f, 0.80f, 0.50f); // Accent bleu
|
||||
// ImVec4 accent_light = ImVec4(0.14f, 0.44f, 0.80f, 1.00f); // Accent bleu vif
|
||||
// ImVec4 text = ImVec4(1.0f, 1.0f, 1.0f, 1.00f); // Texte plus blanc
|
||||
// ImVec4 text_dim = ImVec4(0.70f, 0.70f, 0.70f, 1.00f);
|
||||
|
||||
// Ajustements de style g<>n<EFBFBD>raux
|
||||
style.WindowPadding = ImVec2(4.0f, 4.0f); // Moins de padding dans les fen<65>tres
|
||||
@@ -150,57 +150,57 @@ bool imguiManager::Initialize(HWND hwnd, ID3D11Device* device, ID3D11DeviceConte
|
||||
style.TabRounding = 4.0f;
|
||||
|
||||
// Couleurs principales
|
||||
style.Colors[ImGuiCol_Text] = text;
|
||||
style.Colors[ImGuiCol_TextDisabled] = text_dim;
|
||||
style.Colors[ImGuiCol_WindowBg] = background;
|
||||
style.Colors[ImGuiCol_ChildBg] = background_dark;
|
||||
style.Colors[ImGuiCol_PopupBg] = background_dark;
|
||||
style.Colors[ImGuiCol_Border] = ImVec4(0.25f, 0.25f, 0.27f, 1.00f);
|
||||
style.Colors[ImGuiCol_BorderShadow] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f);
|
||||
style.Colors[ImGuiCol_Text] = TEXT_COLOR;
|
||||
style.Colors[ImGuiCol_TextDisabled] = TEXT_DIM_COLOR;
|
||||
style.Colors[ImGuiCol_WindowBg] = BG_GRAY;
|
||||
style.Colors[ImGuiCol_ChildBg] = BG_DK_GRAY;
|
||||
style.Colors[ImGuiCol_PopupBg] = BG_DK_GRAY;
|
||||
style.Colors[ImGuiCol_Border] = BORDER_COLOR;
|
||||
style.Colors[ImGuiCol_BorderShadow] = BLK;
|
||||
|
||||
// Encadrements
|
||||
style.Colors[ImGuiCol_FrameBg] = background_light;
|
||||
style.Colors[ImGuiCol_FrameBg] = BG_LT_GRAY;
|
||||
style.Colors[ImGuiCol_FrameBgHovered] = ImVec4(0.25f, 0.25f, 0.25f, 1.00f);
|
||||
style.Colors[ImGuiCol_FrameBgActive] = ImVec4(0.30f, 0.30f, 0.30f, 1.00f);
|
||||
|
||||
// Titres
|
||||
style.Colors[ImGuiCol_TitleBg] = background_dark;
|
||||
style.Colors[ImGuiCol_TitleBgActive] = accent;
|
||||
style.Colors[ImGuiCol_TitleBg] = BG_DK_GRAY;
|
||||
style.Colors[ImGuiCol_TitleBgActive] = ACCENT_COLOR;
|
||||
style.Colors[ImGuiCol_TitleBgCollapsed] = ImVec4(0.12f, 0.12f, 0.12f, 0.90f);
|
||||
|
||||
// <20>l<EFBFBD>ments de menu
|
||||
style.Colors[ImGuiCol_MenuBarBg] = background_dark;
|
||||
style.Colors[ImGuiCol_ScrollbarBg] = background_dark;
|
||||
style.Colors[ImGuiCol_MenuBarBg] = BG_DK_GRAY;
|
||||
style.Colors[ImGuiCol_ScrollbarBg] = BG_DK_GRAY;
|
||||
style.Colors[ImGuiCol_ScrollbarGrab] = ImVec4(0.40f, 0.40f, 0.40f, 1.00f);
|
||||
style.Colors[ImGuiCol_ScrollbarGrabHovered] = ImVec4(0.50f, 0.50f, 0.50f, 1.00f);
|
||||
style.Colors[ImGuiCol_ScrollbarGrabActive] = ImVec4(0.60f, 0.60f, 0.60f, 1.00f);
|
||||
|
||||
// Boutons et interactions
|
||||
style.Colors[ImGuiCol_CheckMark] = accent_light;
|
||||
style.Colors[ImGuiCol_SliderGrab] = accent;
|
||||
style.Colors[ImGuiCol_SliderGrabActive] = accent_light;
|
||||
style.Colors[ImGuiCol_Button] = background_light;
|
||||
style.Colors[ImGuiCol_CheckMark] = ACCENT_LT_COLOR;
|
||||
style.Colors[ImGuiCol_SliderGrab] = ACCENT_COLOR;
|
||||
style.Colors[ImGuiCol_SliderGrabActive] = ACCENT_LT_COLOR;
|
||||
style.Colors[ImGuiCol_Button] = BG_LT_GRAY;
|
||||
style.Colors[ImGuiCol_ButtonHovered] = ImVec4(0.30f, 0.30f, 0.30f, 1.00f);
|
||||
style.Colors[ImGuiCol_ButtonActive] = accent;
|
||||
style.Colors[ImGuiCol_ButtonActive] = ACCENT_COLOR;
|
||||
|
||||
// En-t<>tes et onglets
|
||||
style.Colors[ImGuiCol_Header] = ImVec4(0.20f, 0.20f, 0.20f, 1.00f);
|
||||
style.Colors[ImGuiCol_HeaderHovered] = ImVec4(0.25f, 0.25f, 0.25f, 1.00f);
|
||||
style.Colors[ImGuiCol_HeaderActive] = accent;
|
||||
style.Colors[ImGuiCol_HeaderActive] = ACCENT_COLOR;
|
||||
|
||||
style.Colors[ImGuiCol_Separator] = ImVec4(0.28f, 0.28f, 0.28f, 1.00f);
|
||||
style.Colors[ImGuiCol_SeparatorHovered] = ImVec4(0.45f, 0.45f, 0.45f, 1.00f);
|
||||
style.Colors[ImGuiCol_SeparatorActive] = accent;
|
||||
style.Colors[ImGuiCol_SeparatorActive] = ACCENT_COLOR;
|
||||
|
||||
style.Colors[ImGuiCol_Tab] = background_dark;
|
||||
style.Colors[ImGuiCol_TabHovered] = accent;
|
||||
style.Colors[ImGuiCol_TabActive] = accent;
|
||||
style.Colors[ImGuiCol_TabUnfocused] = background_dark;
|
||||
style.Colors[ImGuiCol_TabUnfocusedActive] = background;
|
||||
style.Colors[ImGuiCol_Tab] = BG_DK_GRAY;
|
||||
style.Colors[ImGuiCol_TabHovered] = ACCENT_COLOR;
|
||||
style.Colors[ImGuiCol_TabActive] = ACCENT_COLOR;
|
||||
style.Colors[ImGuiCol_TabUnfocused] = BG_DK_GRAY;
|
||||
style.Colors[ImGuiCol_TabUnfocusedActive] = BG_GRAY;
|
||||
|
||||
// Autres <20>l<EFBFBD>ments
|
||||
style.Colors[ImGuiCol_DockingPreview] = accent;
|
||||
style.Colors[ImGuiCol_DockingEmptyBg] = background_light;
|
||||
style.Colors[ImGuiCol_DockingPreview] = ACCENT_COLOR;
|
||||
style.Colors[ImGuiCol_DockingEmptyBg] = BG_LT_GRAY;
|
||||
|
||||
// Charger une police avec une meilleure nettet<65>
|
||||
ImFontConfig fontConfig;
|
||||
@@ -224,7 +224,7 @@ bool imguiManager::Initialize(HWND hwnd, ID3D11Device* device, ID3D11DeviceConte
|
||||
scene_manager_ = new scene_manager;
|
||||
if (!scene_manager_->initialize(app_.get())) {
|
||||
LOG_ERROR("Failed to initialize scene manager");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
stats_ = app_->get_stats();
|
||||
@@ -276,7 +276,7 @@ bool imguiManager::Initialize(HWND hwnd, ID3D11Device* device, ID3D11DeviceConte
|
||||
|
||||
LOG_INIT("imgui initialized");
|
||||
|
||||
return true;
|
||||
R_TRUE
|
||||
}
|
||||
|
||||
void imguiManager::Shutdown()
|
||||
@@ -309,14 +309,7 @@ void imguiManager::NewFrame()
|
||||
}
|
||||
|
||||
void imguiManager::SetupDockspace() {
|
||||
// Configuration du style pour supprimer l'espace autour des fen<65>tres dock<63>es
|
||||
ImGui::PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0.0f, 0.0f));
|
||||
ImGui::PushStyleVar(ImGuiStyleVar_WindowBorderSize, 0.0f);
|
||||
ImGui::PushStyleVar(ImGuiStyleVar_WindowRounding, 0.0f);
|
||||
|
||||
// Configuration du style pour les n<>uds de dock
|
||||
ImGui::PushStyleVar(ImGuiStyleVar_DockingSeparatorSize, 1.0f); // R<>duit l'<27>paisseur des s<>parateurs
|
||||
|
||||
BASIC_DOCK_STYLE_1
|
||||
// Configuration de la fen<65>tre principale
|
||||
ImGuiWindowFlags window_flags = ImGuiWindowFlags_MenuBar | ImGuiWindowFlags_NoDocking;
|
||||
ImGuiViewport* viewport = ImGui::GetMainViewport();
|
||||
@@ -340,27 +333,27 @@ void imguiManager::SetupDockspace() {
|
||||
ImGui::DockSpace(dockspace_id, ImVec2(0.0f, 0.0f), dockspace_flags);
|
||||
|
||||
if (ImGui::BeginMenuBar()) {
|
||||
if (ImGui::BeginMenu("Windows")) {
|
||||
ImGui::MenuItem("Object Window", NULL, &showObjectWindow);
|
||||
ImGui::MenuItem("Terrain Window", NULL, &showTerrainWindow);
|
||||
ImGui::MenuItem("Light Window", NULL, &showLightWindow);
|
||||
ImGui::MenuItem("Engine Settings Window", NULL, &showEngineSettingsWindow);
|
||||
ImGui::MenuItem("Log Window", NULL, &showLogWindow);
|
||||
ImGui::MenuItem("render Stats", NULL, &showStatsWindow);
|
||||
ImGui::EndMenu();
|
||||
if (B_MENU("Windows")) {
|
||||
M_ITEM_LP("Object Window", &showObjectWindow);
|
||||
M_ITEM_LP("Terrain Window", &showTerrainWindow);
|
||||
M_ITEM_LP("Light Window", &showLightWindow);
|
||||
M_ITEM_LP("Engine Settings Window", &showEngineSettingsWindow);
|
||||
M_ITEM_LP("Log Window", &showLogWindow);
|
||||
M_ITEM_LP("render Stats", &showStatsWindow);
|
||||
E_MENU
|
||||
}
|
||||
|
||||
if (ImGui::BeginMenu("Scene")) {
|
||||
if (ImGui::MenuItem("Save Scene")) {
|
||||
if (B_MENU("Scene")) {
|
||||
if (M_ITEM_L("Save Scene")) {
|
||||
scene_manager_->save_scene();
|
||||
}
|
||||
if (ImGui::MenuItem("Save Scene As...")) {
|
||||
if (M_ITEM_L("Save Scene As...")) {
|
||||
scene_manager_->save_scene_as();
|
||||
}
|
||||
if (ImGui::MenuItem("Load Scene")) {
|
||||
if (M_ITEM_L("Load Scene")) {
|
||||
scene_manager_->load_scene();
|
||||
}
|
||||
ImGui::EndMenu();
|
||||
E_MENU
|
||||
}
|
||||
|
||||
const float PAD_X = 14.0f;
|
||||
@@ -404,34 +397,34 @@ void imguiManager::SetupDockspace() {
|
||||
ImGui::EndMenuBar();
|
||||
}
|
||||
|
||||
ImGui::End();
|
||||
END
|
||||
}
|
||||
|
||||
void imguiManager::WidgetSpeedSlider(float* speed)
|
||||
{
|
||||
ImGui::SliderFloat("Speed", speed, 0.0f, 100.0f);
|
||||
F_SLIDER("Speed", speed, 0.0f, 100.0f);
|
||||
}
|
||||
|
||||
void imguiManager::WidgetButton()
|
||||
{
|
||||
static int counter = 0;
|
||||
|
||||
if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
|
||||
if (BUTTON("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
|
||||
counter++;
|
||||
ImGui::SameLine();
|
||||
ImGui::Text("counter = %d", counter);
|
||||
S_LINE
|
||||
TEXT_V("counter = %d", counter)
|
||||
}
|
||||
|
||||
void imguiManager::WidgetAddObject()
|
||||
{
|
||||
if (ImGui::CollapsingHeader("Objects"))
|
||||
if (C_HEADER("Objects"))
|
||||
{
|
||||
if (ImGui::Button("Add Cube"))
|
||||
if (BUTTON("Add Cube"))
|
||||
{
|
||||
app_->add_cube();
|
||||
}
|
||||
ImGui::SameLine();
|
||||
if (ImGui::Button("Import Object"))
|
||||
S_LINE
|
||||
if (BUTTON("Import Object"))
|
||||
{
|
||||
// Open file dialog
|
||||
OPENFILENAME ofn;
|
||||
@@ -514,18 +507,18 @@ void imguiManager::WidgetAddObject()
|
||||
}
|
||||
|
||||
}
|
||||
ImGui::SameLine();
|
||||
ImGui::Text("Number of cubes: %d", entity_manager_->GetEntityCount());
|
||||
S_LINE
|
||||
TEXT_V("Number of cubes: %d", entity_manager_->GetEntityCount());
|
||||
}
|
||||
}
|
||||
|
||||
void imguiManager::WidgetObjectWindow()
|
||||
{
|
||||
ImGui::Begin("Objects", &showObjectWindow);
|
||||
BEGIN("Objects", &showObjectWindow)
|
||||
|
||||
if (ImGui::Button("Add Cube")) { app_->add_cube(); }
|
||||
ImGui::SameLine();
|
||||
if (ImGui::Button("Import Object"))
|
||||
if (BUTTON("Add Cube")) { app_->add_cube(); }
|
||||
S_LINE
|
||||
if (BUTTON("Import Object"))
|
||||
{
|
||||
// Open file dialog
|
||||
OPENFILENAME ofn;
|
||||
@@ -604,14 +597,11 @@ void imguiManager::WidgetObjectWindow()
|
||||
std::replace(relativePath.begin(), relativePath.end(), L'\\', L'/');
|
||||
app_->add_kobject(relativePath);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
ImGui::SameLine();
|
||||
ImGui::Text("Number of objects: %d", entity_manager_->GetEntityCount());
|
||||
|
||||
ImGui::Separator();
|
||||
S_LINE
|
||||
TEXT_V("Number of cubes: %d", entity_manager_->GetEntityCount())
|
||||
SEP
|
||||
|
||||
auto entities = entity_manager_->GetAllEntities();
|
||||
|
||||
@@ -626,7 +616,7 @@ void imguiManager::WidgetObjectWindow()
|
||||
if (name.empty()) name = "Entity #" + std::to_string(identity->GetId());
|
||||
|
||||
bool isSelected = (entity->GetID() == m_selected_entity_id);
|
||||
if (ImGui::Selectable(name.c_str(), isSelected))
|
||||
if (SEL(name.c_str(), isSelected))
|
||||
{
|
||||
m_selected_entity_id = entity->GetID();
|
||||
show_inspector_window_ = true;
|
||||
@@ -634,13 +624,13 @@ void imguiManager::WidgetObjectWindow()
|
||||
}
|
||||
}
|
||||
|
||||
ImGui::PopStyleVar();
|
||||
ImGui::End();
|
||||
PSV
|
||||
END
|
||||
}
|
||||
|
||||
void imguiManager::WidgetInspectorWindow()
|
||||
{
|
||||
ImGui::Begin("Inspector", &show_inspector_window_);
|
||||
BEGIN("Inspector", &show_inspector_window_)
|
||||
|
||||
auto entity = entity_manager_->GetEntityByID(m_selected_entity_id);
|
||||
if (entity)
|
||||
@@ -650,14 +640,14 @@ void imguiManager::WidgetInspectorWindow()
|
||||
{
|
||||
char name[256];
|
||||
strcpy_s(name, identity->GetName().c_str());
|
||||
if (ImGui::InputText("Name", name, sizeof(name)))
|
||||
if (I_TEX("Name",name,sizeof(name)))
|
||||
{
|
||||
identity->SetName(std::string(name));
|
||||
}
|
||||
ImGui::Text("ID: %d", identity->GetId());
|
||||
TEXT_V("ID: %d", identity->GetId())
|
||||
}
|
||||
|
||||
ImGui::Separator();
|
||||
SEP
|
||||
|
||||
// Lister et afficher les composants
|
||||
auto components = entity->GetAllComponents();
|
||||
@@ -666,27 +656,27 @@ void imguiManager::WidgetInspectorWindow()
|
||||
auto& comp = pair.second;
|
||||
// Utiliser le nom du type comme en-tete
|
||||
std::string compName = typeid(*comp).name();
|
||||
if (ImGui::CollapsingHeader(compName.c_str()))
|
||||
if (C_HEADER(compName.c_str()))
|
||||
{
|
||||
comp->OnImGuiRender();
|
||||
}
|
||||
}
|
||||
|
||||
if (ImGui::Button("Delete Entity"))
|
||||
if (BUTTON("Delete Entity"))
|
||||
{
|
||||
entity_manager_->DestroyEntity(m_selected_entity_id);
|
||||
m_selected_entity_id = -1;
|
||||
show_inspector_window_ = false;
|
||||
}
|
||||
ImGui::SameLine();
|
||||
S_LINE
|
||||
|
||||
if (ImGui::Button("Add Component")) {
|
||||
ImGui::OpenPopup("AddComponentPopup");
|
||||
if (BUTTON("Add Component")) {
|
||||
O_POPUP("AddComponentPopup");
|
||||
}
|
||||
|
||||
if (ImGui::BeginPopup("AddComponentPopup")) {
|
||||
ImGui::Text("Select Component to Add:");
|
||||
ImGui::Separator();
|
||||
if (B_POPUP("AddComponentPopup")) {
|
||||
TEX("Select Component to Add:")
|
||||
SEP;
|
||||
|
||||
ComponentEntry componentsEntry[] = {
|
||||
{"Transform Component", [&]() { if (!entity->HasComponent<ecs::TransformComponent>()) entity->AddComponent<ecs::TransformComponent>(); }},
|
||||
@@ -701,65 +691,63 @@ void imguiManager::WidgetInspectorWindow()
|
||||
};
|
||||
|
||||
for (auto& comp : componentsEntry) {
|
||||
if (ImGui::MenuItem(comp.name)) {
|
||||
if (M_ITEM_L(comp.name)) {
|
||||
comp.addFunc();
|
||||
ImGui::CloseCurrentPopup();
|
||||
}
|
||||
}
|
||||
|
||||
ImGui::EndPopup();
|
||||
E_POPUP
|
||||
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
ImGui::Text("No entity selected.");
|
||||
TEX("No entity selected.")
|
||||
}
|
||||
|
||||
ImGui::End();
|
||||
END
|
||||
}
|
||||
|
||||
void imguiManager::WidgetTerrainWindow()
|
||||
{
|
||||
ImGui::Begin("Terrain", &showTerrainWindow);
|
||||
BEGIN("Terrain", &showTerrainWindow)
|
||||
|
||||
ImGui::Text("Number of terrain cubes: %d", app_->get_terrain_entity_count());
|
||||
TEXT_V("Number of terrain cubes: %d", app_->get_terrain_entity_count())
|
||||
SEP
|
||||
|
||||
ImGui::Separator();
|
||||
|
||||
if (ImGui::Button("Generate Flat Terrain"))
|
||||
if (BUTTON("Generate Flat Terrain"))
|
||||
{
|
||||
app_->generate_terrain();
|
||||
}
|
||||
|
||||
ImGui::Separator();
|
||||
SEP
|
||||
|
||||
// Input for the number of cubes on each side
|
||||
ImGui::Text("Number of cubes on each side: ");
|
||||
ImGui::SameLine();
|
||||
TEX("Number of cubes on each side: ")
|
||||
S_LINE
|
||||
ImGui::InputInt("##SideCount", &m_SideCount);
|
||||
if (m_SideCount < 1)
|
||||
{
|
||||
m_SideCount = 1;
|
||||
}
|
||||
|
||||
ImGui::Separator();
|
||||
|
||||
SEP
|
||||
|
||||
if (ImGui::Button("Generate BigCube Terrain"))
|
||||
{
|
||||
app_->create_big_cube(m_SideCount);
|
||||
}
|
||||
|
||||
ImGui::Separator();
|
||||
|
||||
|
||||
SEP
|
||||
|
||||
if (ImGui::Button("Delete All Terrain Cubes"))
|
||||
{
|
||||
app_->delete_terrain();
|
||||
}
|
||||
|
||||
|
||||
|
||||
ImGui::End();
|
||||
|
||||
END
|
||||
}
|
||||
|
||||
bool imguiManager::ImGuiWidgetRenderer()
|
||||
@@ -781,12 +769,12 @@ bool imguiManager::ImGuiWidgetRenderer()
|
||||
//render imgui
|
||||
Render();
|
||||
|
||||
return true;
|
||||
R_TRUE
|
||||
}
|
||||
|
||||
void imguiManager::WidgetLightWindow()
|
||||
{
|
||||
ImGui::Begin("Light", &showLightWindow);
|
||||
BEGIN("Light", &showLightWindow)
|
||||
|
||||
|
||||
// Sun light settings
|
||||
@@ -813,7 +801,7 @@ void imguiManager::WidgetLightWindow()
|
||||
}
|
||||
|
||||
|
||||
ImGui::Separator();
|
||||
SEP
|
||||
|
||||
int index = 0;
|
||||
|
||||
@@ -822,7 +810,7 @@ void imguiManager::WidgetLightWindow()
|
||||
for(auto& light : app_->get_lights())
|
||||
{
|
||||
std::string headerName = "Light " + std::to_string(index);
|
||||
if (ImGui::CollapsingHeader(headerName.c_str()))
|
||||
if (C_HEADER(headerName.c_str()))
|
||||
{
|
||||
XMVECTOR position = app_->get_light_position(index);
|
||||
XMVECTOR color = app_->get_light_color(index);
|
||||
@@ -846,12 +834,12 @@ void imguiManager::WidgetLightWindow()
|
||||
index++;
|
||||
};
|
||||
|
||||
ImGui::End();
|
||||
END
|
||||
}
|
||||
|
||||
void imguiManager::WidgetEngineSettingsWindow()
|
||||
{
|
||||
ImGui::Begin("Engine Settings", &showEngineSettingsWindow);
|
||||
BEGIN("Engine Settings", &showEngineSettingsWindow)
|
||||
|
||||
// Variables temporaires pour les settings
|
||||
static bool temp_v_sync = app_->get_vsync();
|
||||
@@ -954,7 +942,7 @@ void imguiManager::WidgetEngineSettingsWindow()
|
||||
}
|
||||
else
|
||||
{
|
||||
ImGui::Text("Sky entity not found.");
|
||||
TEX("Sky entity not found.")
|
||||
}
|
||||
|
||||
ImGui::EndTabItem();
|
||||
@@ -974,7 +962,7 @@ void imguiManager::WidgetEngineSettingsWindow()
|
||||
app_->set_physics_tick_rate(temp_physics_tick_rate);
|
||||
app_->get_physics()->SetGravity(XMVectorSet(temp_gravity_values[0], temp_gravity_values[1], temp_gravity_values[2], 0.0f));
|
||||
}
|
||||
ImGui::SameLine();
|
||||
S_LINE
|
||||
if (ImGui::Button("Reset Settings"))
|
||||
{
|
||||
temp_v_sync = app_->get_vsync();
|
||||
@@ -988,18 +976,18 @@ void imguiManager::WidgetEngineSettingsWindow()
|
||||
temp_gravity_values[2] = XMVectorGetZ(app_->get_physics()->GetGravity());
|
||||
}
|
||||
|
||||
ImGui::End();
|
||||
END
|
||||
}
|
||||
|
||||
void imguiManager::WidgetLogWindow()
|
||||
{
|
||||
ImGui::Begin("Log Window" , &showLogWindow);
|
||||
BEGIN("Log Window" , &showLogWindow)
|
||||
|
||||
// Filtre de recherche
|
||||
static ImGuiTextFilter filter;
|
||||
filter.Draw("Filter ", 180);
|
||||
|
||||
ImGui::SameLine();
|
||||
S_LINE
|
||||
|
||||
// Bouton pour ouvrir le fichier de log
|
||||
if (ImGui::Button("Open Log File"))
|
||||
@@ -1008,7 +996,7 @@ void imguiManager::WidgetLogWindow()
|
||||
}
|
||||
|
||||
// Place the menu on the same line as the filter
|
||||
ImGui::SameLine();
|
||||
S_LINE
|
||||
|
||||
// Menu d<>roulant pour les niveaux de log
|
||||
if (ImGui::BeginMenu("Log Levels"))
|
||||
@@ -1021,12 +1009,12 @@ void imguiManager::WidgetLogWindow()
|
||||
Logger::Get().m_disabledLogLevels[i] = !isVisible;
|
||||
}
|
||||
}
|
||||
ImGui::EndMenu();
|
||||
E_MENU
|
||||
}
|
||||
|
||||
const auto& logBuffer = Logger::Get().GetLogBuffer();
|
||||
std::vector<Logger::LogEntry> logfiltered;
|
||||
int logCount = logBuffer.size();
|
||||
int logCount = ulli_to_int(logBuffer.size());
|
||||
|
||||
// Affichage des logs filtr<74>s
|
||||
ImGui::BeginChild("Log");
|
||||
@@ -1041,7 +1029,7 @@ void imguiManager::WidgetLogWindow()
|
||||
|
||||
if (logfiltered.size() == 0)
|
||||
{
|
||||
ImGui::Text("No logs to display.");
|
||||
TEX("No logs to display.")
|
||||
}
|
||||
else
|
||||
{
|
||||
@@ -1069,7 +1057,7 @@ void imguiManager::WidgetLogWindow()
|
||||
|
||||
ImGui::EndChild();
|
||||
|
||||
ImGui::End();
|
||||
END
|
||||
}
|
||||
|
||||
void imguiManager::WidgetRenderWindow(ImVec2 availableSize)
|
||||
@@ -1112,10 +1100,10 @@ void imguiManager::WidgetRenderWindow(ImVec2 availableSize)
|
||||
}
|
||||
else
|
||||
{
|
||||
ImGui::Text("render texture is not available.");
|
||||
TEX("render texture is not available.")
|
||||
}
|
||||
|
||||
ImGui::End();
|
||||
END
|
||||
}
|
||||
|
||||
void imguiManager::WidgetRenderStats()
|
||||
@@ -1137,13 +1125,13 @@ void imguiManager::WidgetRenderStats()
|
||||
m_frameTimeHistory[m_frameTimeHistoryIndex] = current_frame_time_;
|
||||
m_frameTimeHistoryIndex = (m_frameTimeHistoryIndex + 1) % FRAME_HISTORY_COUNT;
|
||||
|
||||
ImGui::Text("FPS: %d", current_fps_);
|
||||
ImGui::SameLine();
|
||||
ImGui::Text("Min Fps: %d", min_fps_);
|
||||
ImGui::SameLine();
|
||||
ImGui::Text("Max Fps: %d", max_fps_);
|
||||
TEXT_V("FPS: %d", current_fps_)
|
||||
S_LINE
|
||||
TEXT_V("Min Fps: %d", min_fps_)
|
||||
S_LINE
|
||||
TEXT_V("Max Fps: %d", max_fps_)
|
||||
|
||||
ImGui::Separator();
|
||||
SEP
|
||||
|
||||
// Trouver les valeurs min/max pour l'<27>chelle du graphique
|
||||
float frameTimeMin = FLT_MAX;
|
||||
@@ -1164,7 +1152,7 @@ void imguiManager::WidgetRenderStats()
|
||||
frameTimeMax += margin;
|
||||
|
||||
// Afficher le graphique
|
||||
ImGui::Text("Frame Time: %.3f ms", current_frame_time_ * 1000.0f);
|
||||
TEXT_V("Frame Time: %.3f ms", current_frame_time_ * 1000.0f)
|
||||
ImGui::PlotLines("FrameTimeGraph", // Au lieu de cha<68>ne vide ""
|
||||
m_frameTimeHistory,
|
||||
FRAME_HISTORY_COUNT,
|
||||
@@ -1174,16 +1162,16 @@ void imguiManager::WidgetRenderStats()
|
||||
frameTimeMax,
|
||||
ImVec2(0, 80));
|
||||
|
||||
ImGui::Text("Draw Calls: %d", draw_calls_);
|
||||
TEXT_V("Draw Calls: %d", draw_calls_)
|
||||
|
||||
ImGui::Separator();
|
||||
SEP
|
||||
|
||||
ImGui::Text("Statistiques de rendu:");
|
||||
ImGui::Text("Vertices total: %d", *total_vertex_count_);
|
||||
TEX("Statistiques de rendu:")
|
||||
TEXT_V("Vertices total: %d", *total_vertex_count_)
|
||||
|
||||
ImGui::Text("Triangles total: %d", *total_triangle_count_);
|
||||
ImGui::SameLine();
|
||||
ImGui::Text("Triangles visibles: %d", visible_triangle_count_);
|
||||
TEXT_V("Triangles total: %d", *total_triangle_count_)
|
||||
S_LINE
|
||||
TEXT_V("Triangles visibles: %d", visible_triangle_count_)
|
||||
|
||||
app_->get_direct_3d()->get_video_card_info(card_name_, video_memory_);
|
||||
cpu_name_ = stats_->get_cpu_name();
|
||||
@@ -1194,43 +1182,43 @@ void imguiManager::WidgetRenderStats()
|
||||
ImGui::SetColumnWidth(1, ImGui::GetWindowWidth() * 0.33f);
|
||||
|
||||
// Premier collapsing header pour les informations GPU
|
||||
if (ImGui::CollapsingHeader("Informations GPU"))
|
||||
if (C_HEADER("Informations GPU"))
|
||||
{
|
||||
ImGui::Text("Carte graphique: %s", card_name_);
|
||||
ImGui::Text("Memoire video: %d Mo", video_memory_);
|
||||
ImGui::Text("Pilote: %s", version_driver_.c_str());
|
||||
TEXT_V("Carte graphique: %s", card_name_)
|
||||
TEXT_V("Memoire video: %d Mo", video_memory_)
|
||||
TEXT_V("Pilote: %s", version_driver_.c_str())
|
||||
}
|
||||
|
||||
ImGui::NextColumn();
|
||||
|
||||
// Second collapsing header pour les informations CPU
|
||||
if (ImGui::CollapsingHeader("Informations CPU"))
|
||||
if (C_HEADER("Informations CPU"))
|
||||
{
|
||||
SYSTEM_INFO sysInfo;
|
||||
GetSystemInfo(&sysInfo);
|
||||
ImGui::Text("Processeur: %s", cpu_name_.c_str());
|
||||
ImGui::Text("Nombre de coeurs: %u", sysInfo.dwNumberOfProcessors);
|
||||
ImGui::Text("Architecture: %s", (sysInfo.wProcessorArchitecture == PROCESSOR_ARCHITECTURE_AMD64) ? "x64" : "x86");
|
||||
ImGui::Text("Taille de la page: %u octets", sysInfo.dwPageSize);
|
||||
ImGui::Text("Taille du cache: %u octets", sysInfo.dwAllocationGranularity);
|
||||
ImGui::Text("Type de processeur: %u", sysInfo.wProcessorLevel);
|
||||
ImGui::Text("Version du processeur: %u", sysInfo.wProcessorRevision);
|
||||
TEXT_V("Processeur: %s", cpu_name_.c_str())
|
||||
TEXT_V("Nombre de coeurs: %u", sysInfo.dwNumberOfProcessors)
|
||||
TEXT_V("Architecture: %s", (sysInfo.wProcessorArchitecture == PROCESSOR_ARCHITECTURE_AMD64) ? "x64" : "x86")
|
||||
TEXT_V("Taille de la page: %u octets", sysInfo.dwPageSize)
|
||||
TEXT_V("Taille du cache: %u octets", sysInfo.dwAllocationGranularity)
|
||||
TEXT_V("Type de processeur: %u", sysInfo.wProcessorLevel)
|
||||
TEXT_V("Version du processeur: %u", sysInfo.wProcessorRevision)
|
||||
}
|
||||
|
||||
ImGui::NextColumn();
|
||||
|
||||
if (ImGui::CollapsingHeader("Informations RAM"))
|
||||
if (C_HEADER("Informations RAM"))
|
||||
{
|
||||
MEMORYSTATUSEX mem_info;
|
||||
mem_info.dwLength = sizeof(MEMORYSTATUSEX);
|
||||
GlobalMemoryStatusEx(&mem_info);
|
||||
ImGui::Text("Memoire totale: %llu Mo", mem_info.ullTotalPhys / (1024 * 1024));
|
||||
ImGui::Text("Memoire disponible: %llu Mo", mem_info.ullAvailPhys / (1024 * 1024));
|
||||
ImGui::Text("Memoire utilisee: %llu Mo", (mem_info.ullTotalPhys - mem_info.ullAvailPhys) / (1024 * 1024));
|
||||
TEXT_V("Memoire totale: %llu Mo", mem_info.ullTotalPhys / (1024 * 1024))
|
||||
TEXT_V("Memoire disponible: %llu Mo", mem_info.ullAvailPhys / (1024 * 1024))
|
||||
TEXT_V("Memoire utilisee: %llu Mo", (mem_info.ullTotalPhys - mem_info.ullAvailPhys) / (1024 * 1024))
|
||||
}
|
||||
|
||||
ImGui::Columns(1);
|
||||
|
||||
ImGui::End();
|
||||
END
|
||||
}
|
||||
|
||||
|
||||
@@ -45,7 +45,7 @@ bool input_class::Initialize(HINSTANCE hinstance, HWND hwnd, int screenWidth, in
|
||||
if (FAILED(result))
|
||||
{
|
||||
LOG_ERROR("Failed to create direct input interface");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Initialize the direct input interface for the keyboard.
|
||||
@@ -53,7 +53,7 @@ bool input_class::Initialize(HINSTANCE hinstance, HWND hwnd, int screenWidth, in
|
||||
if (FAILED(result))
|
||||
{
|
||||
LOG_ERROR("Failed to create direct input interface for the keyboard");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Set the data format. In this case since it is a keyboard we can use the predefined data format.
|
||||
@@ -61,7 +61,7 @@ bool input_class::Initialize(HINSTANCE hinstance, HWND hwnd, int screenWidth, in
|
||||
if (FAILED(result))
|
||||
{
|
||||
LOG_ERROR("Failed to set data format for the keyboard");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Set the cooperative level of the keyboard to share with other programs.
|
||||
@@ -69,7 +69,7 @@ bool input_class::Initialize(HINSTANCE hinstance, HWND hwnd, int screenWidth, in
|
||||
if (FAILED(result))
|
||||
{
|
||||
LOG_ERROR("Failed to set cooperative level of the keyboard");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Now acquire the keyboard.
|
||||
@@ -77,7 +77,7 @@ bool input_class::Initialize(HINSTANCE hinstance, HWND hwnd, int screenWidth, in
|
||||
if (FAILED(result))
|
||||
{
|
||||
LOG_ERROR("Failed to acquire the keyboard");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Initialize the direct input interface for the mouse.
|
||||
@@ -85,7 +85,7 @@ bool input_class::Initialize(HINSTANCE hinstance, HWND hwnd, int screenWidth, in
|
||||
if (FAILED(result))
|
||||
{
|
||||
LOG_ERROR("Failed to create direct input interface for the mouse");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Set the data format for the mouse using the pre-defined mouse data format.
|
||||
@@ -93,7 +93,7 @@ bool input_class::Initialize(HINSTANCE hinstance, HWND hwnd, int screenWidth, in
|
||||
if (FAILED(result))
|
||||
{
|
||||
LOG_ERROR("Failed to set data format for the mouse");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Set the cooperative level of the mouse to share with other programs.
|
||||
@@ -101,7 +101,7 @@ bool input_class::Initialize(HINSTANCE hinstance, HWND hwnd, int screenWidth, in
|
||||
if (FAILED(result))
|
||||
{
|
||||
LOG_ERROR("Failed to set cooperative level of the mouse");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Acquire the mouse.
|
||||
@@ -109,12 +109,12 @@ bool input_class::Initialize(HINSTANCE hinstance, HWND hwnd, int screenWidth, in
|
||||
if (FAILED(result))
|
||||
{
|
||||
LOG_ERROR("Failed to acquire the mouse");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
LOG_INIT("Input class initialized");
|
||||
|
||||
return true;
|
||||
R_TRUE
|
||||
}
|
||||
|
||||
|
||||
@@ -182,7 +182,7 @@ bool input_class::Frame()
|
||||
if (!result)
|
||||
{
|
||||
LOG_ERROR("Failed to read keyboard state");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Read the current state of the mouse.
|
||||
@@ -190,13 +190,13 @@ bool input_class::Frame()
|
||||
if (!result)
|
||||
{
|
||||
LOG_ERROR("Failed to read mouse state");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Process the changes in the mouse and keyboard.
|
||||
ProcessInput();
|
||||
|
||||
return true;
|
||||
R_TRUE
|
||||
}
|
||||
|
||||
bool input_class::ReadKeyboard()
|
||||
@@ -216,11 +216,11 @@ bool input_class::ReadKeyboard()
|
||||
else
|
||||
{
|
||||
LOG_ERROR("Failed to get keyboard device state");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
}
|
||||
|
||||
return true;
|
||||
R_TRUE
|
||||
}
|
||||
|
||||
bool input_class::ReadMouse()
|
||||
@@ -240,11 +240,11 @@ bool input_class::ReadMouse()
|
||||
else
|
||||
{
|
||||
LOG_ERROR("Failed to get mouse device state");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
}
|
||||
|
||||
return true;
|
||||
R_TRUE
|
||||
}
|
||||
|
||||
void input_class::ProcessInput()
|
||||
@@ -268,20 +268,20 @@ bool input_class::IsEscapePressed() const
|
||||
// Do a bitwise and on the keyboard state to check if the escape key is currently being pressed.
|
||||
if (m_keyboardState[DIK_ESCAPE] & 0x80)
|
||||
{
|
||||
return true;
|
||||
R_TRUE
|
||||
}
|
||||
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
bool input_class::IsLeftArrowPressed() const
|
||||
{
|
||||
if (m_keyboardState[DIK_LEFT] & 0x80)
|
||||
{
|
||||
return true;
|
||||
R_TRUE
|
||||
}
|
||||
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
|
||||
@@ -289,20 +289,20 @@ bool input_class::IsRightArrowPressed() const
|
||||
{
|
||||
if (m_keyboardState[DIK_RIGHT] & 0x80)
|
||||
{
|
||||
return true;
|
||||
R_TRUE
|
||||
}
|
||||
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
bool input_class::IsUpArrowPressed() const
|
||||
{
|
||||
if (m_keyboardState[DIK_UP] & 0x80)
|
||||
{
|
||||
return true;
|
||||
R_TRUE
|
||||
}
|
||||
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
|
||||
@@ -310,79 +310,16 @@ bool input_class::IsDownArrowPressed() const
|
||||
{
|
||||
if (m_keyboardState[DIK_DOWN] & 0x80)
|
||||
{
|
||||
return true;
|
||||
R_TRUE
|
||||
}
|
||||
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////
|
||||
// Les touches correspondent aux claviers QWERTY //
|
||||
///////////////////////////////////////////////////
|
||||
|
||||
bool input_class::IsAPressed() const
|
||||
{
|
||||
// Touche A sur QWERTY, Q sur AZERTY
|
||||
if (m_keyboardState[DIK_A] & 0x80)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
bool input_class::IsDPressed() const
|
||||
{
|
||||
if (m_keyboardState[DIK_D] & 0x80)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
bool input_class::IsWPressed() const
|
||||
{
|
||||
// Touche W sur QWERTY, Z sur AZERTY
|
||||
if (m_keyboardState[DIK_W] & 0x80)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
bool input_class::IsSPressed() const
|
||||
{
|
||||
if (m_keyboardState[DIK_S] & 0x80)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
bool input_class::IsQPressed() const
|
||||
{
|
||||
// Touche Q sur QWERTY, A sur AZERTY
|
||||
if (m_keyboardState[DIK_Q] & 0x80)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
bool input_class::IsEPressed() const
|
||||
{
|
||||
if (m_keyboardState[DIK_E] & 0x80)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
void input_class::GetMouseLocation(int& mouseX, int& mouseY) const
|
||||
{
|
||||
mouseX = m_mouseX;
|
||||
@@ -395,10 +332,10 @@ bool input_class::IsLeftMousePressed() const
|
||||
// Check the left mouse button state.
|
||||
if (m_mouseState.rgbButtons[0] & 0x80)
|
||||
{
|
||||
return true;
|
||||
R_TRUE
|
||||
}
|
||||
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
bool input_class::IsRightMousePressed() const
|
||||
@@ -406,38 +343,33 @@ bool input_class::IsRightMousePressed() const
|
||||
// Check the left mouse button state.
|
||||
if (m_mouseState.rgbButtons[1] & 0x80)
|
||||
{
|
||||
return true;
|
||||
R_TRUE
|
||||
}
|
||||
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
bool input_class::IsScrollUp() const
|
||||
{
|
||||
if (m_mouseState.lZ > 0)
|
||||
{
|
||||
return true;
|
||||
R_TRUE
|
||||
}
|
||||
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
bool input_class::IsScrollDown() const
|
||||
{
|
||||
if (m_mouseState.lZ < 0)
|
||||
{
|
||||
return true;
|
||||
R_TRUE
|
||||
}
|
||||
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
bool input_class::is_key_pressed(const unsigned int key_code)
|
||||
{
|
||||
if (m_keyboardState[key_code] & 0x80)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
return m_keyboardState[key_code] & 0x80;
|
||||
}
|
||||
|
||||
@@ -29,12 +29,12 @@ bool model_class::Initialize(ID3D11Device* device, ID3D11DeviceContext* deviceCo
|
||||
|
||||
bool result = Initialize(device, deviceContext, modelFilename);
|
||||
if (!result) {
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
m_Textures = textures; // Copie de la structure de textures
|
||||
|
||||
return true;
|
||||
R_TRUE
|
||||
}
|
||||
|
||||
bool model_class::Initialize(ID3D11Device* device, ID3D11DeviceContext* deviceContext, char* modelFilename) {
|
||||
@@ -45,7 +45,7 @@ bool model_class::Initialize(ID3D11Device* device, ID3D11DeviceContext* deviceCo
|
||||
result = LoadModel(modelFilename);
|
||||
if (!result) {
|
||||
LOG_ERROR("Failed to load model data");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Calculate the tangent and binormal vectors for the model.
|
||||
@@ -55,10 +55,10 @@ bool model_class::Initialize(ID3D11Device* device, ID3D11DeviceContext* deviceCo
|
||||
result = InitializeBuffers(device);
|
||||
if (!result) {
|
||||
LOG_ERROR("Failed to initialize buffers");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
return true;
|
||||
R_TRUE
|
||||
}
|
||||
|
||||
void model_class::Shutdown()
|
||||
@@ -140,7 +140,7 @@ bool model_class::InitializeBuffers(ID3D11Device* device)
|
||||
if (FAILED(result))
|
||||
{
|
||||
LOG_ERROR("Failed to create vertex buffer");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Set up the description of the static index buffer.
|
||||
@@ -161,7 +161,7 @@ bool model_class::InitializeBuffers(ID3D11Device* device)
|
||||
if (FAILED(result))
|
||||
{
|
||||
LOG_ERROR("Failed to create index buffer");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Release the arrays now that the vertex and index buffers have been created and loaded.
|
||||
@@ -170,7 +170,7 @@ bool model_class::InitializeBuffers(ID3D11Device* device)
|
||||
|
||||
delete[] indices;
|
||||
indices = 0;
|
||||
return true;
|
||||
R_TRUE
|
||||
}
|
||||
|
||||
|
||||
@@ -228,7 +228,7 @@ bool model_class::LoadModel(char* filename)
|
||||
else
|
||||
{
|
||||
LOG_ERROR("Unsupported file format");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
}
|
||||
|
||||
@@ -239,7 +239,7 @@ bool model_class::LoadObjModel(char* filename)
|
||||
if (!fin)
|
||||
{
|
||||
LOG_ERROR("<EFBFBD>chec d'ouverture du fichier mod<6F>le");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Lecture du fichier entier d'un coup (<28>vite la lecture ligne par ligne)
|
||||
@@ -309,9 +309,9 @@ bool model_class::LoadObjModel(char* filename)
|
||||
while (*linePtr && *linePtr != ' ') linePtr++;
|
||||
while (*linePtr == ' ') linePtr++;
|
||||
|
||||
if (posIndex[i] < 0) posIndex[i] += temp_positions.size() + 1;
|
||||
if (texIndex[i] < 0) texIndex[i] += temp_texcoords.size() + 1;
|
||||
if (normIndex[i] < 0) normIndex[i] += temp_normals.size() + 1;
|
||||
if (posIndex[i] < 0) posIndex[i] += size_t_to_int(temp_positions.size()) + 1;
|
||||
if (texIndex[i] < 0) texIndex[i] += size_t_to_int(temp_texcoords.size()) + 1;
|
||||
if (normIndex[i] < 0) normIndex[i] += size_t_to_int(temp_normals.size()) + 1;
|
||||
}
|
||||
|
||||
for (int i = 2; i >= 0; --i)
|
||||
@@ -331,12 +331,12 @@ bool model_class::LoadObjModel(char* filename)
|
||||
}
|
||||
|
||||
// Allocation et copie efficace du mod<6F>le final
|
||||
m_vertexCount = temp_model.size();
|
||||
m_indexCount = temp_model.size();
|
||||
m_vertexCount = size_t_to_int(temp_model.size());
|
||||
m_indexCount = size_t_to_int(temp_model.size());
|
||||
m_model = new ModelType[m_vertexCount];
|
||||
std::memcpy(m_model, temp_model.data(), m_vertexCount * sizeof(ModelType));
|
||||
|
||||
return true;
|
||||
R_TRUE
|
||||
}
|
||||
|
||||
bool model_class::LoadTxtModel(char* filename)
|
||||
@@ -353,7 +353,7 @@ bool model_class::LoadTxtModel(char* filename)
|
||||
if (fin.fail())
|
||||
{
|
||||
LOG_ERROR("Failed to open model file");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Read up to the value of vertex count.
|
||||
@@ -392,7 +392,7 @@ bool model_class::LoadTxtModel(char* filename)
|
||||
// Close the model file.
|
||||
fin.close();
|
||||
|
||||
return true;
|
||||
R_TRUE
|
||||
}
|
||||
|
||||
void model_class::CalculateModelVectors()
|
||||
@@ -536,7 +536,7 @@ bool model_class::PreloadTextures(ID3D11Device* device, ID3D11DeviceContext* dev
|
||||
if (FAILED(hResult))
|
||||
{
|
||||
LOG_ERROR("<EFBFBD>chec du chargement de la texture diffuse: " + std::string(texturePath.begin(), texturePath.end()));
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
textureContainer.diffuse.push_back(texture);
|
||||
}
|
||||
@@ -549,7 +549,7 @@ bool model_class::PreloadTextures(ID3D11Device* device, ID3D11DeviceContext* dev
|
||||
if (FAILED(hResult))
|
||||
{
|
||||
LOG_ERROR("<EFBFBD>chec du chargement de la texture normale: " + std::string(texturePath.begin(), texturePath.end()));
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
textureContainer.normal.push_back(texture);
|
||||
}
|
||||
@@ -562,7 +562,7 @@ bool model_class::PreloadTextures(ID3D11Device* device, ID3D11DeviceContext* dev
|
||||
if (FAILED(hResult))
|
||||
{
|
||||
LOG_ERROR("<EFBFBD>chec du chargement de la texture sp<73>culaire: " + std::string(texturePath.begin(), texturePath.end()));
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
textureContainer.specular.push_back(texture);
|
||||
}
|
||||
@@ -575,12 +575,12 @@ bool model_class::PreloadTextures(ID3D11Device* device, ID3D11DeviceContext* dev
|
||||
if (FAILED(hResult))
|
||||
{
|
||||
LOG_ERROR("<EFBFBD>chec du chargement de la texture alpha: " + std::string(texturePath.begin(), texturePath.end()));
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
textureContainer.alpha.push_back(texture);
|
||||
}
|
||||
|
||||
return true;
|
||||
R_TRUE
|
||||
}
|
||||
|
||||
bool model_class::ChangeTexture(ID3D11Device* device, ID3D11DeviceContext* deviceContext, std::wstring filename, TextureType type, int index) {
|
||||
@@ -593,7 +593,7 @@ bool model_class::ChangeTexture(ID3D11Device* device, ID3D11DeviceContext* devic
|
||||
result = DirectX::CreateWICTextureFromFile(device, deviceContext, filename.c_str(), nullptr, &newTexture);
|
||||
if (FAILED(result)) {
|
||||
LOG_ERROR("Failed to load texture: " + std::string(filename.begin(), filename.end()));
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// R<>cup<75>rer le vecteur correspondant au type de texture
|
||||
@@ -641,7 +641,7 @@ bool model_class::ChangeTexture(ID3D11Device* device, ID3D11DeviceContext* devic
|
||||
}
|
||||
|
||||
LOG_INIT("Texture changed successfully");
|
||||
return true;
|
||||
R_TRUE
|
||||
}
|
||||
|
||||
bool model_class::AddTexture(ID3D11Device* device, ID3D11DeviceContext* deviceContext, std::wstring filename, TextureType type) {
|
||||
@@ -654,7 +654,7 @@ bool model_class::AddTexture(ID3D11Device* device, ID3D11DeviceContext* deviceCo
|
||||
result = DirectX::CreateWICTextureFromFile(device, deviceContext, filename.c_str(), nullptr, &newTexture);
|
||||
if (FAILED(result)) {
|
||||
LOG_ERROR("Failed to load texture: " + std::string(filename.begin(), filename.end()));
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Ajouter la texture au vecteur appropri<72> selon le type
|
||||
@@ -678,13 +678,13 @@ bool model_class::AddTexture(ID3D11Device* device, ID3D11DeviceContext* deviceCo
|
||||
}
|
||||
|
||||
LOG_INIT("Texture added successfully");
|
||||
return true;
|
||||
R_TRUE
|
||||
}
|
||||
|
||||
bool model_class::AddTexture(ID3D11ShaderResourceView* texture, TextureType type) {
|
||||
if (!texture) {
|
||||
LOG_ERROR("Cannot add null texture");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Ajouter la texture au vecteur appropri<72>
|
||||
@@ -706,6 +706,6 @@ bool model_class::AddTexture(ID3D11ShaderResourceView* texture, TextureType type
|
||||
m_Textures.alphaPaths.push_back(L"[texture pr<70>charg<72>e]");
|
||||
break;
|
||||
}
|
||||
return true;
|
||||
R_TRUE
|
||||
}
|
||||
|
||||
|
||||
@@ -61,13 +61,13 @@ bool object::Initialize(
|
||||
auto new_model = std::make_shared<model_class>();
|
||||
if (!new_model->Initialize(device, deviceContext, modelFilename, texturesContainer))
|
||||
{
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
g_model_cache[filename] = new_model;
|
||||
m_model_ = new_model;
|
||||
}
|
||||
|
||||
return true;
|
||||
R_TRUE
|
||||
}
|
||||
|
||||
void object::SetScaleMatrix(XMMATRIX scaleMatrix)
|
||||
@@ -405,7 +405,6 @@ bool object::LoadTexturesFromPath(std::vector<std::wstring>& texturePaths, Textu
|
||||
HRESULT result;
|
||||
|
||||
int i = 0;
|
||||
TextureType type;
|
||||
for (const auto& texturePath : texturePaths)
|
||||
{
|
||||
ID3D11ShaderResourceView* texture = nullptr;
|
||||
@@ -424,12 +423,12 @@ bool object::LoadTexturesFromPath(std::vector<std::wstring>& texturePaths, Textu
|
||||
LOG_ERROR("Failed to load texture: " + std::string(texturePath.begin(), texturePath.end()) +
|
||||
"\nError: " + std::to_string(result) +
|
||||
"\nDescription: " + str);
|
||||
return false; // Assurez-vous de retourner false ou de g<>rer l'erreur de mani<6E>re appropri<72>e
|
||||
R_FALSE // Assurez-vous de retourner false ou de g<>rer l'erreur de mani<6E>re appropri<72>e
|
||||
}
|
||||
texturesContainer.AssignTexture(texturesContainer, texture,texturePath , i);
|
||||
i++;
|
||||
|
||||
}
|
||||
|
||||
return true;
|
||||
R_TRUE
|
||||
}
|
||||
@@ -84,7 +84,7 @@ bool physics::IsColliding(object* object1, object* object2)
|
||||
|
||||
if (type1 == ObjectType::Unknown || type2 == ObjectType::Unknown)
|
||||
{
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
if (type1 == ObjectType::Sphere && type2 == ObjectType::Sphere)
|
||||
@@ -108,7 +108,7 @@ bool physics::IsColliding(object* object1, object* object2)
|
||||
return CubesOverlap(object1, object2);
|
||||
}
|
||||
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
|
||||
|
||||
@@ -71,7 +71,7 @@ bool render_texture_class::Initialize(ID3D11Device * device, int textureWidth, i
|
||||
if (FAILED(result))
|
||||
{
|
||||
LOG_ERROR("Failed to create render target texture");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Setup the description of the render target view.
|
||||
@@ -84,7 +84,7 @@ bool render_texture_class::Initialize(ID3D11Device * device, int textureWidth, i
|
||||
if (FAILED(result))
|
||||
{
|
||||
LOG_ERROR("Failed to create render target view");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Setup the description of the shader resource view.
|
||||
@@ -98,7 +98,7 @@ bool render_texture_class::Initialize(ID3D11Device * device, int textureWidth, i
|
||||
if (FAILED(result))
|
||||
{
|
||||
LOG_ERROR("Failed to create shader resource view");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Initialize the description of the depth buffer.
|
||||
@@ -122,7 +122,7 @@ bool render_texture_class::Initialize(ID3D11Device * device, int textureWidth, i
|
||||
if (FAILED(result))
|
||||
{
|
||||
LOG_ERROR("Failed to create depth buffer texture");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Initailze the depth stencil view description.
|
||||
@@ -138,7 +138,7 @@ bool render_texture_class::Initialize(ID3D11Device * device, int textureWidth, i
|
||||
if (FAILED(result))
|
||||
{
|
||||
LOG_ERROR("Failed to create depth stencil view");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Setup the viewport for rendering.
|
||||
@@ -157,7 +157,7 @@ bool render_texture_class::Initialize(ID3D11Device * device, int textureWidth, i
|
||||
|
||||
LOG_INIT("render_texture_class initialized");
|
||||
|
||||
return true;
|
||||
R_TRUE
|
||||
}
|
||||
|
||||
void render_texture_class::Shutdown()
|
||||
|
||||
@@ -14,29 +14,29 @@ bool scene_manager::initialize(application_class* app)
|
||||
{
|
||||
if (!app) {
|
||||
LOG_ERROR("Application pointer is null");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
app_ = app;
|
||||
|
||||
if (app_ == nullptr) {
|
||||
LOG_ERROR("Application pointer is null");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
direct_3d_ = app_->get_direct_3d();
|
||||
if (!direct_3d_) {
|
||||
LOG_ERROR("Direct3D pointer is null");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
return true;
|
||||
R_TRUE
|
||||
}
|
||||
|
||||
bool scene_manager::shutdown()
|
||||
{
|
||||
app_ = nullptr;
|
||||
return true;
|
||||
R_TRUE
|
||||
}
|
||||
|
||||
bool scene_manager::save_scene_as() {
|
||||
@@ -68,10 +68,10 @@ bool scene_manager::save_scene_as() {
|
||||
// Sauvegarder la sc<73>ne avec le nouveau chemin
|
||||
save_scene();
|
||||
LOG_INFO("Scene saved as: " + scene_path_);
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
return true;
|
||||
R_TRUE
|
||||
}
|
||||
|
||||
bool scene_manager::load_scene() {
|
||||
@@ -93,13 +93,13 @@ bool scene_manager::load_scene() {
|
||||
ofn.lpstrDefExt = L"ker";
|
||||
if (GetOpenFileName(&ofn) != TRUE) {
|
||||
LOG_WARNING("Load scene canceled or failed");
|
||||
return false; // L'utilisateur a annul<75> la bo<62>te de dialogue
|
||||
R_FALSE // L'utilisateur a annul<75> la bo<62>te de dialogue
|
||||
}
|
||||
std::filesystem::path filepath = ofn.lpstrFile;
|
||||
scene_path_ = convert_w_string_to_string(filepath.wstring());
|
||||
if (scene_path_.empty()) {
|
||||
LOG_ERROR("Invalid scene path");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
LOG_INFO("Loading scene from: " + scene_path_);
|
||||
|
||||
@@ -114,7 +114,7 @@ bool scene_manager::load_scene() {
|
||||
std::ifstream inFile(scene_path_);
|
||||
if (!inFile.is_open()) {
|
||||
LOG_ERROR("<EFBFBD>chec de l'ouverture du fichier");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
auto entity_manager = app_->get_entity_manager();
|
||||
@@ -220,7 +220,7 @@ bool scene_manager::load_scene() {
|
||||
}
|
||||
|
||||
LOG_INFO("Sc<EFBFBD>ne charg<72>e avec succ<63>s");
|
||||
return true;
|
||||
R_TRUE
|
||||
}
|
||||
|
||||
|
||||
@@ -228,12 +228,12 @@ bool scene_manager::save_scene() {
|
||||
entity_ = app_->get_entity_manager()->GetAllEntities();
|
||||
|
||||
if (scene_path_.empty() && !save_scene_as()) {
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
std::ofstream outFile(scene_path_);
|
||||
if (!outFile.is_open()) {
|
||||
LOG_ERROR("<EFBFBD>chec de l'ouverture du fichier");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
for (const auto& entity : entity_) {
|
||||
@@ -257,7 +257,7 @@ bool scene_manager::save_scene() {
|
||||
|
||||
outFile.close();
|
||||
LOG_INFO("Sc<EFBFBD>ne sauvegard<72>e avec succ<63>s: " + scene_path_);
|
||||
return true;
|
||||
R_TRUE
|
||||
}
|
||||
|
||||
std::wstring scene_manager::get_scene_path()
|
||||
|
||||
@@ -22,7 +22,7 @@ bool shadow_map::initialize(ID3D11Device* device, int width, int height) {
|
||||
texDesc.BindFlags = D3D11_BIND_DEPTH_STENCIL | D3D11_BIND_SHADER_RESOURCE;
|
||||
|
||||
if (FAILED(device->CreateTexture2D(&texDesc, nullptr, &depth_texture_)))
|
||||
return false;
|
||||
R_FALSE
|
||||
|
||||
D3D11_DEPTH_STENCIL_VIEW_DESC dsvDesc = {};
|
||||
dsvDesc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
|
||||
@@ -30,7 +30,7 @@ bool shadow_map::initialize(ID3D11Device* device, int width, int height) {
|
||||
dsvDesc.Texture2D.MipSlice = 0;
|
||||
|
||||
if (FAILED(device->CreateDepthStencilView(depth_texture_, &dsvDesc, &depth_stencil_view_)))
|
||||
return false;
|
||||
R_FALSE
|
||||
|
||||
D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc = {};
|
||||
srvDesc.Format = DXGI_FORMAT_R24_UNORM_X8_TYPELESS;
|
||||
@@ -38,9 +38,9 @@ bool shadow_map::initialize(ID3D11Device* device, int width, int height) {
|
||||
srvDesc.Texture2D.MipLevels = 1;
|
||||
|
||||
if (FAILED(device->CreateShaderResourceView(depth_texture_, &srvDesc, &shader_resource_view_)))
|
||||
return false;
|
||||
R_FALSE
|
||||
|
||||
return true;
|
||||
R_TRUE
|
||||
}
|
||||
|
||||
void shadow_map::shutdown() {
|
||||
|
||||
@@ -38,17 +38,17 @@ bool sprite_class::Initialize(ID3D11Device* device, ID3D11DeviceContext* deviceC
|
||||
result = InitializeBuffers(device);
|
||||
if (!result)
|
||||
{
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Load the textures for this sprite.
|
||||
result = LoadTextures(device, deviceContext, spriteFilename);
|
||||
if (!result)
|
||||
{
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
return true;
|
||||
R_TRUE
|
||||
}
|
||||
|
||||
|
||||
@@ -73,13 +73,13 @@ bool sprite_class::Render(ID3D11DeviceContext* deviceContext)
|
||||
result = UpdateBuffers(deviceContext);
|
||||
if (!result)
|
||||
{
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Put the vertex and index buffers on the graphics pipeline to prepare them for drawing.
|
||||
RenderBuffers(deviceContext);
|
||||
|
||||
return true;
|
||||
R_TRUE
|
||||
}
|
||||
|
||||
void sprite_class::Update(float frameTime)
|
||||
@@ -169,7 +169,7 @@ bool sprite_class::InitializeBuffers(ID3D11Device* device)
|
||||
result = device->CreateBuffer(&vertexBufferDesc, &vertexData, &m_vertexBuffer);
|
||||
if (FAILED(result))
|
||||
{
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Set up the description of the index buffer.
|
||||
@@ -189,7 +189,7 @@ bool sprite_class::InitializeBuffers(ID3D11Device* device)
|
||||
result = device->CreateBuffer(&indexBufferDesc, &indexData, &m_indexBuffer);
|
||||
if (FAILED(result))
|
||||
{
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Release the arrays now that the vertex and index buffers have been created and loaded.
|
||||
@@ -199,7 +199,7 @@ bool sprite_class::InitializeBuffers(ID3D11Device* device)
|
||||
delete[] indices;
|
||||
indices = 0;
|
||||
|
||||
return true;
|
||||
R_TRUE
|
||||
}
|
||||
|
||||
|
||||
@@ -235,7 +235,7 @@ bool sprite_class::UpdateBuffers(ID3D11DeviceContext* deviceContent)
|
||||
// If the position we are rendering this bitmap to hasn't changed then don't update the vertex buffer.
|
||||
if ((m_prevPosX == m_renderX) && (m_prevPosY == m_renderY))
|
||||
{
|
||||
return true;
|
||||
R_TRUE
|
||||
}
|
||||
|
||||
// If the rendering location has changed then store the new position and update the vertex buffer.
|
||||
@@ -282,7 +282,7 @@ bool sprite_class::UpdateBuffers(ID3D11DeviceContext* deviceContent)
|
||||
result = deviceContent->Map(m_vertexBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
|
||||
if (FAILED(result))
|
||||
{
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Get a pointer to the data in the constant buffer.
|
||||
@@ -301,7 +301,7 @@ bool sprite_class::UpdateBuffers(ID3D11DeviceContext* deviceContent)
|
||||
delete[] vertices;
|
||||
vertices = 0;
|
||||
|
||||
return true;
|
||||
R_TRUE
|
||||
}
|
||||
|
||||
|
||||
@@ -340,7 +340,7 @@ bool sprite_class::LoadTextures(ID3D11Device* device, ID3D11DeviceContext* devic
|
||||
fin.open(filename);
|
||||
if (fin.fail())
|
||||
{
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Read in the number of textures.
|
||||
@@ -369,7 +369,7 @@ bool sprite_class::LoadTextures(ID3D11Device* device, ID3D11DeviceContext* devic
|
||||
result = m_Textures[i].Initialize(device, deviceContext, textureFilename);
|
||||
if (!result)
|
||||
{
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
}
|
||||
|
||||
@@ -389,7 +389,7 @@ bool sprite_class::LoadTextures(ID3D11Device* device, ID3D11DeviceContext* devic
|
||||
// Set the starting texture in the cycle to be the first one in the list.
|
||||
m_currentTexture = 0;
|
||||
|
||||
return true;
|
||||
R_TRUE
|
||||
}
|
||||
|
||||
void sprite_class::ReleaseTextures()
|
||||
|
||||
@@ -16,7 +16,7 @@ bool stats::initialize(application_class* app)
|
||||
{
|
||||
if (!app) {
|
||||
LOG_ERROR("Application pointer is null");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
drawcalls_ = 0;
|
||||
@@ -26,12 +26,12 @@ bool stats::initialize(application_class* app)
|
||||
|
||||
if (!fps_) {
|
||||
LOG_ERROR("FPS object is null");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
LOG_INIT("Stats initialized successfully");
|
||||
|
||||
return true;
|
||||
R_TRUE
|
||||
}
|
||||
|
||||
void stats::update_geometric_stats()
|
||||
|
||||
@@ -41,7 +41,7 @@ bool system_class::initialize()
|
||||
if (!result)
|
||||
{
|
||||
LOG_ERROR("Failed to initialize input class");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Create and initialize the application class object. This object will handle rendering all the graphics for this application.
|
||||
@@ -50,7 +50,7 @@ bool system_class::initialize()
|
||||
result = application_->initialize(screenWidth, screenHeight, hwnd_, false);
|
||||
if (!result)
|
||||
{
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
is_direct_3d_initialized_ = true;
|
||||
@@ -69,7 +69,7 @@ bool system_class::initialize()
|
||||
result = imgui_manager_->Initialize(hwnd_, application_->get_direct_3d()->get_device(), application_->get_direct_3d()->get_device_context());
|
||||
if (!result)
|
||||
{
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
}
|
||||
|
||||
@@ -77,12 +77,12 @@ bool system_class::initialize()
|
||||
catch (const std::exception& e)
|
||||
{
|
||||
LOG_ERROR(std::string("Exception caught during initialization: ") + e.what());
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
LOG_INIT("System class initialized");
|
||||
|
||||
return true;
|
||||
R_TRUE
|
||||
}
|
||||
|
||||
void system_class::shutdown()
|
||||
@@ -103,7 +103,7 @@ void system_class::run()
|
||||
MSG msg;
|
||||
bool done, result;
|
||||
|
||||
LOG_INFO("Running the system", __FILE__, __LINE__);
|
||||
LOG_INFO("Running the system");
|
||||
|
||||
// initialize the message structure.
|
||||
ZeroMemory(&msg, sizeof(MSG));
|
||||
@@ -130,7 +130,7 @@ void system_class::run()
|
||||
// If windows signals to end the application then exit out.
|
||||
if (application_ != nullptr && application_->get_should_quit())
|
||||
{
|
||||
LOG_INFO("Received quit signal from application", __FILE__, __LINE__);
|
||||
LOG_INFO("Received quit signal from application");
|
||||
done = true;
|
||||
}
|
||||
else
|
||||
@@ -144,7 +144,7 @@ void system_class::run()
|
||||
LOG_ERROR("Failed to process frame");
|
||||
done = true;
|
||||
}
|
||||
fps_limiter_->set_target_fps(application_->get_target_fps());
|
||||
fps_limiter_->set_target_fps(int_to_float(application_->get_target_fps()));
|
||||
}
|
||||
|
||||
}
|
||||
@@ -166,7 +166,7 @@ bool system_class::frame()
|
||||
if (!result)
|
||||
{
|
||||
LOG_ERROR("Failed to process input frame");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Do the frame processing for the application class object.
|
||||
@@ -174,7 +174,7 @@ bool system_class::frame()
|
||||
if (!result)
|
||||
{
|
||||
LOG_ERROR("Failed to process application frame");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
if(!input_->IsKeyDown(222))
|
||||
@@ -196,13 +196,13 @@ bool system_class::frame()
|
||||
if (!result)
|
||||
{
|
||||
LOG_ERROR("Failed to render ImGui widgets");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
}
|
||||
|
||||
application_->get_direct_3d()->end_scene();
|
||||
|
||||
return true;
|
||||
R_TRUE
|
||||
}
|
||||
|
||||
LRESULT CALLBACK system_class::message_handler(HWND hwnd, UINT umsg, WPARAM wparam, LPARAM lparam)
|
||||
@@ -210,7 +210,7 @@ LRESULT CALLBACK system_class::message_handler(HWND hwnd, UINT umsg, WPARAM wpar
|
||||
|
||||
if (ImGui_ImplWin32_WndProcHandler(hwnd, umsg, wparam, lparam))
|
||||
{
|
||||
return true;
|
||||
R_TRUE
|
||||
}
|
||||
|
||||
switch (umsg)
|
||||
@@ -291,7 +291,7 @@ LRESULT CALLBACK system_class::message_handler(HWND hwnd, UINT umsg, WPARAM wpar
|
||||
}
|
||||
case WM_CLOSE:
|
||||
{
|
||||
LOG_INFO("WM_CLOSE message received", __FILE__, __LINE__);
|
||||
LOG_INFO("WM_CLOSE message received");
|
||||
application_->set_should_quit(true);
|
||||
return 0;
|
||||
}
|
||||
|
||||
@@ -34,10 +34,10 @@ bool text_class::Initialize(ID3D11Device* device, ID3D11DeviceContext* deviceCon
|
||||
result = InitializeBuffers(device, deviceContext, Font, text, positionX, positionY, red, green, blue);
|
||||
if (!result)
|
||||
{
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
return true;
|
||||
R_TRUE
|
||||
}
|
||||
|
||||
void text_class::Shutdown()
|
||||
@@ -106,7 +106,7 @@ bool text_class::InitializeBuffers(ID3D11Device* device, ID3D11DeviceContext* de
|
||||
result = device->CreateBuffer(&vertexBufferDesc, &vertexData, &m_vertexBuffer);
|
||||
if (FAILED(result))
|
||||
{
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Set up the description of the static index buffer.
|
||||
@@ -126,7 +126,7 @@ bool text_class::InitializeBuffers(ID3D11Device* device, ID3D11DeviceContext* de
|
||||
result = device->CreateBuffer(&indexBufferDesc, &indexData, &m_indexBuffer);
|
||||
if (FAILED(result))
|
||||
{
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Release the vertex array as it is no longer needed.
|
||||
@@ -141,10 +141,10 @@ bool text_class::InitializeBuffers(ID3D11Device* device, ID3D11DeviceContext* de
|
||||
result = UpdateText(deviceContext, Font, text, positionX, positionY, red, green, blue);
|
||||
if (!result)
|
||||
{
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
return true;
|
||||
R_TRUE
|
||||
}
|
||||
|
||||
void text_class::ShutdownBuffers()
|
||||
@@ -184,7 +184,7 @@ bool text_class::UpdateText(ID3D11DeviceContext* deviceContext, font_class* Font
|
||||
// Check for possible buffer overflow.
|
||||
if (numLetters > m_maxLength)
|
||||
{
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Create the vertex array.
|
||||
@@ -204,7 +204,7 @@ bool text_class::UpdateText(ID3D11DeviceContext* deviceContext, font_class* Font
|
||||
result = deviceContext->Map(m_vertexBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
|
||||
if (FAILED(result))
|
||||
{
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Get a pointer to the data in the vertex buffer.
|
||||
@@ -220,7 +220,7 @@ bool text_class::UpdateText(ID3D11DeviceContext* deviceContext, font_class* Font
|
||||
delete[] vertices;
|
||||
vertices = 0;
|
||||
|
||||
return true;
|
||||
R_TRUE
|
||||
}
|
||||
|
||||
void text_class::RenderBuffers(ID3D11DeviceContext* deviceContext)
|
||||
|
||||
@@ -31,7 +31,7 @@ bool texture_class::Initialize(ID3D11Device * device, ID3D11DeviceContext * devi
|
||||
if (!result)
|
||||
{
|
||||
Logger::Get().Log("Failed to load targa data", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
// Setup the description of the texture.
|
||||
textureDesc.Height = m_height;
|
||||
@@ -51,7 +51,7 @@ bool texture_class::Initialize(ID3D11Device * device, ID3D11DeviceContext * devi
|
||||
if (FAILED(hResult))
|
||||
{
|
||||
LOG_ERROR("Failed to create texture");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Set the row pitch of the targa image data.
|
||||
@@ -69,7 +69,7 @@ bool texture_class::Initialize(ID3D11Device * device, ID3D11DeviceContext * devi
|
||||
if (FAILED(hResult))
|
||||
{
|
||||
LOG_ERROR("Failed to create shader resource view");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Generate mipmaps for this texture.
|
||||
@@ -81,7 +81,7 @@ bool texture_class::Initialize(ID3D11Device * device, ID3D11DeviceContext * devi
|
||||
|
||||
LOG_INIT("Texture initialized");
|
||||
|
||||
return true;
|
||||
R_TRUE
|
||||
}
|
||||
|
||||
void texture_class::Shutdown()
|
||||
@@ -133,7 +133,7 @@ bool texture_class::LoadTarga(std::string filename)
|
||||
if (error != 0)
|
||||
{
|
||||
LOG_ERROR("Failed to open targa file. Working directory: " + std::filesystem::current_path().string());
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Read in the file header.
|
||||
@@ -141,7 +141,7 @@ bool texture_class::LoadTarga(std::string filename)
|
||||
if (count != 1)
|
||||
{
|
||||
LOG_ERROR("Failed to read targa file header");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Get the important information from the header.
|
||||
@@ -153,7 +153,7 @@ bool texture_class::LoadTarga(std::string filename)
|
||||
if (bpp != 32 && bpp != 24)
|
||||
{
|
||||
LOG_ERROR("Targa file is not 32 or 24 bit");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Calculate the size of the 32 bit image data.
|
||||
@@ -167,7 +167,7 @@ bool texture_class::LoadTarga(std::string filename)
|
||||
if (count != imageSize)
|
||||
{
|
||||
LOG_ERROR("Failed to read targa image data");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Close the file.
|
||||
@@ -175,7 +175,7 @@ bool texture_class::LoadTarga(std::string filename)
|
||||
if (error != 0)
|
||||
{
|
||||
LOG_ERROR("Failed to close targa file");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Allocate memory for the targa destination data.
|
||||
@@ -205,7 +205,7 @@ bool texture_class::LoadTarga(std::string filename)
|
||||
else
|
||||
{
|
||||
LOG_ERROR("Index out of bounds");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Increment the indexes into the targa data.
|
||||
@@ -224,7 +224,7 @@ bool texture_class::LoadTarga(std::string filename)
|
||||
|
||||
LOG_INFO("targa file " + filename + " loaded");
|
||||
|
||||
return true;
|
||||
R_TRUE
|
||||
}
|
||||
|
||||
|
||||
|
||||
@@ -27,7 +27,7 @@ bool timer_class::Initialize()
|
||||
if (frequency == 0)
|
||||
{
|
||||
LOG_ERROR("QueryPerformanceFrequency failed");
|
||||
return false;
|
||||
R_FALSE
|
||||
}
|
||||
|
||||
// Store it in floating point.
|
||||
@@ -38,7 +38,7 @@ bool timer_class::Initialize()
|
||||
|
||||
LOG_INIT("Timer class initialized");
|
||||
|
||||
return true;
|
||||
R_TRUE
|
||||
}
|
||||
|
||||
void timer_class::Frame()
|
||||
|
||||
Reference in New Issue
Block a user