diff --git a/.idea/.idea.KhaoticEngineReborn/.idea/.name b/.idea/.idea.KhaoticEngineReborn/.idea/.name
new file mode 100644
index 0000000..68a10b1
--- /dev/null
+++ b/.idea/.idea.KhaoticEngineReborn/.idea/.name
@@ -0,0 +1 @@
+KhaoticEngineReborn
\ No newline at end of file
diff --git a/.idea/.idea.KhaoticEngineReborn/.idea/git_toolbox_blame.xml b/.idea/.idea.KhaoticEngineReborn/.idea/git_toolbox_blame.xml
new file mode 100644
index 0000000..7dc1249
--- /dev/null
+++ b/.idea/.idea.KhaoticEngineReborn/.idea/git_toolbox_blame.xml
@@ -0,0 +1,6 @@
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diff --git a/.idea/.idea.KhaoticEngineReborn/.idea/indexLayout.xml b/.idea/.idea.KhaoticEngineReborn/.idea/indexLayout.xml
new file mode 100644
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diff --git a/.idea/.idea.KhaoticEngineReborn/.idea/material_theme_project_new.xml b/.idea/.idea.KhaoticEngineReborn/.idea/material_theme_project_new.xml
new file mode 100644
index 0000000..b3ff0c7
--- /dev/null
+++ b/.idea/.idea.KhaoticEngineReborn/.idea/material_theme_project_new.xml
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diff --git a/.idea/.idea.KhaoticEngineReborn/.idea/projectSettingsUpdater.xml b/.idea/.idea.KhaoticEngineReborn/.idea/projectSettingsUpdater.xml
new file mode 100644
index 0000000..64af657
--- /dev/null
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diff --git a/.idea/.idea.KhaoticEngineReborn/.idea/vcs.xml b/.idea/.idea.KhaoticEngineReborn/.idea/vcs.xml
new file mode 100644
index 0000000..35eb1dd
--- /dev/null
+++ b/.idea/.idea.KhaoticEngineReborn/.idea/vcs.xml
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\ No newline at end of file
diff --git a/.idea/.idea.KhaoticEngineReborn/.idea/workspace.xml b/.idea/.idea.KhaoticEngineReborn/.idea/workspace.xml
new file mode 100644
index 0000000..0eb482a
--- /dev/null
+++ b/.idea/.idea.KhaoticEngineReborn/.idea/workspace.xml
@@ -0,0 +1,45 @@
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diff --git a/enginecustom/Light.ps b/enginecustom/Light.ps
deleted file mode 100644
index 7941e19..0000000
--- a/enginecustom/Light.ps
+++ /dev/null
@@ -1,84 +0,0 @@
-////////////////////////////////////////////////////////////////////////////////
-// Filename: light.ps
-////////////////////////////////////////////////////////////////////////////////
-
-/////////////
-// DEFINES //
-/////////////
-#define NUM_LIGHTS 4
-
-/////////////
-// GLOBALS //
-/////////////
-Texture2D shaderTexture : register(t0);
-SamplerState SampleType : register(s0);
-cbuffer LightBuffer
-{
- float4 ambientColor;
- float3 lightDirection;
- float padding;
- float specularPower;
- float4 specularColor;
-};
-
-cbuffer LightColorBuffer
-{
- float4 diffuseColor[NUM_LIGHTS];
-};
-
-
-//////////////
-// TYPEDEFS //
-//////////////
-struct PixelInputType
-{
- float4 position : SV_POSITION;
- float2 tex : TEXCOORD0;
- float3 normal : NORMAL;
- float3 lightPos[NUM_LIGHTS] : TEXCOORD1;
-};
-
-
-////////////////////////////////////////////////////////////////////////////////
-// Pixel Shader
-////////////////////////////////////////////////////////////////////////////////
-float4 LightPixelShader(PixelInputType input) : SV_TARGET
-{
- float4 textureColor;
- float3 lightDir;
- float4 color;
- float3 reflection;
- float4 specular;
- float lightIntensity[NUM_LIGHTS];
- float4 colorArray[NUM_LIGHTS];
- float4 colorSum;
- int i;
-
- // Sample the pixel color from the texture using the sampler at this texture coordinate location.
- textureColor = shaderTexture.Sample(SampleType, input.tex);
-
- for(i=0; i
-using namespace DirectX;
-
-
-////////////////////////////////////////////////////////////////////////////////
-// Class name: LightClass
-////////////////////////////////////////////////////////////////////////////////
-class LightClass
-{
-public:
- LightClass();
- LightClass(const LightClass&);
- ~LightClass();
-
- void SetAmbientColor(float, float, float, float);
- void SetDiffuseColor(float, float, float, float);
- void SetDirection(float, float, float);
- void SetSpecularColor(float, float, float, float);
- void SetSpecularPower(float);
- void SetPosition(float, float, float);
-
- 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
\ No newline at end of file
diff --git a/enginecustom/Lightshaderclass.cpp b/enginecustom/Lightshaderclass.cpp
deleted file mode 100644
index 6f76143..0000000
--- a/enginecustom/Lightshaderclass.cpp
+++ /dev/null
@@ -1,544 +0,0 @@
-////////////////////////////////////////////////////////////////////////////////
-// 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;
-}
diff --git a/enginecustom/Lightshaderclass.h b/enginecustom/Lightshaderclass.h
deleted file mode 100644
index bd072db..0000000
--- a/enginecustom/Lightshaderclass.h
+++ /dev/null
@@ -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
-#include
-#include
-#include
-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
\ No newline at end of file
diff --git a/enginecustom/enginecustom.vcxproj b/enginecustom/enginecustom.vcxproj
index c805cfc..81071a5 100644
--- a/enginecustom/enginecustom.vcxproj
+++ b/enginecustom/enginecustom.vcxproj
@@ -19,69 +19,60 @@
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
-
-
-
-
-
-
-
-
-
@@ -90,146 +81,182 @@
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
-
+
Document
+ $(OutDir)\src\hlsl
-
+
Document
+ $(OutDir)\src\hlsl
-
+
Document
+ $(OutDir)\src\hlsl
-
+
Document
+ $(OutDir)\src\hlsl
-
+
Document
+ $(OutDir)\src\hlsl
-
+
Document
+ $(OutDir)\src\hlsl
-
+
Document
+ $(OutDir)\src\hlsl
-
+
Document
+ $(OutDir)\src\hlsl
-
+
Document
+ $(OutDir)\src\hlsl
-
+
Document
+ $(OutDir)\src\hlsl
-
+
Document
+ $(OutDir)\src\hlsl
-
+
Document
+ $(OutDir)\src\hlsl
-
+
Document
+ $(OutDir)\src\hlsl
-
+
Document
+ $(OutDir)\src\hlsl
-
+
Document
+ $(OutDir)\src\hlsl
-
-
+
Document
+ $(OutDir)\src\hlsl
-
+
Document
+ $(OutDir)\src\hlsl
-
+
Document
+ $(OutDir)\src\hlsl
-
+
Document
+ $(OutDir)\src\hlsl
-
+
Document
+ $(OutDir)\src\hlsl
-
+
Document
+ $(OutDir)\src\hlsl
-
+
Document
+ $(OutDir)\src\hlsl
-
+
Document
+ $(OutDir)\src\hlsl
-
+
Document
+ $(OutDir)\src\hlsl
-
+
Document
+ $(OutDir)\src\hlsl
-
+
Document
+ $(OutDir)\src\hlsl
-
+
Document
+ $(OutDir)\src\hlsl
-
+
Document
+ $(OutDir)\src\hlsl
-
-
-
- Pixel
- Pixel
- Pixel
- Pixel
+
Document
+ $(OutDir)\src\hlsl
-
- Vertex
- Vertex
- Vertex
- Vertex
+
Document
+ $(OutDir)\src\hlsl
+
+
+ Document
+ $(OutDir)\src\hlsl
+
+
+ Document
+ $(OutDir)\src\hlsl
@@ -349,16 +376,6 @@
-
-
- Designer
- Document
-
-
- Designer
- Document
-
-
@@ -524,7 +541,7 @@
true
_DEBUG;_WINDOWS;%(PreprocessorDefinitions)
true
- $(SolutionDir)enginecustom\include\backends;$(SolutionDir)enginecustom\include\Inc;$(SolutionDir)enginecustom\include;%(AdditionalIncludeDirectories)
+ $(SolutionDir)enginecustom\include\backends;$(SolutionDir)enginecustom\include\Inc;$(SolutionDir)enginecustom\include;$(SolutionDir)enginecustom\src\inc\shader;$(SolutionDir)enginecustom\src\inc\system;%(AdditionalIncludeDirectories)
stdcpp17
@@ -541,7 +558,7 @@
NDEBUG;_WINDOWS;%(PreprocessorDefinitions)
true
stdcpp17
- $(SolutionDir)enginecustom\include\backends;$(SolutionDir)enginecustom\include\Inc;$(SolutionDir)enginecustom\include;%(AdditionalIncludeDirectories)
+ $(SolutionDir)enginecustom\include\backends;$(SolutionDir)enginecustom\include\Inc;$(SolutionDir)enginecustom\include;$(SolutionDir)enginecustom\src\inc\shader;$(SolutionDir)enginecustom\src\inc\system;%(AdditionalIncludeDirectories)
Windows
diff --git a/enginecustom/enginecustom.vcxproj.filters b/enginecustom/enginecustom.vcxproj.filters
index b2cde4c..31fe97e 100644
--- a/enginecustom/enginecustom.vcxproj.filters
+++ b/enginecustom/enginecustom.vcxproj.filters
@@ -52,9 +52,6 @@
{e087647e-a306-4246-9320-bab0830bb634}
-
- {14b07251-cf6d-4391-9fca-ec94e08d4427}
-
{3c669b93-a9fd-4b74-813f-f9780413f76b}
@@ -64,11 +61,11 @@
{4bfa47c6-e23c-4cae-a7af-3fc870a448e4}
+
+ {567548ae-97a4-413e-8d44-86d6e8252487}
+
-
- Fichiers sources
-
Fichiers sources\ImGui
@@ -87,33 +84,6 @@
Fichiers sources\ImGui
-
- Fichiers sources
-
-
- Fichiers sources
-
-
- Fichiers sources
-
-
- Fichiers sources
-
-
- Fichiers sources
-
-
- Fichiers sources
-
-
- Fichiers sources
-
-
- Fichiers sources
-
-
- Fichiers sources
-
Fichiers sources\DirectX Tool Kit
@@ -129,107 +99,131 @@
Fichiers sources\DirectX Tool Kit
-
+
Fichiers sources\Shader
-
+
Fichiers sources\Shader
-
+
Fichiers sources\Shader
-
+
Fichiers sources\Shader
-
+
Fichiers sources\Shader
-
+
Fichiers sources\Shader
-
+
Fichiers sources\Shader
-
+
Fichiers sources\Shader
-
+
Fichiers sources\Shader
-
+
Fichiers sources\Shader
-
+
Fichiers sources\Shader
-
+
Fichiers sources\Shader
-
+
Fichiers sources\Shader
-
+
Fichiers sources\Shader
-
+
Fichiers sources\Shader
-
+
Fichiers sources\Shader
-
+
Fichiers sources\System
-
+
Fichiers sources\System
-
+
Fichiers sources\System
-
+
Fichiers sources\System
-
+
Fichiers sources\System
-
+
Fichiers sources\System
-
+
Fichiers sources\System
-
+
Fichiers sources\System
-
+
Fichiers sources\System
-
+
Fichiers sources\System
-
+
Fichiers sources\System
-
+
Fichiers sources\System
-
+
Fichiers sources\System
-
+
Fichiers sources\System
-
+
Fichiers sources\System
-
+
+ Fichiers sources\System
+
+
+ Fichiers sources\System
+
+
+ Fichiers sources\System
+
+
+ Fichiers sources\System
+
+
+ Fichiers sources\System
+
+
+ Fichiers sources\System
+
+
+ Fichiers sources\System
+
+
+ Fichiers sources\System
+
+
+ Fichiers sources\System
+
+
Fichiers sources\Shader
-
- Fichiers d%27en-tête
-
Fichiers d%27en-tête\ImGui
@@ -254,33 +248,6 @@
Fichiers d%27en-tête\ImGui
-
- Fichiers d%27en-tête
-
-
- Fichiers d%27en-tête
-
-
- Fichiers d%27en-tête
-
-
- Fichiers d%27en-tête
-
-
- Fichiers d%27en-tête
-
-
- Fichiers d%27en-tête
-
-
- Fichiers d%27en-tête
-
-
- Fichiers d%27en-tête
-
-
- Fichiers d%27en-tête
-
Fichiers d%27en-tête\DirectX Tool Kit
@@ -296,104 +263,131 @@
Fichiers d%27en-tête\DirectX Tool Kit
-
+
Fichiers d%27en-tête\Shader
-
+
Fichiers d%27en-tête\Shader
-
+
Fichiers d%27en-tête\Shader
-
+
Fichiers d%27en-tête\Shader
-
+
Fichiers d%27en-tête\Shader
-
+
Fichiers d%27en-tête\Shader
-
+
Fichiers d%27en-tête\Shader
-
+
Fichiers d%27en-tête\Shader
-
+
Fichiers d%27en-tête\Shader
-
+
Fichiers d%27en-tête\Shader
-
+
Fichiers d%27en-tête\Shader
-
+
Fichiers d%27en-tête\Shader
-
+
Fichiers d%27en-tête\Shader
-
+
Fichiers d%27en-tête\Shader
-
+
Fichiers d%27en-tête\Shader
-
+
Fichiers d%27en-tête\Shader
-
+
+ Fichiers d%27en-tête\Shader
+
+
+ Fichiers d%27en-tête\Shader
+
+
Fichiers d%27en-tête\System
-
+
Fichiers d%27en-tête\System
-
+
Fichiers d%27en-tête\System
-
+
Fichiers d%27en-tête\System
-
+
Fichiers d%27en-tête\System
-
+
Fichiers d%27en-tête\System
-
+
Fichiers d%27en-tête\System
-
+
Fichiers d%27en-tête\System
-
+
Fichiers d%27en-tête\System
-
+
Fichiers d%27en-tête\System
-
+
Fichiers d%27en-tête\System
-
+
Fichiers d%27en-tête\System
-
+
Fichiers d%27en-tête\System
-
+
Fichiers d%27en-tête\System
-
+
Fichiers d%27en-tête\System
-
+
Fichiers d%27en-tête\System
-
- Fichiers d%27en-tête\Shader
+
+ Fichiers d%27en-tête\System
+
+
+ Fichiers d%27en-tête\System
+
+
+ Fichiers d%27en-tête\System
+
+
+ Fichiers d%27en-tête\System
+
+
+ Fichiers d%27en-tête\System
+
+
+ Fichiers d%27en-tête\System
+
+
+ Fichiers d%27en-tête\System
+
+
+ Fichiers d%27en-tête\System
@@ -401,111 +395,18 @@
Assets
-
-
-
Fichiers de ressources
-
- Fonts
-
-
- Fonts
-
-
- shader
-
-
- shader
-
Fonts
fonts
-
- shader
-
-
- shader
-
-
- shader
-
-
- shader
-
-
- shader
-
-
- shader
-
-
- shader
-
-
- shader
-
-
- shader
-
-
- shader
-
-
- Texture
-
-
- Texture
-
-
- Texture
-
-
- Texture
-
-
- Texture
-
-
- Texture
-
-
- Texture
-
-
- Texture
-
-
- Texture
-
-
- Texture
-
-
- shader
-
-
- shader
-
-
- shader
-
-
- shader
-
-
- shader
-
-
- shader
-
Assets\Model\TXT
@@ -650,11 +551,37 @@
Assets\Skybox
-
- shader
-
-
- shader
-
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
\ No newline at end of file
diff --git a/enginecustom/imgui.ini b/enginecustom/imgui.ini
index cc9454d..3903abd 100644
--- a/enginecustom/imgui.ini
+++ b/enginecustom/imgui.ini
@@ -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
diff --git a/enginecustom/Color.ps b/enginecustom/src/hlsl/Color.ps
similarity index 100%
rename from enginecustom/Color.ps
rename to enginecustom/src/hlsl/Color.ps
diff --git a/enginecustom/Color.vs b/enginecustom/src/hlsl/Color.vs
similarity index 100%
rename from enginecustom/Color.vs
rename to enginecustom/src/hlsl/Color.vs
diff --git a/enginecustom/Multitexture.ps b/enginecustom/src/hlsl/Multitexture.ps
similarity index 100%
rename from enginecustom/Multitexture.ps
rename to enginecustom/src/hlsl/Multitexture.ps
diff --git a/enginecustom/Multitexture.vs b/enginecustom/src/hlsl/Multitexture.vs
similarity index 100%
rename from enginecustom/Multitexture.vs
rename to enginecustom/src/hlsl/Multitexture.vs
diff --git a/enginecustom/alphamap.ps b/enginecustom/src/hlsl/alphamap.ps
similarity index 100%
rename from enginecustom/alphamap.ps
rename to enginecustom/src/hlsl/alphamap.ps
diff --git a/enginecustom/alphamap.vs b/enginecustom/src/hlsl/alphamap.vs
similarity index 100%
rename from enginecustom/alphamap.vs
rename to enginecustom/src/hlsl/alphamap.vs
diff --git a/enginecustom/celshading.ps b/enginecustom/src/hlsl/celshading.ps
similarity index 100%
rename from enginecustom/celshading.ps
rename to enginecustom/src/hlsl/celshading.ps
diff --git a/enginecustom/celshading.vs b/enginecustom/src/hlsl/celshading.vs
similarity index 100%
rename from enginecustom/celshading.vs
rename to enginecustom/src/hlsl/celshading.vs
diff --git a/enginecustom/font.ps b/enginecustom/src/hlsl/font.ps
similarity index 100%
rename from enginecustom/font.ps
rename to enginecustom/src/hlsl/font.ps
diff --git a/enginecustom/font.vs b/enginecustom/src/hlsl/font.vs
similarity index 100%
rename from enginecustom/font.vs
rename to enginecustom/src/hlsl/font.vs
diff --git a/enginecustom/light.ps b/enginecustom/src/hlsl/light.ps
similarity index 100%
rename from enginecustom/light.ps
rename to enginecustom/src/hlsl/light.ps
diff --git a/enginecustom/light.vs b/enginecustom/src/hlsl/light.vs
similarity index 100%
rename from enginecustom/light.vs
rename to enginecustom/src/hlsl/light.vs
diff --git a/enginecustom/lightmap.ps b/enginecustom/src/hlsl/lightmap.ps
similarity index 100%
rename from enginecustom/lightmap.ps
rename to enginecustom/src/hlsl/lightmap.ps
diff --git a/enginecustom/lightmap.vs b/enginecustom/src/hlsl/lightmap.vs
similarity index 100%
rename from enginecustom/lightmap.vs
rename to enginecustom/src/hlsl/lightmap.vs
diff --git a/enginecustom/normalmap.ps b/enginecustom/src/hlsl/normalmap.ps
similarity index 100%
rename from enginecustom/normalmap.ps
rename to enginecustom/src/hlsl/normalmap.ps
diff --git a/enginecustom/normalmap.vs b/enginecustom/src/hlsl/normalmap.vs
similarity index 100%
rename from enginecustom/normalmap.vs
rename to enginecustom/src/hlsl/normalmap.vs
diff --git a/enginecustom/reflection.ps b/enginecustom/src/hlsl/reflection.ps
similarity index 100%
rename from enginecustom/reflection.ps
rename to enginecustom/src/hlsl/reflection.ps
diff --git a/enginecustom/reflection.vs b/enginecustom/src/hlsl/reflection.vs
similarity index 100%
rename from enginecustom/reflection.vs
rename to enginecustom/src/hlsl/reflection.vs
diff --git a/enginecustom/refraction.ps b/enginecustom/src/hlsl/refraction.ps
similarity index 100%
rename from enginecustom/refraction.ps
rename to enginecustom/src/hlsl/refraction.ps
diff --git a/enginecustom/refraction.vs b/enginecustom/src/hlsl/refraction.vs
similarity index 100%
rename from enginecustom/refraction.vs
rename to enginecustom/src/hlsl/refraction.vs
diff --git a/enginecustom/specmap.ps b/enginecustom/src/hlsl/specmap.ps
similarity index 100%
rename from enginecustom/specmap.ps
rename to enginecustom/src/hlsl/specmap.ps
diff --git a/enginecustom/specmap.vs b/enginecustom/src/hlsl/specmap.vs
similarity index 100%
rename from enginecustom/specmap.vs
rename to enginecustom/src/hlsl/specmap.vs
diff --git a/enginecustom/sunlight.ps b/enginecustom/src/hlsl/sunlight.ps
similarity index 100%
rename from enginecustom/sunlight.ps
rename to enginecustom/src/hlsl/sunlight.ps
diff --git a/enginecustom/sunlight.vs b/enginecustom/src/hlsl/sunlight.vs
similarity index 100%
rename from enginecustom/sunlight.vs
rename to enginecustom/src/hlsl/sunlight.vs
diff --git a/enginecustom/texture.ps b/enginecustom/src/hlsl/texture.ps
similarity index 100%
rename from enginecustom/texture.ps
rename to enginecustom/src/hlsl/texture.ps
diff --git a/enginecustom/texture.vs b/enginecustom/src/hlsl/texture.vs
similarity index 100%
rename from enginecustom/texture.vs
rename to enginecustom/src/hlsl/texture.vs
diff --git a/enginecustom/translate.ps b/enginecustom/src/hlsl/translate.ps
similarity index 100%
rename from enginecustom/translate.ps
rename to enginecustom/src/hlsl/translate.ps
diff --git a/enginecustom/translate.vs b/enginecustom/src/hlsl/translate.vs
similarity index 100%
rename from enginecustom/translate.vs
rename to enginecustom/src/hlsl/translate.vs
diff --git a/enginecustom/transparent.ps b/enginecustom/src/hlsl/transparent.ps
similarity index 100%
rename from enginecustom/transparent.ps
rename to enginecustom/src/hlsl/transparent.ps
diff --git a/enginecustom/transparent.vs b/enginecustom/src/hlsl/transparent.vs
similarity index 100%
rename from enginecustom/transparent.vs
rename to enginecustom/src/hlsl/transparent.vs
diff --git a/enginecustom/water.ps b/enginecustom/src/hlsl/water.ps
similarity index 100%
rename from enginecustom/water.ps
rename to enginecustom/src/hlsl/water.ps
diff --git a/enginecustom/water.vs b/enginecustom/src/hlsl/water.vs
similarity index 100%
rename from enginecustom/water.vs
rename to enginecustom/src/hlsl/water.vs
diff --git a/enginecustom/CelShadingShader.h b/enginecustom/src/inc/shader/CelShadingShader.h
similarity index 100%
rename from enginecustom/CelShadingShader.h
rename to enginecustom/src/inc/shader/CelShadingShader.h
diff --git a/enginecustom/Colorshaderclass.h b/enginecustom/src/inc/shader/Colorshaderclass.h
similarity index 100%
rename from enginecustom/Colorshaderclass.h
rename to enginecustom/src/inc/shader/Colorshaderclass.h
diff --git a/enginecustom/Multitextureshaderclass.h b/enginecustom/src/inc/shader/Multitextureshaderclass.h
similarity index 100%
rename from enginecustom/Multitextureshaderclass.h
rename to enginecustom/src/inc/shader/Multitextureshaderclass.h
diff --git a/enginecustom/alphamapshaderclass.h b/enginecustom/src/inc/shader/alphamapshaderclass.h
similarity index 100%
rename from enginecustom/alphamapshaderclass.h
rename to enginecustom/src/inc/shader/alphamapshaderclass.h
diff --git a/enginecustom/fontshaderclass.h b/enginecustom/src/inc/shader/fontshaderclass.h
similarity index 100%
rename from enginecustom/fontshaderclass.h
rename to enginecustom/src/inc/shader/fontshaderclass.h
diff --git a/enginecustom/lightmapshaderclass.h b/enginecustom/src/inc/shader/lightmapshaderclass.h
similarity index 100%
rename from enginecustom/lightmapshaderclass.h
rename to enginecustom/src/inc/shader/lightmapshaderclass.h
diff --git a/enginecustom/lightshaderclass.h b/enginecustom/src/inc/shader/lightshaderclass.h
similarity index 100%
rename from enginecustom/lightshaderclass.h
rename to enginecustom/src/inc/shader/lightshaderclass.h
diff --git a/enginecustom/lightshaderwaterclass.h b/enginecustom/src/inc/shader/lightshaderwaterclass.h
similarity index 100%
rename from enginecustom/lightshaderwaterclass.h
rename to enginecustom/src/inc/shader/lightshaderwaterclass.h
diff --git a/enginecustom/normalmapshaderclass.h b/enginecustom/src/inc/shader/normalmapshaderclass.h
similarity index 100%
rename from enginecustom/normalmapshaderclass.h
rename to enginecustom/src/inc/shader/normalmapshaderclass.h
diff --git a/enginecustom/reflectionshaderclass.h b/enginecustom/src/inc/shader/reflectionshaderclass.h
similarity index 100%
rename from enginecustom/reflectionshaderclass.h
rename to enginecustom/src/inc/shader/reflectionshaderclass.h
diff --git a/enginecustom/refractionshaderclass.h b/enginecustom/src/inc/shader/refractionshaderclass.h
similarity index 100%
rename from enginecustom/refractionshaderclass.h
rename to enginecustom/src/inc/shader/refractionshaderclass.h
diff --git a/enginecustom/shadermanagerclass.h b/enginecustom/src/inc/shader/shadermanagerclass.h
similarity index 100%
rename from enginecustom/shadermanagerclass.h
rename to enginecustom/src/inc/shader/shadermanagerclass.h
diff --git a/enginecustom/specmapshaderclass.h b/enginecustom/src/inc/shader/specmapshaderclass.h
similarity index 100%
rename from enginecustom/specmapshaderclass.h
rename to enginecustom/src/inc/shader/specmapshaderclass.h
diff --git a/enginecustom/sunlightshaderclass.h b/enginecustom/src/inc/shader/sunlightshaderclass.h
similarity index 100%
rename from enginecustom/sunlightshaderclass.h
rename to enginecustom/src/inc/shader/sunlightshaderclass.h
diff --git a/enginecustom/textureshaderclass.h b/enginecustom/src/inc/shader/textureshaderclass.h
similarity index 100%
rename from enginecustom/textureshaderclass.h
rename to enginecustom/src/inc/shader/textureshaderclass.h
diff --git a/enginecustom/translateshaderclass.h b/enginecustom/src/inc/shader/translateshaderclass.h
similarity index 100%
rename from enginecustom/translateshaderclass.h
rename to enginecustom/src/inc/shader/translateshaderclass.h
diff --git a/enginecustom/transparentshaderclass.h b/enginecustom/src/inc/shader/transparentshaderclass.h
similarity index 100%
rename from enginecustom/transparentshaderclass.h
rename to enginecustom/src/inc/shader/transparentshaderclass.h
diff --git a/enginecustom/watershaderclass.h b/enginecustom/src/inc/shader/watershaderclass.h
similarity index 100%
rename from enginecustom/watershaderclass.h
rename to enginecustom/src/inc/shader/watershaderclass.h
diff --git a/enginecustom/Cameraclass.h b/enginecustom/src/inc/system/Cameraclass.h
similarity index 100%
rename from enginecustom/Cameraclass.h
rename to enginecustom/src/inc/system/Cameraclass.h
diff --git a/enginecustom/Logger.h b/enginecustom/src/inc/system/Logger.h
similarity index 100%
rename from enginecustom/Logger.h
rename to enginecustom/src/inc/system/Logger.h
diff --git a/enginecustom/Modellistclass.h b/enginecustom/src/inc/system/Modellistclass.h
similarity index 100%
rename from enginecustom/Modellistclass.h
rename to enginecustom/src/inc/system/Modellistclass.h
diff --git a/enginecustom/Positionclass.h b/enginecustom/src/inc/system/Positionclass.h
similarity index 100%
rename from enginecustom/Positionclass.h
rename to enginecustom/src/inc/system/Positionclass.h
diff --git a/enginecustom/Spriteclass.h b/enginecustom/src/inc/system/Spriteclass.h
similarity index 100%
rename from enginecustom/Spriteclass.h
rename to enginecustom/src/inc/system/Spriteclass.h
diff --git a/enginecustom/Timerclass.h b/enginecustom/src/inc/system/Timerclass.h
similarity index 100%
rename from enginecustom/Timerclass.h
rename to enginecustom/src/inc/system/Timerclass.h
diff --git a/enginecustom/applicationclass.h b/enginecustom/src/inc/system/applicationclass.h
similarity index 100%
rename from enginecustom/applicationclass.h
rename to enginecustom/src/inc/system/applicationclass.h
diff --git a/enginecustom/bitmapclass.h b/enginecustom/src/inc/system/bitmapclass.h
similarity index 100%
rename from enginecustom/bitmapclass.h
rename to enginecustom/src/inc/system/bitmapclass.h
diff --git a/enginecustom/d3dclass.h b/enginecustom/src/inc/system/d3dclass.h
similarity index 100%
rename from enginecustom/d3dclass.h
rename to enginecustom/src/inc/system/d3dclass.h
diff --git a/enginecustom/displayplaneclass.h b/enginecustom/src/inc/system/displayplaneclass.h
similarity index 100%
rename from enginecustom/displayplaneclass.h
rename to enginecustom/src/inc/system/displayplaneclass.h
diff --git a/enginecustom/fontclass.h b/enginecustom/src/inc/system/fontclass.h
similarity index 100%
rename from enginecustom/fontclass.h
rename to enginecustom/src/inc/system/fontclass.h
diff --git a/enginecustom/fpsclass.h b/enginecustom/src/inc/system/fpsclass.h
similarity index 100%
rename from enginecustom/fpsclass.h
rename to enginecustom/src/inc/system/fpsclass.h
diff --git a/enginecustom/frustum.h b/enginecustom/src/inc/system/frustum.h
similarity index 100%
rename from enginecustom/frustum.h
rename to enginecustom/src/inc/system/frustum.h
diff --git a/enginecustom/frustumclass.h b/enginecustom/src/inc/system/frustumclass.h
similarity index 100%
rename from enginecustom/frustumclass.h
rename to enginecustom/src/inc/system/frustumclass.h
diff --git a/enginecustom/imguiManager.h b/enginecustom/src/inc/system/imguiManager.h
similarity index 100%
rename from enginecustom/imguiManager.h
rename to enginecustom/src/inc/system/imguiManager.h
diff --git a/enginecustom/inputclass.h b/enginecustom/src/inc/system/inputclass.h
similarity index 100%
rename from enginecustom/inputclass.h
rename to enginecustom/src/inc/system/inputclass.h
diff --git a/enginecustom/lightclass.h b/enginecustom/src/inc/system/lightclass.h
similarity index 100%
rename from enginecustom/lightclass.h
rename to enginecustom/src/inc/system/lightclass.h
diff --git a/enginecustom/modelclass.h b/enginecustom/src/inc/system/modelclass.h
similarity index 100%
rename from enginecustom/modelclass.h
rename to enginecustom/src/inc/system/modelclass.h
diff --git a/enginecustom/object.h b/enginecustom/src/inc/system/object.h
similarity index 100%
rename from enginecustom/object.h
rename to enginecustom/src/inc/system/object.h
diff --git a/enginecustom/physics.h b/enginecustom/src/inc/system/physics.h
similarity index 100%
rename from enginecustom/physics.h
rename to enginecustom/src/inc/system/physics.h
diff --git a/enginecustom/rendertextureclass.h b/enginecustom/src/inc/system/rendertextureclass.h
similarity index 100%
rename from enginecustom/rendertextureclass.h
rename to enginecustom/src/inc/system/rendertextureclass.h
diff --git a/enginecustom/systemclass.h b/enginecustom/src/inc/system/systemclass.h
similarity index 97%
rename from enginecustom/systemclass.h
rename to enginecustom/src/inc/system/systemclass.h
index c3c40e2..6ad1879 100644
--- a/enginecustom/systemclass.h
+++ b/enginecustom/src/inc/system/systemclass.h
@@ -9,7 +9,7 @@
#include "applicationclass.h"
#include "imguiManager.h"
#include
-#include "resources.h"
+#include "../resources.h"
#include
class SystemClass
diff --git a/enginecustom/textclass.h b/enginecustom/src/inc/system/textclass.h
similarity index 100%
rename from enginecustom/textclass.h
rename to enginecustom/src/inc/system/textclass.h
diff --git a/enginecustom/textureclass.h b/enginecustom/src/inc/system/textureclass.h
similarity index 100%
rename from enginecustom/textureclass.h
rename to enginecustom/src/inc/system/textureclass.h
diff --git a/enginecustom/CelShadingShader.cpp b/enginecustom/src/src/shader/CelShadingShader.cpp
similarity index 99%
rename from enginecustom/CelShadingShader.cpp
rename to enginecustom/src/src/shader/CelShadingShader.cpp
index ddc15e0..25f238f 100644
--- a/enginecustom/CelShadingShader.cpp
+++ b/enginecustom/src/src/shader/CelShadingShader.cpp
@@ -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__);
diff --git a/enginecustom/Colorshaderclass.cpp b/enginecustom/src/src/shader/Colorshaderclass.cpp
similarity index 98%
rename from enginecustom/Colorshaderclass.cpp
rename to enginecustom/src/src/shader/Colorshaderclass.cpp
index e62c100..2d5cfc9 100644
--- a/enginecustom/Colorshaderclass.cpp
+++ b/enginecustom/src/src/shader/Colorshaderclass.cpp
@@ -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);
diff --git a/enginecustom/Multitextureshaderclass.cpp b/enginecustom/src/src/shader/Multitextureshaderclass.cpp
similarity index 98%
rename from enginecustom/Multitextureshaderclass.cpp
rename to enginecustom/src/src/shader/Multitextureshaderclass.cpp
index d37c616..82873b2 100644
--- a/enginecustom/Multitextureshaderclass.cpp
+++ b/enginecustom/src/src/shader/Multitextureshaderclass.cpp
@@ -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);
diff --git a/enginecustom/alphamapshaderclass.cpp b/enginecustom/src/src/shader/alphamapshaderclass.cpp
similarity index 99%
rename from enginecustom/alphamapshaderclass.cpp
rename to enginecustom/src/src/shader/alphamapshaderclass.cpp
index cbf697a..6267a09 100644
--- a/enginecustom/alphamapshaderclass.cpp
+++ b/enginecustom/src/src/shader/alphamapshaderclass.cpp
@@ -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);
diff --git a/enginecustom/fontshaderclass.cpp b/enginecustom/src/src/shader/fontshaderclass.cpp
similarity index 99%
rename from enginecustom/fontshaderclass.cpp
rename to enginecustom/src/src/shader/fontshaderclass.cpp
index ab90dd1..e0fa051 100644
--- a/enginecustom/fontshaderclass.cpp
+++ b/enginecustom/src/src/shader/fontshaderclass.cpp
@@ -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);
diff --git a/enginecustom/lightmapshaderclass.cpp b/enginecustom/src/src/shader/lightmapshaderclass.cpp
similarity index 99%
rename from enginecustom/lightmapshaderclass.cpp
rename to enginecustom/src/src/shader/lightmapshaderclass.cpp
index ffa16ba..e716ab3 100644
--- a/enginecustom/lightmapshaderclass.cpp
+++ b/enginecustom/src/src/shader/lightmapshaderclass.cpp
@@ -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);
diff --git a/enginecustom/lightshaderclass.cpp b/enginecustom/src/src/shader/lightshaderclass.cpp
similarity index 99%
rename from enginecustom/lightshaderclass.cpp
rename to enginecustom/src/src/shader/lightshaderclass.cpp
index 6f76143..fb1135a 100644
--- a/enginecustom/lightshaderclass.cpp
+++ b/enginecustom/src/src/shader/lightshaderclass.cpp
@@ -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);
diff --git a/enginecustom/normalmapshaderclass.cpp b/enginecustom/src/src/shader/normalmapshaderclass.cpp
similarity index 99%
rename from enginecustom/normalmapshaderclass.cpp
rename to enginecustom/src/src/shader/normalmapshaderclass.cpp
index 58d491b..e7ce385 100644
--- a/enginecustom/normalmapshaderclass.cpp
+++ b/enginecustom/src/src/shader/normalmapshaderclass.cpp
@@ -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__);
diff --git a/enginecustom/reflectionshaderclass.cpp b/enginecustom/src/src/shader/reflectionshaderclass.cpp
similarity index 99%
rename from enginecustom/reflectionshaderclass.cpp
rename to enginecustom/src/src/shader/reflectionshaderclass.cpp
index 02a505d..8f51e43 100644
--- a/enginecustom/reflectionshaderclass.cpp
+++ b/enginecustom/src/src/shader/reflectionshaderclass.cpp
@@ -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);
diff --git a/enginecustom/refractionshaderclass.cpp b/enginecustom/src/src/shader/refractionshaderclass.cpp
similarity index 99%
rename from enginecustom/refractionshaderclass.cpp
rename to enginecustom/src/src/shader/refractionshaderclass.cpp
index feeef3a..66dff24 100644
--- a/enginecustom/refractionshaderclass.cpp
+++ b/enginecustom/src/src/shader/refractionshaderclass.cpp
@@ -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;
diff --git a/enginecustom/shadermanagerclass.cpp b/enginecustom/src/src/shader/shadermanagerclass.cpp
similarity index 100%
rename from enginecustom/shadermanagerclass.cpp
rename to enginecustom/src/src/shader/shadermanagerclass.cpp
diff --git a/enginecustom/specmapshaderclass.cpp b/enginecustom/src/src/shader/specmapshaderclass.cpp
similarity index 99%
rename from enginecustom/specmapshaderclass.cpp
rename to enginecustom/src/src/shader/specmapshaderclass.cpp
index 0d1ff07..79579de 100644
--- a/enginecustom/specmapshaderclass.cpp
+++ b/enginecustom/src/src/shader/specmapshaderclass.cpp
@@ -31,14 +31,14 @@ bool SpecMapShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
int error;
// Set the filename of the vertex shader.
- error = wcscpy_s(vsFilename, 128, L"specmap.vs");
+ error = wcscpy_s(vsFilename, 128, L"src/hlsl/specmap.vs");
if (error != 0)
{
return false;
}
// Set the filename of the pixel shader.
- error = wcscpy_s(psFilename, 128, L"specmap.ps");
+ error = wcscpy_s(psFilename, 128, L"src/hlsl/specmap.ps");
if (error != 0)
{
return false;
diff --git a/enginecustom/sunlightshaderclass.cpp b/enginecustom/src/src/shader/sunlightshaderclass.cpp
similarity index 99%
rename from enginecustom/sunlightshaderclass.cpp
rename to enginecustom/src/src/shader/sunlightshaderclass.cpp
index 6ca20d7..11d7e70 100644
--- a/enginecustom/sunlightshaderclass.cpp
+++ b/enginecustom/src/src/shader/sunlightshaderclass.cpp
@@ -38,7 +38,7 @@ bool SunlightShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
bool result;
// Set the filename of the vertex shader.
- error = wcscpy_s(vsFilename, 128, L"sunlight.vs");
+ error = wcscpy_s(vsFilename, 128, L"src/hlsl/sunlight.vs");
if (error != 0)
{
Logger::Get().Log("Failed to copy string", __FILE__, __LINE__, Logger::LogLevel::Error);
@@ -46,7 +46,7 @@ bool SunlightShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
}
// Set the filename of the pixel shader.
- error = wcscpy_s(psFilename, 128, L"sunlight.ps");
+ error = wcscpy_s(psFilename, 128, L"src/hlsl/sunlight.ps");
if (error != 0)
{
Logger::Get().Log("Failed to copy string", __FILE__, __LINE__, Logger::LogLevel::Error);
diff --git a/enginecustom/textureshaderclass.cpp b/enginecustom/src/src/shader/textureshaderclass.cpp
similarity index 98%
rename from enginecustom/textureshaderclass.cpp
rename to enginecustom/src/src/shader/textureshaderclass.cpp
index a011ef9..dadc983 100644
--- a/enginecustom/textureshaderclass.cpp
+++ b/enginecustom/src/src/shader/textureshaderclass.cpp
@@ -30,7 +30,7 @@ bool TextureShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
wchar_t psFilename[128];
int error;
// Set the filename of the vertex shader.
- error = wcscpy_s(vsFilename, 128, L"texture.vs");
+ error = wcscpy_s(vsFilename, 128, L"src/hlsl/texture.vs");
if (error != 0)
{
Logger::Get().Log("Error copying stirng", __FILE__, __LINE__, Logger::LogLevel::Error);
@@ -38,7 +38,7 @@ bool TextureShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
}
// Set the filename of the pixel shader.
- error = wcscpy_s(psFilename, 128, L"texture.ps");
+ error = wcscpy_s(psFilename, 128, L"src/hlsl/texture.ps");
if (error != 0)
{
Logger::Get().Log("Error copying stirng", __FILE__, __LINE__, Logger::LogLevel::Error);
diff --git a/enginecustom/translateshaderclass.cpp b/enginecustom/src/src/shader/translateshaderclass.cpp
similarity index 99%
rename from enginecustom/translateshaderclass.cpp
rename to enginecustom/src/src/shader/translateshaderclass.cpp
index e427d55..9f2ea8b 100644
--- a/enginecustom/translateshaderclass.cpp
+++ b/enginecustom/src/src/shader/translateshaderclass.cpp
@@ -32,7 +32,7 @@ bool TranslateShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
int error;
// Set the filename of the vertex shader.
- error = wcscpy_s(vsFilename, 128, L"translate.vs");
+ error = wcscpy_s(vsFilename, 128, L"src/hlsl/translate.vs");
if (error != 0)
{
Logger::Get().Log("Failed to copy vsFilename", __FILE__, __LINE__, Logger::LogLevel::Error);
@@ -40,7 +40,7 @@ bool TranslateShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
}
// Set the filename of the pixel shader.
- error = wcscpy_s(psFilename, 128, L"translate.ps");
+ error = wcscpy_s(psFilename, 128, L"src/hlsl/translate.ps");
if (error != 0)
{
Logger::Get().Log("Failed to copy psFilename", __FILE__, __LINE__, Logger::LogLevel::Error);
diff --git a/enginecustom/transparentshaderclass.cpp b/enginecustom/src/src/shader/transparentshaderclass.cpp
similarity index 99%
rename from enginecustom/transparentshaderclass.cpp
rename to enginecustom/src/src/shader/transparentshaderclass.cpp
index 08e7f63..dfa280b 100644
--- a/enginecustom/transparentshaderclass.cpp
+++ b/enginecustom/src/src/shader/transparentshaderclass.cpp
@@ -32,7 +32,7 @@ bool TransparentShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
int error;
// Set the filename of the vertex shader.
- error = wcscpy_s(vsFilename, 128, L"transparent.vs");
+ error = wcscpy_s(vsFilename, 128, L"src/hlsl/transparent.vs");
if (error != 0)
{
Logger::Get().Log("Failed to copy vertex shader filename", __FILE__, __LINE__, Logger::LogLevel::Error);
@@ -40,7 +40,7 @@ bool TransparentShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
}
// Set the filename of the pixel shader.
- error = wcscpy_s(psFilename, 128, L"transparent.ps");
+ error = wcscpy_s(psFilename, 128, L"src/hlsl/transparent.ps");
if (error != 0)
{
Logger::Get().Log("Failed to copy pixel shader filename", __FILE__, __LINE__, Logger::LogLevel::Error);
diff --git a/enginecustom/watershaderclass.cpp b/enginecustom/src/src/shader/watershaderclass.cpp
similarity index 99%
rename from enginecustom/watershaderclass.cpp
rename to enginecustom/src/src/shader/watershaderclass.cpp
index 32b2a1d..8452f39 100644
--- a/enginecustom/watershaderclass.cpp
+++ b/enginecustom/src/src/shader/watershaderclass.cpp
@@ -31,14 +31,14 @@ bool WaterShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
int error;
// Set the filename of the vertex shader.
- error = wcscpy_s(vsFilename, 128, L"water.vs");
+ error = wcscpy_s(vsFilename, 128, L"src/hlsl/water.vs");
if (error != 0)
{
return false;
}
// Set the filename of the pixel shader.
- error = wcscpy_s(psFilename, 128, L"water.ps");
+ error = wcscpy_s(psFilename, 128, L"src/hlsl/water.ps");
if (error != 0)
{
return false;
diff --git a/enginecustom/Cameraclass.cpp b/enginecustom/src/src/system/Cameraclass.cpp
similarity index 100%
rename from enginecustom/Cameraclass.cpp
rename to enginecustom/src/src/system/Cameraclass.cpp
diff --git a/enginecustom/Main.cpp b/enginecustom/src/src/system/Main.cpp
similarity index 100%
rename from enginecustom/Main.cpp
rename to enginecustom/src/src/system/Main.cpp
diff --git a/enginecustom/Modellistclass.cpp b/enginecustom/src/src/system/Modellistclass.cpp
similarity index 100%
rename from enginecustom/Modellistclass.cpp
rename to enginecustom/src/src/system/Modellistclass.cpp
diff --git a/enginecustom/Positionclass.cpp b/enginecustom/src/src/system/Positionclass.cpp
similarity index 100%
rename from enginecustom/Positionclass.cpp
rename to enginecustom/src/src/system/Positionclass.cpp
diff --git a/enginecustom/Spriteclass.cpp b/enginecustom/src/src/system/Spriteclass.cpp
similarity index 100%
rename from enginecustom/Spriteclass.cpp
rename to enginecustom/src/src/system/Spriteclass.cpp
diff --git a/enginecustom/Systemclass.cpp b/enginecustom/src/src/system/Systemclass.cpp
similarity index 100%
rename from enginecustom/Systemclass.cpp
rename to enginecustom/src/src/system/Systemclass.cpp
diff --git a/enginecustom/Timerclass.cpp b/enginecustom/src/src/system/Timerclass.cpp
similarity index 100%
rename from enginecustom/Timerclass.cpp
rename to enginecustom/src/src/system/Timerclass.cpp
diff --git a/enginecustom/applicationclass.cpp b/enginecustom/src/src/system/applicationclass.cpp
similarity index 100%
rename from enginecustom/applicationclass.cpp
rename to enginecustom/src/src/system/applicationclass.cpp
diff --git a/enginecustom/bitmapclass.cpp b/enginecustom/src/src/system/bitmapclass.cpp
similarity index 100%
rename from enginecustom/bitmapclass.cpp
rename to enginecustom/src/src/system/bitmapclass.cpp
diff --git a/enginecustom/d3dclass.cpp b/enginecustom/src/src/system/d3dclass.cpp
similarity index 100%
rename from enginecustom/d3dclass.cpp
rename to enginecustom/src/src/system/d3dclass.cpp
diff --git a/enginecustom/displayplaneclass.cpp b/enginecustom/src/src/system/displayplaneclass.cpp
similarity index 100%
rename from enginecustom/displayplaneclass.cpp
rename to enginecustom/src/src/system/displayplaneclass.cpp
diff --git a/enginecustom/fontclass.cpp b/enginecustom/src/src/system/fontclass.cpp
similarity index 100%
rename from enginecustom/fontclass.cpp
rename to enginecustom/src/src/system/fontclass.cpp
diff --git a/enginecustom/fpsclass.cpp b/enginecustom/src/src/system/fpsclass.cpp
similarity index 100%
rename from enginecustom/fpsclass.cpp
rename to enginecustom/src/src/system/fpsclass.cpp
diff --git a/enginecustom/frustum.cpp b/enginecustom/src/src/system/frustum.cpp
similarity index 100%
rename from enginecustom/frustum.cpp
rename to enginecustom/src/src/system/frustum.cpp
diff --git a/enginecustom/frustumclass.cpp b/enginecustom/src/src/system/frustumclass.cpp
similarity index 100%
rename from enginecustom/frustumclass.cpp
rename to enginecustom/src/src/system/frustumclass.cpp
diff --git a/enginecustom/imguiManager.cpp b/enginecustom/src/src/system/imguiManager.cpp
similarity index 100%
rename from enginecustom/imguiManager.cpp
rename to enginecustom/src/src/system/imguiManager.cpp
diff --git a/enginecustom/inputclass.cpp b/enginecustom/src/src/system/inputclass.cpp
similarity index 100%
rename from enginecustom/inputclass.cpp
rename to enginecustom/src/src/system/inputclass.cpp
diff --git a/enginecustom/lightclass.cpp b/enginecustom/src/src/system/lightclass.cpp
similarity index 100%
rename from enginecustom/lightclass.cpp
rename to enginecustom/src/src/system/lightclass.cpp
diff --git a/enginecustom/modelclass.cpp b/enginecustom/src/src/system/modelclass.cpp
similarity index 100%
rename from enginecustom/modelclass.cpp
rename to enginecustom/src/src/system/modelclass.cpp
diff --git a/enginecustom/object.cpp b/enginecustom/src/src/system/object.cpp
similarity index 100%
rename from enginecustom/object.cpp
rename to enginecustom/src/src/system/object.cpp
diff --git a/enginecustom/physics.cpp b/enginecustom/src/src/system/physics.cpp
similarity index 100%
rename from enginecustom/physics.cpp
rename to enginecustom/src/src/system/physics.cpp
diff --git a/enginecustom/rendertextureclass.cpp b/enginecustom/src/src/system/rendertextureclass.cpp
similarity index 100%
rename from enginecustom/rendertextureclass.cpp
rename to enginecustom/src/src/system/rendertextureclass.cpp
diff --git a/enginecustom/textclass.cpp b/enginecustom/src/src/system/textclass.cpp
similarity index 100%
rename from enginecustom/textclass.cpp
rename to enginecustom/src/src/system/textclass.cpp
diff --git a/enginecustom/textureclass.cpp b/enginecustom/src/src/system/textureclass.cpp
similarity index 100%
rename from enginecustom/textureclass.cpp
rename to enginecustom/src/src/system/textureclass.cpp