Major update - Architecture Rework
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425224a96c
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1
.idea/.idea.KhaoticEngineReborn/.idea/.name
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.idea/.idea.KhaoticEngineReborn/.idea/.name
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KhaoticEngineReborn
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6
.idea/.idea.KhaoticEngineReborn/.idea/git_toolbox_blame.xml
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.idea/.idea.KhaoticEngineReborn/.idea/git_toolbox_blame.xml
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<?xml version="1.0" encoding="UTF-8"?>
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<project version="4">
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<component name="GitToolBoxBlameSettings">
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<option name="version" value="2" />
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</component>
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</project>
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8
.idea/.idea.KhaoticEngineReborn/.idea/indexLayout.xml
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.idea/.idea.KhaoticEngineReborn/.idea/indexLayout.xml
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<?xml version="1.0" encoding="UTF-8"?>
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<project version="4">
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<component name="UserContentModel">
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<attachedFolders />
|
||||
<explicitIncludes />
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||||
<explicitExcludes />
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</component>
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</project>
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10
.idea/.idea.KhaoticEngineReborn/.idea/material_theme_project_new.xml
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.idea/.idea.KhaoticEngineReborn/.idea/material_theme_project_new.xml
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<?xml version="1.0" encoding="UTF-8"?>
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<project version="4">
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<component name="MaterialThemeProjectNewConfig">
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<option name="metadata">
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<MTProjectMetadataState>
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<option name="userId" value="-6a4cade4:194a9b80ce0:-7ffa" />
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</MTProjectMetadataState>
|
||||
</option>
|
||||
</component>
|
||||
</project>
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7
.idea/.idea.KhaoticEngineReborn/.idea/projectSettingsUpdater.xml
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.idea/.idea.KhaoticEngineReborn/.idea/projectSettingsUpdater.xml
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<?xml version="1.0" encoding="UTF-8"?>
|
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<project version="4">
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<component name="RiderProjectSettingsUpdater">
|
||||
<option name="singleClickDiffPreview" value="1" />
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||||
<option name="vcsConfiguration" value="3" />
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||||
</component>
|
||||
</project>
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6
.idea/.idea.KhaoticEngineReborn/.idea/vcs.xml
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.idea/.idea.KhaoticEngineReborn/.idea/vcs.xml
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<?xml version="1.0" encoding="UTF-8"?>
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<project version="4">
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<component name="VcsDirectoryMappings">
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<mapping directory="" vcs="Git" />
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||||
</component>
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||||
</project>
|
45
.idea/.idea.KhaoticEngineReborn/.idea/workspace.xml
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.idea/.idea.KhaoticEngineReborn/.idea/workspace.xml
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<?xml version="1.0" encoding="UTF-8"?>
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<project version="4">
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<component name="RunManager" selected="C/C++ Project.enginecustom">
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<configuration name="KhaoticDemo" type="CppProject" factoryName="C++ Project">
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<configuration_1 setup="1">
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<option name="CONFIGURATION" value="Debug" />
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<option name="PLATFORM" value="x64" />
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<option name="CURRENT_LAUNCH_PROFILE" value="Local" />
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<option name="EXE_PATH" value="$(LocalDebuggerCommand)" />
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<option name="PROGRAM_PARAMETERS" value="$(LocalDebuggerCommandArguments)" />
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<option name="WORKING_DIRECTORY" value="$(LocalDebuggerWorkingDirectory)" />
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<option name="PASS_PARENT_ENVS" value="1" />
|
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<option name="USE_EXTERNAL_CONSOLE" value="0" />
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<option name="TERMINAL_INTERACTION_BEHAVIOR" value="AUTO_DETECT" />
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<option name="PROJECT_FILE_PATH" value="$PROJECT_DIR$/KhaoticDemo/KhaoticDemo.vcxproj" />
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</configuration_1>
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<option name="DEFAULT_PROJECT_PATH" value="$PROJECT_DIR$/KhaoticDemo/KhaoticDemo.vcxproj" />
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<option name="PROJECT_FILE_PATH" value="$PROJECT_DIR$/KhaoticDemo/KhaoticDemo.vcxproj" />
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<option name="AUTO_SELECT_PRIORITY" value="0" />
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<method v="2">
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<option name="Build" />
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</method>
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</configuration>
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<configuration name="enginecustom" type="CppProject" factoryName="C++ Project">
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<configuration_1 setup="1">
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<option name="CONFIGURATION" value="Debug" />
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<option name="PLATFORM" value="x64" />
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<option name="CURRENT_LAUNCH_PROFILE" value="Local" />
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<option name="EXE_PATH" value="$(LocalDebuggerCommand)" />
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<option name="PROGRAM_PARAMETERS" value="$(LocalDebuggerCommandArguments)" />
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<option name="WORKING_DIRECTORY" value="$(LocalDebuggerWorkingDirectory)" />
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<option name="PASS_PARENT_ENVS" value="1" />
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<option name="USE_EXTERNAL_CONSOLE" value="0" />
|
||||
<option name="TERMINAL_INTERACTION_BEHAVIOR" value="AUTO_DETECT" />
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<option name="PROJECT_FILE_PATH" value="$PROJECT_DIR$/enginecustom/enginecustom.vcxproj" />
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</configuration_1>
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<option name="DEFAULT_PROJECT_PATH" value="$PROJECT_DIR$/enginecustom/enginecustom.vcxproj" />
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<option name="PROJECT_FILE_PATH" value="$PROJECT_DIR$/enginecustom/enginecustom.vcxproj" />
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||||
<option name="AUTO_SELECT_PRIORITY" value="0" />
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||||
<method v="2">
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||||
<option name="Build" />
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||||
</method>
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||||
</configuration>
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||||
</component>
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||||
</project>
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@ -1,84 +0,0 @@
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////////////////////////////////////////////////////////////////////////////////
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// Filename: light.ps
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////////////////////////////////////////////////////////////////////////////////
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/////////////
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// DEFINES //
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/////////////
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#define NUM_LIGHTS 4
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/////////////
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// GLOBALS //
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/////////////
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Texture2D shaderTexture : register(t0);
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SamplerState SampleType : register(s0);
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cbuffer LightBuffer
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{
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float4 ambientColor;
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float3 lightDirection;
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float padding;
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float specularPower;
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float4 specularColor;
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};
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cbuffer LightColorBuffer
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{
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float4 diffuseColor[NUM_LIGHTS];
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};
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//////////////
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// TYPEDEFS //
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//////////////
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struct PixelInputType
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{
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float4 position : SV_POSITION;
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float2 tex : TEXCOORD0;
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float3 normal : NORMAL;
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float3 lightPos[NUM_LIGHTS] : TEXCOORD1;
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};
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////////////////////////////////////////////////////////////////////////////////
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// Pixel Shader
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////////////////////////////////////////////////////////////////////////////////
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float4 LightPixelShader(PixelInputType input) : SV_TARGET
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{
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float4 textureColor;
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float3 lightDir;
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float4 color;
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float3 reflection;
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float4 specular;
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float lightIntensity[NUM_LIGHTS];
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float4 colorArray[NUM_LIGHTS];
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float4 colorSum;
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int i;
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// Sample the pixel color from the texture using the sampler at this texture coordinate location.
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textureColor = shaderTexture.Sample(SampleType, input.tex);
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for(i=0; i<NUM_LIGHTS; i++)
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{
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// Calculate the different amounts of light on this pixel based on the positions of the lights.
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lightIntensity[i] = saturate(dot(input.normal, input.lightPos[i]));
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// Determine the diffuse color amount of each of the four lights.
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colorArray[i] = diffuseColor[i] * lightIntensity[i];
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}
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// Initialize the sum of colors.
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colorSum = float4(0.0f, 0.0f, 0.0f, 1.0f);
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// Add all of the light colors up.
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for(i=0; i<NUM_LIGHTS; i++)
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{
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colorSum.r += colorArray[i].r;
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colorSum.g += colorArray[i].g;
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colorSum.b += colorArray[i].b;
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}
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// Multiply the texture pixel by the combination of all four light colors to get the final result.
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color = saturate(colorSum) * textureColor;
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return color;
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}
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@ -1,85 +0,0 @@
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/////////////
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// DEFINES //
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/////////////
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#define NUM_LIGHTS 4
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/////////////
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||||
// GLOBALS //
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||||
/////////////
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||||
cbuffer MatrixBuffer
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||||
{
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matrix worldMatrix;
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||||
matrix viewMatrix;
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matrix projectionMatrix;
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||||
};
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||||
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cbuffer CameraBuffer
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{
|
||||
float3 cameraPosition;
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||||
float padding;
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||||
};
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||||
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||||
cbuffer LightPositionBuffer
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||||
{
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float4 lightPosition[NUM_LIGHTS];
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||||
};
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||||
|
||||
//////////////
|
||||
// TYPEDEFS //
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||||
//////////////
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||||
struct VertexInputType
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||||
{
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float4 position : POSITION;
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||||
float2 tex : TEXCOORD0;
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||||
float3 normal : NORMAL;
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||||
};
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||||
|
||||
struct PixelInputType
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||||
{
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||||
float4 position : SV_POSITION;
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float2 tex : TEXCOORD0;
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float3 normal : NORMAL;
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float3 lightPos[NUM_LIGHTS] : TEXCOORD1;
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};
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////////////////////////////////////////////////////////////////////////////////
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// Vertex Shader
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////////////////////////////////////////////////////////////////////////////////
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||||
PixelInputType LightVertexShader(VertexInputType input)
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||||
{
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||||
PixelInputType output;
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||||
float4 worldPosition;
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||||
int i;
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||||
|
||||
// Change the position vector to be 4 units for proper matrix calculations.
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||||
input.position.w = 1.0f;
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||||
// Calculate the position of the vertex against the world, view, and projection matrices.
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||||
output.position = mul(input.position, worldMatrix);
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output.position = mul(output.position, viewMatrix);
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||||
output.position = mul(output.position, projectionMatrix);
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||||
|
||||
// Store the texture coordinates for the pixel shader.
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||||
output.tex = input.tex;
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||||
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||||
// Calculate the normal vector against the world matrix only.
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||||
output.normal = mul(input.normal, (float3x3)worldMatrix);
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||||
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||||
// Normalize the normal vector.
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||||
output.normal = normalize(output.normal);
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||||
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||||
// Calculate the position of the vertex in the world.
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||||
worldPosition = mul(input.position, worldMatrix);
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||||
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for(i=0; i<NUM_LIGHTS; i++)
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||||
{
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||||
// Determine the light positions based on the position of the lights and the position of the vertex in the world.
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||||
output.lightPos[i] = lightPosition[i].xyz - worldPosition.xyz;
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||||
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||||
// Normalize the light position vectors.
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||||
output.lightPos[i] = normalize(output.lightPos[i]);
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||||
}
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||||
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||||
return output;
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||||
}
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@ -1,91 +0,0 @@
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||||
////////////////////////////////////////////////////////////////////////////////
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||||
// Filename: lightclass.cpp
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||||
////////////////////////////////////////////////////////////////////////////////
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||||
#include "lightclass.h"
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||||
|
||||
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||||
LightClass::LightClass()
|
||||
{
|
||||
}
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||||
|
||||
|
||||
LightClass::LightClass(const LightClass& other)
|
||||
{
|
||||
}
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||||
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||||
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||||
LightClass::~LightClass()
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||||
{
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||||
}
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||||
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||||
void LightClass::SetAmbientColor(float red, float green, float blue, float alpha)
|
||||
{
|
||||
m_ambientColor = XMFLOAT4(red, green, blue, alpha);
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||||
return;
|
||||
}
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||||
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||||
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||||
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||||
void LightClass::SetDiffuseColor(float red, float green, float blue, float alpha)
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||||
{
|
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m_diffuseColor = XMFLOAT4(red, green, blue, alpha);
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return;
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}
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void LightClass::SetDirection(float x, float y, float z)
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||||
{
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m_direction = XMFLOAT3(x, y, z);
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return;
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||||
}
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||||
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void LightClass::SetSpecularColor(float red, float green, float blue, float alpha)
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||||
{
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m_specularColor = XMFLOAT4(red, green, blue, alpha);
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return;
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}
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void LightClass::SetSpecularPower(float power)
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||||
{
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m_specularPower = power;
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return;
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||||
}
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||||
void LightClass::SetPosition(float x, float y, float z)
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||||
{
|
||||
m_position = XMFLOAT4(x, y, z, 1.0f);
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return;
|
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}
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||||
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||||
XMFLOAT4 LightClass::GetAmbientColor()
|
||||
{
|
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return m_ambientColor;
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}
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||||
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||||
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||||
XMFLOAT4 LightClass::GetDiffuseColor()
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||||
{
|
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return m_diffuseColor;
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}
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||||
XMFLOAT3 LightClass::GetDirection()
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||||
{
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return m_direction;
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}
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XMFLOAT4 LightClass::GetSpecularColor()
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{
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return m_specularColor;
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}
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||||
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float LightClass::GetSpecularPower()
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{
|
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return m_specularPower;
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}
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XMFLOAT4 LightClass::GetPosition()
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||||
{
|
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return m_position;
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}
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@ -1,53 +0,0 @@
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#pragma once
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////////////////////////////////////////////////////////////////////////////////
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// Filename: lightclass.h
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////////////////////////////////////////////////////////////////////////////////
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||||
#ifndef _LIGHTCLASS_H_
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#define _LIGHTCLASS_H_
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||||
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||||
//////////////
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||||
// INCLUDES //
|
||||
//////////////
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||||
#include <directxmath.h>
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using namespace DirectX;
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||||
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||||
////////////////////////////////////////////////////////////////////////////////
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||||
// Class name: LightClass
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||||
////////////////////////////////////////////////////////////////////////////////
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||||
class LightClass
|
||||
{
|
||||
public:
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LightClass();
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||||
LightClass(const LightClass&);
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||||
~LightClass();
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||||
|
||||
void SetAmbientColor(float, float, float, float);
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||||
void SetDiffuseColor(float, float, float, float);
|
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void SetDirection(float, float, float);
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void SetSpecularColor(float, float, float, float);
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void SetSpecularPower(float);
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void SetPosition(float, float, float);
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||||
|
||||
XMFLOAT4 GetAmbientColor();
|
||||
XMFLOAT4 GetDiffuseColor();
|
||||
XMFLOAT3 GetDirection();
|
||||
XMFLOAT4 GetSpecularColor();
|
||||
float GetSpecularPower();
|
||||
XMFLOAT4 GetPosition();
|
||||
|
||||
void SetIntensity(float intensity) { m_intensity = intensity; }
|
||||
float GetIntensity() const { return m_intensity; }
|
||||
|
||||
private:
|
||||
XMFLOAT4 m_ambientColor;
|
||||
XMFLOAT4 m_diffuseColor;
|
||||
XMFLOAT3 m_direction;
|
||||
XMFLOAT4 m_specularColor;
|
||||
float m_intensity;
|
||||
float m_specularPower;
|
||||
XMFLOAT4 m_position;
|
||||
};
|
||||
|
||||
#endif
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@ -1,544 +0,0 @@
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||||
////////////////////////////////////////////////////////////////////////////////
|
||||
// Filename: lightshaderclass.cpp
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
#include "lightshaderclass.h"
|
||||
|
||||
|
||||
LightShaderClass::LightShaderClass()
|
||||
{
|
||||
m_vertexShader = 0;
|
||||
m_pixelShader = 0;
|
||||
m_layout = 0;
|
||||
m_sampleState = 0;
|
||||
m_matrixBuffer = 0;
|
||||
m_cameraBuffer = 0;
|
||||
m_lightBuffer = 0;
|
||||
m_lightColorBuffer = 0;
|
||||
m_lightPositionBuffer = 0;
|
||||
}
|
||||
|
||||
|
||||
LightShaderClass::LightShaderClass(const LightShaderClass& other)
|
||||
{
|
||||
}
|
||||
|
||||
|
||||
LightShaderClass::~LightShaderClass()
|
||||
{
|
||||
}
|
||||
|
||||
|
||||
bool LightShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
|
||||
{
|
||||
Logger::Get().Log("Initializing LightShaderClass", __FILE__, __LINE__, Logger::LogLevel::Initialize);
|
||||
|
||||
wchar_t vsFilename[128];
|
||||
wchar_t psFilename[128];
|
||||
int error;
|
||||
bool result;
|
||||
|
||||
// Set the filename of the vertex shader.
|
||||
error = wcscpy_s(vsFilename, 128, L"light.vs");
|
||||
if (error != 0)
|
||||
{
|
||||
Logger::Get().Log("Failed to copy string", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
// Set the filename of the pixel shader.
|
||||
error = wcscpy_s(psFilename, 128, L"light.ps");
|
||||
if (error != 0)
|
||||
{
|
||||
Logger::Get().Log("Failed to copy string", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
// Initialize the vertex and pixel shaders.
|
||||
result = InitializeShader(device, hwnd, vsFilename, psFilename);
|
||||
if (!result)
|
||||
{
|
||||
Logger::Get().Log("Failed to initialize shader", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
Logger::Get().Log("LightShaderClass initialized", __FILE__, __LINE__, Logger::LogLevel::Initialize);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
void LightShaderClass::Shutdown()
|
||||
{
|
||||
// Shutdown the vertex and pixel shaders as well as the related objects.
|
||||
ShutdownShader();
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
bool LightShaderClass::Render(ID3D11DeviceContext* deviceContext, int indexCount, XMMATRIX worldMatrix, XMMATRIX viewMatrix, XMMATRIX projectionMatrix,
|
||||
ID3D11ShaderResourceView* texture, XMFLOAT4 diffuseColor[], XMFLOAT4 lightPosition[], XMFLOAT4 ambientClor[])
|
||||
{
|
||||
bool result;
|
||||
|
||||
|
||||
// Set the shader parameters that it will use for rendering.
|
||||
result = SetShaderParameters(deviceContext, worldMatrix, viewMatrix, projectionMatrix, texture, diffuseColor, lightPosition, ambientClor);
|
||||
if(!result)
|
||||
{
|
||||
Logger::Get().Log("Failed to set shader parameters", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
// Now render the prepared buffers with the shader.
|
||||
RenderShader(deviceContext, indexCount);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
bool LightShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR* vsFilename, WCHAR* psFilename)
|
||||
{
|
||||
Logger::Get().Log("Initializing shader", __FILE__, __LINE__, Logger::LogLevel::Initialize);
|
||||
|
||||
HRESULT result;
|
||||
ID3D10Blob* errorMessage;
|
||||
ID3D10Blob* vertexShaderBuffer;
|
||||
ID3D10Blob* pixelShaderBuffer;
|
||||
D3D11_INPUT_ELEMENT_DESC polygonLayout[3];
|
||||
unsigned int numElements;
|
||||
D3D11_SAMPLER_DESC samplerDesc;
|
||||
D3D11_BUFFER_DESC matrixBufferDesc;
|
||||
D3D11_BUFFER_DESC cameraBufferDesc;
|
||||
D3D11_BUFFER_DESC lightColorBufferDesc;
|
||||
D3D11_BUFFER_DESC lightPositionBufferDesc;
|
||||
|
||||
|
||||
// Initialize the pointers this function will use to null.
|
||||
errorMessage = 0;
|
||||
vertexShaderBuffer = 0;
|
||||
pixelShaderBuffer = 0;
|
||||
|
||||
// Compile the vertex shader code.
|
||||
result = D3DCompileFromFile(vsFilename, NULL, NULL, "LightVertexShader", "vs_5_0", D3D10_SHADER_ENABLE_STRICTNESS, 0, &vertexShaderBuffer, &errorMessage);
|
||||
if (FAILED(result))
|
||||
{
|
||||
// If the shader failed to compile it should have writen something to the error message.
|
||||
if (errorMessage)
|
||||
{
|
||||
OutputShaderErrorMessage(errorMessage, hwnd, vsFilename);
|
||||
}
|
||||
// If there was nothing in the error message then it simply could not find the shader file itself.
|
||||
else
|
||||
{
|
||||
Logger::Get().Log("Failed to compile shader", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
// Compile the pixel shader code.
|
||||
result = D3DCompileFromFile(psFilename, NULL, NULL, "LightPixelShader", "ps_5_0", D3D10_SHADER_ENABLE_STRICTNESS, 0, &pixelShaderBuffer, &errorMessage);
|
||||
if (FAILED(result))
|
||||
{
|
||||
// If the shader failed to compile it should have writen something to the error message.
|
||||
if (errorMessage)
|
||||
{
|
||||
OutputShaderErrorMessage(errorMessage, hwnd, psFilename);
|
||||
}
|
||||
// If there was nothing in the error message then it simply could not find the file itself.
|
||||
else
|
||||
{
|
||||
Logger::Get().Log("Failed to compile shader", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
// Create the vertex shader from the buffer.
|
||||
result = device->CreateVertexShader(vertexShaderBuffer->GetBufferPointer(), vertexShaderBuffer->GetBufferSize(), NULL, &m_vertexShader);
|
||||
if (FAILED(result))
|
||||
{
|
||||
Logger::Get().Log("Failed to create vertex shader", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
// Create the pixel shader from the buffer.
|
||||
result = device->CreatePixelShader(pixelShaderBuffer->GetBufferPointer(), pixelShaderBuffer->GetBufferSize(), NULL, &m_pixelShader);
|
||||
if (FAILED(result))
|
||||
{
|
||||
Logger::Get().Log("Failed to create pixel shader", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
// Create the vertex input layout description.
|
||||
// This setup needs to match the VertexType stucture in the ModelClass and in the shader.
|
||||
polygonLayout[0].SemanticName = "POSITION";
|
||||
polygonLayout[0].SemanticIndex = 0;
|
||||
polygonLayout[0].Format = DXGI_FORMAT_R32G32B32_FLOAT;
|
||||
polygonLayout[0].InputSlot = 0;
|
||||
polygonLayout[0].AlignedByteOffset = 0;
|
||||
polygonLayout[0].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
|
||||
polygonLayout[0].InstanceDataStepRate = 0;
|
||||
|
||||
polygonLayout[1].SemanticName = "TEXCOORD";
|
||||
polygonLayout[1].SemanticIndex = 0;
|
||||
polygonLayout[1].Format = DXGI_FORMAT_R32G32_FLOAT;
|
||||
polygonLayout[1].InputSlot = 0;
|
||||
polygonLayout[1].AlignedByteOffset = D3D11_APPEND_ALIGNED_ELEMENT;
|
||||
polygonLayout[1].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
|
||||
polygonLayout[1].InstanceDataStepRate = 0;
|
||||
|
||||
polygonLayout[2].SemanticName = "NORMAL";
|
||||
polygonLayout[2].SemanticIndex = 0;
|
||||
polygonLayout[2].Format = DXGI_FORMAT_R32G32B32_FLOAT;
|
||||
polygonLayout[2].InputSlot = 0;
|
||||
polygonLayout[2].AlignedByteOffset = D3D11_APPEND_ALIGNED_ELEMENT;
|
||||
polygonLayout[2].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
|
||||
polygonLayout[2].InstanceDataStepRate = 0;
|
||||
|
||||
// Get a count of the elements in the layout.
|
||||
numElements = sizeof(polygonLayout) / sizeof(polygonLayout[0]);
|
||||
|
||||
// Create the vertex input layout.
|
||||
result = device->CreateInputLayout(polygonLayout, numElements, vertexShaderBuffer->GetBufferPointer(), vertexShaderBuffer->GetBufferSize(),
|
||||
&m_layout);
|
||||
if (FAILED(result))
|
||||
{
|
||||
Logger::Get().Log("Failed to create input layout", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
// Release the vertex shader buffer and pixel shader buffer since they are no longer needed.
|
||||
vertexShaderBuffer->Release();
|
||||
vertexShaderBuffer = 0;
|
||||
|
||||
pixelShaderBuffer->Release();
|
||||
pixelShaderBuffer = 0;
|
||||
|
||||
// Create a texture sampler state description.
|
||||
samplerDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
|
||||
samplerDesc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP;
|
||||
samplerDesc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP;
|
||||
samplerDesc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP;
|
||||
samplerDesc.MipLODBias = 0.0f;
|
||||
samplerDesc.MaxAnisotropy = 1;
|
||||
samplerDesc.ComparisonFunc = D3D11_COMPARISON_ALWAYS;
|
||||
samplerDesc.BorderColor[0] = 0;
|
||||
samplerDesc.BorderColor[1] = 0;
|
||||
samplerDesc.BorderColor[2] = 0;
|
||||
samplerDesc.BorderColor[3] = 0;
|
||||
samplerDesc.MinLOD = 0;
|
||||
samplerDesc.MaxLOD = D3D11_FLOAT32_MAX;
|
||||
|
||||
// Create the texture sampler state.
|
||||
result = device->CreateSamplerState(&samplerDesc, &m_sampleState);
|
||||
if (FAILED(result))
|
||||
{
|
||||
Logger::Get().Log("Failed to create sampler state", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
// Setup the description of the dynamic matrix constant buffer that is in the vertex shader.
|
||||
matrixBufferDesc.Usage = D3D11_USAGE_DYNAMIC;
|
||||
matrixBufferDesc.ByteWidth = sizeof(MatrixBufferType);
|
||||
matrixBufferDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
|
||||
matrixBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
|
||||
matrixBufferDesc.MiscFlags = 0;
|
||||
matrixBufferDesc.StructureByteStride = 0;
|
||||
|
||||
// Create the constant buffer pointer so we can access the vertex shader constant buffer from within this class.
|
||||
result = device->CreateBuffer(&matrixBufferDesc, NULL, &m_matrixBuffer);
|
||||
if (FAILED(result))
|
||||
{
|
||||
Logger::Get().Log("Failed to create matrix buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
|
||||
|
||||
// Setup the description of the camera dynamic constant buffer that is in the vertex shader.
|
||||
cameraBufferDesc.Usage = D3D11_USAGE_DYNAMIC;
|
||||
cameraBufferDesc.ByteWidth = sizeof(CameraBufferType);
|
||||
cameraBufferDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
|
||||
cameraBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
|
||||
cameraBufferDesc.MiscFlags = 0;
|
||||
cameraBufferDesc.StructureByteStride = 0;
|
||||
|
||||
// Create the camera constant buffer pointer so we can access the vertex shader constant buffer from within this class.
|
||||
result = device->CreateBuffer(&cameraBufferDesc, NULL, &m_cameraBuffer);
|
||||
if (FAILED(result))
|
||||
{
|
||||
Logger::Get().Log("Failed to create camera buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
// Setup the description of the dynamic constant buffer that is in the pixel shader.
|
||||
lightColorBufferDesc.Usage = D3D11_USAGE_DYNAMIC;
|
||||
lightColorBufferDesc.ByteWidth = sizeof(LightColorBufferType);
|
||||
lightColorBufferDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
|
||||
lightColorBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
|
||||
lightColorBufferDesc.MiscFlags = 0;
|
||||
lightColorBufferDesc.StructureByteStride = 0;
|
||||
|
||||
// Create the constant buffer pointer so we can access the pixel shader constant buffer from within this class.
|
||||
result = device->CreateBuffer(&lightColorBufferDesc, NULL, &m_lightColorBuffer);
|
||||
if (FAILED(result))
|
||||
{
|
||||
Logger::Get().Log("Failed to create light color buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
// Setup the description of the dynamic constant buffer that is in the vertex shader.
|
||||
lightPositionBufferDesc.Usage = D3D11_USAGE_DYNAMIC;
|
||||
lightPositionBufferDesc.ByteWidth = sizeof(LightPositionBufferType);
|
||||
lightPositionBufferDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
|
||||
lightPositionBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
|
||||
lightPositionBufferDesc.MiscFlags = 0;
|
||||
lightPositionBufferDesc.StructureByteStride = 0;
|
||||
|
||||
// Create the constant buffer pointer so we can access the vertex shader constant buffer from within this class.
|
||||
result = device->CreateBuffer(&lightPositionBufferDesc, NULL, &m_lightPositionBuffer);
|
||||
if (FAILED(result))
|
||||
{
|
||||
Logger::Get().Log("Failed to create light position buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
Logger::Get().Log("Shader initialized", __FILE__, __LINE__, Logger::LogLevel::Initialize);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
void LightShaderClass::ShutdownShader()
|
||||
{
|
||||
Logger::Get().Log("Shutting down LightShaderClass", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
|
||||
|
||||
// Release the light constant buffers.
|
||||
if (m_lightColorBuffer)
|
||||
{
|
||||
m_lightColorBuffer->Release();
|
||||
m_lightColorBuffer = 0;
|
||||
}
|
||||
|
||||
if (m_lightPositionBuffer)
|
||||
{
|
||||
m_lightPositionBuffer->Release();
|
||||
m_lightPositionBuffer = 0;
|
||||
}
|
||||
|
||||
// Release the light constant buffer.
|
||||
if (m_lightBuffer)
|
||||
{
|
||||
m_lightBuffer->Release();
|
||||
m_lightBuffer = 0;
|
||||
}
|
||||
|
||||
// Release the camera constant buffer.
|
||||
if (m_cameraBuffer)
|
||||
{
|
||||
m_cameraBuffer->Release();
|
||||
m_cameraBuffer = 0;
|
||||
}
|
||||
|
||||
// Release the matrix constant buffer.
|
||||
if (m_matrixBuffer)
|
||||
{
|
||||
m_matrixBuffer->Release();
|
||||
m_matrixBuffer = 0;
|
||||
}
|
||||
|
||||
// Release the sampler state.
|
||||
if (m_sampleState)
|
||||
{
|
||||
m_sampleState->Release();
|
||||
m_sampleState = 0;
|
||||
}
|
||||
|
||||
// Release the layout.
|
||||
if (m_layout)
|
||||
{
|
||||
m_layout->Release();
|
||||
m_layout = 0;
|
||||
}
|
||||
|
||||
// Release the pixel shader.
|
||||
if (m_pixelShader)
|
||||
{
|
||||
m_pixelShader->Release();
|
||||
m_pixelShader = 0;
|
||||
}
|
||||
|
||||
// Release the vertex shader.
|
||||
if (m_vertexShader)
|
||||
{
|
||||
m_vertexShader->Release();
|
||||
m_vertexShader = 0;
|
||||
}
|
||||
|
||||
Logger::Get().Log("LightShaderClass shut down", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
void LightShaderClass::OutputShaderErrorMessage(ID3D10Blob* errorMessage, HWND hwnd, WCHAR* shaderFilename)
|
||||
{
|
||||
char* compileErrors;
|
||||
unsigned __int64 bufferSize, i;
|
||||
ofstream fout;
|
||||
|
||||
|
||||
// Get a pointer to the error message text buffer.
|
||||
compileErrors = (char*)(errorMessage->GetBufferPointer());
|
||||
|
||||
// Get the length of the message.
|
||||
bufferSize = errorMessage->GetBufferSize();
|
||||
|
||||
// Open a file to write the error message to.
|
||||
fout.open("shader-error.txt");
|
||||
|
||||
// Write out the error message.
|
||||
for (i = 0; i < bufferSize; i++)
|
||||
{
|
||||
fout << compileErrors[i];
|
||||
}
|
||||
|
||||
// Close the file.
|
||||
fout.close();
|
||||
|
||||
// Release the error message.
|
||||
errorMessage->Release();
|
||||
errorMessage = 0;
|
||||
|
||||
// Pop a message up on the screen to notify the user to check the text file for compile errors.
|
||||
MessageBox(hwnd, L"Error compiling shader. Check shader-error.txt for message.", shaderFilename, MB_OK);
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
bool LightShaderClass::SetShaderParameters(ID3D11DeviceContext* deviceContext, XMMATRIX worldMatrix, XMMATRIX viewMatrix, XMMATRIX projectionMatrix,
|
||||
ID3D11ShaderResourceView* texture, XMFLOAT4 diffuseColor[], XMFLOAT4 lightPosition[], XMFLOAT4 ambientColor[])
|
||||
{
|
||||
HRESULT result;
|
||||
D3D11_MAPPED_SUBRESOURCE mappedResource;
|
||||
unsigned int bufferNumber;
|
||||
MatrixBufferType* dataPtr;
|
||||
LightPositionBufferType* dataPtr2;
|
||||
LightColorBufferType* dataPtr3;
|
||||
|
||||
// Transpose the matrices to prepare them for the shader.
|
||||
worldMatrix = XMMatrixTranspose(worldMatrix);
|
||||
viewMatrix = XMMatrixTranspose(viewMatrix);
|
||||
projectionMatrix = XMMatrixTranspose(projectionMatrix);
|
||||
|
||||
// Lock the constant buffer so it can be written to.
|
||||
result = deviceContext->Map(m_matrixBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
|
||||
if (FAILED(result))
|
||||
{
|
||||
Logger::Get().Log("Failed to map matrix buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
// Get a pointer to the data in the constant buffer.
|
||||
dataPtr = (MatrixBufferType*)mappedResource.pData;
|
||||
|
||||
// Copy the matrices into the constant buffer.
|
||||
dataPtr->world = worldMatrix;
|
||||
dataPtr->view = viewMatrix;
|
||||
dataPtr->projection = projectionMatrix;
|
||||
|
||||
// Unlock the constant buffer.
|
||||
deviceContext->Unmap(m_matrixBuffer, 0);
|
||||
|
||||
// Set the position of the constant buffer in the vertex shader.
|
||||
bufferNumber = 0;
|
||||
|
||||
// Now set the constant buffer in the vertex shader with the updated values.
|
||||
deviceContext->VSSetConstantBuffers(bufferNumber, 1, &m_matrixBuffer);
|
||||
|
||||
// Lock the camera constant buffer so it can be written to.
|
||||
result = deviceContext->Map(m_cameraBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
|
||||
if (FAILED(result))
|
||||
{
|
||||
Logger::Get().Log("Failed to map camera buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
// Lock the light position constant buffer so it can be written to.
|
||||
result = deviceContext->Map(m_lightPositionBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
|
||||
if (FAILED(result))
|
||||
{
|
||||
Logger::Get().Log("Failed to map light position buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
// Get a pointer to the data in the constant buffer.
|
||||
dataPtr2 = (LightPositionBufferType*)mappedResource.pData;
|
||||
|
||||
// Copy the light position variables into the constant buffer.
|
||||
for (int i = 0; i < NUM_LIGHTS; i++)
|
||||
{
|
||||
dataPtr2->lightPosition[i] = lightPosition[i];
|
||||
}
|
||||
|
||||
// Unlock the constant buffer.
|
||||
deviceContext->Unmap(m_lightPositionBuffer, 0);
|
||||
|
||||
// Set the position of the constant buffer in the vertex shader.
|
||||
bufferNumber = 1;
|
||||
|
||||
// Finally set the constant buffer in the vertex shader with the updated values.
|
||||
deviceContext->VSSetConstantBuffers(bufferNumber, 1, &m_lightPositionBuffer);
|
||||
|
||||
// Set shader texture resource in the pixel shader.
|
||||
deviceContext->PSSetShaderResources(0, 1, &texture);
|
||||
|
||||
// Lock the light color constant buffer so it can be written to.
|
||||
result = deviceContext->Map(m_lightColorBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
|
||||
if (FAILED(result))
|
||||
{
|
||||
Logger::Get().Log("Failed to map light color buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
// Get a pointer to the data in the constant buffer.
|
||||
dataPtr3 = (LightColorBufferType*)mappedResource.pData;
|
||||
|
||||
// Copy the light color variables into the constant buffer.
|
||||
for (int i = 0; i < NUM_LIGHTS; i++)
|
||||
{
|
||||
dataPtr3->diffuseColor[i] = diffuseColor[i];
|
||||
}
|
||||
|
||||
// Unlock the constant buffer.
|
||||
deviceContext->Unmap(m_lightColorBuffer, 0);
|
||||
|
||||
// Set the position of the constant buffer in the pixel shader.
|
||||
bufferNumber = 0;
|
||||
|
||||
// Finally set the constant buffer in the pixel shader with the updated values.
|
||||
deviceContext->PSSetConstantBuffers(bufferNumber, 1, &m_lightColorBuffer);
|
||||
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
void LightShaderClass::RenderShader(ID3D11DeviceContext* deviceContext, int indexCount)
|
||||
{
|
||||
// Set the vertex input layout.
|
||||
deviceContext->IASetInputLayout(m_layout);
|
||||
|
||||
// Set the vertex and pixel shaders that will be used to render this triangle.
|
||||
deviceContext->VSSetShader(m_vertexShader, NULL, 0);
|
||||
deviceContext->PSSetShader(m_pixelShader, NULL, 0);
|
||||
|
||||
// Set the sampler state in the pixel shader.
|
||||
deviceContext->PSSetSamplers(0, 1, &m_sampleState);
|
||||
|
||||
// Render the triangle.
|
||||
deviceContext->DrawIndexed(indexCount, 0, 0);
|
||||
|
||||
return;
|
||||
}
|
@ -1,92 +0,0 @@
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
// Filename: lightshaderclass.h
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
#ifndef _LIGHTSHADERCLASS_H_
|
||||
#define _LIGHTSHADERCLASS_H_
|
||||
#pragma once
|
||||
|
||||
/////////////
|
||||
// GLOBALS //
|
||||
/////////////
|
||||
const int NUM_LIGHTS = 4;
|
||||
//////////////
|
||||
// INCLUDES //
|
||||
//////////////
|
||||
#include "Logger.h"
|
||||
#include <d3d11.h>
|
||||
#include <d3dcompiler.h>
|
||||
#include <directxmath.h>
|
||||
#include <fstream>
|
||||
using namespace DirectX;
|
||||
using namespace std;
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
// Class name: LightShaderClass
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
class LightShaderClass
|
||||
{
|
||||
private:
|
||||
struct MatrixBufferType
|
||||
{
|
||||
XMMATRIX world;
|
||||
XMMATRIX view;
|
||||
XMMATRIX projection;
|
||||
};
|
||||
|
||||
struct CameraBufferType
|
||||
{
|
||||
XMFLOAT3 cameraPosition;
|
||||
float padding;
|
||||
};
|
||||
|
||||
struct LightBufferType
|
||||
{
|
||||
XMFLOAT4 ambientColor;
|
||||
XMFLOAT4 diffuseColor;
|
||||
XMFLOAT3 lightDirection;
|
||||
float padding; // Added extra padding so structure is a multiple of 16 for CreateBuffer function requirements.
|
||||
float specularPower;
|
||||
XMFLOAT4 specularColor;
|
||||
};
|
||||
|
||||
struct LightColorBufferType
|
||||
{
|
||||
XMFLOAT4 diffuseColor[NUM_LIGHTS];
|
||||
};
|
||||
|
||||
struct LightPositionBufferType
|
||||
{
|
||||
XMFLOAT4 lightPosition[NUM_LIGHTS];
|
||||
};
|
||||
|
||||
public:
|
||||
LightShaderClass();
|
||||
LightShaderClass(const LightShaderClass&);
|
||||
~LightShaderClass();
|
||||
|
||||
bool Initialize(ID3D11Device*, HWND);
|
||||
void Shutdown();
|
||||
bool Render(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, XMFLOAT4[], XMFLOAT4[], XMFLOAT4[]);
|
||||
|
||||
private:
|
||||
bool InitializeShader(ID3D11Device*, HWND, WCHAR*, WCHAR*);
|
||||
void ShutdownShader();
|
||||
void OutputShaderErrorMessage(ID3D10Blob*, HWND, WCHAR*);
|
||||
|
||||
bool SetShaderParameters(ID3D11DeviceContext*, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, XMFLOAT4[], XMFLOAT4[], XMFLOAT4[]);
|
||||
void RenderShader(ID3D11DeviceContext*, int);
|
||||
|
||||
private:
|
||||
ID3D11VertexShader* m_vertexShader;
|
||||
ID3D11PixelShader* m_pixelShader;
|
||||
ID3D11InputLayout* m_layout;
|
||||
ID3D11SamplerState* m_sampleState;
|
||||
ID3D11Buffer* m_matrixBuffer;
|
||||
ID3D11Buffer* m_cameraBuffer;
|
||||
ID3D11Buffer* m_lightBuffer;
|
||||
ID3D11Buffer* m_lightColorBuffer;
|
||||
ID3D11Buffer* m_lightPositionBuffer;
|
||||
};
|
||||
|
||||
#endif
|
@ -19,69 +19,60 @@
|
||||
</ProjectConfiguration>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClCompile Include="alphamapshaderclass.cpp" />
|
||||
<ClCompile Include="applicationclass.cpp" />
|
||||
<ClCompile Include="bitmapclass.cpp" />
|
||||
<ClCompile Include="Cameraclass.cpp" />
|
||||
<ClCompile Include="CelShadingShader.cpp" />
|
||||
<ClCompile Include="Colorshaderclass.cpp" />
|
||||
<ClCompile Include="d3dclass.cpp" />
|
||||
<ClCompile Include="frustum.cpp" />
|
||||
<ClCompile Include="imguiManager.cpp" />
|
||||
<ClCompile Include="include\backends\imgui_impl_dx11.cpp" />
|
||||
<ClCompile Include="include\backends\imgui_impl_win32.cpp" />
|
||||
<ClCompile Include="include\imgui.cpp" />
|
||||
<ClCompile Include="include\imgui_draw.cpp" />
|
||||
<ClCompile Include="include\imgui_tables.cpp" />
|
||||
<ClCompile Include="include\imgui_widgets.cpp" />
|
||||
<ClCompile Include="displayplaneclass.cpp" />
|
||||
<ClCompile Include="fontclass.cpp" />
|
||||
<ClCompile Include="fontshaderclass.cpp" />
|
||||
<ClCompile Include="fpsclass.cpp" />
|
||||
<ClCompile Include="frustumclass.cpp" />
|
||||
<ClCompile Include="include\Src\DDSTextureLoader.cpp" />
|
||||
<ClCompile Include="include\Src\DirectXHelpers.cpp" />
|
||||
<ClCompile Include="include\Src\pch.cpp" />
|
||||
<ClCompile Include="include\Src\SimpleMath.cpp" />
|
||||
<ClCompile Include="include\Src\WICTextureLoader.cpp" />
|
||||
<ClCompile Include="inputclass.cpp" />
|
||||
<ClCompile Include="Lightclass.cpp" />
|
||||
<ClCompile Include="lightmapshaderclass.cpp" />
|
||||
<ClCompile Include="Lightshaderclass.cpp" />
|
||||
<ClCompile Include="Main.cpp" />
|
||||
<ClCompile Include="modelclass.cpp" />
|
||||
<ClCompile Include="object.cpp" />
|
||||
<ClCompile Include="modellistclass.cpp" />
|
||||
<ClCompile Include="Multitextureshaderclass.cpp" />
|
||||
<ClCompile Include="normalmapshaderclass.cpp" />
|
||||
<ClCompile Include="refractionshaderclass.cpp" />
|
||||
<ClCompile Include="shadermanagerclass.cpp" />
|
||||
<ClCompile Include="physics.cpp" />
|
||||
<ClCompile Include="positionclass.cpp" />
|
||||
<ClCompile Include="reflectionshaderclass.cpp" />
|
||||
<ClCompile Include="rendertextureclass.cpp" />
|
||||
<ClCompile Include="specmapshaderclass.cpp" />
|
||||
<ClCompile Include="Spriteclass.cpp" />
|
||||
<ClCompile Include="sunlightshaderclass.cpp" />
|
||||
<ClCompile Include="Systemclass.cpp" />
|
||||
<ClCompile Include="textclass.cpp" />
|
||||
<ClCompile Include="textureclass.cpp" />
|
||||
<ClCompile Include="textureshaderclass.cpp" />
|
||||
<ClCompile Include="Timerclass.cpp" />
|
||||
<ClCompile Include="translateshaderclass.cpp" />
|
||||
<ClCompile Include="transparentshaderclass.cpp" />
|
||||
<ClCompile Include="watershaderclass.cpp" />
|
||||
<ClCompile Include="src\src\shader\alphamapshaderclass.cpp" />
|
||||
<ClCompile Include="src\src\shader\CelShadingShader.cpp" />
|
||||
<ClCompile Include="src\src\shader\Colorshaderclass.cpp" />
|
||||
<ClCompile Include="src\src\shader\fontshaderclass.cpp" />
|
||||
<ClCompile Include="src\src\shader\lightmapshaderclass.cpp" />
|
||||
<ClCompile Include="src\src\shader\lightshaderclass.cpp" />
|
||||
<ClCompile Include="src\src\shader\Multitextureshaderclass.cpp" />
|
||||
<ClCompile Include="src\src\shader\normalmapshaderclass.cpp" />
|
||||
<ClCompile Include="src\src\shader\reflectionshaderclass.cpp" />
|
||||
<ClCompile Include="src\src\shader\refractionshaderclass.cpp" />
|
||||
<ClCompile Include="src\src\shader\shadermanagerclass.cpp" />
|
||||
<ClCompile Include="src\src\shader\specmapshaderclass.cpp" />
|
||||
<ClCompile Include="src\src\shader\sunlightshaderclass.cpp" />
|
||||
<ClCompile Include="src\src\shader\textureshaderclass.cpp" />
|
||||
<ClCompile Include="src\src\shader\translateshaderclass.cpp" />
|
||||
<ClCompile Include="src\src\shader\transparentshaderclass.cpp" />
|
||||
<ClCompile Include="src\src\shader\watershaderclass.cpp" />
|
||||
<ClCompile Include="src\src\system\applicationclass.cpp" />
|
||||
<ClCompile Include="src\src\system\bitmapclass.cpp" />
|
||||
<ClCompile Include="src\src\system\Cameraclass.cpp" />
|
||||
<ClCompile Include="src\src\system\d3dclass.cpp" />
|
||||
<ClCompile Include="src\src\system\displayplaneclass.cpp" />
|
||||
<ClCompile Include="src\src\system\fontclass.cpp" />
|
||||
<ClCompile Include="src\src\system\fpsclass.cpp" />
|
||||
<ClCompile Include="src\src\system\frustum.cpp" />
|
||||
<ClCompile Include="src\src\system\frustumclass.cpp" />
|
||||
<ClCompile Include="src\src\system\imguiManager.cpp" />
|
||||
<ClCompile Include="src\src\system\inputclass.cpp" />
|
||||
<ClCompile Include="src\src\system\lightclass.cpp" />
|
||||
<ClCompile Include="src\src\system\Main.cpp" />
|
||||
<ClCompile Include="src\src\system\modelclass.cpp" />
|
||||
<ClCompile Include="src\src\system\Modellistclass.cpp" />
|
||||
<ClCompile Include="src\src\system\object.cpp" />
|
||||
<ClCompile Include="src\src\system\physics.cpp" />
|
||||
<ClCompile Include="src\src\system\Positionclass.cpp" />
|
||||
<ClCompile Include="src\src\system\rendertextureclass.cpp" />
|
||||
<ClCompile Include="src\src\system\Spriteclass.cpp" />
|
||||
<ClCompile Include="src\src\system\Systemclass.cpp" />
|
||||
<ClCompile Include="src\src\system\textclass.cpp" />
|
||||
<ClCompile Include="src\src\system\textureclass.cpp" />
|
||||
<ClCompile Include="src\src\system\Timerclass.cpp" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClInclude Include="alphamapshaderclass.h" />
|
||||
<ClInclude Include="applicationclass.h" />
|
||||
<ClInclude Include="bitmapclass.h" />
|
||||
<ClInclude Include="Cameraclass.h" />
|
||||
<ClInclude Include="CelShadingShader.h" />
|
||||
<ClInclude Include="Colorshaderclass.h" />
|
||||
<ClInclude Include="d3dclass.h" />
|
||||
<ClInclude Include="frustum.h" />
|
||||
<ClInclude Include="imguiManager.h" />
|
||||
<ClInclude Include="include\backends\imgui_impl_dx11.h" />
|
||||
<ClInclude Include="include\backends\imgui_impl_win32.h" />
|
||||
<ClInclude Include="include\imconfig.h" />
|
||||
@ -90,146 +81,182 @@
|
||||
<ClInclude Include="include\imstb_rectpack.h" />
|
||||
<ClInclude Include="include\imstb_textedit.h" />
|
||||
<ClInclude Include="include\imstb_truetype.h" />
|
||||
<ClInclude Include="displayplaneclass.h" />
|
||||
<ClInclude Include="fontclass.h" />
|
||||
<ClInclude Include="fontshaderclass.h" />
|
||||
<ClInclude Include="fpsclass.h" />
|
||||
<ClInclude Include="frustumclass.h" />
|
||||
<ClInclude Include="include\Src\CMO.h" />
|
||||
<ClInclude Include="include\Src\DDS.h" />
|
||||
<ClInclude Include="include\Src\LoaderHelpers.h" />
|
||||
<ClInclude Include="include\Src\pch.h" />
|
||||
<ClInclude Include="include\Src\PlatformHelpers.h" />
|
||||
<ClInclude Include="inputclass.h" />
|
||||
<ClInclude Include="lightclass.h" />
|
||||
<ClInclude Include="lightmapshaderclass.h" />
|
||||
<ClInclude Include="lightshaderclass.h" />
|
||||
<ClInclude Include="Logger.h" />
|
||||
<ClInclude Include="modelclass.h" />
|
||||
<ClInclude Include="object.h" />
|
||||
<ClInclude Include="modellistclass.h" />
|
||||
<ClInclude Include="Multitextureshaderclass.h" />
|
||||
<ClInclude Include="normalmapshaderclass.h" />
|
||||
<ClInclude Include="refractionshaderclass.h" />
|
||||
<ClInclude Include="shadermanagerclass.h" />
|
||||
<ClInclude Include="physics.h" />
|
||||
<ClInclude Include="positionclass.h" />
|
||||
<ClInclude Include="reflectionshaderclass.h" />
|
||||
<ClInclude Include="rendertextureclass.h" />
|
||||
<ClInclude Include="resources.h" />
|
||||
<ClInclude Include="specmapshaderclass.h" />
|
||||
<ClInclude Include="Spriteclass.h" />
|
||||
<ClInclude Include="sunlightshaderclass.h" />
|
||||
<ClInclude Include="systemclass.h" />
|
||||
<ClInclude Include="textclass.h" />
|
||||
<ClInclude Include="textureclass.h" />
|
||||
<ClInclude Include="textureshaderclass.h" />
|
||||
<ClInclude Include="Timerclass.h" />
|
||||
<ClInclude Include="translateshaderclass.h" />
|
||||
<ClInclude Include="transparentshaderclass.h" />
|
||||
<ClInclude Include="watershaderclass.h" />
|
||||
<ClInclude Include="src\inc\shader\alphamapshaderclass.h" />
|
||||
<ClInclude Include="src\inc\shader\CelShadingShader.h" />
|
||||
<ClInclude Include="src\inc\shader\Colorshaderclass.h" />
|
||||
<ClInclude Include="src\inc\shader\fontshaderclass.h" />
|
||||
<ClInclude Include="src\inc\shader\lightmapshaderclass.h" />
|
||||
<ClInclude Include="src\inc\shader\lightshaderclass.h" />
|
||||
<ClInclude Include="src\inc\shader\lightshaderwaterclass.h" />
|
||||
<ClInclude Include="src\inc\shader\Multitextureshaderclass.h" />
|
||||
<ClInclude Include="src\inc\shader\normalmapshaderclass.h" />
|
||||
<ClInclude Include="src\inc\shader\reflectionshaderclass.h" />
|
||||
<ClInclude Include="src\inc\shader\refractionshaderclass.h" />
|
||||
<ClInclude Include="src\inc\shader\shadermanagerclass.h" />
|
||||
<ClInclude Include="src\inc\shader\specmapshaderclass.h" />
|
||||
<ClInclude Include="src\inc\shader\sunlightshaderclass.h" />
|
||||
<ClInclude Include="src\inc\shader\textureshaderclass.h" />
|
||||
<ClInclude Include="src\inc\shader\translateshaderclass.h" />
|
||||
<ClInclude Include="src\inc\shader\transparentshaderclass.h" />
|
||||
<ClInclude Include="src\inc\shader\watershaderclass.h" />
|
||||
<ClInclude Include="src\inc\system\applicationclass.h" />
|
||||
<ClInclude Include="src\inc\system\bitmapclass.h" />
|
||||
<ClInclude Include="src\inc\system\Cameraclass.h" />
|
||||
<ClInclude Include="src\inc\system\d3dclass.h" />
|
||||
<ClInclude Include="src\inc\system\displayplaneclass.h" />
|
||||
<ClInclude Include="src\inc\system\fontclass.h" />
|
||||
<ClInclude Include="src\inc\system\fpsclass.h" />
|
||||
<ClInclude Include="src\inc\system\frustum.h" />
|
||||
<ClInclude Include="src\inc\system\frustumclass.h" />
|
||||
<ClInclude Include="src\inc\system\imguiManager.h" />
|
||||
<ClInclude Include="src\inc\system\inputclass.h" />
|
||||
<ClInclude Include="src\inc\system\lightclass.h" />
|
||||
<ClInclude Include="src\inc\system\Logger.h" />
|
||||
<ClInclude Include="src\inc\system\modelclass.h" />
|
||||
<ClInclude Include="src\inc\system\Modellistclass.h" />
|
||||
<ClInclude Include="src\inc\system\object.h" />
|
||||
<ClInclude Include="src\inc\system\physics.h" />
|
||||
<ClInclude Include="src\inc\system\Positionclass.h" />
|
||||
<ClInclude Include="src\inc\system\rendertextureclass.h" />
|
||||
<ClInclude Include="src\inc\system\Spriteclass.h" />
|
||||
<ClInclude Include="src\inc\system\systemclass.h" />
|
||||
<ClInclude Include="src\inc\system\textclass.h" />
|
||||
<ClInclude Include="src\inc\system\textureclass.h" />
|
||||
<ClInclude Include="src\inc\system\Timerclass.h" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<CopyFileToFolders Include="alphamap.ps">
|
||||
<CopyFileToFolders Include="src\hlsl\alphamap.ps">
|
||||
<FileType>Document</FileType>
|
||||
<DestinationFolders Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">$(OutDir)\src\hlsl</DestinationFolders>
|
||||
</CopyFileToFolders>
|
||||
<CopyFileToFolders Include="alphamap.vs">
|
||||
<CopyFileToFolders Include="src\hlsl\alphamap.vs">
|
||||
<FileType>Document</FileType>
|
||||
<DestinationFolders Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">$(OutDir)\src\hlsl</DestinationFolders>
|
||||
</CopyFileToFolders>
|
||||
<CopyFileToFolders Include="font.ps">
|
||||
<CopyFileToFolders Include="src\hlsl\celshading.ps">
|
||||
<FileType>Document</FileType>
|
||||
<DestinationFolders Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">$(OutDir)\src\hlsl</DestinationFolders>
|
||||
</CopyFileToFolders>
|
||||
<CopyFileToFolders Include="font.vs">
|
||||
<CopyFileToFolders Include="src\hlsl\celshading.vs">
|
||||
<FileType>Document</FileType>
|
||||
<DestinationFolders Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">$(OutDir)\src\hlsl</DestinationFolders>
|
||||
</CopyFileToFolders>
|
||||
<CopyFileToFolders Include="light.ps">
|
||||
<CopyFileToFolders Include="src\hlsl\Color.ps">
|
||||
<FileType>Document</FileType>
|
||||
<DestinationFolders Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">$(OutDir)\src\hlsl</DestinationFolders>
|
||||
</CopyFileToFolders>
|
||||
<CopyFileToFolders Include="light.vs">
|
||||
<CopyFileToFolders Include="src\hlsl\Color.vs">
|
||||
<FileType>Document</FileType>
|
||||
<DestinationFolders Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">$(OutDir)\src\hlsl</DestinationFolders>
|
||||
</CopyFileToFolders>
|
||||
<CopyFileToFolders Include="lightmap.ps">
|
||||
<CopyFileToFolders Include="src\hlsl\font.ps">
|
||||
<FileType>Document</FileType>
|
||||
<DestinationFolders Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">$(OutDir)\src\hlsl</DestinationFolders>
|
||||
</CopyFileToFolders>
|
||||
<CopyFileToFolders Include="lightmap.vs">
|
||||
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|
||||
<FileType>Document</FileType>
|
||||
<DestinationFolders Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">$(OutDir)\src\hlsl</DestinationFolders>
|
||||
</CopyFileToFolders>
|
||||
<CopyFileToFolders Include="Multitexture.ps">
|
||||
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|
||||
<FileType>Document</FileType>
|
||||
<DestinationFolders Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">$(OutDir)\src\hlsl</DestinationFolders>
|
||||
</CopyFileToFolders>
|
||||
<CopyFileToFolders Include="Multitexture.vs">
|
||||
<CopyFileToFolders Include="src\hlsl\light.vs">
|
||||
<FileType>Document</FileType>
|
||||
<DestinationFolders Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">$(OutDir)\src\hlsl</DestinationFolders>
|
||||
</CopyFileToFolders>
|
||||
<CopyFileToFolders Include="normalmap.ps">
|
||||
<CopyFileToFolders Include="src\hlsl\lightmap.ps">
|
||||
<FileType>Document</FileType>
|
||||
<DestinationFolders Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">$(OutDir)\src\hlsl</DestinationFolders>
|
||||
</CopyFileToFolders>
|
||||
<CopyFileToFolders Include="normalmap.vs">
|
||||
<CopyFileToFolders Include="src\hlsl\lightmap.vs">
|
||||
<FileType>Document</FileType>
|
||||
<DestinationFolders Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">$(OutDir)\src\hlsl</DestinationFolders>
|
||||
</CopyFileToFolders>
|
||||
<CopyFileToFolders Include="..\KhaoticDemo\water.ps">
|
||||
<CopyFileToFolders Include="src\hlsl\Multitexture.ps">
|
||||
<FileType>Document</FileType>
|
||||
<DestinationFolders Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">$(OutDir)\src\hlsl</DestinationFolders>
|
||||
</CopyFileToFolders>
|
||||
<CopyFileToFolders Include="celshading.ps">
|
||||
<CopyFileToFolders Include="src\hlsl\Multitexture.vs">
|
||||
<FileType>Document</FileType>
|
||||
<DestinationFolders Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">$(OutDir)\src\hlsl</DestinationFolders>
|
||||
</CopyFileToFolders>
|
||||
<CopyFileToFolders Include="celshading.vs">
|
||||
<CopyFileToFolders Include="src\hlsl\normalmap.ps">
|
||||
<FileType>Document</FileType>
|
||||
<DestinationFolders Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">$(OutDir)\src\hlsl</DestinationFolders>
|
||||
</CopyFileToFolders>
|
||||
<None Include="packages.config" />
|
||||
<CopyFileToFolders Include="reflection.ps">
|
||||
<CopyFileToFolders Include="src\hlsl\normalmap.vs">
|
||||
<FileType>Document</FileType>
|
||||
<DestinationFolders Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">$(OutDir)\src\hlsl</DestinationFolders>
|
||||
</CopyFileToFolders>
|
||||
<CopyFileToFolders Include="reflection.vs">
|
||||
<CopyFileToFolders Include="src\hlsl\reflection.ps">
|
||||
<FileType>Document</FileType>
|
||||
<DestinationFolders Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">$(OutDir)\src\hlsl</DestinationFolders>
|
||||
</CopyFileToFolders>
|
||||
<CopyFileToFolders Include="specmap.ps">
|
||||
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|
||||
<FileType>Document</FileType>
|
||||
<DestinationFolders Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">$(OutDir)\src\hlsl</DestinationFolders>
|
||||
</CopyFileToFolders>
|
||||
<CopyFileToFolders Include="specmap.vs">
|
||||
<CopyFileToFolders Include="src\hlsl\refraction.ps">
|
||||
<FileType>Document</FileType>
|
||||
<DestinationFolders Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">$(OutDir)\src\hlsl</DestinationFolders>
|
||||
</CopyFileToFolders>
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||||
<ClInclude Include="src\inc\shader\fontshaderclass.h">
|
||||
<Filter>Fichiers d%27en-tête\Shader</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="lightmapshaderclass.h">
|
||||
<ClInclude Include="src\inc\shader\lightmapshaderclass.h">
|
||||
<Filter>Fichiers d%27en-tête\Shader</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="lightshaderclass.h">
|
||||
<ClInclude Include="src\inc\shader\lightshaderclass.h">
|
||||
<Filter>Fichiers d%27en-tête\Shader</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="Multitextureshaderclass.h">
|
||||
<ClInclude Include="src\inc\shader\lightshaderwaterclass.h">
|
||||
<Filter>Fichiers d%27en-tête\Shader</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="normalmapshaderclass.h">
|
||||
<ClInclude Include="src\inc\shader\Multitextureshaderclass.h">
|
||||
<Filter>Fichiers d%27en-tête\Shader</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="reflectionshaderclass.h">
|
||||
<ClInclude Include="src\inc\shader\normalmapshaderclass.h">
|
||||
<Filter>Fichiers d%27en-tête\Shader</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="refractionshaderclass.h">
|
||||
<ClInclude Include="src\inc\shader\reflectionshaderclass.h">
|
||||
<Filter>Fichiers d%27en-tête\Shader</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="shadermanagerclass.h">
|
||||
<ClInclude Include="src\inc\shader\refractionshaderclass.h">
|
||||
<Filter>Fichiers d%27en-tête\Shader</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="specmapshaderclass.h">
|
||||
<ClInclude Include="src\inc\shader\shadermanagerclass.h">
|
||||
<Filter>Fichiers d%27en-tête\Shader</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="textureshaderclass.h">
|
||||
<ClInclude Include="src\inc\shader\specmapshaderclass.h">
|
||||
<Filter>Fichiers d%27en-tête\Shader</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="translateshaderclass.h">
|
||||
<ClInclude Include="src\inc\shader\sunlightshaderclass.h">
|
||||
<Filter>Fichiers d%27en-tête\Shader</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="transparentshaderclass.h">
|
||||
<ClInclude Include="src\inc\shader\textureshaderclass.h">
|
||||
<Filter>Fichiers d%27en-tête\Shader</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="watershaderclass.h">
|
||||
<ClInclude Include="src\inc\shader\translateshaderclass.h">
|
||||
<Filter>Fichiers d%27en-tête\Shader</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="applicationclass.h">
|
||||
<ClInclude Include="src\inc\shader\transparentshaderclass.h">
|
||||
<Filter>Fichiers d%27en-tête\Shader</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="src\inc\shader\watershaderclass.h">
|
||||
<Filter>Fichiers d%27en-tête\Shader</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="src\inc\system\applicationclass.h">
|
||||
<Filter>Fichiers d%27en-tête\System</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="d3dclass.h">
|
||||
<ClInclude Include="src\inc\system\bitmapclass.h">
|
||||
<Filter>Fichiers d%27en-tête\System</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="Cameraclass.h">
|
||||
<ClInclude Include="src\inc\system\Cameraclass.h">
|
||||
<Filter>Fichiers d%27en-tête\System</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="imguiManager.h">
|
||||
<ClInclude Include="src\inc\system\d3dclass.h">
|
||||
<Filter>Fichiers d%27en-tête\System</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="Logger.h">
|
||||
<ClInclude Include="src\inc\system\displayplaneclass.h">
|
||||
<Filter>Fichiers d%27en-tête\System</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="inputclass.h">
|
||||
<ClInclude Include="src\inc\system\fontclass.h">
|
||||
<Filter>Fichiers d%27en-tête\System</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="lightclass.h">
|
||||
<ClInclude Include="src\inc\system\fpsclass.h">
|
||||
<Filter>Fichiers d%27en-tête\System</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="modelclass.h">
|
||||
<ClInclude Include="src\inc\system\frustum.h">
|
||||
<Filter>Fichiers d%27en-tête\System</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="physics.h">
|
||||
<ClInclude Include="src\inc\system\frustumclass.h">
|
||||
<Filter>Fichiers d%27en-tête\System</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="Timerclass.h">
|
||||
<ClInclude Include="src\inc\system\imguiManager.h">
|
||||
<Filter>Fichiers d%27en-tête\System</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="textureclass.h">
|
||||
<ClInclude Include="src\inc\system\inputclass.h">
|
||||
<Filter>Fichiers d%27en-tête\System</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="resources.h">
|
||||
<ClInclude Include="src\inc\system\lightclass.h">
|
||||
<Filter>Fichiers d%27en-tête\System</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="rendertextureclass.h">
|
||||
<ClInclude Include="src\inc\system\Logger.h">
|
||||
<Filter>Fichiers d%27en-tête\System</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="positionclass.h">
|
||||
<ClInclude Include="src\inc\system\modelclass.h">
|
||||
<Filter>Fichiers d%27en-tête\System</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="object.h">
|
||||
<ClInclude Include="src\inc\system\Modellistclass.h">
|
||||
<Filter>Fichiers d%27en-tête\System</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="frustum.h">
|
||||
<ClInclude Include="src\inc\system\object.h">
|
||||
<Filter>Fichiers d%27en-tête\System</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="sunlightshaderclass.h">
|
||||
<Filter>Fichiers d%27en-tête\Shader</Filter>
|
||||
<ClInclude Include="src\inc\system\physics.h">
|
||||
<Filter>Fichiers d%27en-tête\System</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="src\inc\system\Positionclass.h">
|
||||
<Filter>Fichiers d%27en-tête\System</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="src\inc\system\rendertextureclass.h">
|
||||
<Filter>Fichiers d%27en-tête\System</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="src\inc\system\Spriteclass.h">
|
||||
<Filter>Fichiers d%27en-tête\System</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="src\inc\system\systemclass.h">
|
||||
<Filter>Fichiers d%27en-tête\System</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="src\inc\system\textclass.h">
|
||||
<Filter>Fichiers d%27en-tête\System</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="src\inc\system\textureclass.h">
|
||||
<Filter>Fichiers d%27en-tête\System</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="src\inc\system\Timerclass.h">
|
||||
<Filter>Fichiers d%27en-tête\System</Filter>
|
||||
</ClInclude>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
@ -401,111 +395,18 @@
|
||||
<Filter>Assets</Filter>
|
||||
</Image>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<None Include="packages.config" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ResourceCompile Include="resources.rc">
|
||||
<Filter>Fichiers de ressources</Filter>
|
||||
</ResourceCompile>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<CopyFileToFolders Include="font.vs">
|
||||
<Filter>Fonts</Filter>
|
||||
</CopyFileToFolders>
|
||||
<CopyFileToFolders Include="font.ps">
|
||||
<Filter>Fonts</Filter>
|
||||
</CopyFileToFolders>
|
||||
<CopyFileToFolders Include="Color.vs">
|
||||
<Filter>shader</Filter>
|
||||
</CopyFileToFolders>
|
||||
<CopyFileToFolders Include="light.ps">
|
||||
<Filter>shader</Filter>
|
||||
</CopyFileToFolders>
|
||||
<CopyFileToFolders Include="font01.txt">
|
||||
<Filter>Fonts</Filter>
|
||||
</CopyFileToFolders>
|
||||
<CopyFileToFolders Include="font01.tga">
|
||||
<Filter>fonts</Filter>
|
||||
</CopyFileToFolders>
|
||||
<CopyFileToFolders Include="Color.ps">
|
||||
<Filter>shader</Filter>
|
||||
</CopyFileToFolders>
|
||||
<CopyFileToFolders Include="light.vs">
|
||||
<Filter>shader</Filter>
|
||||
</CopyFileToFolders>
|
||||
<CopyFileToFolders Include="lightmap.ps">
|
||||
<Filter>shader</Filter>
|
||||
</CopyFileToFolders>
|
||||
<CopyFileToFolders Include="lightmap.vs">
|
||||
<Filter>shader</Filter>
|
||||
</CopyFileToFolders>
|
||||
<CopyFileToFolders Include="reflection.ps">
|
||||
<Filter>shader</Filter>
|
||||
</CopyFileToFolders>
|
||||
<CopyFileToFolders Include="reflection.vs">
|
||||
<Filter>shader</Filter>
|
||||
</CopyFileToFolders>
|
||||
<CopyFileToFolders Include="translate.ps">
|
||||
<Filter>shader</Filter>
|
||||
</CopyFileToFolders>
|
||||
<CopyFileToFolders Include="translate.vs">
|
||||
<Filter>shader</Filter>
|
||||
</CopyFileToFolders>
|
||||
<CopyFileToFolders Include="transparent.ps">
|
||||
<Filter>shader</Filter>
|
||||
</CopyFileToFolders>
|
||||
<CopyFileToFolders Include="transparent.vs">
|
||||
<Filter>shader</Filter>
|
||||
</CopyFileToFolders>
|
||||
<CopyFileToFolders Include="Multitexture.ps">
|
||||
<Filter>Texture</Filter>
|
||||
</CopyFileToFolders>
|
||||
<CopyFileToFolders Include="Multitexture.vs">
|
||||
<Filter>Texture</Filter>
|
||||
</CopyFileToFolders>
|
||||
<CopyFileToFolders Include="normalmap.ps">
|
||||
<Filter>Texture</Filter>
|
||||
</CopyFileToFolders>
|
||||
<CopyFileToFolders Include="normalmap.vs">
|
||||
<Filter>Texture</Filter>
|
||||
</CopyFileToFolders>
|
||||
<CopyFileToFolders Include="specmap.ps">
|
||||
<Filter>Texture</Filter>
|
||||
</CopyFileToFolders>
|
||||
<CopyFileToFolders Include="specmap.vs">
|
||||
<Filter>Texture</Filter>
|
||||
</CopyFileToFolders>
|
||||
<CopyFileToFolders Include="texture.ps">
|
||||
<Filter>Texture</Filter>
|
||||
</CopyFileToFolders>
|
||||
<CopyFileToFolders Include="texture.vs">
|
||||
<Filter>Texture</Filter>
|
||||
</CopyFileToFolders>
|
||||
<CopyFileToFolders Include="alphamap.vs">
|
||||
<Filter>Texture</Filter>
|
||||
</CopyFileToFolders>
|
||||
<CopyFileToFolders Include="alphamap.ps">
|
||||
<Filter>Texture</Filter>
|
||||
</CopyFileToFolders>
|
||||
<CopyFileToFolders Include="refraction.ps">
|
||||
<Filter>shader</Filter>
|
||||
</CopyFileToFolders>
|
||||
<CopyFileToFolders Include="refraction.vs">
|
||||
<Filter>shader</Filter>
|
||||
</CopyFileToFolders>
|
||||
<CopyFileToFolders Include="..\KhaoticDemo\water.ps">
|
||||
<Filter>shader</Filter>
|
||||
</CopyFileToFolders>
|
||||
<CopyFileToFolders Include="water.vs">
|
||||
<Filter>shader</Filter>
|
||||
</CopyFileToFolders>
|
||||
<CopyFileToFolders Include="celshading.vs">
|
||||
<Filter>shader</Filter>
|
||||
</CopyFileToFolders>
|
||||
<CopyFileToFolders Include="celshading.ps">
|
||||
<Filter>shader</Filter>
|
||||
</CopyFileToFolders>
|
||||
<CopyFileToFolders Include="assets\Model\TXT\bath.txt">
|
||||
<Filter>Assets\Model\TXT</Filter>
|
||||
</CopyFileToFolders>
|
||||
@ -650,11 +551,37 @@
|
||||
<CopyFileToFolders Include="assets\Skybox\skybox_top.png">
|
||||
<Filter>Assets\Skybox</Filter>
|
||||
</CopyFileToFolders>
|
||||
<CopyFileToFolders Include="sunlight.ps">
|
||||
<Filter>shader</Filter>
|
||||
</CopyFileToFolders>
|
||||
<CopyFileToFolders Include="sunlight.vs">
|
||||
<Filter>shader</Filter>
|
||||
</CopyFileToFolders>
|
||||
<CopyFileToFolders Include="src\hlsl\alphamap.ps" />
|
||||
<CopyFileToFolders Include="src\hlsl\alphamap.vs" />
|
||||
<CopyFileToFolders Include="src\hlsl\celshading.ps" />
|
||||
<CopyFileToFolders Include="src\hlsl\celshading.vs" />
|
||||
<CopyFileToFolders Include="src\hlsl\Color.ps" />
|
||||
<CopyFileToFolders Include="src\hlsl\Color.vs" />
|
||||
<CopyFileToFolders Include="src\hlsl\font.ps" />
|
||||
<CopyFileToFolders Include="src\hlsl\font.vs" />
|
||||
<CopyFileToFolders Include="src\hlsl\light.ps" />
|
||||
<CopyFileToFolders Include="src\hlsl\light.vs" />
|
||||
<CopyFileToFolders Include="src\hlsl\lightmap.ps" />
|
||||
<CopyFileToFolders Include="src\hlsl\lightmap.vs" />
|
||||
<CopyFileToFolders Include="src\hlsl\Multitexture.ps" />
|
||||
<CopyFileToFolders Include="src\hlsl\Multitexture.vs" />
|
||||
<CopyFileToFolders Include="src\hlsl\normalmap.ps" />
|
||||
<CopyFileToFolders Include="src\hlsl\normalmap.vs" />
|
||||
<CopyFileToFolders Include="src\hlsl\reflection.ps" />
|
||||
<CopyFileToFolders Include="src\hlsl\reflection.vs" />
|
||||
<CopyFileToFolders Include="src\hlsl\refraction.ps" />
|
||||
<CopyFileToFolders Include="src\hlsl\refraction.vs" />
|
||||
<CopyFileToFolders Include="src\hlsl\specmap.ps" />
|
||||
<CopyFileToFolders Include="src\hlsl\specmap.vs" />
|
||||
<CopyFileToFolders Include="src\hlsl\sunlight.ps" />
|
||||
<CopyFileToFolders Include="src\hlsl\sunlight.vs" />
|
||||
<CopyFileToFolders Include="src\hlsl\texture.ps" />
|
||||
<CopyFileToFolders Include="src\hlsl\texture.vs" />
|
||||
<CopyFileToFolders Include="src\hlsl\translate.ps" />
|
||||
<CopyFileToFolders Include="src\hlsl\translate.vs" />
|
||||
<CopyFileToFolders Include="src\hlsl\transparent.ps" />
|
||||
<CopyFileToFolders Include="src\hlsl\transparent.vs" />
|
||||
<CopyFileToFolders Include="src\hlsl\water.ps" />
|
||||
<CopyFileToFolders Include="src\hlsl\water.vs" />
|
||||
</ItemGroup>
|
||||
</Project>
|
@ -44,8 +44,8 @@ Size=1584,861
|
||||
Collapsed=0
|
||||
|
||||
[Window][Render Window]
|
||||
Pos=300,27
|
||||
Size=878,826
|
||||
Pos=8,27
|
||||
Size=1170,826
|
||||
Collapsed=0
|
||||
DockId=0x00000002,0
|
||||
|
||||
|
@ -9,7 +9,7 @@
|
||||
#include "applicationclass.h"
|
||||
#include "imguiManager.h"
|
||||
#include <mutex>
|
||||
#include "resources.h"
|
||||
#include "../resources.h"
|
||||
#include <chrono>
|
||||
|
||||
class SystemClass
|
@ -29,7 +29,7 @@ bool CelShadingShader::Initialize(ID3D11Device* device, HWND hwnd)
|
||||
int error;
|
||||
|
||||
// Set the filename of the vertex shader.
|
||||
error = wcscpy_s(vsFilename, 128, L"celshading.vs");
|
||||
error = wcscpy_s(vsFilename, 128, L"src/hlsl/celshading.vs");
|
||||
if (error != 0)
|
||||
{
|
||||
Logger::Get().Log("Failed to set the filename of the vertex shader", __FILE__, __LINE__);
|
||||
@ -37,7 +37,7 @@ bool CelShadingShader::Initialize(ID3D11Device* device, HWND hwnd)
|
||||
}
|
||||
|
||||
// Set the filename of the pixel shader.
|
||||
error = wcscpy_s(psFilename, 128, L"celshading.ps");
|
||||
error = wcscpy_s(psFilename, 128, L"src/hlsl/celshading.ps");
|
||||
if (error != 0)
|
||||
{
|
||||
Logger::Get().Log("Failed to set the filename of the pixel shader", __FILE__, __LINE__);
|
@ -32,7 +32,7 @@ bool ColorShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
|
||||
|
||||
|
||||
// Set the filename of the vertex shader.
|
||||
error = wcscpy_s(vsFilename, 128, L"../enginecustom/Color.vs");
|
||||
error = wcscpy_s(vsFilename, 128, L"src/hlsl/Color.vs");
|
||||
if (error != 0)
|
||||
{
|
||||
Logger::Get().Log("Error copying string", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
@ -40,7 +40,7 @@ bool ColorShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
|
||||
}
|
||||
|
||||
// Set the filename of the pixel shader.
|
||||
error = wcscpy_s(psFilename, 128, L"../enginecustom/Color.ps");
|
||||
error = wcscpy_s(psFilename, 128, L"src/hlsl/Color.ps");
|
||||
if (error != 0)
|
||||
{
|
||||
Logger::Get().Log("Error copying string", __FILE__, __LINE__, Logger::LogLevel::Error);
|
@ -34,7 +34,7 @@ bool MultiTextureShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
|
||||
int error;
|
||||
|
||||
// Set the filename of the vertex shader.
|
||||
error = wcscpy_s(vsFilename, 128, L"multitexture.vs");
|
||||
error = wcscpy_s(vsFilename, 128, L"src/hlsl/multitexture.vs");
|
||||
if (error != 0)
|
||||
{
|
||||
Logger::Get().Log("Failed to set the filename of the vertex shader", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
@ -42,7 +42,7 @@ bool MultiTextureShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
|
||||
}
|
||||
|
||||
// Set the filename of the pixel shader.
|
||||
error = wcscpy_s(psFilename, 128, L"multitexture.ps");
|
||||
error = wcscpy_s(psFilename, 128, L"src/hlsl/multitexture.ps");
|
||||
if (error != 0)
|
||||
{
|
||||
Logger::Get().Log("Failed to set the filename of the pixel shader", __FILE__, __LINE__, Logger::LogLevel::Error);
|
@ -31,7 +31,7 @@ bool AlphaMapShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
|
||||
int error;
|
||||
|
||||
// Set the filename of the vertex shader.
|
||||
error = wcscpy_s(vsFilename, 128, L"alphamap.vs");
|
||||
error = wcscpy_s(vsFilename, 128, L"src/hlsl/alphamap.vs");
|
||||
if (error != 0)
|
||||
{
|
||||
Logger::Get().Log("Error copying string ", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
@ -39,7 +39,7 @@ bool AlphaMapShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
|
||||
}
|
||||
|
||||
// Set the filename of the pixel shader.
|
||||
error = wcscpy_s(psFilename, 128, L"alphamap.ps");
|
||||
error = wcscpy_s(psFilename, 128, L"src/hlsl/alphamap.ps");
|
||||
if (error != 0)
|
||||
{
|
||||
Logger::Get().Log("Error copying string", __FILE__, __LINE__, Logger::LogLevel::Error);
|
@ -32,7 +32,7 @@ bool FontShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
|
||||
int error;
|
||||
|
||||
// Set the filename of the vertex shader.
|
||||
error = wcscpy_s(vsFilename, 128, L"font.vs");
|
||||
error = wcscpy_s(vsFilename, 128, L"src/hlsl/font.vs");
|
||||
if (error != 0)
|
||||
{
|
||||
Logger::Get().Log("Error copying string", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
@ -40,7 +40,7 @@ bool FontShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
|
||||
}
|
||||
|
||||
// Set the filename of the pixel shader.
|
||||
error = wcscpy_s(psFilename, 128, L"font.ps");
|
||||
error = wcscpy_s(psFilename, 128, L"src/hlsl/font.ps");
|
||||
if (error != 0)
|
||||
{
|
||||
Logger::Get().Log("Error copying string", __FILE__, __LINE__, Logger::LogLevel::Error);
|
@ -31,7 +31,7 @@ bool LightMapShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
|
||||
int error;
|
||||
|
||||
// Set the filename of the vertex shader.
|
||||
error = wcscpy_s(vsFilename, 128, L"lightmap.vs");
|
||||
error = wcscpy_s(vsFilename, 128, L"src/hlsl/lightmap.vs");
|
||||
if (error != 0)
|
||||
{
|
||||
Logger::Get().Log("Error copying string", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
@ -39,7 +39,7 @@ bool LightMapShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
|
||||
}
|
||||
|
||||
// Set the filename of the pixel shader.
|
||||
error = wcscpy_s(psFilename, 128, L"lightmap.ps");
|
||||
error = wcscpy_s(psFilename, 128, L"src/hlsl/lightmap.ps");
|
||||
if (error != 0)
|
||||
{
|
||||
Logger::Get().Log("Error copying string", __FILE__, __LINE__, Logger::LogLevel::Error);
|
@ -38,7 +38,7 @@ bool LightShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
|
||||
bool result;
|
||||
|
||||
// Set the filename of the vertex shader.
|
||||
error = wcscpy_s(vsFilename, 128, L"light.vs");
|
||||
error = wcscpy_s(vsFilename, 128, L"src/hlsl/light.vs");
|
||||
if (error != 0)
|
||||
{
|
||||
Logger::Get().Log("Failed to copy string", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
@ -46,7 +46,7 @@ bool LightShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
|
||||
}
|
||||
|
||||
// Set the filename of the pixel shader.
|
||||
error = wcscpy_s(psFilename, 128, L"light.ps");
|
||||
error = wcscpy_s(psFilename, 128, L"src/hlsl/light.ps");
|
||||
if (error != 0)
|
||||
{
|
||||
Logger::Get().Log("Failed to copy string", __FILE__, __LINE__, Logger::LogLevel::Error);
|
@ -32,7 +32,7 @@ bool NormalMapShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
|
||||
int error;
|
||||
|
||||
// Set the filename of the vertex shader.
|
||||
error = wcscpy_s(vsFilename, 128, L"normalmap.vs");
|
||||
error = wcscpy_s(vsFilename, 128, L"src/hlsl/normalmap.vs");
|
||||
if (error != 0)
|
||||
{
|
||||
Logger::Get().Log("Failed to set the filename of the vertex shader", __FILE__, __LINE__);
|
||||
@ -40,7 +40,7 @@ bool NormalMapShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
|
||||
}
|
||||
|
||||
// Set the filename of the pixel shader.
|
||||
error = wcscpy_s(psFilename, 128, L"normalmap.ps");
|
||||
error = wcscpy_s(psFilename, 128, L"src/hlsl/normalmap.ps");
|
||||
if (error != 0)
|
||||
{
|
||||
Logger::Get().Log("Failed to set the filename of the pixel shader", __FILE__, __LINE__);
|
@ -29,7 +29,7 @@ bool ReflectionShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
|
||||
int error;
|
||||
|
||||
// Set the filename of the vertex shader.
|
||||
error = wcscpy_s(vsFilename, 128, L"../Engine/reflection.vs");
|
||||
error = wcscpy_s(vsFilename, 128, L"src/hlsl/reflection.vs");
|
||||
if (error != 0)
|
||||
{
|
||||
Logger::Get().Log("Error copying string", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
@ -37,7 +37,7 @@ bool ReflectionShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
|
||||
}
|
||||
|
||||
// Set the filename of the pixel shader.
|
||||
error = wcscpy_s(psFilename, 128, L"../Engine/reflection.ps");
|
||||
error = wcscpy_s(psFilename, 128, L"src/hlsl/reflection.ps");
|
||||
if (error != 0)
|
||||
{
|
||||
Logger::Get().Log("Error copying string", __FILE__, __LINE__, Logger::LogLevel::Error);
|
@ -31,14 +31,14 @@ bool RefractionShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
|
||||
int error;
|
||||
|
||||
// Set the filename of the vertex shader.
|
||||
error = wcscpy_s(vsFilename, 128, L"refraction.vs");
|
||||
error = wcscpy_s(vsFilename, 128, L"src/hlsl/refraction.vs");
|
||||
if (error != 0)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Set the filename of the pixel shader.
|
||||
error = wcscpy_s(psFilename, 128, L"refraction.ps");
|
||||
error = wcscpy_s(psFilename, 128, L"src/hlsl/refraction.ps");
|
||||
if (error != 0)
|
||||
{
|
||||
return false;
|
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Reference in New Issue
Block a user