Major update - Architecture Rework

This commit is contained in:
2025-01-27 22:46:27 +01:00
parent 425224a96c
commit 0d5e26266b
131 changed files with 426 additions and 1348 deletions

View File

@@ -0,0 +1,22 @@
////////////////////////////////////////////////////////////////////////////////
// Filename: color.ps
////////////////////////////////////////////////////////////////////////////////
//////////////
// TYPEDEFS //
//////////////
struct PixelInputType
{
float4 position : SV_POSITION;
float4 color : COLOR;
};
////////////////////////////////////////////////////////////////////////////////
// Pixel Shader
////////////////////////////////////////////////////////////////////////////////
float4 ColorPixelShader(PixelInputType input) : SV_TARGET
{
return input.color;
}

View File

@@ -0,0 +1,50 @@
////////////////////////////////////////////////////////////////////////////////
// Filename: color.vs
////////////////////////////////////////////////////////////////////////////////
/////////////
// GLOBALS //
/////////////
cbuffer MatrixBuffer
{
matrix worldMatrix;
matrix viewMatrix;
matrix projectionMatrix;
};
//////////////
// TYPEDEFS //
//////////////
struct VertexInputType
{
float4 position : POSITION;
float4 color : COLOR;
};
struct PixelInputType
{
float4 position : SV_POSITION;
float4 color : COLOR;
};
////////////////////////////////////////////////////////////////////////////////
// Vertex Shader
////////////////////////////////////////////////////////////////////////////////
PixelInputType ColorVertexShader(VertexInputType input)
{
PixelInputType output;
// Change the position vector to be 4 units for proper matrix calculations.
input.position.w = 1.0f;
// Calculate the position of the vertex against the world, view, and projection matrices.
output.position = mul(input.position, worldMatrix);
output.position = mul(output.position, viewMatrix);
output.position = mul(output.position, projectionMatrix);
// Store the input color for the pixel shader to use.
output.color = input.color;
return output;
}

View File

@@ -0,0 +1,45 @@
////////////////////////////////////////////////////////////////////////////////
// Filename: multitexture.ps
////////////////////////////////////////////////////////////////////////////////
/////////////
// GLOBALS //
/////////////
Texture2D shaderTexture1 : register(t0);
Texture2D shaderTexture2 : register(t1);
SamplerState SampleType : register(s0);
//////////////
// TYPEDEFS //
//////////////
struct PixelInputType
{
float4 position : SV_POSITION;
float2 tex : TEXCOORD0;
};
////////////////////////////////////////////////////////////////////////////////
// Pixel Shader
////////////////////////////////////////////////////////////////////////////////
float4 MultiTexturePixelShader(PixelInputType input) : SV_TARGET
{
float4 color1;
float4 color2;
float4 blendColor;
// Sample the pixel color from the textures using the sampler at this texture coordinate location.
color1 = shaderTexture1.Sample(SampleType, input.tex);
color2 = shaderTexture2.Sample(SampleType, input.tex);
// Combine the two textures together.
blendColor = color1 * color2 * 2.0;
// Saturate the final color.
blendColor = saturate(blendColor);
return blendColor;
}

View File

@@ -0,0 +1,54 @@
////////////////////////////////////////////////////////////////////////////////
// Filename: multitexture.vs
////////////////////////////////////////////////////////////////////////////////
/////////////
// GLOBALS //
/////////////
cbuffer MatrixBuffer
{
matrix worldMatrix;
matrix viewMatrix;
matrix projectionMatrix;
};
//////////////
// TYPEDEFS //
//////////////
struct VertexInputType
{
float4 position : POSITION;
float2 tex : TEXCOORD0;
float3 normal : NORMAL;
};
struct PixelInputType
{
float4 position : SV_POSITION;
float2 tex : TEXCOORD0;
};
////////////////////////////////////////////////////////////////////////////////
// Vertex Shader
////////////////////////////////////////////////////////////////////////////////
PixelInputType MultiTextureVertexShader(VertexInputType input)
{
PixelInputType output;
// Change the position vector to be 4 units for proper matrix calculations.
input.position.w = 1.0f;
// Calculate the position of the vertex against the world, view, and projection matrices.
output.position = mul(input.position, worldMatrix);
output.position = mul(output.position, viewMatrix);
output.position = mul(output.position, projectionMatrix);
// Store the texture coordinates for the pixel shader.
output.tex = input.tex;
return output;
}

View File

@@ -0,0 +1,45 @@
/////////////
// GLOBALS //
/////////////
Texture2D shaderTexture1 : register(t0);
Texture2D shaderTexture2 : register(t1);
Texture2D shaderTexture3 : register(t2);
SamplerState SampleType : register(s0);
//////////////
// TYPEDEFS //
//////////////
struct PixelInputType
{
float4 position : SV_POSITION;
float2 tex : TEXCOORD0;
};
////////////////////////////////////////////////////////////////////////////////
// Pixel Shader
////////////////////////////////////////////////////////////////////////////////
float4 AlphaMapPixelShader(PixelInputType input) : SV_TARGET
{
float4 color1;
float4 color2;
float4 alphaValue;
float4 blendColor;
// Get the pixel color from the first texture.
color1 = shaderTexture1.Sample(SampleType, input.tex);
// Get the pixel color from the second texture.
color2 = shaderTexture2.Sample(SampleType, input.tex);
// Get the pixel color from the alpha texture.
alphaValue = shaderTexture3.Sample(SampleType, input.tex);
// Combine the two textures based on the alpha value.
blendColor = (alphaValue * color1) + ((1.0 - alphaValue) * color2);
// Saturate the final color value.
blendColor = saturate(blendColor);
return blendColor;
}

View File

@@ -0,0 +1,49 @@
/////////////
// GLOBALS //
/////////////
cbuffer MatrixBuffer
{
matrix worldMatrix;
matrix viewMatrix;
matrix projectionMatrix;
};
//////////////
// TYPEDEFS //
//////////////
struct VertexInputType
{
float4 position : POSITION;
float2 tex : TEXCOORD0;
float3 normal : NORMAL;
};
struct PixelInputType
{
float4 position : SV_POSITION;
float2 tex : TEXCOORD0;
};
////////////////////////////////////////////////////////////////////////////////
// Vertex Shader
////////////////////////////////////////////////////////////////////////////////
PixelInputType AlphaMapVertexShader(VertexInputType input)
{
PixelInputType output;
// Change the position vector to be 4 units for proper matrix calculations.
input.position.w = 1.0f;
// Calculate the position of the vertex against the world, view, and projection matrices.
output.position = mul(input.position, worldMatrix);
output.position = mul(output.position, viewMatrix);
output.position = mul(output.position, projectionMatrix);
// Store the texture coordinates for the pixel shader.
output.tex = input.tex;
return output;
}

View File

@@ -0,0 +1,34 @@
cbuffer LightBuffer
{
float4 diffuseColor;
float3 lightDirection;
float padding; // Padding to ensure the structure is a multiple of 16 bytes.
float3 lightPosition; // Add light position
float padding2; // Padding to ensure the structure is a multiple of 16 bytes.
float constantAttenuation;
float linearAttenuation;
float quadraticAttenuation;
float padding3; // Padding to ensure the structure is a multiple of 16 bytes.
};
Texture2D shaderTexture;
SamplerState SampleType;
struct PixelInputType
{
float4 position : SV_POSITION;
float3 normal : NORMAL;
float2 tex : TEXCOORD0;
float3 worldPos : TEXCOORD1; // Add world position
};
float4 CelShadingPixelShader(PixelInputType input) : SV_TARGET
{
// Normalize the normal
float3 normal = normalize(input.normal);
// Convert the normal to a color
float4 color = float4((normal + 1.0f) * 0.5f, 1.0f);
return color;
}

View File

@@ -0,0 +1,45 @@
cbuffer MatrixBuffer
{
matrix worldMatrix;
matrix viewMatrix;
matrix projectionMatrix;
};
struct VertexInputType
{
float4 position : POSITION;
float3 normal : NORMAL;
float2 tex : TEXCOORD0;
};
struct PixelInputType
{
float4 position : SV_POSITION;
float3 normal : NORMAL;
float2 tex : TEXCOORD0;
float3 worldPos : TEXCOORD1; // Add world position
};
PixelInputType CelShadingVertexShader(VertexInputType input)
{
PixelInputType output;
// Change the position vector to be 4 units for proper matrix calculations.
input.position.w = 1.0f;
// Calculate the position of the vertex against the world, view, and projection matrices.
float4 worldPosition = mul(input.position, worldMatrix);
output.position = mul(worldPosition, viewMatrix);
output.position = mul(output.position, projectionMatrix);
// Pass the normal to the pixel shader
output.normal = mul((float3x3)worldMatrix, input.normal);
// Pass the world position to the pixel shader
output.worldPos = worldPosition.xyz;
// Store the texture coordinates for the pixel shader.
output.tex = input.tex;
return output;
}

View File

@@ -0,0 +1,47 @@
/////////////
// GLOBALS //
/////////////
Texture2D shaderTexture : register(t0);
SamplerState SampleType : register(s0);
cbuffer PixelBuffer
{
float4 pixelColor;
};
//////////////
// TYPEDEFS //
//////////////
struct PixelInputType
{
float4 position : SV_POSITION;
float2 tex : TEXCOORD0;
};
////////////////////////////////////////////////////////////////////////////////
// Pixel Shader
////////////////////////////////////////////////////////////////////////////////
float4 FontPixelShader(PixelInputType input) : SV_TARGET
{
float4 color;
// Sample the texture pixel at this location.
color = shaderTexture.Sample(SampleType, input.tex);
// If the color is black on the texture then treat this pixel as transparent.
if(color.r == 0.0f)
{
color.a = 0.0f;
}
// If the color is other than black on the texture then this is a pixel in the font so draw it using the font pixel color.
else
{
color.a = 1.0f;
color = color * pixelColor;
}
return color;
}

View File

@@ -0,0 +1,48 @@
/////////////
// GLOBALS //
/////////////
cbuffer MatrixBuffer
{
matrix worldMatrix;
matrix viewMatrix;
matrix projectionMatrix;
};
//////////////
// TYPEDEFS //
//////////////
struct VertexInputType
{
float4 position : POSITION;
float2 tex : TEXCOORD0;
};
struct PixelInputType
{
float4 position : SV_POSITION;
float2 tex : TEXCOORD0;
};
////////////////////////////////////////////////////////////////////////////////
// Vertex Shader
////////////////////////////////////////////////////////////////////////////////
PixelInputType FontVertexShader(VertexInputType input)
{
PixelInputType output;
// Change the position vector to be 4 units for proper matrix calculations.
input.position.w = 1.0f;
// Calculate the position of the vertex against the world, view, and projection matrices.
output.position = mul(input.position, worldMatrix);
output.position = mul(output.position, viewMatrix);
output.position = mul(output.position, projectionMatrix);
// Store the texture coordinates for the pixel shader.
output.tex = input.tex;
return output;
}

View File

@@ -0,0 +1,84 @@
////////////////////////////////////////////////////////////////////////////////
// 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<NUM_LIGHTS; i++)
{
// Calculate the different amounts of light on this pixel based on the positions of the lights.
lightIntensity[i] = saturate(dot(input.normal, input.lightPos[i]));
// Determine the diffuse color amount of each of the four lights.
colorArray[i] = diffuseColor[i] * lightIntensity[i];
}
// Initialize the sum of colors.
colorSum = float4(0.0f, 0.0f, 0.0f, 1.0f);
// Add all of the light colors up.
for(i=0; i<NUM_LIGHTS; i++)
{
colorSum.r += colorArray[i].r;
colorSum.g += colorArray[i].g;
colorSum.b += colorArray[i].b;
}
// Multiply the texture pixel by the combination of all four light colors to get the final result.
color = saturate(colorSum) * textureColor;
return color;
}

View File

@@ -0,0 +1,85 @@
/////////////
// DEFINES //
/////////////
#define NUM_LIGHTS 4
/////////////
// GLOBALS //
/////////////
cbuffer MatrixBuffer
{
matrix worldMatrix;
matrix viewMatrix;
matrix projectionMatrix;
};
cbuffer CameraBuffer
{
float3 cameraPosition;
float padding;
};
cbuffer LightPositionBuffer
{
float4 lightPosition[NUM_LIGHTS];
};
//////////////
// TYPEDEFS //
//////////////
struct VertexInputType
{
float4 position : POSITION;
float2 tex : TEXCOORD0;
float3 normal : NORMAL;
};
struct PixelInputType
{
float4 position : SV_POSITION;
float2 tex : TEXCOORD0;
float3 normal : NORMAL;
float3 lightPos[NUM_LIGHTS] : TEXCOORD1;
};
////////////////////////////////////////////////////////////////////////////////
// Vertex Shader
////////////////////////////////////////////////////////////////////////////////
PixelInputType LightVertexShader(VertexInputType input)
{
PixelInputType output;
float4 worldPosition;
int i;
// Change the position vector to be 4 units for proper matrix calculations.
input.position.w = 1.0f;
// Calculate the position of the vertex against the world, view, and projection matrices.
output.position = mul(input.position, worldMatrix);
output.position = mul(output.position, viewMatrix);
output.position = mul(output.position, projectionMatrix);
// Store the texture coordinates for the pixel shader.
output.tex = input.tex;
// Calculate the normal vector against the world matrix only.
output.normal = mul(input.normal, (float3x3)worldMatrix);
// Normalize the normal vector.
output.normal = normalize(output.normal);
// Calculate the position of the vertex in the world.
worldPosition = mul(input.position, worldMatrix);
for(i=0; i<NUM_LIGHTS; i++)
{
// Determine the light positions based on the position of the lights and the position of the vertex in the world.
output.lightPos[i] = lightPosition[i].xyz - worldPosition.xyz;
// Normalize the light position vectors.
output.lightPos[i] = normalize(output.lightPos[i]);
}
return output;
}

View File

@@ -0,0 +1,38 @@
/////////////
// GLOBALS //
/////////////
Texture2D shaderTexture1 : register(t0);
Texture2D shaderTexture2 : register(t1);
SamplerState SampleType : register(s0);
//////////////
// TYPEDEFS //
//////////////
struct PixelInputType
{
float4 position : SV_POSITION;
float2 tex : TEXCOORD0;
};
////////////////////////////////////////////////////////////////////////////////
// Pixel Shader
////////////////////////////////////////////////////////////////////////////////
float4 LightMapPixelShader(PixelInputType input) : SV_TARGET
{
float4 color;
float4 lightColor;
float4 finalColor;
// Get the pixel color from the color texture.
color = shaderTexture1.Sample(SampleType, input.tex);
// Get the pixel color from the light map.
lightColor = shaderTexture2.Sample(SampleType, input.tex);
// Blend the two pixels together.
finalColor = color * lightColor;
return finalColor;
}

View File

@@ -0,0 +1,49 @@
/////////////
// GLOBALS //
/////////////
cbuffer MatrixBuffer
{
matrix worldMatrix;
matrix viewMatrix;
matrix projectionMatrix;
};
//////////////
// TYPEDEFS //
//////////////
struct VertexInputType
{
float4 position : POSITION;
float2 tex : TEXCOORD0;
float3 normal : NORMAL;
};
struct PixelInputType
{
float4 position : SV_POSITION;
float2 tex : TEXCOORD0;
};
////////////////////////////////////////////////////////////////////////////////
// Vertex Shader
////////////////////////////////////////////////////////////////////////////////
PixelInputType LightMapVertexShader(VertexInputType input)
{
PixelInputType output;
// Change the position vector to be 4 units for proper matrix calculations.
input.position.w = 1.0f;
// Calculate the position of the vertex against the world, view, and projection matrices.
output.position = mul(input.position, worldMatrix);
output.position = mul(output.position, viewMatrix);
output.position = mul(output.position, projectionMatrix);
// Store the texture coordinates for the pixel shader.
output.tex = input.tex;
return output;
}

View File

@@ -0,0 +1,71 @@
/////////////
// GLOBALS //
/////////////
Texture2D shaderTexture1 : register(t0);
Texture2D shaderTexture2 : register(t1);
SamplerState SampleType : register(s0);
cbuffer LightBuffer
{
float4 diffuseColor;
float3 lightDirection;
float padding;
};
//////////////
// TYPEDEFS //
//////////////
struct PixelInputType
{
float4 position : SV_POSITION;
float2 tex : TEXCOORD0;
float3 normal : NORMAL;
float3 tangent : TANGENT;
float3 binormal : BINORMAL;
};
////////////////////////////////////////////////////////////////////////////////
// Pixel Shader
////////////////////////////////////////////////////////////////////////////////
float4 NormalMapPixelShader(PixelInputType input) : SV_TARGET
{
float4 textureColor;
float4 bumpMap;
float3 bumpNormal;
float3 lightDir;
float lightIntensity;
float4 color;
// Sample the pixel color from the color texture at this location.
textureColor = shaderTexture1.Sample(SampleType, input.tex);
// Sample the pixel from the normal map.
bumpMap = shaderTexture2.Sample(SampleType, input.tex);
// Expand the range of the normal value from (0, +1) to (-1, +1).
bumpMap = (bumpMap * 2.0f) - 1.0f;
// Calculate the normal from the data in the normal map.
bumpNormal = (bumpMap.x * input.tangent) + (bumpMap.y * input.binormal) + (bumpMap.z * input.normal);
// Normalize the resulting bump normal.
bumpNormal = normalize(bumpNormal);
// Invert the light direction for calculations.
lightDir = -lightDirection;
// Calculate the amount of light on this pixel based on the normal map value.
lightIntensity = saturate(dot(bumpNormal, lightDir));
// Determine the final amount of diffuse color based on the diffuse color combined with the light intensity.
color = saturate(diffuseColor * lightIntensity);
// Combine the final light color with the texture color.
color = color * textureColor;
return color;
}

View File

@@ -0,0 +1,65 @@
/////////////
// GLOBALS //
/////////////
cbuffer MatrixBuffer
{
matrix worldMatrix;
matrix viewMatrix;
matrix projectionMatrix;
};
//////////////
// TYPEDEFS //
//////////////
struct VertexInputType
{
float4 position : POSITION;
float2 tex : TEXCOORD0;
float3 normal : NORMAL;
float3 tangent : TANGENT;
float3 binormal : BINORMAL;
};
struct PixelInputType
{
float4 position : SV_POSITION;
float2 tex : TEXCOORD0;
float3 normal : NORMAL;
float3 tangent : TANGENT;
float3 binormal : BINORMAL;
};
////////////////////////////////////////////////////////////////////////////////
// Vertex Shader
////////////////////////////////////////////////////////////////////////////////
PixelInputType NormalMapVertexShader(VertexInputType input)
{
PixelInputType output;
// Change the position vector to be 4 units for proper matrix calculations.
input.position.w = 1.0f;
// Calculate the position of the vertex against the world, view, and projection matrices.
output.position = mul(input.position, worldMatrix);
output.position = mul(output.position, viewMatrix);
output.position = mul(output.position, projectionMatrix);
// Store the texture coordinates for the pixel shader.
output.tex = input.tex;
// Calculate the normal vector against the world matrix only and then normalize the final value.
output.normal = mul(input.normal, (float3x3)worldMatrix);
output.normal = normalize(output.normal);
// Calculate the tangent vector against the world matrix only and then normalize the final value.
output.tangent = mul(input.tangent, (float3x3)worldMatrix);
output.tangent = normalize(output.tangent);
// Calculate the binormal vector against the world matrix only and then normalize the final value.
output.binormal = mul(input.binormal, (float3x3)worldMatrix);
output.binormal = normalize(output.binormal);
return output;
}

View File

@@ -0,0 +1,43 @@
Texture2D shaderTexture : register(t0);
Texture2D reflectionTexture : register(t1);
SamplerState SampleType : register(s0);
//////////////
// TYPEDEFS //
//////////////
struct PixelInputType
{
float4 position : SV_POSITION;
float2 tex : TEXCOORD0;
float4 reflectionPosition : TEXCOORD1;
};
////////////////////////////////////////////////////////////////////////////////
// Pixel Shader
////////////////////////////////////////////////////////////////////////////////
float4 ReflectionPixelShader(PixelInputType input) : SV_TARGET
{
float4 textureColor;
float2 reflectTexCoord;
float4 reflectionColor;
float4 color;
// Sample the texture pixel at this location.
textureColor = shaderTexture.Sample(SampleType, input.tex);
// Calculate the projected reflection texture coordinates.
reflectTexCoord.x = input.reflectionPosition.x / input.reflectionPosition.w / 2.0f + 0.5f;
reflectTexCoord.y = -input.reflectionPosition.y / input.reflectionPosition.w / 2.0f + 0.5f;
// Sample the texture pixel from the reflection texture using the projected texture coordinates.
reflectionColor = reflectionTexture.Sample(SampleType, reflectTexCoord);
// Do a linear interpolation between the two textures for a blend effect.
color = lerp(textureColor, reflectionColor, 0.15f);
return color;
}

View File

@@ -0,0 +1,61 @@
/////////////
// GLOBALS //
/////////////
cbuffer MatrixBuffer
{
matrix worldMatrix;
matrix viewMatrix;
matrix projectionMatrix;
};
cbuffer ReflectionBuffer
{
matrix reflectionMatrix;
};
//////////////
// TYPEDEFS //
//////////////
struct VertexInputType
{
float4 position : POSITION;
float2 tex : TEXCOORD0;
};
struct PixelInputType
{
float4 position : SV_POSITION;
float2 tex : TEXCOORD0;
float4 reflectionPosition : TEXCOORD1;
};
////////////////////////////////////////////////////////////////////////////////
// Vertex Shader
////////////////////////////////////////////////////////////////////////////////
PixelInputType ReflectionVertexShader(VertexInputType input)
{
PixelInputType output;
matrix reflectProjectWorld;
// Change the position vector to be 4 units for proper matrix calculations.
input.position.w = 1.0f;
// Calculate the position of the vertex against the world, view, and projection matrices.
output.position = mul(input.position, worldMatrix);
output.position = mul(output.position, viewMatrix);
output.position = mul(output.position, projectionMatrix);
// Store the texture coordinates for the pixel shader.
output.tex = input.tex;
// Create the reflection projection world matrix.
reflectProjectWorld = mul(reflectionMatrix, projectionMatrix);
reflectProjectWorld = mul(worldMatrix, reflectProjectWorld);
// Calculate the input position against the reflectProjectWorld matrix.
output.reflectionPosition = mul(input.position, reflectProjectWorld);
return output;
}

View File

@@ -0,0 +1,63 @@
/////////////
// GLOBALS //
/////////////
SamplerState SampleType : register(s0);
Texture2D shaderTexture : register(t0);
cbuffer LightBuffer
{
float4 ambientColor;
float4 diffuseColor;
float3 lightDirection;
};
//////////////
// TYPEDEFS //
//////////////
struct PixelInputType
{
float4 position : SV_POSITION;
float2 tex : TEXCOORD0;
float3 normal : NORMAL;
float clip : SV_ClipDistance0;
};
////////////////////////////////////////////////////////////////////////////////
// Pixel Shader
////////////////////////////////////////////////////////////////////////////////
float4 RefractionPixelShader(PixelInputType input) : SV_TARGET
{
float4 textureColor;
float3 lightDir;
float lightIntensity;
float4 color;
// Sample the texture pixel at this location.
textureColor = shaderTexture.Sample(SampleType, input.tex);
// Set the default output color to the ambient light value for all pixels.
color = ambientColor;
// Invert the light direction for calculations.
lightDir = -lightDirection;
// Calculate the amount of light on this pixel.
lightIntensity = saturate(dot(input.normal, lightDir));
if(lightIntensity > 0.0f)
{
// Determine the final diffuse color based on the diffuse color and the amount of light intensity.
color += (diffuseColor * lightIntensity);
}
// Saturate the final light color.
color = saturate(color);
// Multiply the texture pixel and the input color to get the final result.
color = color * textureColor;
return color;
}

View File

@@ -0,0 +1,65 @@
/////////////
// GLOBALS //
/////////////
cbuffer MatrixBuffer
{
matrix worldMatrix;
matrix viewMatrix;
matrix projectionMatrix;
};
cbuffer ClipPlaneBuffer
{
float4 clipPlane;
};
//////////////
// TYPEDEFS //
//////////////
struct VertexInputType
{
float4 position : POSITION;
float2 tex : TEXCOORD0;
float3 normal : NORMAL;
};
struct PixelInputType
{
float4 position : SV_POSITION;
float2 tex : TEXCOORD0;
float3 normal : NORMAL;
float clip : SV_ClipDistance0;
};
////////////////////////////////////////////////////////////////////////////////
// Vertex Shader
////////////////////////////////////////////////////////////////////////////////
PixelInputType RefractionVertexShader(VertexInputType input)
{
PixelInputType output;
// Change the position vector to be 4 units for proper matrix calculations.
input.position.w = 1.0f;
// Calculate the position of the vertex against the world, view, and projection matrices.
output.position = mul(input.position, worldMatrix);
output.position = mul(output.position, viewMatrix);
output.position = mul(output.position, projectionMatrix);
// Store the texture coordinates for the pixel shader.
output.tex = input.tex;
// Calculate the normal vector against the world matrix only.
output.normal = mul(input.normal, (float3x3)worldMatrix);
// Normalize the normal vector.
output.normal = normalize(output.normal);
// Set the clipping plane.
output.clip = dot(mul(input.position, worldMatrix), clipPlane);
return output;
}

View File

@@ -0,0 +1,93 @@
/////////////
// GLOBALS //
/////////////
Texture2D shaderTexture1 : register(t0);
Texture2D shaderTexture2 : register(t1);
Texture2D shaderTexture3 : register(t2);
SamplerState SampleType : register(s0);
cbuffer LightBuffer
{
float4 diffuseColor;
float4 specularColor;
float specularPower;
float3 lightDirection;
};
//////////////
// TYPEDEFS //
//////////////
struct PixelInputType
{
float4 position : SV_POSITION;
float2 tex : TEXCOORD0;
float3 normal : NORMAL;
float3 tangent : TANGENT;
float3 binormal : BINORMAL;
float3 viewDirection : TEXCOORD1;
};
////////////////////////////////////////////////////////////////////////////////
// Pixel Shader
////////////////////////////////////////////////////////////////////////////////
float4 SpecMapPixelShader(PixelInputType input) : SV_TARGET
{
float4 textureColor;
float4 bumpMap;
float3 bumpNormal;
float3 lightDir;
float lightIntensity;
float4 color;
float4 specularIntensity;
float3 reflection;
float4 specular;
// Sample the pixel color from the color texture at this location.
textureColor = shaderTexture1.Sample(SampleType, input.tex);
// Sample the pixel from the normal map.
bumpMap = shaderTexture2.Sample(SampleType, input.tex);
// Expand the range of the normal value from (0, +1) to (-1, +1).
bumpMap = (bumpMap * 2.0f) - 1.0f;
// Calculate the normal from the data in the normal map.
bumpNormal = (bumpMap.x * input.tangent) + (bumpMap.y * input.binormal) + (bumpMap.z * input.normal);
// Normalize the resulting bump normal.
bumpNormal = normalize(bumpNormal);
// Invert the light direction for calculations.
lightDir = -lightDirection;
// Calculate the amount of light on this pixel based on the normal map value.
lightIntensity = saturate(dot(bumpNormal, lightDir));
// Determine the final amount of diffuse color based on the diffuse color combined with the light intensity.
color = saturate(diffuseColor * lightIntensity);
// Combine the final light color with the texture color.
color = color * textureColor;
if(lightIntensity > 0.0f)
{
// Sample the pixel from the specular map texture.
specularIntensity = shaderTexture3.Sample(SampleType, input.tex);
// Calculate the reflection vector based on the light intensity, normal vector, and light direction.
reflection = normalize(2 * lightIntensity * bumpNormal - lightDir);
// Determine the amount of specular light based on the reflection vector, viewing direction, and specular power.
specular = pow(saturate(dot(reflection, input.viewDirection)), specularPower);
// Use the specular map to determine the intensity of specular light at this pixel.
specular = specular * specularIntensity;
// Add the specular component last to the output color.
color = saturate(color + specular);
}
return color;
}

View File

@@ -0,0 +1,83 @@
/////////////
// GLOBALS //
/////////////
cbuffer MatrixBuffer
{
matrix worldMatrix;
matrix viewMatrix;
matrix projectionMatrix;
};
cbuffer CameraBuffer
{
float3 cameraPosition;
float padding;
};
//////////////
// TYPEDEFS //
//////////////
struct VertexInputType
{
float4 position : POSITION;
float2 tex : TEXCOORD0;
float3 normal : NORMAL;
float3 tangent : TANGENT;
float3 binormal : BINORMAL;
};
struct PixelInputType
{
float4 position : SV_POSITION;
float2 tex : TEXCOORD0;
float3 normal : NORMAL;
float3 tangent : TANGENT;
float3 binormal : BINORMAL;
float3 viewDirection : TEXCOORD1;
};
////////////////////////////////////////////////////////////////////////////////
// Vertex Shader
////////////////////////////////////////////////////////////////////////////////
PixelInputType SpecMapVertexShader(VertexInputType input)
{
PixelInputType output;
float4 worldPosition;
// Change the position vector to be 4 units for proper matrix calculations.
input.position.w = 1.0f;
// Calculate the position of the vertex against the world, view, and projection matrices.
output.position = mul(input.position, worldMatrix);
output.position = mul(output.position, viewMatrix);
output.position = mul(output.position, projectionMatrix);
// Store the texture coordinates for the pixel shader.
output.tex = input.tex;
// Calculate the normal vector against the world matrix only and then normalize the final value.
output.normal = mul(input.normal, (float3x3)worldMatrix);
output.normal = normalize(output.normal);
// Calculate the tangent vector against the world matrix only and then normalize the final value.
output.tangent = mul(input.tangent, (float3x3)worldMatrix);
output.tangent = normalize(output.tangent);
// Calculate the binormal vector against the world matrix only and then normalize the final value.
output.binormal = mul(input.binormal, (float3x3)worldMatrix);
output.binormal = normalize(output.binormal);
// Calculate the position of the vertex in the world.
worldPosition = mul(input.position, worldMatrix);
// Determine the viewing direction based on the position of the camera and the position of the vertex in the world.
output.viewDirection = cameraPosition.xyz - worldPosition.xyz;
// Normalize the viewing direction vector.
output.viewDirection = normalize(output.viewDirection);
return output;
}

View File

@@ -0,0 +1,61 @@
/////////////
// GLOBALS //
/////////////
Texture2D shaderTexture : register(t0);
SamplerState SampleType : register(s0);
cbuffer SunLightBuffer
{
float4 ambientColor;
float4 diffuseColor;
float3 lightDirection;
float intensity;
};
cbuffer SunLightColorBuffer
{
float4 sunColor;
};
//////////////
// TYPEDEFS //
//////////////
struct PixelInputType
{
float4 position : SV_POSITION;
float2 tex : TEXCOORD0;
float3 normal : NORMAL;
};
////////////////////////////////////////////////////////////////////////////////
// Pixel Shader
////////////////////////////////////////////////////////////////////////////////
float4 SunLightPixelShader(PixelInputType input) : SV_TARGET
{
float4 textureColor;
float4 color;
float lightIntensity;
float4 colorArray;
float4 colorSum;
// Sample the pixel color from the texture using the sampler at this texture coordinate location.
textureColor = shaderTexture.Sample(SampleType, input.tex);
// Calculate the different amounts of light on this pixel based on the direction of the light.
lightIntensity = saturate(dot(input.normal, -lightDirection));
// Determine the diffuse color amount of the light.
colorArray = (diffuseColor * lightIntensity) * intensity;
// Initialize the sum of colors.
colorSum = float4(0.0f, 0.0f, 0.0f, 1.0f);
// Add the light color.
colorSum.r += colorArray.r;
colorSum.g += colorArray.g;
colorSum.b += colorArray.b;
// Multiply the texture pixel by the light color to get the final result.
color = saturate(colorSum) * textureColor;
return color;
}

View File

@@ -0,0 +1,67 @@
/////////////
// GLOBALS //
/////////////
cbuffer MatrixBuffer
{
matrix worldMatrix;
matrix viewMatrix;
matrix projectionMatrix;
};
cbuffer CameraBuffer
{
float3 cameraPosition;
float padding;
};
cbuffer SunLightBuffer
{
float4 ambientColor;
float4 diffuseColor;
float3 lightDirection;
float intensity;
};
//////////////
// TYPEDEFS //
//////////////
struct VertexInputType
{
float4 position : POSITION;
float2 tex : TEXCOORD0;
float3 normal : NORMAL;
};
struct PixelInputType
{
float4 position : SV_POSITION;
float2 tex : TEXCOORD0;
float3 normal : NORMAL;
};
////////////////////////////////////////////////////////////////////////////////
// Vertex Shader
////////////////////////////////////////////////////////////////////////////////
PixelInputType SunLightVertexShader(VertexInputType input)
{
PixelInputType output;
// Change the position vector to be 4 units for proper matrix calculations.
input.position.w = 1.0f;
// Calculate the position of the vertex against the world, view, and projection matrices.
output.position = mul(input.position, worldMatrix);
output.position = mul(output.position, viewMatrix);
output.position = mul(output.position, projectionMatrix);
// Store the texture coordinates for the pixel shader.
output.tex = input.tex;
// Calculate the normal vector against the world matrix only.
output.normal = mul(input.normal, (float3x3) worldMatrix);
// Normalize the normal vector.
output.normal = normalize(output.normal);
return output;
}

View File

@@ -0,0 +1,28 @@
/////////////
// GLOBALS //
/////////////
Texture2D shaderTexture : register(t0);
SamplerState SampleType : register(s0);
//////////////
// TYPEDEFS //
//////////////
struct PixelInputType
{
float4 position : SV_POSITION;
float2 tex : TEXCOORD0;
};
////////////////////////////////////////////////////////////////////////////////
// Pixel Shader
////////////////////////////////////////////////////////////////////////////////
float4 TexturePixelShader(PixelInputType input) : SV_TARGET
{
float4 textureColor;
// Sample the pixel color from the texture using the sampler at this texture coordinate location.
textureColor = shaderTexture.Sample(SampleType, input.tex);
return textureColor;
}

View File

@@ -0,0 +1,47 @@
/////////////
// GLOBALS //
/////////////
cbuffer MatrixBuffer
{
matrix worldMatrix;
matrix viewMatrix;
matrix projectionMatrix;
};
//////////////
// TYPEDEFS //
//////////////
struct VertexInputType
{
float4 position : POSITION;
float2 tex : TEXCOORD0;
};
struct PixelInputType
{
float4 position : SV_POSITION;
float2 tex : TEXCOORD0;
};
////////////////////////////////////////////////////////////////////////////////
// Vertex Shader
////////////////////////////////////////////////////////////////////////////////
PixelInputType TextureVertexShader(VertexInputType input)
{
PixelInputType output;
// Change the position vector to be 4 units for proper matrix calculations.
input.position.w = 1.0f;
// Calculate the position of the vertex against the world, view, and projection matrices.
output.position = mul(input.position, worldMatrix);
output.position = mul(output.position, viewMatrix);
output.position = mul(output.position, projectionMatrix);
// Store the texture coordinates for the pixel shader.
output.tex = input.tex;
return output;
}

View File

@@ -0,0 +1,37 @@
/////////////
// GLOBALS //
/////////////
Texture2D shaderTexture : register(t0);
SamplerState SampleType : register(s0);
cbuffer TranslationBuffer
{
float textureTranslation;
};
//////////////
// TYPEDEFS //
//////////////
struct PixelInputType
{
float4 position : SV_POSITION;
float2 tex : TEXCOORD0;
};
////////////////////////////////////////////////////////////////////////////////
// Pixel Shader
////////////////////////////////////////////////////////////////////////////////
float4 TranslatePixelShader(PixelInputType input) : SV_TARGET
{
float4 textureColor;
// Translate the position where we sample the pixel from.
input.tex.x += textureTranslation;
// Sample the pixel color from the texture using the sampler at this texture coordinate location.
textureColor = shaderTexture.Sample(SampleType, input.tex);
return textureColor;
}

View File

@@ -0,0 +1,48 @@
/////////////
// GLOBALS //
/////////////
cbuffer MatrixBuffer
{
matrix worldMatrix;
matrix viewMatrix;
matrix projectionMatrix;
};
//////////////
// TYPEDEFS //
//////////////
struct VertexInputType
{
float4 position : POSITION;
float2 tex : TEXCOORD0;
};
struct PixelInputType
{
float4 position : SV_POSITION;
float2 tex : TEXCOORD0;
};
////////////////////////////////////////////////////////////////////////////////
// Vertex Shader
////////////////////////////////////////////////////////////////////////////////
PixelInputType TranslateVertexShader(VertexInputType input)
{
PixelInputType output;
// Change the position vector to be 4 units for proper matrix calculations.
input.position.w = 1.0f;
// Calculate the position of the vertex against the world, view, and projection matrices.
output.position = mul(input.position, worldMatrix);
output.position = mul(output.position, viewMatrix);
output.position = mul(output.position, projectionMatrix);
// Store the texture coordinates for the pixel shader.
output.tex = input.tex;
return output;
}

View File

@@ -0,0 +1,38 @@
/////////////
// GLOBALS //
/////////////
Texture2D shaderTexture : register(t0);
SamplerState SampleType : register(s0);
cbuffer TransparentBuffer
{
float blendAmount;
};
//////////////
// TYPEDEFS //
//////////////
struct PixelInputType
{
float4 position : SV_POSITION;
float2 tex : TEXCOORD0;
};
////////////////////////////////////////////////////////////////////////////////
// Pixel Shader
////////////////////////////////////////////////////////////////////////////////
float4 TransparentPixelShader(PixelInputType input) : SV_TARGET
{
float4 color;
// Sample the texture pixel at this location.
color = shaderTexture.Sample(SampleType, input.tex);
// Set the alpha value of this pixel to the blending amount to create the alpha blending effect.
color.a = blendAmount;
return color;
}

View File

@@ -0,0 +1,48 @@
/////////////
// GLOBALS //
/////////////
cbuffer MatrixBuffer
{
matrix worldMatrix;
matrix viewMatrix;
matrix projectionMatrix;
};
//////////////
// TYPEDEFS //
//////////////
struct VertexInputType
{
float4 position : POSITION;
float2 tex : TEXCOORD0;
};
struct PixelInputType
{
float4 position : SV_POSITION;
float2 tex : TEXCOORD0;
};
////////////////////////////////////////////////////////////////////////////////
// Vertex Shader
////////////////////////////////////////////////////////////////////////////////
PixelInputType TransparentVertexShader(VertexInputType input)
{
PixelInputType output;
// Change the position vector to be 4 units for proper matrix calculations.
input.position.w = 1.0f;
// Calculate the position of the vertex against the world, view, and projection matrices.
output.position = mul(input.position, worldMatrix);
output.position = mul(output.position, viewMatrix);
output.position = mul(output.position, projectionMatrix);
// Store the texture coordinates for the pixel shader.
output.tex = input.tex;
return output;
}

View File

@@ -0,0 +1,72 @@
/////////////
// GLOBALS //
/////////////
SamplerState SampleType : register(s0);
Texture2D reflectionTexture : register(t0);
Texture2D refractionTexture : register(t1);
Texture2D normalTexture : register(t2);
cbuffer WaterBuffer
{
float waterTranslation;
float reflectRefractScale;
float2 padding;
};
//////////////
// TYPEDEFS //
//////////////
struct PixelInputType
{
float4 position : SV_POSITION;
float2 tex : TEXCOORD0;
float4 reflectionPosition : TEXCOORD1;
float4 refractionPosition : TEXCOORD2;
};
////////////////////////////////////////////////////////////////////////////////
// Pixel Shader
////////////////////////////////////////////////////////////////////////////////
float4 WaterPixelShader(PixelInputType input) : SV_TARGET
{
float2 reflectTexCoord;
float2 refractTexCoord;
float4 normalMap;
float3 normal;
float4 reflectionColor;
float4 refractionColor;
float4 color;
// Move the position the water normal is sampled from to simulate moving water.
input.tex.y += waterTranslation;
// Calculate the projected reflection texture coordinates.
reflectTexCoord.x = input.reflectionPosition.x / input.reflectionPosition.w / 2.0f + 0.5f;
reflectTexCoord.y = -input.reflectionPosition.y / input.reflectionPosition.w / 2.0f + 0.5f;
// Calculate the projected refraction texture coordinates.
refractTexCoord.x = input.refractionPosition.x / input.refractionPosition.w / 2.0f + 0.5f;
refractTexCoord.y = -input.refractionPosition.y / input.refractionPosition.w / 2.0f + 0.5f;
// Sample the normal from the normal map texture.
normalMap = normalTexture.Sample(SampleType, input.tex);
// Expand the range of the normal from (0,1) to (-1,+1).
normal = (normalMap.xyz * 2.0f) - 1.0f;
// Re-position the texture coordinate sampling position by the normal map value to simulate the rippling wave effect.
reflectTexCoord = reflectTexCoord + (normal.xy * reflectRefractScale);
refractTexCoord = refractTexCoord + (normal.xy * reflectRefractScale);
// Sample the texture pixels from the textures using the updated texture coordinates.
reflectionColor = reflectionTexture.Sample(SampleType, reflectTexCoord);
refractionColor = refractionTexture.Sample(SampleType, refractTexCoord);
// Combine the reflection and refraction results for the final color.
color = lerp(reflectionColor, refractionColor, 0.6f);
return color;
}

View File

@@ -0,0 +1,71 @@
/////////////
// GLOBALS //
/////////////
cbuffer MatrixBuffer
{
matrix worldMatrix;
matrix viewMatrix;
matrix projectionMatrix;
};
cbuffer ReflectionBuffer
{
matrix reflectionMatrix;
};
//////////////
// TYPEDEFS //
//////////////
struct VertexInputType
{
float4 position : POSITION;
float2 tex : TEXCOORD0;
};
struct PixelInputType
{
float4 position : SV_POSITION;
float2 tex : TEXCOORD0;
float4 reflectionPosition : TEXCOORD1;
float4 refractionPosition : TEXCOORD2;
};
////////////////////////////////////////////////////////////////////////////////
// Vertex Shader
////////////////////////////////////////////////////////////////////////////////
PixelInputType WaterVertexShader(VertexInputType input)
{
PixelInputType output;
matrix reflectProjectWorld;
matrix viewProjectWorld;
// Change the position vector to be 4 units for proper matrix calculations.
input.position.w = 1.0f;
// Calculate the position of the vertex against the world, view, and projection matrices.
output.position = mul(input.position, worldMatrix);
output.position = mul(output.position, viewMatrix);
output.position = mul(output.position, projectionMatrix);
// Store the texture coordinates for the pixel shader.
output.tex = input.tex;
// Create the reflection projection world matrix.
reflectProjectWorld = mul(reflectionMatrix, projectionMatrix);
reflectProjectWorld = mul(worldMatrix, reflectProjectWorld);
// Calculate the input position against the reflectProjectWorld matrix.
output.reflectionPosition = mul(input.position, reflectProjectWorld);
// Create the view projection world matrix for refraction.
viewProjectWorld = mul(viewMatrix, projectionMatrix);
viewProjectWorld = mul(worldMatrix, viewProjectWorld);
// Calculate the input position against the viewProjectWorld matrix.
output.refractionPosition = mul(input.position, viewProjectWorld);
return output;
}

View File

@@ -0,0 +1,68 @@
#ifndef _CELSHADINGSHADER_H_
#define _CELSHADINGSHADER_H_
//////////////
// INCLUDES //
//////////////
#include "Logger.h"
#include <d3d11.h>
#include <d3dcompiler.h>
#include <directxmath.h>
#include <fstream>
using namespace DirectX;
using namespace std;
////////////////////////////////////////////////////////////////////////////////
// Class name: CelShadingShader
////////////////////////////////////////////////////////////////////////////////
class CelShadingShader
{
private:
struct MatrixBufferType
{
XMMATRIX world;
XMMATRIX view;
XMMATRIX projection;
};
struct LightBufferType
{
XMFLOAT4 diffuseColor;
XMFLOAT3 lightDirection;
float padding; // Padding to ensure the structure is a multiple of 16 bytes.
XMFLOAT3 lightPosition; // Add light position
float padding2; // Padding to ensure the structure is a multiple of 16 bytes.
float constantAttenuation;
float linearAttenuation;
float quadraticAttenuation;
float padding3; // Padding to ensure the structure is a multiple of 16 bytes.
};
public:
CelShadingShader();
CelShadingShader(const CelShadingShader&);
~CelShadingShader();
bool Initialize(ID3D11Device*, HWND);
void Shutdown();
bool Render(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, XMFLOAT3, XMFLOAT4, XMFLOAT3);
private:
bool InitializeShader(ID3D11Device*, HWND, WCHAR*, WCHAR*);
void ShutdownShader();
void OutputShaderErrorMessage(ID3D10Blob*, HWND, WCHAR*);
bool SetShaderParameters(ID3D11DeviceContext*, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, XMFLOAT3, XMFLOAT4, XMFLOAT3);
void RenderShader(ID3D11DeviceContext*, int);
private:
ID3D11VertexShader* m_vertexShader;
ID3D11PixelShader* m_pixelShader;
ID3D11InputLayout* m_layout;
ID3D11Buffer* m_matrixBuffer;
ID3D11SamplerState* m_sampleState;
ID3D11Buffer* m_lightBuffer;
};
#endif

View File

@@ -0,0 +1,57 @@
////////////////////////////////////////////////////////////////////////////////
// Filename: colorshaderclass.h
////////////////////////////////////////////////////////////////////////////////
#ifndef _COLORSHADERCLASS_H_
#define _COLORSHADERCLASS_H_
//////////////
// INCLUDES //
//////////////
#include "Logger.h"
#include <d3d11.h>
#include <d3dcompiler.h>
#include <directxmath.h>
#include <fstream>
using namespace DirectX;
using namespace std;
////////////////////////////////////////////////////////////////////////////////
// Class name: ColorShaderClass
////////////////////////////////////////////////////////////////////////////////
class ColorShaderClass
{
private:
struct MatrixBufferType
{
XMMATRIX world;
XMMATRIX view;
XMMATRIX projection;
};
public:
ColorShaderClass();
ColorShaderClass(const ColorShaderClass&);
~ColorShaderClass();
bool Initialize(ID3D11Device*, HWND);
void Shutdown();
bool Render(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX);
private:
bool InitializeShader(ID3D11Device*, HWND, WCHAR*, WCHAR*);
void ShutdownShader();
void OutputShaderErrorMessage(ID3D10Blob*, HWND, WCHAR*);
bool SetShaderParameters(ID3D11DeviceContext*, XMMATRIX, XMMATRIX, XMMATRIX);
void RenderShader(ID3D11DeviceContext*, int);
private:
ID3D11VertexShader* m_vertexShader;
ID3D11PixelShader* m_pixelShader;
ID3D11InputLayout* m_layout;
ID3D11Buffer* m_matrixBuffer;
};
#endif

View File

@@ -0,0 +1,59 @@
////////////////////////////////////////////////////////////////////////////////
// Filename: multitextureshaderclass.h
////////////////////////////////////////////////////////////////////////////////
#ifndef _MULTITEXTURESHADERCLASS_H_
#define _MULTITEXTURESHADERCLASS_H_
//////////////
// INCLUDES //
//////////////
#include "Logger.h"
#include <d3d11.h>
#include <d3dcompiler.h>
#include <directxmath.h>
#include <fstream>
using namespace DirectX;
using namespace std;
////////////////////////////////////////////////////////////////////////////////
// Class name: MultiTextureShaderClass
////////////////////////////////////////////////////////////////////////////////
class MultiTextureShaderClass
{
private:
struct MatrixBufferType
{
XMMATRIX world;
XMMATRIX view;
XMMATRIX projection;
};
public:
MultiTextureShaderClass();
MultiTextureShaderClass(const MultiTextureShaderClass&);
~MultiTextureShaderClass();
bool Initialize(ID3D11Device*, HWND);
void Shutdown();
bool Render(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, ID3D11ShaderResourceView*);
private:
bool InitializeShader(ID3D11Device*, HWND, WCHAR*, WCHAR*);
void ShutdownShader();
void OutputShaderErrorMessage(ID3D10Blob*, HWND, WCHAR*);
bool SetShaderParameters(ID3D11DeviceContext*, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, ID3D11ShaderResourceView*);
void RenderShader(ID3D11DeviceContext*, int);
private:
ID3D11VertexShader* m_vertexShader;
ID3D11PixelShader* m_pixelShader;
ID3D11InputLayout* m_layout;
ID3D11Buffer* m_matrixBuffer;
ID3D11SamplerState* m_sampleState;
};
#endif

View File

@@ -0,0 +1,55 @@
#ifndef _ALPHAMAPSHADERCLASS_H_
#define _ALPHAMAPSHADERCLASS_H_
//////////////
// INCLUDES //
//////////////
#include "Logger.h"
#include <d3d11.h>
#include <d3dcompiler.h>
#include <directxmath.h>
#include <fstream>
using namespace DirectX;
using namespace std;
////////////////////////////////////////////////////////////////////////////////
// Class name: AlphaMapShaderClass
////////////////////////////////////////////////////////////////////////////////
class AlphaMapShaderClass
{
private:
struct MatrixBufferType
{
XMMATRIX world;
XMMATRIX view;
XMMATRIX projection;
};
public:
AlphaMapShaderClass();
AlphaMapShaderClass(const AlphaMapShaderClass&);
~AlphaMapShaderClass();
bool Initialize(ID3D11Device*, HWND);
void Shutdown();
bool Render(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, ID3D11ShaderResourceView*, ID3D11ShaderResourceView*);
private:
bool InitializeShader(ID3D11Device*, HWND, WCHAR*, WCHAR*);
void ShutdownShader();
void OutputShaderErrorMessage(ID3D10Blob*, HWND, WCHAR*);
bool SetShaderParameters(ID3D11DeviceContext*, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, ID3D11ShaderResourceView*, ID3D11ShaderResourceView*);
void RenderShader(ID3D11DeviceContext*, int);
private:
ID3D11VertexShader* m_vertexShader;
ID3D11PixelShader* m_pixelShader;
ID3D11InputLayout* m_layout;
ID3D11Buffer* m_matrixBuffer;
ID3D11SamplerState* m_sampleState;
};
#endif

View File

@@ -0,0 +1,62 @@
#ifndef _FONTSHADERCLASS_H_
#define _FONTSHADERCLASS_H_
//////////////
// INCLUDES //
//////////////
#include "Logger.h"
#include <d3d11.h>
#include <d3dcompiler.h>
#include <directxmath.h>
#include <fstream>
using namespace DirectX;
using namespace std;
////////////////////////////////////////////////////////////////////////////////
// Class name: FontShaderClass
////////////////////////////////////////////////////////////////////////////////
class FontShaderClass
{
private:
struct MatrixBufferType
{
XMMATRIX world;
XMMATRIX view;
XMMATRIX projection;
};
struct PixelBufferType
{
XMFLOAT4 pixelColor;
};
public:
FontShaderClass();
FontShaderClass(const FontShaderClass&);
~FontShaderClass();
bool Initialize(ID3D11Device*, HWND);
void Shutdown();
bool Render(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, XMFLOAT4);
private:
bool InitializeShader(ID3D11Device*, HWND, WCHAR*, WCHAR*);
void ShutdownShader();
void OutputShaderErrorMessage(ID3D10Blob*, HWND, WCHAR*);
bool SetShaderParameters(ID3D11DeviceContext*, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, XMFLOAT4);
void RenderShader(ID3D11DeviceContext*, int);
private:
ID3D11VertexShader* m_vertexShader;
ID3D11PixelShader* m_pixelShader;
ID3D11InputLayout* m_layout;
ID3D11Buffer* m_matrixBuffer;
ID3D11SamplerState* m_sampleState;
ID3D11Buffer* m_pixelBuffer;
};
#endif

View File

@@ -0,0 +1,57 @@
////////////////////////////////////////////////////////////////////////////////
#ifndef _LIGHTMAPSHADERCLASS_H_
#define _LIGHTMAPSHADERCLASS_H_
//////////////
// INCLUDES //
//////////////
#include "Logger.h"
#include <d3d11.h>
#include <d3dcompiler.h>
#include <directxmath.h>
#include <fstream>
using namespace DirectX;
using namespace std;
////////////////////////////////////////////////////////////////////////////////
// Class name: LightMapShaderClass
////////////////////////////////////////////////////////////////////////////////
class LightMapShaderClass
{
private:
struct MatrixBufferType
{
XMMATRIX world;
XMMATRIX view;
XMMATRIX projection;
};
public:
LightMapShaderClass();
LightMapShaderClass(const LightMapShaderClass&);
~LightMapShaderClass();
bool Initialize(ID3D11Device*, HWND);
void Shutdown();
bool Render(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, ID3D11ShaderResourceView*);
private:
bool InitializeShader(ID3D11Device*, HWND, WCHAR*, WCHAR*);
void ShutdownShader();
void OutputShaderErrorMessage(ID3D10Blob*, HWND, WCHAR*);
bool SetShaderParameters(ID3D11DeviceContext*, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, ID3D11ShaderResourceView*);
void RenderShader(ID3D11DeviceContext*, int);
private:
ID3D11VertexShader* m_vertexShader;
ID3D11PixelShader* m_pixelShader;
ID3D11InputLayout* m_layout;
ID3D11Buffer* m_matrixBuffer;
ID3D11SamplerState* m_sampleState;
};
#endif

View File

@@ -0,0 +1,92 @@
////////////////////////////////////////////////////////////////////////////////
// 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

View File

@@ -0,0 +1 @@
#pragma once

View File

@@ -0,0 +1,64 @@
#ifndef _NORMALMAPSHADERCLASS_H_
#define _NORMALMAPSHADERCLASS_H_
//////////////
// INCLUDES //
//////////////
#include "Logger.h"
#include <d3d11.h>
#include <d3dcompiler.h>
#include <directxmath.h>
#include <fstream>
using namespace DirectX;
using namespace std;
////////////////////////////////////////////////////////////////////////////////
// Class name: NormalMapShaderClass
////////////////////////////////////////////////////////////////////////////////
class NormalMapShaderClass
{
private:
struct MatrixBufferType
{
XMMATRIX world;
XMMATRIX view;
XMMATRIX projection;
};
struct LightBufferType
{
XMFLOAT4 diffuseColor;
XMFLOAT3 lightDirection;
float padding;
};
public:
NormalMapShaderClass();
NormalMapShaderClass(const NormalMapShaderClass&);
~NormalMapShaderClass();
bool Initialize(ID3D11Device*, HWND);
void Shutdown();
bool Render(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, ID3D11ShaderResourceView*, XMFLOAT3, XMFLOAT4);
private:
bool InitializeShader(ID3D11Device*, HWND, WCHAR*, WCHAR*);
void ShutdownShader();
void OutputShaderErrorMessage(ID3D10Blob*, HWND, WCHAR*);
bool SetShaderParameters(ID3D11DeviceContext*, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, ID3D11ShaderResourceView*, XMFLOAT3, XMFLOAT4);
void RenderShader(ID3D11DeviceContext*, int);
private:
ID3D11VertexShader* m_vertexShader;
ID3D11PixelShader* m_pixelShader;
ID3D11InputLayout* m_layout;
ID3D11Buffer* m_matrixBuffer;
ID3D11SamplerState* m_sampleState;
ID3D11Buffer* m_lightBuffer;
};
#endif

View File

@@ -0,0 +1,65 @@
////////////////////////////////////////////////////////////////////////////////
// Filename: reflectionshaderclass.h
////////////////////////////////////////////////////////////////////////////////
#ifndef _REFLECTIONSHADERCLASS_H_
#define _REFLECTIONSHADERCLASS_H_
//////////////
// INCLUDES //
//////////////
#include "Logger.h"
#include <d3d11.h>
#include <d3dcompiler.h>
#include <directxmath.h>
#include <fstream>
using namespace DirectX;
using namespace std;
////////////////////////////////////////////////////////////////////////////////
// Class name: ReflectionShaderClass
////////////////////////////////////////////////////////////////////////////////
class ReflectionShaderClass
{
private:
struct MatrixBufferType
{
XMMATRIX world;
XMMATRIX view;
XMMATRIX projection;
};
struct ReflectionBufferType
{
XMMATRIX reflectionMatrix;
};
public:
ReflectionShaderClass();
ReflectionShaderClass(const ReflectionShaderClass&);
~ReflectionShaderClass();
bool Initialize(ID3D11Device*, HWND);
void Shutdown();
bool Render(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, ID3D11ShaderResourceView*, XMMATRIX);
private:
bool InitializeShader(ID3D11Device*, HWND, WCHAR*, WCHAR*);
void ShutdownShader();
void OutputShaderErrorMessage(ID3D10Blob*, HWND, WCHAR*);
bool SetShaderParameters(ID3D11DeviceContext*, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, ID3D11ShaderResourceView*, XMMATRIX);
void RenderShader(ID3D11DeviceContext*, int);
private:
ID3D11VertexShader* m_vertexShader;
ID3D11PixelShader* m_pixelShader;
ID3D11InputLayout* m_layout;
ID3D11Buffer* m_matrixBuffer;
ID3D11SamplerState* m_sampleState;
ID3D11Buffer* m_reflectionBuffer;
};
#endif

View File

@@ -0,0 +1,72 @@
#ifndef _REFRACTIONSHADERCLASS_H_
#define _REFRACTIONSHADERCLASS_H_
//////////////
// INCLUDES //
//////////////
#include <d3d11.h>
#include <d3dcompiler.h>
#include <directxmath.h>
#include <fstream>
using namespace DirectX;
using namespace std;
////////////////////////////////////////////////////////////////////////////////
// Class name: RefractionShaderClass
////////////////////////////////////////////////////////////////////////////////
class RefractionShaderClass
{
private:
struct MatrixBufferType
{
XMMATRIX world;
XMMATRIX view;
XMMATRIX projection;
};
struct LightBufferType
{
XMFLOAT4 ambientColor;
XMFLOAT4 diffuseColor;
XMFLOAT4 lightPosition;
XMFLOAT3 lightDirection;
float padding;
};
struct ClipPlaneBufferType
{
XMFLOAT4 clipPlane;
};
public:
RefractionShaderClass();
RefractionShaderClass(const RefractionShaderClass&);
~RefractionShaderClass();
bool Initialize(ID3D11Device*, HWND);
void Shutdown();
bool Render(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*,
XMFLOAT3, XMFLOAT4[], XMFLOAT4[], XMFLOAT4[], XMFLOAT4);
private:
bool InitializeShader(ID3D11Device*, HWND, WCHAR*, WCHAR*);
void ShutdownShader();
void OutputShaderErrorMessage(ID3D10Blob*, HWND, WCHAR*);
bool SetShaderParameters(ID3D11DeviceContext*, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*,
XMFLOAT3, XMFLOAT4[], 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_lightBuffer;
ID3D11Buffer* m_clipPlaneBuffer;
};
#endif

View File

@@ -0,0 +1,63 @@
#ifndef _SHADERMANAGERCLASS_H_
#define _SHADERMANAGERCLASS_H_
// Inclure les en-t<>tes n<>cessaires
#include <d3d11.h>
#include <DirectXMath.h>
#include <vector>
#include "textureshaderclass.h"
#include "normalmapshaderclass.h"
#include "multitextureshaderclass.h"
#include "translateshaderclass.h"
#include "alphamapshaderclass.h"
#include "specmapshaderclass.h"
#include "transparentshaderclass.h"
#include "lightshaderclass.h"
#include "lightmapshaderclass.h"
#include "refractionshaderclass.h"
#include "watershaderclass.h"
#include "celshadingshader.h"
#include "sunlightshaderclass.h"
using namespace DirectX;
class ShaderManagerClass
{
public:
ShaderManagerClass();
ShaderManagerClass(const ShaderManagerClass&);
~ShaderManagerClass();
bool Initialize(ID3D11Device*, HWND);
void Shutdown();
bool RenderTextureShader(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*);
bool RenderNormalMapShader(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, ID3D11ShaderResourceView*, XMFLOAT3, XMFLOAT4);
bool RenderMultitextureShader(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, ID3D11ShaderResourceView*);
bool RenderTranslateShader(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, float);
bool RenderAlphaMapShader(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, ID3D11ShaderResourceView*, ID3D11ShaderResourceView*);
bool RenderSpecMapShader(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, ID3D11ShaderResourceView*, ID3D11ShaderResourceView*, XMFLOAT3, XMFLOAT4, XMFLOAT3, XMFLOAT4, float);
bool RenderTransparentShader(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, float);
bool RenderlightShader(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, XMFLOAT4[], XMFLOAT4[], XMFLOAT4[]);
bool RenderlightMapShader(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, ID3D11ShaderResourceView*);
bool RenderRefractionShader(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, XMFLOAT3, XMFLOAT4[], XMFLOAT4[], XMFLOAT4[], XMFLOAT4);
bool RenderWaterShader(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, ID3D11ShaderResourceView*, ID3D11ShaderResourceView*, float, float);
bool RenderCelShadingShader(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, XMFLOAT3, XMFLOAT4, XMFLOAT3);
bool RenderSunlightShader(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, XMFLOAT4, XMFLOAT4, XMFLOAT3, float);
private:
TextureShaderClass* m_TextureShader;
NormalMapShaderClass* m_NormalMapShader;
MultiTextureShaderClass* m_MultitextureShader;
TranslateShaderClass* m_TranslateShader;
AlphaMapShaderClass* m_AlphaMapShader;
SpecMapShaderClass* m_SpecMapShader;
TransparentShaderClass* m_TransparentShader;
LightShaderClass* m_LightShader;
LightMapShaderClass* m_LightMapShader;
RefractionShaderClass* m_RefractionShader;
WaterShaderClass* m_WaterShader;
CelShadingShader* m_CelShadingShader;
SunlightShaderClass* m_SunlightShader;
};
#endif

View File

@@ -0,0 +1,72 @@
#ifndef _SPECMAPSHADERCLASS_H_
#define _SPECMAPSHADERCLASS_H_
//////////////
// INCLUDES //
//////////////
#include <d3d11.h>
#include <d3dcompiler.h>
#include <directxmath.h>
#include <fstream>
using namespace DirectX;
using namespace std;
////////////////////////////////////////////////////////////////////////////////
// Class name: SpecMapShaderClass
////////////////////////////////////////////////////////////////////////////////
class SpecMapShaderClass
{
private:
struct MatrixBufferType
{
XMMATRIX world;
XMMATRIX view;
XMMATRIX projection;
};
struct LightBufferType
{
XMFLOAT4 diffuseColor;
XMFLOAT4 specularColor;
float specularPower;
XMFLOAT3 lightDirection;
};
struct CameraBufferType
{
XMFLOAT3 cameraPosition;
float padding;
};
public:
SpecMapShaderClass();
SpecMapShaderClass(const SpecMapShaderClass&);
~SpecMapShaderClass();
bool Initialize(ID3D11Device*, HWND);
void Shutdown();
bool Render(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, ID3D11ShaderResourceView*, ID3D11ShaderResourceView*,
XMFLOAT3, XMFLOAT4, XMFLOAT3, XMFLOAT4, float);
private:
bool InitializeShader(ID3D11Device*, HWND, WCHAR*, WCHAR*);
void ShutdownShader();
void OutputShaderErrorMessage(ID3D10Blob*, HWND, WCHAR*);
bool SetShaderParameters(ID3D11DeviceContext*, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, ID3D11ShaderResourceView*, ID3D11ShaderResourceView*,
XMFLOAT3, XMFLOAT4, XMFLOAT3, XMFLOAT4, float);
void RenderShader(ID3D11DeviceContext*, int);
private:
ID3D11VertexShader* m_vertexShader;
ID3D11PixelShader* m_pixelShader;
ID3D11InputLayout* m_layout;
ID3D11Buffer* m_matrixBuffer;
ID3D11SamplerState* m_sampleState;
ID3D11Buffer* m_lightBuffer;
ID3D11Buffer* m_cameraBuffer;
};
#endif

View File

@@ -0,0 +1,68 @@
#pragma once
#include "Logger.h"
#include <d3d11.h>
#include <d3dcompiler.h>
#include <directxmath.h>
#include <fstream>
using namespace DirectX;
using namespace std;
class SunlightShaderClass
{
private :
struct MatrixBufferType
{
XMMATRIX world;
XMMATRIX view;
XMMATRIX projection;
};
struct CameraBufferType
{
XMFLOAT3 cameraPosition;
float padding;
};
struct SunLightBufferType
{
XMFLOAT4 diffuseColor;
XMFLOAT4 ambientColor;
XMFLOAT3 sunDirection;
float intensity;
};
struct SunLightColorBufferType
{
XMFLOAT4 sunColor;
};
public :
SunlightShaderClass();
SunlightShaderClass(const SunlightShaderClass&);
~SunlightShaderClass();
bool Initialize(ID3D11Device*, HWND);
void Shutdown();
bool Render(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, XMFLOAT4, XMFLOAT4, XMFLOAT3,float);
private:
bool InitializeShader(ID3D11Device*, HWND, WCHAR*, WCHAR*);
void ShutdownShader();
void OutputShaderErrorMessage(ID3D10Blob*, HWND, WCHAR*);
bool SetShaderParameters(ID3D11DeviceContext*, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, XMFLOAT4, XMFLOAT4, XMFLOAT3, float);
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_sunlightBuffer;
ID3D11Buffer* m_sunlightColorBuffer;
ID3D11Buffer* m_sunlightPositionBuffer;
};

View File

@@ -0,0 +1,56 @@
#ifndef _TEXTURESHADERCLASS_H_
#define _TEXTURESHADERCLASS_H_
//////////////
// INCLUDES //
//////////////
#include "Logger.h"
#include <d3d11.h>
#include <d3dcompiler.h>
#include <directxmath.h>
#include <fstream>
using namespace DirectX;
using namespace std;
////////////////////////////////////////////////////////////////////////////////
// Class name: TextureShaderClass
////////////////////////////////////////////////////////////////////////////////
class TextureShaderClass
{
private:
struct MatrixBufferType
{
XMMATRIX world;
XMMATRIX view;
XMMATRIX projection;
};
public:
TextureShaderClass();
TextureShaderClass(const TextureShaderClass&);
~TextureShaderClass();
bool Initialize(ID3D11Device*, HWND);
void Shutdown();
bool Render(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*);
private:
bool InitializeShader(ID3D11Device*, HWND, WCHAR*, WCHAR*);
void ShutdownShader();
void OutputShaderErrorMessage(ID3D10Blob*, HWND, WCHAR*);
bool SetShaderParameters(ID3D11DeviceContext*, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*);
void RenderShader(ID3D11DeviceContext*, int);
private:
ID3D11VertexShader* m_vertexShader;
ID3D11PixelShader* m_pixelShader;
ID3D11InputLayout* m_layout;
ID3D11Buffer* m_matrixBuffer;
ID3D11SamplerState* m_sampleState;
};
#endif

View File

@@ -0,0 +1,63 @@
#ifndef _TRANSLATESHADERCLASS_H_
#define _TRANSLATESHADERCLASS_H_
//////////////
// INCLUDES //
//////////////
#include "Logger.h"
#include <d3d11.h>
#include <d3dcompiler.h>
#include <directxmath.h>
#include <fstream>
using namespace DirectX;
using namespace std;
////////////////////////////////////////////////////////////////////////////////
// Class name: TranslateShaderClass
////////////////////////////////////////////////////////////////////////////////
class TranslateShaderClass
{
private:
struct MatrixBufferType
{
XMMATRIX world;
XMMATRIX view;
XMMATRIX projection;
};
struct TranslateBufferType
{
float translation;
XMFLOAT3 padding;
};
public:
TranslateShaderClass();
TranslateShaderClass(const TranslateShaderClass&);
~TranslateShaderClass();
bool Initialize(ID3D11Device*, HWND);
void Shutdown();
bool Render(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, float);
private:
bool InitializeShader(ID3D11Device*, HWND, WCHAR*, WCHAR*);
void ShutdownShader();
void OutputShaderErrorMessage(ID3D10Blob*, HWND, WCHAR*);
bool SetShaderParameters(ID3D11DeviceContext*, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, float);
void RenderShader(ID3D11DeviceContext*, int);
private:
ID3D11VertexShader* m_vertexShader;
ID3D11PixelShader* m_pixelShader;
ID3D11InputLayout* m_layout;
ID3D11Buffer* m_matrixBuffer;
ID3D11SamplerState* m_sampleState;
ID3D11Buffer* m_translateBuffer;
};
#endif

View File

@@ -0,0 +1,63 @@
#ifndef _TRANSPARENTSHADERCLASS_H_
#define _TRANSPARENTSHADERCLASS_H_
//////////////
// INCLUDES //
//////////////
#include "Logger.h"
#include <d3d11.h>
#include <d3dcompiler.h>
#include <directxmath.h>
#include <fstream>
using namespace DirectX;
using namespace std;
////////////////////////////////////////////////////////////////////////////////
// Class name: TransparentShaderClass
////////////////////////////////////////////////////////////////////////////////
class TransparentShaderClass
{
private:
struct MatrixBufferType
{
XMMATRIX world;
XMMATRIX view;
XMMATRIX projection;
};
struct TransparentBufferType
{
float blendAmount;
XMFLOAT3 padding;
};
public:
TransparentShaderClass();
TransparentShaderClass(const TransparentShaderClass&);
~TransparentShaderClass();
bool Initialize(ID3D11Device*, HWND);
void Shutdown();
bool Render(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, float);
private:
bool InitializeShader(ID3D11Device*, HWND, WCHAR*, WCHAR*);
void ShutdownShader();
void OutputShaderErrorMessage(ID3D10Blob*, HWND, WCHAR*);
bool SetShaderParameters(ID3D11DeviceContext*, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, float);
void RenderShader(ID3D11DeviceContext*, int);
private:
ID3D11VertexShader* m_vertexShader;
ID3D11PixelShader* m_pixelShader;
ID3D11InputLayout* m_layout;
ID3D11Buffer* m_matrixBuffer;
ID3D11SamplerState* m_sampleState;
ID3D11Buffer* m_transparentBuffer;
};
#endif

View File

@@ -0,0 +1,70 @@
#ifndef _WATERSHADERCLASS_H_
#define _WATERSHADERCLASS_H_
//////////////
// INCLUDES //
//////////////
#include <d3d11.h>
#include <d3dcompiler.h>
#include <directxmath.h>
#include <fstream>
using namespace DirectX;
using namespace std;
////////////////////////////////////////////////////////////////////////////////
// Class name: WaterShaderClass
////////////////////////////////////////////////////////////////////////////////
class WaterShaderClass
{
private:
struct MatrixBufferType
{
XMMATRIX world;
XMMATRIX view;
XMMATRIX projection;
};
struct ReflectionBufferType
{
XMMATRIX reflection;
};
struct WaterBufferType
{
float waterTranslation;
float reflectRefractScale;
XMFLOAT2 padding;
};
public:
WaterShaderClass();
WaterShaderClass(const WaterShaderClass&);
~WaterShaderClass();
bool Initialize(ID3D11Device*, HWND);
void Shutdown();
bool Render(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*,
ID3D11ShaderResourceView*, ID3D11ShaderResourceView*, float, float);
private:
bool InitializeShader(ID3D11Device*, HWND, WCHAR*, WCHAR*);
void ShutdownShader();
void OutputShaderErrorMessage(ID3D10Blob*, HWND, WCHAR*);
bool SetShaderParameters(ID3D11DeviceContext*, XMMATRIX, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*,
ID3D11ShaderResourceView*, ID3D11ShaderResourceView*, float, float);
void RenderShader(ID3D11DeviceContext*, int);
private:
ID3D11VertexShader* m_vertexShader;
ID3D11PixelShader* m_pixelShader;
ID3D11InputLayout* m_layout;
ID3D11Buffer* m_matrixBuffer;
ID3D11SamplerState* m_sampleState;
ID3D11Buffer* m_reflectionBuffer;
ID3D11Buffer* m_waterBuffer;
};
#endif

View File

@@ -0,0 +1,46 @@
////////////////////////////////////////////////////////////////////////////////
// Filename: cameraclass.h
////////////////////////////////////////////////////////////////////////////////
#ifndef _CAMERACLASS_H_
#define _CAMERACLASS_H_
//////////////
// INCLUDES //
//////////////
#include <directxmath.h>
using namespace DirectX;
////////////////////////////////////////////////////////////////////////////////
// Class name: CameraClass
////////////////////////////////////////////////////////////////////////////////
class CameraClass
{
public:
CameraClass();
CameraClass(const CameraClass&);
~CameraClass();
void SetPosition(float, float, float);
void SetRotation(float, float, float);
XMFLOAT3 GetPosition();
XMFLOAT3 GetRotation();
void Render();
XMMATRIX GetViewMatrix(XMMATRIX& viewMatrix) const;
void RenderReflection(float);
void GetReflectionViewMatrix(XMMATRIX&) const;
private:
float m_positionX, m_positionY, m_positionZ;
float m_rotationX, m_rotationY, m_rotationZ;
XMMATRIX m_viewMatrix;
XMMATRIX m_reflectionViewMatrix;
};
#endif

View File

@@ -0,0 +1,226 @@
#pragma once
#include <fstream>
#include <string>
#include <Windows.h>
#include <chrono>
#include <iomanip>
#include <sstream>
#include <filesystem>
#include <deque>
#include <unordered_set>
#include <imgui.h>
class Logger
{
public:
static Logger& Get()
{
static Logger instance;
return instance;
}
Logger(Logger const&) = delete;
void operator=(Logger const&) = delete;
enum class LogLevel
{
Info,
Warning,
Error,
Shutdown,
Initialize,
Update,
Render,
Input,
Physics,
Audio,
Network,
Scripting,
AI,
Resource,
Memory,
Debug,
Count // Do not use this, it's just to get the number of log levels it must at the end
};
// Return the size of the enum class LogLevel as a constant integer
static constexpr int LogLevelCount = static_cast<int>(LogLevel::Count);
struct LogEntry
{
std::string message;
LogLevel level;
};
struct LogLevelInfo
{
const char* name;
int value;
ImVec4 color;
};
static const LogLevelInfo GetLogLevelInfo(LogLevel level)
{
switch (level)
{
case LogLevel::Info: return LogLevelInfo{ "Info", 0, ImVec4(0.0f, 1.0f, 0.0f, 1.0f) };
case LogLevel::Warning: return LogLevelInfo{ "Warning", 1, ImVec4(1.0f, 1.0f, 0.0f, 1.0f) };
case LogLevel::Error: return LogLevelInfo{ "Error", 2, ImVec4(1.0f, 0.0f, 0.0f, 1.0f) };
case LogLevel::Shutdown: return LogLevelInfo{ "Shutdown", 3, ImVec4(0.5f, 0.0f, 0.0f, 1.0f) };
case LogLevel::Initialize: return LogLevelInfo{ "Initialize", 4, ImVec4(0.0f, 1.0f, 1.0f, 1.0f) };
case LogLevel::Update: return LogLevelInfo{ "Update", 5, ImVec4(1.0f, 0.0f, 1.0f, 1.0f) };
case LogLevel::Render: return LogLevelInfo{ "Render", 6, ImVec4(1.0f, 1.0f, 1.0f, 1.0f) };
case LogLevel::Input: return LogLevelInfo{ "Input", 7, ImVec4(0.5f, 0.5f, 0.5f, 1.0f) };
case LogLevel::Physics: return LogLevelInfo{ "Physics", 8, ImVec4(0.5f, 0.5f, 0.5f, 1.0f) };
case LogLevel::Audio: return LogLevelInfo{ "Audio", 9, ImVec4(0.5f, 0.5f, 0.5f, 1.0f) };
case LogLevel::Network: return LogLevelInfo{ "Network", 10, ImVec4(0.5f, 0.5f, 0.5f, 1.0f) };
case LogLevel::Scripting: return LogLevelInfo{ "Scripting", 11, ImVec4(0.5f, 0.5f, 0.5f, 1.0f) };
case LogLevel::AI: return LogLevelInfo{ "AI", 12, ImVec4(0.5f, 0.5f, 0.5f, 1.0f) };
case LogLevel::Resource: return LogLevelInfo{ "Resource", 13, ImVec4(0.5f, 0.5f, 0.5f, 1.0f) };
case LogLevel::Memory: return LogLevelInfo{ "Memory", 14, ImVec4(0.5f, 0.5f, 0.5f, 1.0f) };
case LogLevel::Debug: return LogLevelInfo{ "Debug", 15, ImVec4(0.5f, 0.5f, 0.5f, 1.0f) };
default: return LogLevelInfo{ "Unknown", 16, ImVec4(1.0f, 1.0f, 1.0f, 1.0f) };
}
}
Logger()
{
char* appdata = nullptr;
size_t len;
_dupenv_s(&appdata, &len, "APPDATA");
if (appdata == nullptr)
{
m_appdataPath = "log.log";
}
else
{
m_appdataPath = appdata;
}
free(appdata);
std::string directoryPath = m_appdataPath + "\\Khaotic Engine";
CreateDirectoryA(directoryPath.c_str(), NULL);
ManageLogFiles(directoryPath);
m_logFilePath = directoryPath + "\\" + m_logFileName;
// Enable only the Error warning and shutdown log levels
for (int i = 0; i < LogLevelCount; i++)
{
m_disabledLogLevels[i] = true;
if (i == static_cast<int>(LogLevel::Error) || i == static_cast<int>(LogLevel::Warning) || i == static_cast<int>(LogLevel::Shutdown))
{
m_disabledLogLevels[i] = false;
}
}
}
// ecrit un message dans le fichier de log et le stocke dans le buffer
void Log(const std::string& message, const std::string& fileName, int lineNumber, LogLevel level = LogLevel::Info)
{
auto now = std::chrono::system_clock::now();
auto in_time_t = std::chrono::system_clock::to_time_t(now);
std::tm buf;
localtime_s(&buf, &in_time_t);
// Obtenez les millisecondes <20> partir de maintenant
auto ms = std::chrono::duration_cast<std::chrono::milliseconds>(now.time_since_epoch()) % 1000;
// Utilisez LogLevelToString pour obtenir la cha<68>ne de caract<63>res du niveau de log
std::string levelStr = GetLogLevelInfo(level).name;
std::stringstream ss;
ss << "[" << std::put_time(&buf, "%Y-%m-%d") << "] "
<< "[" << std::put_time(&buf, "%X") << "." << std::setfill('0') << std::setw(3) << ms.count() << "] "
<< "[" << levelStr << "] "
<< "[" << fileName << ":" << lineNumber << "] "
<< message;
Log(ss.str(), level);
std::ofstream file(m_logFilePath, std::ios::app);
if (file.is_open())
{
file << ss.str() << std::endl;
file.close();
}
}
// ecrit un message dans la console
void Log(const std::string& message, LogLevel level)
{
// Si le niveau de log est d<>sactiv<69>, ne faites rien
if (m_disabledLogLevels[GetLogLevelInfo(level).value])
{
return;
}
if (logBuffer.size() >= logBufferSize)
{
logBuffer.pop_front();
}
logBuffer.push_back({ message, level });
}
const std::deque<LogEntry>& GetLogBuffer() const { return logBuffer; }
void ManageLogFiles(const std::string& directoryPath)
{
std::vector<std::filesystem::path> logFiles;
// Parcourez tous les fichiers dans le dossier
for (const auto& entry : std::filesystem::directory_iterator(directoryPath))
{
// Si le fichier est un fichier de log, ajoutez-le <20> la liste
if (entry.path().extension() == ".log")
{
logFiles.push_back(entry.path());
}
}
// Si nous avons plus de trois fichiers de log, supprimez le plus ancien
while (logFiles.size() >= 3)
{
// Triez les fichiers par date de modification, le plus ancien en premier
std::sort(logFiles.begin(), logFiles.end(), [](const std::filesystem::path& a, const std::filesystem::path& b)
{
return std::filesystem::last_write_time(a) < std::filesystem::last_write_time(b);
});
// Supprimez le fichier le plus ancien
std::filesystem::remove(logFiles[0]);
// Supprimez-le de la liste
logFiles.erase(logFiles.begin());
}
// Cr<43>ez un nouveau fichier de log pour cette ex<65>cution
auto now = std::chrono::system_clock::now();
auto in_time_t = std::chrono::system_clock::to_time_t(now);
std::tm buf;
localtime_s(&buf, &in_time_t);
std::stringstream ss;
ss << "Khaotic_log_" << std::put_time(&buf, "%Y_%m_%d_%Hh%Mm%Ss") << ".log";
m_logFileName = ss.str();
}
bool m_disabledLogLevels[LogLevelCount];
std::string m_logFilePath;
private:
std::string m_filename;
std::string m_appdataPath;
std::string m_logFileName;
std::deque<LogEntry> logBuffer;
const size_t logBufferSize = 100;
};

View File

@@ -0,0 +1,39 @@
#ifndef _MODELLISTCLASS_H_
#define _MODELLISTCLASS_H_
//////////////
// INCLUDES //
//////////////
#include <stdlib.h>
#include <time.h>
///////////////////////////////////////////////////////////////////////////////
// Class name: ModelListClass
///////////////////////////////////////////////////////////////////////////////
class ModelListClass
{
private:
struct ModelInfoType
{
float positionX, positionY, positionZ;
};
public:
ModelListClass();
ModelListClass(const ModelListClass&);
~ModelListClass();
void Initialize(int);
void Shutdown();
int GetModelCount();
void GetData(int, float&, float&, float&);
private:
int m_modelCount;
ModelInfoType* m_ModelInfoList;
};
#endif

View File

@@ -0,0 +1,37 @@
#ifndef _POSITIONCLASS_H_
#define _POSITIONCLASS_H_
//////////////
// INCLUDES //
//////////////
#include <math.h>
////////////////////////////////////////////////////////////////////////////////
// Class name: PositionClass
////////////////////////////////////////////////////////////////////////////////
class PositionClass
{
public:
PositionClass();
PositionClass(const PositionClass&);
~PositionClass();
void SetFrameTime(float);
void GetRotation(float&, float&) const;
void GetPosition(float&, float&, float&) const;
void TurnLeft(bool);
void TurnRight(bool);
void TurnMouse(float, float, float, bool);
void MoveCamera(bool, bool, bool, bool, bool, bool, bool, bool, bool);
private:
float m_frameTime;
float m_rotationY, m_rotationX;
float m_positionX, m_positionY, m_positionZ;
float m_leftTurnSpeed, m_rightTurnSpeed, m_horizontalTurnSpeed, m_verticalTurnSpeed, m_cameraSpeed, m_speed;
};
#endif

View File

@@ -0,0 +1,63 @@
#ifndef _SPRITECLASS_H_
#define _SPRITECLASS_H_
//////////////
// INCLUDES //
//////////////
#include <directxmath.h>
#include <fstream>
using namespace DirectX;
///////////////////////
// MY CLASS INCLUDES //
///////////////////////
#include "textureclass.h"
////////////////////////////////////////////////////////////////////////////////
// Class name: SpriteClass
////////////////////////////////////////////////////////////////////////////////
class SpriteClass
{
private:
struct VertexType
{
XMFLOAT3 position;
XMFLOAT2 texture;
};
public:
SpriteClass();
SpriteClass(const SpriteClass&);
~SpriteClass();
bool Initialize(ID3D11Device*, ID3D11DeviceContext*, int, int, char*, int, int);
void Shutdown();
bool Render(ID3D11DeviceContext*);
void Update(float);
int GetIndexCount();
ID3D11ShaderResourceView* GetTexture();
void SetRenderLocation(int, int);
private:
bool InitializeBuffers(ID3D11Device*);
void ShutdownBuffers();
bool UpdateBuffers(ID3D11DeviceContext*);
void RenderBuffers(ID3D11DeviceContext*);
bool LoadTextures(ID3D11Device*, ID3D11DeviceContext*, char*);
void ReleaseTextures();
private:
ID3D11Buffer* m_vertexBuffer, * m_indexBuffer;
int m_vertexCount, m_indexCount, m_screenWidth, m_screenHeight, m_bitmapWidth, m_bitmapHeight, m_renderX, m_renderY, m_prevPosX, m_prevPosY;
TextureClass* m_Textures;
float m_frameTime, m_cycleTime;
int m_currentTexture, m_textureCount;
};
#endif

View File

@@ -0,0 +1,34 @@
#ifndef _TIMERCLASS_H_
#define _TIMERCLASS_H_
//////////////
// INCLUDES //
//////////////
#include "Logger.h"
#include <windows.h>
////////////////////////////////////////////////////////////////////////////////
// Class name: TimerClass
////////////////////////////////////////////////////////////////////////////////
class TimerClass
{
public:
TimerClass();
TimerClass(const TimerClass&);
~TimerClass();
bool Initialize();
void Frame();
float GetTime();
private:
float m_frequency;
INT64 m_startTime;
float m_frameTime;
};
#endif

View File

@@ -0,0 +1,270 @@
#ifndef _APPLICATIONCLASS_H_
#define _APPLICATIONCLASS_H_
///////////////////////
// MY CLASS INCLUDES //
///////////////////////
#include "d3dclass.h"
#include "cameraclass.h"
#include "object.h"
#include "lightclass.h"
#include <vector>
#include <filesystem>
#include "bitmapclass.h"
#include "spriteclass.h"
#include "timerclass.h"
#include "fontshaderclass.h"
#include "fontclass.h"
#include "textclass.h"
#include "fpsclass.h"
#include "inputclass.h"
#include "shadermanagerclass.h"
#include "modellistclass.h"
#include "positionclass.h"
#include "frustumclass.h"
#include "rendertextureclass.h"
#include "displayplaneclass.h"
#include "translateshaderclass.h"
#include "reflectionshaderclass.h"
#include "physics.h"
#include "frustum.h"
#include <WICTextureLoader.h>
#include <comdef.h> // Pour _com_error
#include <chrono>
#include <thread>
/////////////
// GLOBALS //
/////////////
const bool FULL_SCREEN = false;
const float SCREEN_DEPTH = 1000.0f;
const float SCREEN_NEAR = 0.3f;
struct Input
{
bool m_KeyLeft = false;
bool m_KeyRight = false;
bool m_KeyUp = false;
bool m_KeyDown = false;
};
////////////////////////////////////////////////////////////////////////////////
// Class name: ApplicationClass
////////////////////////////////////////////////////////////////////////////////
class ApplicationClass
{
public:
ApplicationClass();
~ApplicationClass();
D3DClass* GetDirect3D();
RenderTextureClass* GetRenderTexture() const { return m_SceneTexture; };
bool Initialize(int, int, HWND);
void Shutdown();
bool Frame(InputClass*);
void PhysicsThreadFunction();
int GetPhysicsTickRate() const { return m_PhysicsTickRate; };
void SetPhysicsTickRate(int physicsTickRate) { m_PhysicsTickRate = physicsTickRate; };
int GetScreenWidth() const;
void SetScreenWidth(int screenWidth);
int GetScreenHeight() const;
void SetScreenHeight(int screenHeight);
float GetSpeed() const { return m_speed; };
void SetSpeed(float speed) { this->m_speed = speed; };
void AddCube();
void DeleteKobject(int index);
size_t GetCubeCount() const { return m_cubes.size(); };
size_t GetTerrainCubeCount() const { return m_terrainChunk.size(); };
std::vector<Object*> GetCubes() const { return m_cubes; };
std::vector<Object*> GetTerrainCubes() const { return m_terrainChunk; };
std::vector<Object*> GetKobjects() const { return m_object; };
void AddKobject(WCHAR* filepath);
void SetPath(WCHAR* path) { m_path = path; };
void SetWFolder(std::filesystem::path WFolder) { m_WFolder = WFolder; };
void GenerateTerrain();
void DeleteTerrain();
XMVECTOR GetLightPosition(int index);
XMVECTOR GetLightColor(int index);
void SetLightPosition(int index, XMVECTOR color);
void SetLightColor(int index, XMVECTOR color);
void DeleteLight(int index);
void AddLight();
std::vector<LightClass*> GetLights() const { return m_Lights; };
LightClass* GetSunLight() const { return m_SunLight; };
bool GetShouldQuit() const { return m_ShouldQuit; };
void SetShouldQuit(bool shouldQuit) { m_ShouldQuit = shouldQuit; };
void SetCelShading(bool enable) { m_enableCelShading = enable; };
void SetVsync(bool vsync);
bool GetVsync() const { return VSYNC_ENABLED; };
HWND GetHwnd() const;
void SetHwnd(HWND hwnd);
bool IsWindowed() const;
void SetWindowed(bool windowed);
void SetWindowSize(ImVec2 size) { windowSize = size; };
ImVec2 GetWindowSize() const { return windowSize; };
Physics* GetPhysics() const { return m_Physics; };
// ----------------------------------- //
// ------------- Culling ------------- //
// ----------------------------------- //
Frustum GetFrustum() const { return m_FrustumCulling; };
void SetFrustum(Frustum frustum) { m_FrustumCulling = frustum; };
void ConstructFrustum();
int GetRenderCount() const { return m_renderCount; };
void SetRenderCount(int renderCount) { m_renderCount = renderCount; };
float GetFrustumTolerance() const { return m_FrustumCullingTolerance; };
void SetFrustumTolerance(float frustumTolerance) { m_FrustumCullingTolerance = frustumTolerance; };
bool GetCanFixedUpdate() const { return CanFixedUpdate; };
void SetCanFixedUpdate(bool canFixedUpdate) { CanFixedUpdate = canFixedUpdate; };
private:
bool Render(float, float, float, float, float);
bool RenderPhysics(bool keyLeft, bool keyRight, bool keyUp, bool keyDown, float deltaTime);
bool UpdateMouseStrings(int, int, bool);
bool UpdateFps();
bool UpdateRenderCountString(int);
bool RenderSceneToTexture(float);
bool RenderRefractionToTexture();
bool RenderReflectionToTexture();
bool RenderPass(const std::vector<std::reference_wrapper<std::vector<Object*>>>& RenderQueues, XMFLOAT4* diffuse, XMFLOAT4* position, XMFLOAT4* ambient, XMMATRIX view, XMMATRIX projection);
void ConstructSkybox(); // Construct the skybox
void UpdateSkyboxPosition(); // Update the skybox position
bool RenderSkybox(XMMATRIX view, XMMATRIX projection); // Render the skybox
public :
std::vector<ID3D11ShaderResourceView*> textures;
std::vector<ID3D11ShaderResourceView*> m_SkyboxTextures;
private :
// ------------------------------------- //
// ------------- DIRECT3D -------------- //
// ------------------------------------- //
D3DClass* m_Direct3D;
IDXGISwapChain* m_swapChain;
ModelClass* m_Model,* m_GroundModel, * m_WallModel, * m_BathModel, * m_WaterModel;
ModelListClass* m_ModelList;
bool VSYNC_ENABLED = true;
HWND m_hwnd;
bool m_windowed;
// ------------------------------------- //
// ------------- RENDERING ------------- //
// ------------------------------------- //
XMMATRIX m_baseViewMatrix;
RenderTextureClass* m_RenderTexture, * m_RefractionTexture, * m_ReflectionTexture, * m_SceneTexture;
DisplayPlaneClass* m_DisplayPlane;
int m_screenWidth, m_screenHeight;
CameraClass* m_Camera;
PositionClass* m_Position;
std::vector<XMMATRIX> m_SkyboxInitialTranslations;
// ------------------------------------ //
// ------------- OBJECTS -------------- //
// ------------------------------------ //
Object* m_SelectedObject;
std::vector<Object*> m_cubes;
std::vector<Object*> m_terrainChunk;
float m_speed = 0.1f; // speed for the demo spinning object
std::vector<Object*> m_object;
int m_ObjectId = 0;
std::vector<std::reference_wrapper<std::vector<Object*>>> m_RenderQueues;
std::vector<Object*> m_Skybox;
// ----------------------------------- //
// ------------- LIGHTS -------------- //
// ----------------------------------- //
LightClass* m_Light;
std::vector<LightClass*> m_Lights;
int m_numLights;
LightClass* m_SunLight;
XMFLOAT3 TrueLightPosition;
ModelClass* m_LightModel;
// ----------------------------------- //
// ------------- SHADERS ------------- //
// ----------------------------------- //
ShaderManagerClass* m_ShaderManager;
FontShaderClass* m_FontShader;
BitmapClass* m_Bitmap;
SpriteClass* m_Sprite;
bool m_enableCelShading;
// ----------------------------------- //
// ------------ VARIABLES ------------ //
// ----------------------------------- //
float m_waterHeight, m_waterTranslation;
wchar_t* m_path;
std::filesystem::path m_WFolder;
// ------------------------------------------------- //
// ------------- FPS AND INFO ON SCREEN ------------ //
// ------------------------------------------------- //
TimerClass* m_Timer;
TextClass* m_MouseStrings;
TextClass* m_RenderCountString;
FontClass* m_Font;
FpsClass* m_Fps;
TextClass* m_FpsString;
int m_previousFps;
// ------------------------------------------------- //
// ------------------- OTHER ----------------------- //
// ------------------------------------------------- //
bool m_ShouldQuit;
Physics* m_Physics;
float m_gravity;
XMVECTOR m_previousPosition;
ImVec2 windowSize;
int m_PhysicsTickRate = 50;
bool CanFixedUpdate = false;
std::thread m_PhysicsThread;
// ------------------------------------------------- //
// ------------------- Culling --------------------- //
// ------------------------------------------------- //
Frustum m_FrustumCulling;
int m_renderCount;
float m_FrustumCullingTolerance = 5.f;
// ------------------------------------------------- //
// -------------------- Input ---------------------- //
// ------------------------------------------------- //
Input m_Inputs;
};
#endif

View File

@@ -0,0 +1,59 @@
#ifndef _BITMAPCLASS_H_
#define _BITMAPCLASS_H_
//////////////
// INCLUDES //
//////////////
#include <directxmath.h>
using namespace DirectX;
///////////////////////
// MY CLASS INCLUDES //
///////////////////////
#include "textureclass.h"
////////////////////////////////////////////////////////////////////////////////
// Class name: BitmapClass
////////////////////////////////////////////////////////////////////////////////
class BitmapClass
{
private:
struct VertexType
{
XMFLOAT3 position;
XMFLOAT2 texture;
};
public:
BitmapClass();
BitmapClass(const BitmapClass&);
~BitmapClass();
bool Initialize(ID3D11Device*, ID3D11DeviceContext*, int, int, char*, int, int);
void Shutdown();
bool Render(ID3D11DeviceContext*);
int GetIndexCount();
ID3D11ShaderResourceView* GetTexture();
void SetRenderLocation(int, int);
private:
bool InitializeBuffers(ID3D11Device*);
void ShutdownBuffers();
bool UpdateBuffers(ID3D11DeviceContext*);
void RenderBuffers(ID3D11DeviceContext*);
bool LoadTexture(ID3D11Device*, ID3D11DeviceContext*, char*);
void ReleaseTexture();
private:
ID3D11Buffer* m_vertexBuffer, * m_indexBuffer;
int m_vertexCount, m_indexCount, m_screenWidth, m_screenHeight, m_bitmapWidth, m_bitmapHeight, m_renderX, m_renderY, m_prevPosX, m_prevPosY;
TextureClass* m_Texture;
};
#endif

View File

@@ -0,0 +1,90 @@
////////////////////////////////////////////////////////////////////////////////
// Filename: d3dclass.h
////////////////////////////////////////////////////////////////////////////////
#ifndef _D3DCLASS_H_
#define _D3DCLASS_H_
/////////////
// LINKING //
/////////////
#pragma comment(lib, "d3d11.lib")
#pragma comment(lib, "dxgi.lib")
#pragma comment(lib, "d3dcompiler.lib")
//////////////
// INCLUDES //
//////////////
#include "imguiManager.h"
#include "d3d11.h"
#include "fontshaderclass.h"
#include "fontclass.h"
#include "textclass.h"
using namespace DirectX;
////////////////////////////////////////////////////////////////////////////////
// Class name: D3DClass
////////////////////////////////////////////////////////////////////////////////
class D3DClass
{
public:
D3DClass();
D3DClass(const D3DClass&);
~D3DClass();
bool Initialize(int, int, bool, HWND, bool, float, float);
void Shutdown();
void BeginScene(float, float, float, float);
void EndScene();
ID3D11Device* GetDevice();
ID3D11DeviceContext* GetDeviceContext();
//XMMATRIX GetProjectionMatrix(XMMATRIX& projectionMatrix);
IDXGISwapChain* m_swapChain;
IDXGISwapChain* GetSwapChain();
void ResizeSwapChain(int, int);
void SetVsync(bool vsync);
XMMATRIX GetProjectionMatrix() const { return m_projectionMatrix; };
XMMATRIX GetWorldMatrix() const { return m_worldMatrix;};
XMMATRIX GetOrthoMatrix() const { return m_orthoMatrix; };
void GetVideoCardInfo(char*, int&);
void SetBackBufferRenderTarget();
void ResetViewport();
void ReleaseResources();
void ResetResources(int newWidth, int newHeight);
void TurnZBufferOn();
void TurnZBufferOff();
void EnableAlphaBlending();
void DisableAlphaBlending();
private:
bool m_vsync_enabled;
int m_videoCardMemory;
char m_videoCardDescription[128];
ID3D11Device* m_device;
ID3D11DeviceContext* m_deviceContext;
ID3D11RenderTargetView* m_renderTargetView;
ID3D11Texture2D* m_depthStencilBuffer;
ID3D11DepthStencilState* m_depthStencilState;
ID3D11DepthStencilView* m_depthStencilView;
ID3D11RasterizerState* m_rasterState;
XMMATRIX m_projectionMatrix;
XMMATRIX m_worldMatrix;
XMMATRIX m_orthoMatrix;
D3D11_VIEWPORT m_viewport;
ID3D11DepthStencilState* m_depthDisabledStencilState;
ID3D11BlendState* m_alphaEnableBlendingState;
ID3D11BlendState* m_alphaDisableBlendingState;
};
#endif

View File

@@ -0,0 +1,45 @@
#ifndef _DISPLAYPLANECLASS_H_
#define _DISPLAYPLANECLASS_H_
///////////////////////
// MY CLASS INCLUDES //
///////////////////////
#include "d3dclass.h"
////////////////////////////////////////////////////////////////////////////////
// Class name: DisplayPlaneClass
////////////////////////////////////////////////////////////////////////////////
class DisplayPlaneClass
{
private:
struct VertexType
{
XMFLOAT3 position;
XMFLOAT2 texture;
};
public:
DisplayPlaneClass();
DisplayPlaneClass(const DisplayPlaneClass&);
~DisplayPlaneClass();
bool Initialize(ID3D11Device*, float, float);
void Shutdown();
void Render(ID3D11DeviceContext*);
int GetIndexCount();
private:
bool InitializeBuffers(ID3D11Device*, float, float);
void ShutdownBuffers();
void RenderBuffers(ID3D11DeviceContext*);
private:
ID3D11Buffer* m_vertexBuffer, * m_indexBuffer;
int m_vertexCount, m_indexCount;
};
#endif

View File

@@ -0,0 +1,64 @@
#ifndef _FONTCLASS_H_
#define _FONTCLASS_H_
//////////////
// INCLUDES //
//////////////
#include <directxmath.h>
#include <fstream>
using namespace DirectX;
///////////////////////
// MY CLASS INCLUDES //
///////////////////////
#include "textureclass.h"
////////////////////////////////////////////////////////////////////////////////
// Class name: FontClass
////////////////////////////////////////////////////////////////////////////////
class FontClass
{
private:
struct FontType
{
float left, right;
int size;
};
struct VertexType
{
XMFLOAT3 position;
XMFLOAT2 texture;
};
public:
FontClass();
FontClass(const FontClass&);
~FontClass();
bool Initialize(ID3D11Device*, ID3D11DeviceContext*, int);
void Shutdown();
ID3D11ShaderResourceView* GetTexture();
void BuildVertexArray(void*, char*, float, float);
int GetSentencePixelLength(char*);
int GetFontHeight();
private:
bool LoadFontData(char*);
void ReleaseFontData();
bool LoadTexture(ID3D11Device*, ID3D11DeviceContext*, char*);
void ReleaseTexture();
private:
FontType* m_Font;
TextureClass* m_Texture;
float m_fontHeight;
int m_spaceSize;
};
#endif

View File

@@ -0,0 +1,36 @@
#ifndef _FPSCLASS_H_
#define _FPSCLASS_H_
/////////////
// LINKING //
/////////////
#pragma comment(lib, "winmm.lib")
//////////////
// INCLUDES //
//////////////
#include <windows.h>
#include <mmsystem.h>
////////////////////////////////////////////////////////////////////////////////
// Class name: FpsClass
////////////////////////////////////////////////////////////////////////////////
class FpsClass
{
public:
FpsClass();
FpsClass(const FpsClass&);
~FpsClass();
void Initialize();
void Frame();
int GetFps();
private:
int m_fps, m_count;
unsigned long m_startTime;
};
#endif

View File

@@ -0,0 +1,12 @@
#include <DirectXMath.h>
using namespace DirectX;
class Frustum
{
public:
void ConstructFrustum(float screenDepth, XMMATRIX projectionMatrix, XMMATRIX viewMatrix);
bool CheckCube(float xCenter, float yCenter, float zCenter, float radius, float tolerance);
private:
XMVECTOR m_planes[6];
};

View File

@@ -0,0 +1,33 @@
#ifndef _FRUSTUMCLASS_H_
#define _FRUSTUMCLASS_H_
//////////////
// INCLUDES //
//////////////
#include <directxmath.h>
using namespace DirectX;
////////////////////////////////////////////////////////////////////////////////
// Class name: FrustumClass
////////////////////////////////////////////////////////////////////////////////
class FrustumClass
{
public:
FrustumClass();
FrustumClass(const FrustumClass&);
~FrustumClass();
void ConstructFrustum(XMMATRIX, XMMATRIX, float);
bool CheckPoint(float, float, float);
bool CheckCube(float, float, float, float);
bool CheckSphere(float, float, float, float);
bool CheckRectangle(float, float, float, float, float, float);
private:
XMFLOAT4 m_planes[6];
};
#endif

View File

@@ -0,0 +1,69 @@
#pragma once
#ifndef _IMGUI_MANAGER_H_
#define _IMGUI_MANAGER_H_
#include "Logger.h"
#include <imgui.h>
#include <imgui_impl_dx11.h>
#include <imgui_impl_win32.h>
#include <windows.h>
#include <deque>
class ApplicationClass;
class imguiManager
{
public:
imguiManager();
~imguiManager();
bool Initialize(HWND hwnd, ID3D11Device* device, ID3D11DeviceContext* deviceContext);
void Shutdown();
void Render();
void NewFrame();
void SetupDockspace();
// Widgets
void WidgetSpeedSlider(float* speed);
void WidgetButton();
void WidgetFPS();
void WidgetAddObject(ApplicationClass* app);
void WidgetObjectWindow(ApplicationClass* app);
void WidgetTerrainWindow(ApplicationClass* app);
void WidgetLightWindow(ApplicationClass* app);
void WidgetShaderWindow(ApplicationClass* app);
void WidgetEngineSettingsWindow(ApplicationClass* app);
void WidgetRenderWindow(ApplicationClass* app, ImVec2 availableSize);
void WidgetLogWindow(ApplicationClass* app);
bool ImGuiWidgetRenderer(ApplicationClass* app);
void SetWindowSize(ImVec2 size) { windowSize = size; }
ImVec2 GetWindowSize() const { return windowSize; }
// Shader toggles
bool m_EnableCelShading;
private:
bool showObjectWindow;
bool showTerrainWindow;
bool showLightWindow;
bool showShaderWindow;
bool showEngineSettingsWindow;
bool showLogWindow;
bool m_isPhyiscsEnabled = false;
ImGuiIO* io;
ID3D11Device* m_device;
ID3D11DeviceContext* m_deviceContext;
ImVec2 windowSize;
const std::deque<Logger::LogEntry>& logBuffer = Logger::Get().GetLogBuffer();
};
#endif

View File

@@ -0,0 +1,75 @@
#ifndef _INPUTCLASS_H_
#define _INPUTCLASS_H_
///////////////////////////////
// PRE-PROCESSING DIRECTIVES //
///////////////////////////////
#define DIRECTINPUT_VERSION 0x0800
/////////////
// LINKING //
/////////////
#pragma comment(lib, "dinput8.lib")
#pragma comment(lib, "dxguid.lib")
//////////////
// INCLUDES //
//////////////
#include "Logger.h"
#include <dinput.h>
////////////////////////////////////////////////////////////////////////////////
// Class name: InputClass
////////////////////////////////////////////////////////////////////////////////
class InputClass
{
public:
InputClass();
InputClass(const InputClass&);
~InputClass();
bool Initialize(HINSTANCE, HWND, int, int);
void Shutdown();
bool Frame();
bool IsEscapePressed() const;
void GetMouseLocation(int&, int&) const;
bool IsLeftMousePressed() const;
bool IsRightMousePressed() const;
void KeyDown(unsigned int);
void KeyUp(unsigned int);
bool IsLeftArrowPressed() const;
bool IsRightArrowPressed() const;
bool IsScrollUp() const;
bool IsScrollDown() const;
bool IsUpArrowPressed() const;
bool IsDownArrowPressed() const;
bool IsAPressed() const;
bool IsDPressed() const;
bool IsWPressed() const;
bool IsSPressed() const;
bool IsQPressed() const;
bool IsEPressed()const;
bool IsKeyDown(unsigned int) const;
private:
bool m_keys[256];
bool ReadKeyboard();
bool ReadMouse();
void ProcessInput();
private:
IDirectInput8* m_directInput;
IDirectInputDevice8* m_keyboard;
IDirectInputDevice8* m_mouse;
unsigned char m_keyboardState[256];
DIMOUSESTATE m_mouseState;
int m_screenWidth, m_screenHeight, m_mouseX, m_mouseY;
};
#endif

View File

@@ -0,0 +1,53 @@
#pragma once
////////////////////////////////////////////////////////////////////////////////
// Filename: lightclass.h
////////////////////////////////////////////////////////////////////////////////
#ifndef _LIGHTCLASS_H_
#define _LIGHTCLASS_H_
//////////////
// INCLUDES //
//////////////
#include <directxmath.h>
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

View File

@@ -0,0 +1,117 @@
#ifndef _MODELCLASS_H_
#define _MODELCLASS_H_
//////////////
// INCLUDES //
//////////////
#include "Logger.h"
#include <d3d11.h>
#include <directxmath.h>
#include <fstream>
#include <sstream>
#include <vector>
#include <string>
#include <WICTextureLoader.h>
using namespace DirectX;
using namespace std;
///////////////////////
// MY CLASS INCLUDES //
///////////////////////
#include "textureclass.h"
////////////////////////////////////////////////////////////////////////////////
// Class name: ModelClass
////////////////////////////////////////////////////////////////////////////////
class ModelClass
{
protected:
struct VertexType
{
XMFLOAT3 position;
XMFLOAT2 texture;
XMFLOAT3 normal;
XMFLOAT3 tangent;
XMFLOAT3 binormal;
};
struct ModelType
{
float x, y, z;
float tu, tv;
float nx, ny, nz;
float tx, ty, tz;
float bx, by, bz;
};
struct Vertex {
float x, y, z;
};
struct Texture {
float u, v;
};
struct Normal {
float nx, ny, nz;
};
struct TempVertexType
{
float x, y, z;
float tu, tv;
float nx, ny, nz;
};
struct VectorType
{
float x, y, z;
};
struct Face {
int v1, v2, v3;
int t1, t2, t3;
int n1, n2, n3;
};
public:
ModelClass();
ModelClass(const ModelClass&);
~ModelClass();
bool Initialize(ID3D11Device*, ID3D11DeviceContext*, char*, std::vector<ID3D11ShaderResourceView*>);
void Shutdown();
void Render(ID3D11DeviceContext*);
int GetIndexCount();
ID3D11ShaderResourceView* GetTexture(int index) const;
bool ChangeTexture(ID3D11Device*, ID3D11DeviceContext*, std::wstring filename, int index);
private:
bool InitializeBuffers(ID3D11Device*);
void ShutdownBuffers();
void RenderBuffers(ID3D11DeviceContext*);
bool LoadTextures(ID3D11Device*, ID3D11DeviceContext*, vector<string> filename);
void ReleaseTextures();
bool LoadModel(char*);
bool LoadObjModel(char*);
bool LoadTxtModel(char*);
void ReleaseModel();
void CalculateModelVectors();
void CalculateTangentBinormal(TempVertexType, TempVertexType, TempVertexType, VectorType&, VectorType&);
private:
ID3D11Buffer* m_vertexBuffer, * m_indexBuffer;
int m_vertexCount, m_indexCount;
std::vector<ID3D11ShaderResourceView*> m_Textures;
ModelType* m_model;
};
#endif

View File

@@ -0,0 +1,112 @@
#pragma once
#include "modelclass.h"
#include <WICTextureLoader.h>
#include <SimpleMath.h>
enum class ObjectType
{
Sphere,
Cube,
Unknown
};
class Object : public ModelClass
{
public:
Object();
~Object();
void SetScaleMatrix(XMMATRIX scaleMatrix);
void SetRotateMatrix(XMMATRIX rotateMatrix);
void SetTranslateMatrix(XMMATRIX translateMatrix);
void SetSRMatrix(XMMATRIX srMatrix);
void SetWorldMatrix(XMMATRIX worldMatrix);
void SetPosition(XMVECTOR position);
void SetRotation(XMVECTOR rotation);
void SetScale(XMVECTOR scale);
XMMATRIX GetScaleMatrix() const;
XMMATRIX GetRotateMatrix() const;
XMMATRIX GetTranslateMatrix() const;
XMMATRIX GetSRMatrix() const;
XMMATRIX GetWorldMatrix() const;
XMVECTOR GetPosition();
XMVECTOR GetRotation();
XMVECTOR GetScale();
void SetVelocity(XMVECTOR);
void AddVelocity(float deltaTime);
XMVECTOR GetVelocity() const;
void SetAcceleration(XMVECTOR);
XMVECTOR GetAcceleration() const;
void SetMass(float);
float GetMass() const;
void SetGrounded(bool);
bool IsGrounded() const;
bool IsPhysicsEnabled() const;
void SetPhysicsEnabled(bool state);
void UpdateWorldMatrix();
void UpdateSRMatrix();
void UpdateScaleMatrix();
void UpdateRotateMatrix();
void UpdateTranslateMatrix();
void UpdatePosition(float deltaTime);
void Update();
std::string GetName();
void SetName(std::string name);
int SetId(int id);
int GetId() const;
void SetType(ObjectType type) { m_type = type; };
ObjectType GetType() const { return m_type; };
enum ShaderType
{
CEL_SHADING,
LIGHTING,
NORMAL_MAPPING,
SPECULAR_MAPPING,
REFLECTION,
REFRACTION,
TEXTURE,
SKYBOX,
SUNLIGHT
};
ShaderType GetActiveShader() const { return m_activeShader; };
void SetActiveShader(ShaderType activeShader) { m_activeShader = activeShader; };
float GetBoundingRadius() const;
public :
bool m_demoSpinning = false;
XMVECTOR m_previousPosition;
XMVECTOR m_velocity;
int m_id;
private:
XMMATRIX m_scaleMatrix;
XMMATRIX m_rotateMatrix;
XMMATRIX m_translateMatrix;
XMMATRIX m_srMatrix;
XMMATRIX m_worldMatrix;
XMVECTOR m_acceleration;
float m_mass;
bool m_isGrounded;
bool m_isPhysicsEnabled;
std::string m_name;
ObjectType m_type = ObjectType::Unknown;
ShaderType m_activeShader = LIGHTING;
float m_boundingRadius;
};

View File

@@ -0,0 +1,27 @@
#ifndef _PHYSICS_H_
#define _PHYSICS_H_
#include "object.h"
#include "math.h"
class Physics : public Object
{
public:
Physics();
explicit Physics(const Physics&); // Use explicit to avoid implicit conversion
~Physics();
XMVECTOR GetGravity() const; // Get the gravity value
void SetGravity(XMVECTOR gravity); // Define the gravity value
void ApplyGravity(Object*, float); // Apply gravity to an object
void AddForce(Object*, XMVECTOR);
bool IsColliding(Object*, Object*);
bool CubesOverlap(Object*, Object*);
bool SpheresOverlap(Object*, Object*);
bool SphereCubeOverlap(Object*, Object*);
private:
XMVECTOR m_gravity;
};
#endif

View File

@@ -0,0 +1,53 @@
////////////////////////////////////////////////////////////////////////////////
// Filename: rendertextureclass.h
////////////////////////////////////////////////////////////////////////////////
#ifndef _RENDERTEXTURECLASS_H_
#define _RENDERTEXTURECLASS_H_
//////////////
// INCLUDES //
//////////////
#include "Logger.h"
#include <d3d11.h>
#include <directxmath.h>
using namespace DirectX;
////////////////////////////////////////////////////////////////////////////////
// Class name: RenderTextureClass
////////////////////////////////////////////////////////////////////////////////
class RenderTextureClass
{
public:
RenderTextureClass();
RenderTextureClass(const RenderTextureClass&);
~RenderTextureClass();
bool Initialize(ID3D11Device*, int, int, float, float, int);
void Shutdown();
void SetRenderTarget(ID3D11DeviceContext*);
void ClearRenderTarget(ID3D11DeviceContext*, float, float, float, float);
ID3D11ShaderResourceView* GetShaderResourceView();
void GetProjectionMatrix(XMMATRIX&);
void GetOrthoMatrix(XMMATRIX&);
int GetTextureWidth();
int GetTextureHeight();
private:
int m_textureWidth, m_textureHeight;
ID3D11Texture2D* m_renderTargetTexture;
ID3D11RenderTargetView* m_renderTargetView;
ID3D11ShaderResourceView* m_shaderResourceView;
ID3D11Texture2D* m_depthStencilBuffer;
ID3D11DepthStencilView* m_depthStencilView;
D3D11_VIEWPORT m_viewport;
XMMATRIX m_projectionMatrix;
XMMATRIX m_orthoMatrix;
};
#endif

View File

@@ -0,0 +1,65 @@
#ifndef _SYSTEMCLASS_H_
#define _SYSTEMCLASS_H_
#define WIN32_LEAN_AND_MEAN
#include "Logger.h"
#include "inputclass.h"
#include "applicationclass.h"
#include "imguiManager.h"
#include <mutex>
#include "../resources.h"
#include <chrono>
class SystemClass
{
public:
SystemClass();
SystemClass(const SystemClass&);
~SystemClass();
bool Initialize();
void Shutdown();
void Run();
LRESULT CALLBACK MessageHandler(HWND, UINT, WPARAM, LPARAM);
void SendPath(wchar_t* path, std::filesystem::path WFolder);
private:
bool Frame();
void InitializeWindows(int&, int&);
void ShutdownWindows();
private:
LPCWSTR m_applicationName;
HINSTANCE m_hinstance;
HWND m_hwnd;
InputClass* m_Input;
ApplicationClass* m_Application;
imguiManager* m_imguiManager;
int m_initialWindowWidth;
int m_initialWindowHeight;
bool m_isDirect3DInitialized;
bool m_isResizing = false;
std::mutex renderMutex;
};
/////////////////////////
// FUNCTION PROTOTYPES //
/////////////////////////
static LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM);
/////////////
// GLOBALS //
/////////////
static SystemClass* ApplicationHandle = 0;
#endif

View File

@@ -0,0 +1,48 @@
#ifndef _TEXTCLASS_H_
#define _TEXTCLASS_H_
///////////////////////
// MY CLASS INCLUDES //
///////////////////////
#include "fontclass.h"
////////////////////////////////////////////////////////////////////////////////
// Class name: TextClass
////////////////////////////////////////////////////////////////////////////////
class TextClass
{
private:
struct VertexType
{
XMFLOAT3 position;
XMFLOAT2 texture;
};
public:
TextClass();
TextClass(const TextClass&);
~TextClass();
bool Initialize(ID3D11Device*, ID3D11DeviceContext*, int, int, int, FontClass*, char*, int, int, float, float, float);
void Shutdown();
void Render(ID3D11DeviceContext*);
int GetIndexCount();
bool UpdateText(ID3D11DeviceContext*, FontClass*, char*, int, int, float, float, float);
XMFLOAT4 GetPixelColor();
private:
bool InitializeBuffers(ID3D11Device*, ID3D11DeviceContext*, FontClass*, char*, int, int, float, float, float);
void ShutdownBuffers();
void RenderBuffers(ID3D11DeviceContext*);
private:
ID3D11Buffer* m_vertexBuffer, * m_indexBuffer;
int m_screenWidth, m_screenHeight, m_maxLength, m_vertexCount, m_indexCount;
XMFLOAT4 m_pixelColor;
};
#endif

View File

@@ -0,0 +1,52 @@
#ifndef _TEXTURECLASS_H_
#define _TEXTURECLASS_H_
//////////////
// INCLUDES //
//////////////
#include "Logger.h"
#include <d3d11.h>
#include <stdio.h>
////////////////////////////////////////////////////////////////////////////////
// Class name: TextureClass
////////////////////////////////////////////////////////////////////////////////
class TextureClass
{
private:
struct TargaHeader
{
unsigned char data1[12];
unsigned short width;
unsigned short height;
unsigned char bpp;
unsigned char data2;
};
public:
TextureClass();
TextureClass(const TextureClass&);
~TextureClass();
bool Initialize(ID3D11Device*, ID3D11DeviceContext*, std::string);
void Shutdown();
ID3D11ShaderResourceView* GetTexture();
int GetWidth();
int GetHeight();
private:
bool LoadTarga(std::string);
private:
unsigned char* m_targaData;
ID3D11Texture2D* m_texture;
ID3D11ShaderResourceView* m_textureView;
int m_width, m_height;
};
#endif

View File

@@ -0,0 +1,410 @@
#include "CelShadingShader.h"
#include <iostream>
CelShadingShader::CelShadingShader()
{
m_vertexShader = 0;
m_pixelShader = 0;
m_layout = 0;
m_matrixBuffer = 0;
m_sampleState = 0;
m_lightBuffer = 0;
}
CelShadingShader::CelShadingShader(const CelShadingShader& other)
{
}
CelShadingShader::~CelShadingShader()
{
}
bool CelShadingShader::Initialize(ID3D11Device* device, HWND hwnd)
{
Logger::Get().Log("Initializing CelShadingShader", __FILE__, __LINE__, Logger::LogLevel::Initialize);
bool result;
wchar_t vsFilename[128];
wchar_t psFilename[128];
int error;
// Set the filename of the vertex shader.
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__);
return false;
}
// Set the filename of the pixel shader.
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__);
return false;
}
// Initialize the vertex and pixel shaders.
result = InitializeShader(device, hwnd, vsFilename, psFilename);
if (!result)
{
Logger::Get().Log("Failed to initialize the vertex and pixel shaders", __FILE__, __LINE__);
return false;
}
Logger::Get().Log("Successfully initialized CelShadingShader", __FILE__, __LINE__, Logger::LogLevel::Initialize);
return true;
}
void CelShadingShader::Shutdown()
{
// Shutdown the vertex and pixel shaders as well as the related objects.
ShutdownShader();
}
bool CelShadingShader::Render(ID3D11DeviceContext* deviceContext, int indexCount, XMMATRIX worldMatrix, XMMATRIX viewMatrix, XMMATRIX projectionMatrix,
ID3D11ShaderResourceView* texture, XMFLOAT3 lightDirection, XMFLOAT4 diffuseColor, XMFLOAT3 lightPosition)
{
bool result;
// Set the shader parameters that it will use for rendering.
result = SetShaderParameters(deviceContext, worldMatrix, viewMatrix, projectionMatrix, texture, lightDirection, diffuseColor, lightPosition);
if (!result)
{
Logger::Get().Log("CelShading Error", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
// Now render the prepared buffers with the shader.
RenderShader(deviceContext, indexCount);
return true;
}
bool CelShadingShader::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR* vsFilename, WCHAR* psFilename)
{
HRESULT result;
ID3D10Blob* errorMessage = nullptr;
ID3D10Blob* vertexShaderBuffer = nullptr;
ID3D10Blob* pixelShaderBuffer = nullptr;
D3D11_INPUT_ELEMENT_DESC polygonLayout[3];
unsigned int numElements;
D3D11_BUFFER_DESC matrixBufferDesc;
D3D11_SAMPLER_DESC samplerDesc;
D3D11_BUFFER_DESC lightBufferDesc;
// Compile the vertex shader code.
result = D3DCompileFromFile(vsFilename, nullptr, nullptr, "CelShadingVertexShader", "vs_5_0", D3D10_SHADER_ENABLE_STRICTNESS, 0, &vertexShaderBuffer, &errorMessage);
if (FAILED(result))
{
// If the shader failed to compile it should have written 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
{
MessageBox(hwnd, vsFilename, L"Missing Shader File", MB_OK);
}
return false;
}
// Compile the pixel shader code.
result = D3DCompileFromFile(psFilename, nullptr, nullptr, "CelShadingPixelShader", "ps_5_0", D3D10_SHADER_ENABLE_STRICTNESS, 0, &pixelShaderBuffer, &errorMessage);
if (FAILED(result))
{
// If the shader failed to compile it should have written 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
{
MessageBox(hwnd, psFilename, L"Missing Shader File", MB_OK);
}
return false;
}
// Create the vertex shader from the buffer.
result = device->CreateVertexShader(vertexShaderBuffer->GetBufferPointer(), vertexShaderBuffer->GetBufferSize(), nullptr, &m_vertexShader);
if (FAILED(result))
{
return false;
}
// Create the pixel shader from the buffer.
result = device->CreatePixelShader(pixelShaderBuffer->GetBufferPointer(), pixelShaderBuffer->GetBufferSize(), nullptr, &m_pixelShader);
if (FAILED(result))
{
return false;
}
// Create the vertex input layout description.
// This setup needs to match the VertexType structure in the ModelClass and in the shader.
polygonLayout[0].SemanticName = "POSITION";
polygonLayout[0].SemanticIndex = 0;
polygonLayout[0].Format = DXGI_FORMAT_R32G32B32A32_FLOAT;
polygonLayout[0].InputSlot = 0;
polygonLayout[0].AlignedByteOffset = 0;
polygonLayout[0].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
polygonLayout[0].InstanceDataStepRate = 0;
polygonLayout[1].SemanticName = "NORMAL";
polygonLayout[1].SemanticIndex = 0;
polygonLayout[1].Format = DXGI_FORMAT_R32G32B32_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 = "TEXCOORD";
polygonLayout[2].SemanticIndex = 0;
polygonLayout[2].Format = DXGI_FORMAT_R32G32_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))
{
return false;
}
// Release the vertex shader buffer and pixel shader buffer since they are no longer needed.
vertexShaderBuffer->Release();
vertexShaderBuffer = nullptr;
pixelShaderBuffer->Release();
pixelShaderBuffer = nullptr;
// 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, nullptr, &m_matrixBuffer);
if (FAILED(result))
{
return false;
}
// 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))
{
return false;
}
// Setup the description of the light dynamic constant buffer that is in the pixel shader.
lightBufferDesc.Usage = D3D11_USAGE_DYNAMIC;
lightBufferDesc.ByteWidth = sizeof(LightBufferType);
lightBufferDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
lightBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
lightBufferDesc.MiscFlags = 0;
lightBufferDesc.StructureByteStride = 0;
// Create the constant buffer pointer so we can access the pixel shader constant buffer from within this class.
result = device->CreateBuffer(&lightBufferDesc, nullptr, &m_lightBuffer);
if (FAILED(result))
{
return false;
}
return true;
}
void CelShadingShader::ShutdownShader()
{
// Release the light constant buffer.
if (m_lightBuffer)
{
m_lightBuffer->Release();
m_lightBuffer = nullptr;
}
// Release the sampler state.
if (m_sampleState)
{
m_sampleState->Release();
m_sampleState = nullptr;
}
// Release the matrix constant buffer.
if (m_matrixBuffer)
{
m_matrixBuffer->Release();
m_matrixBuffer = nullptr;
}
// Release the layout.
if (m_layout)
{
m_layout->Release();
m_layout = nullptr;
}
// Release the pixel shader.
if (m_pixelShader)
{
m_pixelShader->Release();
m_pixelShader = nullptr;
}
// Release the vertex shader.
if (m_vertexShader)
{
m_vertexShader->Release();
m_vertexShader = nullptr;
}
}
void CelShadingShader::OutputShaderErrorMessage(ID3D10Blob* errorMessage, HWND hwnd, WCHAR* shaderFilename)
{
char* compileErrors;
unsigned long bufferSize, i;
std::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 = nullptr;
// 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);
}
bool CelShadingShader::SetShaderParameters(ID3D11DeviceContext* deviceContext, XMMATRIX worldMatrix, XMMATRIX viewMatrix, XMMATRIX projectionMatrix,
ID3D11ShaderResourceView* texture, XMFLOAT3 lightDirection, XMFLOAT4 diffuseColor, XMFLOAT3 lightPosition)
{
HRESULT result;
D3D11_MAPPED_SUBRESOURCE mappedResource;
MatrixBufferType* dataPtr;
LightBufferType* dataPtr2;
unsigned int bufferNumber;
// 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))
{
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;
// Finally set the constant buffer in the vertex shader with the updated values.
deviceContext->VSSetConstantBuffers(bufferNumber, 1, &m_matrixBuffer);
// Lock the light constant buffer so it can be written to.
result = deviceContext->Map(m_lightBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
if (FAILED(result))
{
return false;
}
// Get a pointer to the data in the constant buffer.
dataPtr2 = (LightBufferType*)mappedResource.pData;
// Copy the lighting variables into the constant buffer.
dataPtr2->diffuseColor = diffuseColor;
dataPtr2->lightDirection = lightDirection;
dataPtr2->lightPosition = lightPosition;
dataPtr2->constantAttenuation = 0.5f; // Set your attenuation values here
dataPtr2->linearAttenuation = 0.1f;
dataPtr2->quadraticAttenuation = 0.01f;
// Unlock the constant buffer.
deviceContext->Unmap(m_lightBuffer, 0);
// Set the position of the light constant buffer in the pixel shader.
bufferNumber = 0;
// Finally set the light constant buffer in the pixel shader with the updated values.
deviceContext->PSSetConstantBuffers(bufferNumber, 1, &m_lightBuffer);
// Set shader texture resource in the pixel shader.
deviceContext->PSSetShaderResources(0, 1, &texture);
return true;
}
void CelShadingShader::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, nullptr, 0);
deviceContext->PSSetShader(m_pixelShader, nullptr, 0);
// Set the sampler state in the pixel shader.
deviceContext->PSSetSamplers(0, 1, &m_sampleState);
// Render the triangle.
deviceContext->DrawIndexed(indexCount, 0, 0);
}

View File

@@ -0,0 +1,357 @@
////////////////////////////////////////////////////////////////////////////////
// Filename: colorshaderclass.cpp
////////////////////////////////////////////////////////////////////////////////
#include "colorshaderclass.h"
ColorShaderClass::ColorShaderClass()
{
m_vertexShader = 0;
m_pixelShader = 0;
m_layout = 0;
m_matrixBuffer = 0;
}
ColorShaderClass::ColorShaderClass(const ColorShaderClass& other)
{
}
ColorShaderClass::~ColorShaderClass()
{
}
bool ColorShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
{
Logger::Get().Log("Initializing ColorShaderClass", __FILE__, __LINE__, Logger::LogLevel::Initialize);
bool result;
wchar_t vsFilename[128];
wchar_t psFilename[128];
int error;
// Set the filename of the vertex shader.
error = wcscpy_s(vsFilename, 128, L"src/hlsl/Color.vs");
if (error != 0)
{
Logger::Get().Log("Error copying string", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
// Set the filename of the pixel shader.
error = wcscpy_s(psFilename, 128, L"src/hlsl/Color.ps");
if (error != 0)
{
Logger::Get().Log("Error copying 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("Error initializing shader", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
Logger::Get().Log("ColorShaderClass initialized", __FILE__, __LINE__, Logger::LogLevel::Initialize);
return true;
}
void ColorShaderClass::Shutdown()
{
// Shutdown the vertex and pixel shaders as well as the related objects.
ShutdownShader();
return;
}
bool ColorShaderClass::Render(ID3D11DeviceContext* deviceContext, int indexCount, XMMATRIX worldMatrix, XMMATRIX viewMatrix,
XMMATRIX projectionMatrix)
{
bool result;
// Set the shader parameters that it will use for rendering.
result = SetShaderParameters(deviceContext, worldMatrix, viewMatrix, projectionMatrix);
if (!result)
{
Logger::Get().Log("Error setting shader parameters", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
// Now render the prepared buffers with the shader.
RenderShader(deviceContext, indexCount);
return true;
}
bool ColorShaderClass::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[2];
unsigned int numElements;
D3D11_BUFFER_DESC matrixBufferDesc;
// 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, "ColorVertexShader", "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("Error compiling shader", __FILE__, __LINE__, Logger::LogLevel::Error);
}
return false;
}
// Compile the pixel shader code.
result = D3DCompileFromFile(psFilename, NULL, NULL, "ColorPixelShader", "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("Error compiling 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("Error creating 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("Error creating 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 = "COLOR";
polygonLayout[1].SemanticIndex = 0;
polygonLayout[1].Format = DXGI_FORMAT_R32G32B32A32_FLOAT;
polygonLayout[1].InputSlot = 0;
polygonLayout[1].AlignedByteOffset = D3D11_APPEND_ALIGNED_ELEMENT;
polygonLayout[1].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
polygonLayout[1].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("Error creating 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;
// 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("Error creating constant buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
Logger::Get().Log("Shader initialized", __FILE__, __LINE__, Logger::LogLevel::Initialize);
return true;
}
void ColorShaderClass::ShutdownShader()
{
Logger::Get().Log("Shutting down shader", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
// Release the matrix constant buffer.
if (m_matrixBuffer)
{
Logger::Get().Log("Releasing matrix buffer", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
m_matrixBuffer->Release();
m_matrixBuffer = 0;
Logger::Get().Log("Matrix buffer released", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
}
// Release the layout.
if (m_layout)
{
Logger::Get().Log("Releasing layout", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
m_layout->Release();
m_layout = 0;
Logger::Get().Log("Layout released", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
}
// Release the pixel shader.
if (m_pixelShader)
{
Logger::Get().Log("Releasing pixel shader", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
m_pixelShader->Release();
m_pixelShader = 0;
Logger::Get().Log("Pixel shader released", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
}
// Release the vertex shader.
if (m_vertexShader)
{
Logger::Get().Log("Releasing vertex shader", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
m_vertexShader->Release();
m_vertexShader = 0;
Logger::Get().Log("Vertex shader released", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
}
Logger::Get().Log("Shader shut down", __FILE__, __LINE__);
return;
}
void ColorShaderClass::OutputShaderErrorMessage(ID3D10Blob* errorMessage, HWND hwnd, WCHAR* shaderFilename)
{
char* compileErrors;
unsigned long long 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 ColorShaderClass::SetShaderParameters(ID3D11DeviceContext* deviceContext, XMMATRIX worldMatrix, XMMATRIX viewMatrix,
XMMATRIX projectionMatrix)
{
Logger::Get().Log("Setting shader parameters", __FILE__, __LINE__);
HRESULT result;
D3D11_MAPPED_SUBRESOURCE mappedResource;
MatrixBufferType* dataPtr;
unsigned int bufferNumber;
// 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("Error mapping constant 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;
// Finanly set the constant buffer in the vertex shader with the updated values.
deviceContext->VSSetConstantBuffers(bufferNumber, 1, &m_matrixBuffer);
return true;
}
void ColorShaderClass::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);
// Render the triangle.
deviceContext->DrawIndexed(indexCount, 0, 0);
return;
}

View File

@@ -0,0 +1,395 @@
////////////////////////////////////////////////////////////////////////////////
// Filename: multitextureshaderclass.cpp
////////////////////////////////////////////////////////////////////////////////
#include "multitextureshaderclass.h"
MultiTextureShaderClass::MultiTextureShaderClass()
{
m_vertexShader = 0;
m_pixelShader = 0;
m_layout = 0;
m_matrixBuffer = 0;
m_sampleState = 0;
}
MultiTextureShaderClass::MultiTextureShaderClass(const MultiTextureShaderClass& other)
{
}
MultiTextureShaderClass::~MultiTextureShaderClass()
{
}
bool MultiTextureShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
{
Logger::Get().Log("Initializing MultiTextureShaderClass", __FILE__, __LINE__, Logger::LogLevel::Initialize);
bool result;
wchar_t vsFilename[128];
wchar_t psFilename[128];
int error;
// Set the filename of the vertex shader.
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);
return false;
}
// Set the filename of the pixel shader.
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);
return false;
}
// Initialize the vertex and pixel shaders.
result = InitializeShader(device, hwnd, vsFilename, psFilename);
if (!result)
{
Logger::Get().Log("Failed to initialize the vertex and pixel shaders", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
Logger::Get().Log("MultiTextureShaderClass initialized", __FILE__, __LINE__, Logger::LogLevel::Initialize);
return true;
}
void MultiTextureShaderClass::Shutdown()
{
// Shutdown the vertex and pixel shaders as well as the related objects.
ShutdownShader();
return;
}
bool MultiTextureShaderClass::Render(ID3D11DeviceContext* deviceContext, int indexCount, XMMATRIX worldMatrix, XMMATRIX viewMatrix,
XMMATRIX projectionMatrix, ID3D11ShaderResourceView* texture1, ID3D11ShaderResourceView* texture2)
{
bool result;
// Set the shader parameters that it will use for rendering.
result = SetShaderParameters(deviceContext, worldMatrix, viewMatrix, projectionMatrix, texture1, texture2);
if (!result)
{
Logger::Get().Log("Failed to set the shader parameters that it will use for rendering", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
// Now render the prepared buffers with the shader.
RenderShader(deviceContext, indexCount);
return true;
}
bool MultiTextureShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR* vsFilename, WCHAR* psFilename)
{
Logger::Get().Log("Initializing the shader", __FILE__, __LINE__, Logger::LogLevel::Initialize);
HRESULT result;
ID3D10Blob* errorMessage;
ID3D10Blob* vertexShaderBuffer;
ID3D10Blob* pixelShaderBuffer;
D3D11_INPUT_ELEMENT_DESC polygonLayout[3];
unsigned int numElements;
D3D11_BUFFER_DESC matrixBufferDesc;
D3D11_SAMPLER_DESC samplerDesc;
// 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, "MultiTextureVertexShader", "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 the vertex shader code", __FILE__, __LINE__, Logger::LogLevel::Error);
}
return false;
}
// Compile the pixel shader code.
result = D3DCompileFromFile(psFilename, NULL, NULL, "MultiTexturePixelShader", "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 the pixel shader code", __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 the vertex shader from the buffer", __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 the pixel shader from the buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
// Create the vertex input layout description.
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 the vertex 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;
// 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 the constant buffer pointer", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
// 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 the texture sampler state", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
Logger::Get().Log("Shader initialized", __FILE__, __LINE__, Logger::LogLevel::Initialize);
return true;
}
void MultiTextureShaderClass::ShutdownShader()
{
Logger::Get().Log("Shutting down the shader", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
// Release the sampler state.
if (m_sampleState)
{
m_sampleState->Release();
m_sampleState = 0;
}
// Release the matrix constant buffer.
if (m_matrixBuffer)
{
m_matrixBuffer->Release();
m_matrixBuffer = 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("Shader shut down", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
return;
}
void MultiTextureShaderClass::OutputShaderErrorMessage(ID3D10Blob* errorMessage, HWND hwnd, WCHAR* shaderFilename)
{
char* compileErrors;
unsigned long long 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 MultiTextureShaderClass::SetShaderParameters(ID3D11DeviceContext* deviceContext, XMMATRIX worldMatrix, XMMATRIX viewMatrix,
XMMATRIX projectionMatrix, ID3D11ShaderResourceView* texture1, ID3D11ShaderResourceView* texture2)
{
HRESULT result;
D3D11_MAPPED_SUBRESOURCE mappedResource;
MatrixBufferType* dataPtr;
unsigned int bufferNumber;
// 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 lock the constant 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;
// Finally set the constant buffer in the vertex shader with the updated values.
deviceContext->VSSetConstantBuffers(bufferNumber, 1, &m_matrixBuffer);
// Set shader texture resources in the pixel shader.
deviceContext->PSSetShaderResources(0, 1, &texture1);
deviceContext->PSSetShaderResources(1, 1, &texture2);
return true;
}
void MultiTextureShaderClass::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;
}

View File

@@ -0,0 +1,410 @@
#include "alphamapshaderclass.h"
AlphaMapShaderClass::AlphaMapShaderClass()
{
m_vertexShader = 0;
m_pixelShader = 0;
m_layout = 0;
m_matrixBuffer = 0;
m_sampleState = 0;
}
AlphaMapShaderClass::AlphaMapShaderClass(const AlphaMapShaderClass& other)
{
}
AlphaMapShaderClass::~AlphaMapShaderClass()
{
}
bool AlphaMapShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
{
Logger::Get().Log("Initializing AlphaMapShaderClass", __FILE__, __LINE__, Logger::LogLevel::Initialize);
bool result;
wchar_t vsFilename[128];
wchar_t psFilename[128];
int error;
// Set the filename of the vertex shader.
error = wcscpy_s(vsFilename, 128, L"src/hlsl/alphamap.vs");
if (error != 0)
{
Logger::Get().Log("Error copying string ", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
// Set the filename of the pixel shader.
error = wcscpy_s(psFilename, 128, L"src/hlsl/alphamap.ps");
if (error != 0)
{
Logger::Get().Log("Error copying 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("Error initializing shader", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
return true;
}
void AlphaMapShaderClass::Shutdown()
{
// Shutdown the vertex and pixel shaders as well as the related objects.
ShutdownShader();
return;
}
bool AlphaMapShaderClass::Render(ID3D11DeviceContext* deviceContext, int indexCount, XMMATRIX worldMatrix, XMMATRIX viewMatrix, XMMATRIX projectionMatrix,
ID3D11ShaderResourceView* texture1, ID3D11ShaderResourceView* texture2, ID3D11ShaderResourceView* texture3)
{
bool result;
// Set the shader parameters that it will use for rendering.
result = SetShaderParameters(deviceContext, worldMatrix, viewMatrix, projectionMatrix, texture1, texture2, texture3);
if (!result)
{
Logger::Get().Log("Error setting shader parameters", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
// Now render the prepared buffers with the shader.
RenderShader(deviceContext, indexCount);
return true;
}
bool AlphaMapShaderClass::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_BUFFER_DESC matrixBufferDesc;
D3D11_SAMPLER_DESC samplerDesc;
// 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, "AlphaMapVertexShader", "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("Error compiling shader", __FILE__, __LINE__, Logger::LogLevel::Error);
}
return false;
}
// Compile the pixel shader code.
result = D3DCompileFromFile(psFilename, NULL, NULL, "AlphaMapPixelShader", "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("Error compiling 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("Error creating 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("Error creating pixel shader", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
// Create the vertex input layout description.
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("Error creating 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;
// 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("Error creating constant buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
// 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("Error creating sampler state", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
Logger::Get().Log("Shader initialized", __FILE__, __LINE__, Logger::LogLevel::Initialize);
return true;
}
void AlphaMapShaderClass::ShutdownShader()
{
Logger::Get().Log("Shutting down shader", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
// Release the sampler state.
if (m_sampleState)
{
Logger::Get().Log("Releasing sampler state", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
m_sampleState->Release();
m_sampleState = 0;
Logger::Get().Log("Sampler state released", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
}
// Release the matrix constant buffer.
if (m_matrixBuffer)
{
Logger::Get().Log("Releasing constant buffer", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
m_matrixBuffer->Release();
m_matrixBuffer = 0;
Logger::Get().Log("Constant buffer released", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
}
// Release the layout.
if (m_layout)
{
Logger::Get().Log("Releasing layout", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
m_layout->Release();
m_layout = 0;
Logger::Get().Log("Layout released", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
}
// Release the pixel shader.
if (m_pixelShader)
{
Logger::Get().Log("Releasing pixel shader", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
m_pixelShader->Release();
m_pixelShader = 0;
Logger::Get().Log("Pixel shader released", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
}
// Release the vertex shader.
if (m_vertexShader)
{
Logger::Get().Log("Releasing vertex shader", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
m_vertexShader->Release();
m_vertexShader = 0;
Logger::Get().Log("Vertex shader released", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
}
Logger::Get().Log("Shader shutdown complete", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
return;
}
void AlphaMapShaderClass::OutputShaderErrorMessage(ID3D10Blob* errorMessage, HWND hwnd, WCHAR* shaderFilename)
{
char* compileErrors;
unsigned long long 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 AlphaMapShaderClass::SetShaderParameters(ID3D11DeviceContext* deviceContext, XMMATRIX worldMatrix, XMMATRIX viewMatrix, XMMATRIX projectionMatrix,
ID3D11ShaderResourceView* texture1, ID3D11ShaderResourceView* texture2, ID3D11ShaderResourceView* texture3)
{
HRESULT result;
D3D11_MAPPED_SUBRESOURCE mappedResource;
MatrixBufferType* dataPtr;
unsigned int bufferNumber;
// 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("Error mapping constant 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;
// Finally set the constant buffer in the vertex shader with the updated values.
deviceContext->VSSetConstantBuffers(bufferNumber, 1, &m_matrixBuffer);
// Set shader texture resources in the pixel shader.
deviceContext->PSSetShaderResources(0, 1, &texture1);
deviceContext->PSSetShaderResources(1, 1, &texture2);
deviceContext->PSSetShaderResources(2, 1, &texture3);
return true;
}
void AlphaMapShaderClass::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;
}

View File

@@ -0,0 +1,433 @@
#include "fontshaderclass.h"
FontShaderClass::FontShaderClass()
{
m_vertexShader = 0;
m_pixelShader = 0;
m_layout = 0;
m_matrixBuffer = 0;
m_sampleState = 0;
m_pixelBuffer = 0;
}
FontShaderClass::FontShaderClass(const FontShaderClass& other)
{
}
FontShaderClass::~FontShaderClass()
{
}
bool FontShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
{
Logger::Get().Log("Initializing FontShaderClass", __FILE__, __LINE__, Logger::LogLevel::Initialize);
bool result;
wchar_t vsFilename[128];
wchar_t psFilename[128];
int error;
// Set the filename of the vertex shader.
error = wcscpy_s(vsFilename, 128, L"src/hlsl/font.vs");
if (error != 0)
{
Logger::Get().Log("Error copying string", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
// Set the filename of the pixel shader.
error = wcscpy_s(psFilename, 128, L"src/hlsl/font.ps");
if (error != 0)
{
Logger::Get().Log("Error copying 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("Error initializing shader", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
Logger::Get().Log("FontShaderClass initialized", __FILE__, __LINE__, Logger::LogLevel::Initialize);
return true;
}
void FontShaderClass::Shutdown()
{
// Shutdown the vertex and pixel shaders as well as the related objects.
ShutdownShader();
return;
}
bool FontShaderClass::Render(ID3D11DeviceContext* deviceContext, int indexCount, XMMATRIX worldMatrix, XMMATRIX viewMatrix,
XMMATRIX projectionMatrix, ID3D11ShaderResourceView* texture, XMFLOAT4 pixelColor)
{
bool result;
// Set the shader parameters that it will use for rendering.
result = SetShaderParameters(deviceContext, worldMatrix, viewMatrix, projectionMatrix, texture, pixelColor);
if (!result)
{
Logger::Get().Log("Error setting shader parameters", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
// Now render the prepared buffers with the shader.
RenderShader(deviceContext, indexCount);
return true;
}
bool FontShaderClass::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[2];
unsigned int numElements;
D3D11_BUFFER_DESC matrixBufferDesc;
D3D11_SAMPLER_DESC samplerDesc;
D3D11_BUFFER_DESC pixelBufferDesc;
// 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, "FontVertexShader", "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("Error compiling shader", __FILE__, __LINE__, Logger::LogLevel::Error);
}
return false;
}
// Compile the pixel shader code.
result = D3DCompileFromFile(psFilename, NULL, NULL, "FontPixelShader", "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("Error compiling 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("Error creating 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("Error creating pixel shader", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
// Create the vertex input layout description.
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;
// 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("Error creating 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;
// 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("Error creating constant buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
// 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("Error creating sampler state", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
// Setup the description of the dynamic pixel constant buffer that is in the pixel shader.
pixelBufferDesc.Usage = D3D11_USAGE_DYNAMIC;
pixelBufferDesc.ByteWidth = sizeof(PixelBufferType);
pixelBufferDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
pixelBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
pixelBufferDesc.MiscFlags = 0;
pixelBufferDesc.StructureByteStride = 0;
// Create the pixel constant buffer pointer so we can access the pixel shader constant buffer from within this class.
result = device->CreateBuffer(&pixelBufferDesc, NULL, &m_pixelBuffer);
if (FAILED(result))
{
Logger::Get().Log("Error creating constant buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
Logger::Get().Log("Shader initialized", __FILE__, __LINE__, Logger::LogLevel::Initialize);
return true;
}
void FontShaderClass::ShutdownShader()
{
Logger::Get().Log("Shutting down shader", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
// Release the pixel constant buffer.
if (m_pixelBuffer)
{
m_pixelBuffer->Release();
m_pixelBuffer = 0;
}
// Release the sampler state.
if (m_sampleState)
{
m_sampleState->Release();
m_sampleState = 0;
}
// Release the matrix constant buffer.
if (m_matrixBuffer)
{
m_matrixBuffer->Release();
m_matrixBuffer = 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("Shader shut down", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
return;
}
void FontShaderClass::OutputShaderErrorMessage(ID3D10Blob* errorMessage, HWND hwnd, WCHAR* shaderFilename)
{
char* compileErrors;
unsigned long long 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 FontShaderClass::SetShaderParameters(ID3D11DeviceContext* deviceContext, XMMATRIX worldMatrix, XMMATRIX viewMatrix,
XMMATRIX projectionMatrix, ID3D11ShaderResourceView* texture, XMFLOAT4 pixelColor)
{
HRESULT result;
D3D11_MAPPED_SUBRESOURCE mappedResource;
MatrixBufferType* dataPtr;
unsigned int bufferNumber;
PixelBufferType* dataPtr2;
// 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("Error mapping constant 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;
// Finally set the constant buffer in the vertex shader with the updated values.
deviceContext->VSSetConstantBuffers(bufferNumber, 1, &m_matrixBuffer);
// Set shader texture resource in the pixel shader.
deviceContext->PSSetShaderResources(0, 1, &texture);
// Lock the pixel constant buffer so it can be written to.
result = deviceContext->Map(m_pixelBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
if (FAILED(result))
{
Logger::Get().Log("Error mapping constant buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
// Get a pointer to the data in the pixel constant buffer.
dataPtr2 = (PixelBufferType*)mappedResource.pData;
// Copy the pixel color into the pixel constant buffer.
dataPtr2->pixelColor = pixelColor;
// Unlock the pixel constant buffer.
deviceContext->Unmap(m_pixelBuffer, 0);
// Set the position of the pixel constant buffer in the pixel shader.
bufferNumber = 0;
// Now set the pixel constant buffer in the pixel shader with the updated value.
deviceContext->PSSetConstantBuffers(bufferNumber, 1, &m_pixelBuffer);
return true;
}
void FontShaderClass::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;
}

View File

@@ -0,0 +1,398 @@
#include "lightmapshaderclass.h"
LightMapShaderClass::LightMapShaderClass()
{
m_vertexShader = 0;
m_pixelShader = 0;
m_layout = 0;
m_matrixBuffer = 0;
m_sampleState = 0;
}
LightMapShaderClass::LightMapShaderClass(const LightMapShaderClass& other)
{
}
LightMapShaderClass::~LightMapShaderClass()
{
}
bool LightMapShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
{
Logger::Get().Log("Initializing LightMapShaderClass", __FILE__, __LINE__, Logger::LogLevel::Initialize);
bool result;
wchar_t vsFilename[128];
wchar_t psFilename[128];
int error;
// Set the filename of the vertex shader.
error = wcscpy_s(vsFilename, 128, L"src/hlsl/lightmap.vs");
if (error != 0)
{
Logger::Get().Log("Error copying string", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
// Set the filename of the pixel shader.
error = wcscpy_s(psFilename, 128, L"src/hlsl/lightmap.ps");
if (error != 0)
{
Logger::Get().Log("Error copying 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("Error initializing shader", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
Logger::Get().Log("LightMapShaderClass initialized", __FILE__, __LINE__, Logger::LogLevel::Initialize);
return true;
}
void LightMapShaderClass::Shutdown()
{
// Shutdown the vertex and pixel shaders as well as the related objects.
ShutdownShader();
return;
}
bool LightMapShaderClass::Render(ID3D11DeviceContext* deviceContext, int indexCount, XMMATRIX worldMatrix, XMMATRIX viewMatrix,
XMMATRIX projectionMatrix, ID3D11ShaderResourceView* texture1, ID3D11ShaderResourceView* texture2)
{
bool result;
// Set the shader parameters that it will use for rendering.
result = SetShaderParameters(deviceContext, worldMatrix, viewMatrix, projectionMatrix, texture1, texture2);
if (!result)
{
Logger::Get().Log("Error setting shader parameters", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
// Now render the prepared buffers with the shader.
RenderShader(deviceContext, indexCount);
return true;
}
bool LightMapShaderClass::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_BUFFER_DESC matrixBufferDesc;
D3D11_SAMPLER_DESC samplerDesc;
// 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, "LightMapVertexShader", "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("Error compiling shader", __FILE__, __LINE__, Logger::LogLevel::Error);
}
return false;
}
// Compile the pixel shader code.
result = D3DCompileFromFile(psFilename, NULL, NULL, "LightMapPixelShader", "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("Error compiling 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("Error creating 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("Error creating pixel shader", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
// Create the vertex input layout description.
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("Error creating 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;
// 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("Error creating constant buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
// 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("Error creating sampler state", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
Logger::Get().Log("Shader initialized", __FILE__, __LINE__, Logger::LogLevel::Initialize);
return true;
}
void LightMapShaderClass::ShutdownShader()
{
Logger::Get().Log("Shutting down LightMapShaderClass", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
// Release the sampler state.
if (m_sampleState)
{
m_sampleState->Release();
m_sampleState = 0;
}
// Release the matrix constant buffer.
if (m_matrixBuffer)
{
m_matrixBuffer->Release();
m_matrixBuffer = 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("LightMapShaderClass shut down", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
return;
}
void LightMapShaderClass::OutputShaderErrorMessage(ID3D10Blob* errorMessage, HWND hwnd, WCHAR* shaderFilename)
{
char* compileErrors;
unsigned long long 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 LightMapShaderClass::SetShaderParameters(ID3D11DeviceContext* deviceContext, XMMATRIX worldMatrix, XMMATRIX viewMatrix,
XMMATRIX projectionMatrix, ID3D11ShaderResourceView* texture1, ID3D11ShaderResourceView* texture2)
{
HRESULT result;
D3D11_MAPPED_SUBRESOURCE mappedResource;
MatrixBufferType* dataPtr;
unsigned int bufferNumber;
// 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("Error mapping constant 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;
// Finally set the constant buffer in the vertex shader with the updated values.
deviceContext->VSSetConstantBuffers(bufferNumber, 1, &m_matrixBuffer);
// Set shader texture resources in the pixel shader.
deviceContext->PSSetShaderResources(0, 1, &texture1);
deviceContext->PSSetShaderResources(1, 1, &texture2);
return true;
}
void LightMapShaderClass::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;
}

View File

@@ -0,0 +1,544 @@
////////////////////////////////////////////////////////////////////////////////
// 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"src/hlsl/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"src/hlsl/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;
}

View File

@@ -0,0 +1,469 @@
#include "normalmapshaderclass.h"
NormalMapShaderClass::NormalMapShaderClass()
{
m_vertexShader = 0;
m_pixelShader = 0;
m_layout = 0;
m_matrixBuffer = 0;
m_sampleState = 0;
m_lightBuffer = 0;
}
NormalMapShaderClass::NormalMapShaderClass(const NormalMapShaderClass& other)
{
}
NormalMapShaderClass::~NormalMapShaderClass()
{
}
bool NormalMapShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
{
Logger::Get().Log("Initializing normal map shader", __FILE__, __LINE__, Logger::LogLevel::Initialize);
bool result;
wchar_t vsFilename[128];
wchar_t psFilename[128];
int error;
// Set the filename of the vertex shader.
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__);
return false;
}
// Set the filename of the pixel shader.
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__);
return false;
}
// Initialize the vertex and pixel shaders.
result = InitializeShader(device, hwnd, vsFilename, psFilename);
if (!result)
{
Logger::Get().Log("Failed to initialize the vertex and pixel shaders", __FILE__, __LINE__);
return false;
}
Logger::Get().Log("Successfully initialized normal map shader", __FILE__, __LINE__, Logger::LogLevel::Initialize);
return true;
}
void NormalMapShaderClass::Shutdown()
{
// Shutdown the vertex and pixel shaders as well as the related objects.
ShutdownShader();
return;
}
bool NormalMapShaderClass::Render(ID3D11DeviceContext* deviceContext, int indexCount, XMMATRIX worldMatrix, XMMATRIX viewMatrix, XMMATRIX projectionMatrix,
ID3D11ShaderResourceView* texture1, ID3D11ShaderResourceView* texture2, XMFLOAT3 lightDirection, XMFLOAT4 diffuseColor)
{
bool result;
// Set the shader parameters that it will use for rendering.
result = SetShaderParameters(deviceContext, worldMatrix, viewMatrix, projectionMatrix, texture1, texture2, lightDirection, diffuseColor);
if (!result)
{
Logger::Get().Log("Failed to set the shader parameters that will be used for rendering", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
// Now render the prepared buffers with the shader.
RenderShader(deviceContext, indexCount);
return true;
}
bool NormalMapShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR* vsFilename, WCHAR* psFilename)
{
Logger::Get().Log("Initializing normal map shader", __FILE__, __LINE__, Logger::LogLevel::Initialize);
HRESULT result;
ID3D10Blob* errorMessage;
ID3D10Blob* vertexShaderBuffer;
ID3D10Blob* pixelShaderBuffer;
D3D11_INPUT_ELEMENT_DESC polygonLayout[5];
unsigned int numElements;
D3D11_BUFFER_DESC matrixBufferDesc;
D3D11_SAMPLER_DESC samplerDesc;
D3D11_BUFFER_DESC lightBufferDesc;
// 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, "NormalMapVertexShader", "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 the vertex shader code", __FILE__, __LINE__, Logger::LogLevel::Error);
}
return false;
}
// Compile the pixel shader code.
result = D3DCompileFromFile(psFilename, NULL, NULL, "NormalMapPixelShader", "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 the pixel shader code", __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 the vertex shader from the buffer", __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 the pixel shader from the buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
// Create the vertex input layout description.
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;
polygonLayout[3].SemanticName = "TANGENT";
polygonLayout[3].SemanticIndex = 0;
polygonLayout[3].Format = DXGI_FORMAT_R32G32B32_FLOAT;
polygonLayout[3].InputSlot = 0;
polygonLayout[3].AlignedByteOffset = D3D11_APPEND_ALIGNED_ELEMENT;
polygonLayout[3].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
polygonLayout[3].InstanceDataStepRate = 0;
polygonLayout[4].SemanticName = "BINORMAL";
polygonLayout[4].SemanticIndex = 0;
polygonLayout[4].Format = DXGI_FORMAT_R32G32B32_FLOAT;
polygonLayout[4].InputSlot = 0;
polygonLayout[4].AlignedByteOffset = D3D11_APPEND_ALIGNED_ELEMENT;
polygonLayout[4].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
polygonLayout[4].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 the vertex 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;
// 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 the constant buffer pointer", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
// 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 the texture sampler state", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
// Setup the description of the light dynamic constant buffer that is in the pixel shader.
lightBufferDesc.Usage = D3D11_USAGE_DYNAMIC;
lightBufferDesc.ByteWidth = sizeof(LightBufferType);
lightBufferDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
lightBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
lightBufferDesc.MiscFlags = 0;
lightBufferDesc.StructureByteStride = 0;
// Create the constant buffer pointer so we can access the vertex shader constant buffer from within this class.
result = device->CreateBuffer(&lightBufferDesc, NULL, &m_lightBuffer);
if (FAILED(result))
{
Logger::Get().Log("Failed to create the light constant buffer pointer", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
Logger::Get().Log("Successfully initialized normal map shader", __FILE__, __LINE__, Logger::LogLevel::Initialize);
return true;
}
void NormalMapShaderClass::ShutdownShader()
{
Logger::Get().Log("Shutting down normal map shader", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
// Release the light constant buffer.
if (m_lightBuffer)
{
m_lightBuffer->Release();
m_lightBuffer = 0;
}
// Release the sampler state.
if (m_sampleState)
{
m_sampleState->Release();
m_sampleState = 0;
}
// Release the matrix constant buffer.
if (m_matrixBuffer)
{
m_matrixBuffer->Release();
m_matrixBuffer = 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("Successfully shut down normal map shader", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
return;
}
void NormalMapShaderClass::OutputShaderErrorMessage(ID3D10Blob* errorMessage, HWND hwnd, WCHAR* shaderFilename)
{
char* compileErrors;
unsigned long long 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 NormalMapShaderClass::SetShaderParameters(ID3D11DeviceContext* deviceContext, XMMATRIX worldMatrix, XMMATRIX viewMatrix, XMMATRIX projectionMatrix,
ID3D11ShaderResourceView* texture1, ID3D11ShaderResourceView* texture2, XMFLOAT3 lightDirection, XMFLOAT4 diffuseColor)
{
HRESULT result;
D3D11_MAPPED_SUBRESOURCE mappedResource;
MatrixBufferType* dataPtr;
unsigned int bufferNumber;
LightBufferType* dataPtr2;
// 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 lock the constant buffer so it can be written to", __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;
// Finally set the constant buffer in the vertex shader with the updated values.
deviceContext->VSSetConstantBuffers(bufferNumber, 1, &m_matrixBuffer);
// Set shader texture resources in the pixel shader.
deviceContext->PSSetShaderResources(0, 1, &texture1);
deviceContext->PSSetShaderResources(1, 1, &texture2);
// Lock the light constant buffer so it can be written to.
result = deviceContext->Map(m_lightBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
if (FAILED(result))
{
Logger::Get().Log("Failed to lock the light constant buffer so it can be written to", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
// Get a pointer to the data in the constant buffer.
dataPtr2 = (LightBufferType*)mappedResource.pData;
// Copy the lighting variables into the constant buffer.
dataPtr2->diffuseColor = diffuseColor;
dataPtr2->lightDirection = lightDirection;
dataPtr2->padding = 0.0f;
// Unlock the constant buffer.
deviceContext->Unmap(m_lightBuffer, 0);
// Set the position of the light constant buffer in the pixel shader.
bufferNumber = 0;
// Finally set the light constant buffer in the pixel shader with the updated values.
deviceContext->PSSetConstantBuffers(bufferNumber, 1, &m_lightBuffer);
// Set shader texture resources in the pixel shader.
deviceContext->PSSetShaderResources(0, 1, &texture1);
deviceContext->PSSetShaderResources(1, 1, &texture2);
return true;
}
void NormalMapShaderClass::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;
}

View File

@@ -0,0 +1,434 @@
#include "reflectionshaderclass.h"
ReflectionShaderClass::ReflectionShaderClass()
{
m_vertexShader = 0;
m_pixelShader = 0;
m_layout = 0;
m_matrixBuffer = 0;
m_sampleState = 0;
m_reflectionBuffer = 0;
}
ReflectionShaderClass::ReflectionShaderClass(const ReflectionShaderClass& other)
{
}
ReflectionShaderClass::~ReflectionShaderClass()
{
}
bool ReflectionShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
{
Logger::Get().Log("Initializing reflection shader", __FILE__, __LINE__, Logger::LogLevel::Initialize);
bool result;
wchar_t vsFilename[128];
wchar_t psFilename[128];
int error;
// Set the filename of the vertex shader.
error = wcscpy_s(vsFilename, 128, L"src/hlsl/reflection.vs");
if (error != 0)
{
Logger::Get().Log("Error copying string", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
// Set the filename of the pixel shader.
error = wcscpy_s(psFilename, 128, L"src/hlsl/reflection.ps");
if (error != 0)
{
Logger::Get().Log("Error copying 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("Error initializing shader", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
Logger::Get().Log("Reflection shader initialized", __FILE__, __LINE__, Logger::LogLevel::Initialize);
return true;
}
void ReflectionShaderClass::Shutdown()
{
// Shutdown the vertex and pixel shaders as well as the related objects.
ShutdownShader();
return;
}
bool ReflectionShaderClass::Render(ID3D11DeviceContext* deviceContext, int indexCount, XMMATRIX worldMatrix, XMMATRIX viewMatrix, XMMATRIX projectionMatrix,
ID3D11ShaderResourceView* texture, ID3D11ShaderResourceView* reflectionTexture, XMMATRIX reflectionMatrix)
{
bool result;
// Set the shader parameters that it will use for rendering.
result = SetShaderParameters(deviceContext, worldMatrix, viewMatrix, projectionMatrix, texture, reflectionTexture, reflectionMatrix);
if (!result)
{
Logger::Get().Log("Error setting shader parameters", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
// Now render the prepared buffers with the shader.
RenderShader(deviceContext, indexCount);
return true;
}
bool ReflectionShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR* vsFilename, WCHAR* psFilename)
{
Logger::Get().Log("Initializing reflection shader", __FILE__, __LINE__, Logger::LogLevel::Initialize);
HRESULT result;
ID3D10Blob* errorMessage;
ID3D10Blob* vertexShaderBuffer;
ID3D10Blob* pixelShaderBuffer;
D3D11_INPUT_ELEMENT_DESC polygonLayout[2];
unsigned int numElements;
D3D11_BUFFER_DESC matrixBufferDesc;
D3D11_SAMPLER_DESC samplerDesc;
D3D11_BUFFER_DESC reflectionBufferDesc;
// 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, "ReflectionVertexShader", "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("Error compiling shader", __FILE__, __LINE__, Logger::LogLevel::Error);
}
return false;
}
// Compile the pixel shader code.
result = D3DCompileFromFile(psFilename, NULL, NULL, "ReflectionPixelShader", "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("Error compiling 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("Error creating 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("Error creating pixel shader", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
// Create the vertex input layout description.
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;
// 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("Error creating 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;
// 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("Error creating constant buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
// Create a texture sampler state description.
samplerDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
samplerDesc.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP;
samplerDesc.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP;
samplerDesc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP;
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("Error creating sampler state", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
// Setup the description of the reflection dynamic constant buffer that is in the vertex shader.
reflectionBufferDesc.Usage = D3D11_USAGE_DYNAMIC;
reflectionBufferDesc.ByteWidth = sizeof(ReflectionBufferType);
reflectionBufferDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
reflectionBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
reflectionBufferDesc.MiscFlags = 0;
reflectionBufferDesc.StructureByteStride = 0;
// Create the constant buffer pointer so we can access the vertex shader constant buffer from within this class.
result = device->CreateBuffer(&reflectionBufferDesc, NULL, &m_reflectionBuffer);
if (FAILED(result))
{
Logger::Get().Log("Error creating constant buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
Logger::Get().Log("Reflection shader initialized", __FILE__, __LINE__, Logger::LogLevel::Initialize);
return true;
}
void ReflectionShaderClass::ShutdownShader()
{
Logger::Get().Log("Shutting down reflection shader", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
// Release the reflection constant buffer.
if (m_reflectionBuffer)
{
m_reflectionBuffer->Release();
m_reflectionBuffer = 0;
}
// Release the sampler state.
if (m_sampleState)
{
m_sampleState->Release();
m_sampleState = 0;
}
// Release the matrix constant buffer.
if (m_matrixBuffer)
{
m_matrixBuffer->Release();
m_matrixBuffer = 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("Reflection shader shut down", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
return;
}
void ReflectionShaderClass::OutputShaderErrorMessage(ID3D10Blob* errorMessage, HWND hwnd, WCHAR* shaderFilename)
{
char* compileErrors;
unsigned long long 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 ReflectionShaderClass::SetShaderParameters(ID3D11DeviceContext* deviceContext, XMMATRIX worldMatrix, XMMATRIX viewMatrix, XMMATRIX projectionMatrix,
ID3D11ShaderResourceView* texture, ID3D11ShaderResourceView* reflectionTexture, XMMATRIX reflectionMatrix)
{
HRESULT result;
D3D11_MAPPED_SUBRESOURCE mappedResource;
MatrixBufferType* dataPtr;
unsigned int bufferNumber;
ReflectionBufferType* dataPtr2;
// Transpose the matrices to prepare them for the shader.
worldMatrix = XMMatrixTranspose(worldMatrix);
viewMatrix = XMMatrixTranspose(viewMatrix);
projectionMatrix = XMMatrixTranspose(projectionMatrix);
// Transpose the relfection matrix to prepare it for the shader.
reflectionMatrix = XMMatrixTranspose(reflectionMatrix);
// 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("Error mapping constant 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;
// Finally set the constant buffer in the vertex shader with the updated values.
deviceContext->VSSetConstantBuffers(bufferNumber, 1, &m_matrixBuffer);
// Lock the reflection constant buffer so it can be written to.
result = deviceContext->Map(m_reflectionBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
if (FAILED(result))
{
Logger::Get().Log("Error mapping constant buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
// Get a pointer to the data in the matrix constant buffer.
dataPtr2 = (ReflectionBufferType*)mappedResource.pData;
// Copy the matrix into the reflection constant buffer.
dataPtr2->reflectionMatrix = reflectionMatrix;
// Unlock the reflection constant buffer.
deviceContext->Unmap(m_reflectionBuffer, 0);
// Set the position of the reflection constant buffer in the vertex shader.
bufferNumber = 1;
// Now set the reflection constant buffer in the vertex shader with the updated values.
deviceContext->VSSetConstantBuffers(bufferNumber, 1, &m_reflectionBuffer);
// Set shader texture resource in the pixel shader.
deviceContext->PSSetShaderResources(0, 1, &texture);
// Set the reflection texture resource in the pixel shader.
deviceContext->PSSetShaderResources(1, 1, &reflectionTexture);
return true;
}
void ReflectionShaderClass::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 the geometry.
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 geometry.
deviceContext->DrawIndexed(indexCount, 0, 0);
return;
}

View File

@@ -0,0 +1,473 @@
#include "refractionshaderclass.h"
RefractionShaderClass::RefractionShaderClass()
{
m_vertexShader = 0;
m_pixelShader = 0;
m_layout = 0;
m_matrixBuffer = 0;
m_sampleState = 0;
m_lightBuffer = 0;
m_clipPlaneBuffer = 0;
}
RefractionShaderClass::RefractionShaderClass(const RefractionShaderClass& other)
{
}
RefractionShaderClass::~RefractionShaderClass()
{
}
bool RefractionShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
{
bool result;
wchar_t vsFilename[128];
wchar_t psFilename[128];
int error;
// Set the filename of the vertex shader.
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"src/hlsl/refraction.ps");
if (error != 0)
{
return false;
}
// Initialize the vertex and pixel shaders.
result = InitializeShader(device, hwnd, vsFilename, psFilename);
if (!result)
{
return false;
}
return true;
}
void RefractionShaderClass::Shutdown()
{
// Shutdown the vertex and pixel shaders as well as the related objects.
ShutdownShader();
return;
}
bool RefractionShaderClass::Render(ID3D11DeviceContext* deviceContext, int indexCount, XMMATRIX worldMatrix, XMMATRIX viewMatrix, XMMATRIX projectionMatrix,
ID3D11ShaderResourceView* texture, XMFLOAT3 lightDirection, XMFLOAT4 ambientColor[], XMFLOAT4 diffuseColor[], XMFLOAT4 lightPosition[], XMFLOAT4 clipPlane)
{
bool result;
// Set the shader parameters that it will use for rendering.
result = SetShaderParameters(deviceContext, worldMatrix, viewMatrix, projectionMatrix, texture, lightDirection, ambientColor, diffuseColor, lightPosition, clipPlane);
if (!result)
{
return false;
}
// Now render the prepared buffers with the shader.
RenderShader(deviceContext, indexCount);
return true;
}
bool RefractionShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR* vsFilename, WCHAR* psFilename)
{
HRESULT result;
ID3D10Blob* errorMessage;
ID3D10Blob* vertexShaderBuffer;
ID3D10Blob* pixelShaderBuffer;
D3D11_INPUT_ELEMENT_DESC polygonLayout[3];
unsigned int numElements;
D3D11_BUFFER_DESC matrixBufferDesc;
D3D11_SAMPLER_DESC samplerDesc;
D3D11_BUFFER_DESC lightBufferDesc;
D3D11_BUFFER_DESC clipPlaneBufferDesc;
// 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, "RefractionVertexShader", "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
{
MessageBox(hwnd, vsFilename, L"Missing Shader File", MB_OK);
}
return false;
}
// Compile the pixel shader code.
result = D3DCompileFromFile(psFilename, NULL, NULL, "RefractionPixelShader", "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
{
MessageBox(hwnd, psFilename, L"Missing Shader File", MB_OK);
}
return false;
}
// Create the vertex shader from the buffer.
result = device->CreateVertexShader(vertexShaderBuffer->GetBufferPointer(), vertexShaderBuffer->GetBufferSize(), NULL, &m_vertexShader);
if (FAILED(result))
{
return false;
}
// Create the pixel shader from the buffer.
result = device->CreatePixelShader(pixelShaderBuffer->GetBufferPointer(), pixelShaderBuffer->GetBufferSize(), NULL, &m_pixelShader);
if (FAILED(result))
{
return false;
}
// Create the vertex input layout description.
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))
{
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;
// 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))
{
return false;
}
// Create a texture sampler state description.
samplerDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
samplerDesc.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP;
samplerDesc.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP;
samplerDesc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP;
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))
{
return false;
}
// Setup the description of the light dynamic constant buffer that is in the pixel shader.
// Note that ByteWidth always needs to be a multiple of 16 if using D3D11_BIND_CONSTANT_BUFFER or CreateBuffer will fail.
lightBufferDesc.Usage = D3D11_USAGE_DYNAMIC;
lightBufferDesc.ByteWidth = sizeof(LightBufferType);
lightBufferDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
lightBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
lightBufferDesc.MiscFlags = 0;
lightBufferDesc.StructureByteStride = 0;
// Create the constant buffer pointer so we can access the vertex shader constant buffer from within this class.
result = device->CreateBuffer(&lightBufferDesc, NULL, &m_lightBuffer);
if (FAILED(result))
{
return false;
}
// Setup the description of the clip plane dynamic constant buffer that is in the vertex shader.
clipPlaneBufferDesc.Usage = D3D11_USAGE_DYNAMIC;
clipPlaneBufferDesc.ByteWidth = sizeof(ClipPlaneBufferType);
clipPlaneBufferDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
clipPlaneBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
clipPlaneBufferDesc.MiscFlags = 0;
clipPlaneBufferDesc.StructureByteStride = 0;
// Create the constant buffer pointer so we can access the vertex shader constant buffer from within this class.
result = device->CreateBuffer(&clipPlaneBufferDesc, NULL, &m_clipPlaneBuffer);
if (FAILED(result))
{
return false;
}
return true;
}
void RefractionShaderClass::ShutdownShader()
{
// Release the clip plane constant buffer.
if (m_clipPlaneBuffer)
{
m_clipPlaneBuffer->Release();
m_clipPlaneBuffer = 0;
}
// Release the light constant buffer.
if (m_lightBuffer)
{
m_lightBuffer->Release();
m_lightBuffer = 0;
}
// Release the sampler state.
if (m_sampleState)
{
m_sampleState->Release();
m_sampleState = 0;
}
// Release the matrix constant buffer.
if (m_matrixBuffer)
{
m_matrixBuffer->Release();
m_matrixBuffer = 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;
}
return;
}
void RefractionShaderClass::OutputShaderErrorMessage(ID3D10Blob* errorMessage, HWND hwnd, WCHAR* shaderFilename)
{
char* compileErrors;
unsigned long long 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 RefractionShaderClass::SetShaderParameters(ID3D11DeviceContext* deviceContext, XMMATRIX worldMatrix, XMMATRIX viewMatrix, XMMATRIX projectionMatrix,
ID3D11ShaderResourceView* texture, XMFLOAT3 lightDirection, XMFLOAT4 ambientColor[], XMFLOAT4 diffuseColor[], XMFLOAT4 lightPosition[], XMFLOAT4 clipPlane)
{
HRESULT result;
D3D11_MAPPED_SUBRESOURCE mappedResource;
MatrixBufferType* dataPtr;
unsigned int bufferNumber;
ClipPlaneBufferType* dataPtr2;
LightBufferType* 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))
{
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;
// Finally set the constant buffer in the vertex shader with the updated values.
deviceContext->VSSetConstantBuffers(bufferNumber, 1, &m_matrixBuffer);
// Lock the clip plane constant buffer so it can be written to.
result = deviceContext->Map(m_clipPlaneBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
if(FAILED(result))
{
return false;
}
// Get a pointer to the data in the clip plane constant buffer.
dataPtr2 = (ClipPlaneBufferType*)mappedResource.pData;
// Copy the clip plane into the clip plane constant buffer.
dataPtr2->clipPlane = clipPlane;
// Unlock the buffer.
deviceContext->Unmap(m_clipPlaneBuffer, 0);
// Set the position of the clip plane constant buffer in the vertex shader.
bufferNumber = 1;
// Now set the clip plane constant buffer in the vertex shader with the updated values.
deviceContext->VSSetConstantBuffers(bufferNumber, 1, &m_clipPlaneBuffer);
// Set shader texture resource in the pixel shader.
deviceContext->PSSetShaderResources(0, 1, &texture);
// Lock the light constant buffer so it can be written to.
result = deviceContext->Map(m_lightBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
if(FAILED(result))
{
return false;
}
// Get a pointer to the data in the constant buffer.
dataPtr3 = (LightBufferType*)mappedResource.pData;
// Copy the lighting variables into the constant buffer.
dataPtr3->ambientColor = ambientColor[0];
dataPtr3->diffuseColor = diffuseColor[0];
dataPtr3->lightPosition = lightPosition[0];
dataPtr3->lightDirection = lightDirection;
// Unlock the constant buffer.
deviceContext->Unmap(m_lightBuffer, 0);
// Set the position of the light constant buffer in the pixel shader.
bufferNumber = 0;
// Finally set the light constant buffer in the pixel shader with the updated values.
deviceContext->PSSetConstantBuffers(bufferNumber, 1, &m_lightBuffer);
return true;
}
void RefractionShaderClass::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 the geometry.
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 geometry.
deviceContext->DrawIndexed(indexCount, 0, 0);
return;
}

View File

@@ -0,0 +1,450 @@
#include "shadermanagerclass.h"
ShaderManagerClass::ShaderManagerClass()
{
m_TextureShader = 0;
m_NormalMapShader = 0;
m_MultitextureShader = 0;
m_TranslateShader = 0;
m_AlphaMapShader = 0;
m_SpecMapShader = 0;
m_TransparentShader = 0;
m_LightShader = 0;
m_LightMapShader = 0;
m_RefractionShader = 0;
m_WaterShader = 0;
m_CelShadingShader = 0;
}
ShaderManagerClass::ShaderManagerClass(const ShaderManagerClass& other)
{
}
ShaderManagerClass::~ShaderManagerClass()
{
}
bool ShaderManagerClass::Initialize(ID3D11Device* device, HWND hwnd)
{
Logger::Get().Log("Initializing ShaderManagerClass", __FILE__, __LINE__, Logger::LogLevel::Initialize);
bool result;
// Create and initialize the texture shader object.
m_TextureShader = new TextureShaderClass;
result = m_TextureShader->Initialize(device, hwnd);
if (!result)
{
Logger::Get().Log("Error initializing TextureShaderClass", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
// Create and initialize the normal map shader object.
m_NormalMapShader = new NormalMapShaderClass;
result = m_NormalMapShader->Initialize(device, hwnd);
if (!result)
{
Logger::Get().Log("Error initializing NormalMapShaderClass", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
// Create and initialize the multitexture shader object.
m_MultitextureShader = new MultiTextureShaderClass;
result = m_MultitextureShader->Initialize(device, hwnd);
if (!result)
{
Logger::Get().Log("Error initializing MultiTextureShaderClass", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
// Create and initialize the translate shader object.
m_TranslateShader = new TranslateShaderClass;
result = m_TranslateShader->Initialize(device, hwnd);
if (!result)
{
Logger::Get().Log("Error initializing TranslateShaderClass", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
// Create and initialize the alpha map shader object.
m_AlphaMapShader = new AlphaMapShaderClass;
result = m_AlphaMapShader->Initialize(device, hwnd);
if (!result)
{
Logger::Get().Log("Error initializing AlphaMapShaderClass", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
// Create and initialize the specular map shader object.
m_SpecMapShader = new SpecMapShaderClass;
result = m_SpecMapShader->Initialize(device, hwnd);
if (!result)
{
Logger::Get().Log("Error initializing SpecMapShaderClass", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
// Create and initialize the transparent shader object.
m_TransparentShader = new TransparentShaderClass;
result = m_TransparentShader->Initialize(device, hwnd);
if (!result)
{
Logger::Get().Log("Error initializing TransparentShaderClass", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
// Create and initialize the light shader object.
m_LightShader = new LightShaderClass;
result = m_LightShader->Initialize(device, hwnd);
if (!result)
{
Logger::Get().Log("Error initializing LightShaderClass", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
// Create and initialize the light map shader object.
m_LightMapShader = new LightMapShaderClass;
result = m_LightMapShader->Initialize(device, hwnd);
if (!result)
{
Logger::Get().Log("Error initializing LightMapShaderClass", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
// Create and initialize the refraction shader object.
m_RefractionShader = new RefractionShaderClass;
result = m_RefractionShader->Initialize(device, hwnd);
if (!result)
{
return false;
}
// Create and initialize the water shader object.
m_WaterShader = new WaterShaderClass;
result = m_WaterShader->Initialize(device, hwnd);
if (!result)
{
return false;
}
m_CelShadingShader = new CelShadingShader;
result = m_CelShadingShader->Initialize(device, hwnd);
if (!result)
{
return false;
}
m_SunlightShader = new SunlightShaderClass;
result = m_SunlightShader->Initialize(device, hwnd);
if (!result)
{
return false;
}
Logger::Get().Log("ShaderManagerClass initialized", __FILE__, __LINE__, Logger::LogLevel::Initialize);
return true;
}
void ShaderManagerClass::Shutdown()
{
Logger::Get().Log("Shutting down ShaderManagerClass", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
// Release the normal map shader object.
if (m_NormalMapShader)
{
m_NormalMapShader->Shutdown();
delete m_NormalMapShader;
m_NormalMapShader = 0;
}
// Release the texture shader object.
if (m_TextureShader)
{
m_TextureShader->Shutdown();
delete m_TextureShader;
m_TextureShader = 0;
}
// Release the multitexture shader object.
if (m_MultitextureShader)
{
m_MultitextureShader->Shutdown();
delete m_MultitextureShader;
m_MultitextureShader = 0;
}
// Release the translate shader object.
if (m_TranslateShader)
{
m_TranslateShader->Shutdown();
delete m_TranslateShader;
m_TranslateShader = 0;
}
// Release the alpha map shader object.
if (m_AlphaMapShader)
{
m_AlphaMapShader->Shutdown();
delete m_AlphaMapShader;
m_AlphaMapShader = 0;
}
// Release the specular map shader object.
if (m_SpecMapShader)
{
m_SpecMapShader->Shutdown();
delete m_SpecMapShader;
m_SpecMapShader = 0;
}
// Release the transparent shader object.
if (m_TransparentShader)
{
m_TransparentShader->Shutdown();
delete m_TransparentShader;
m_TransparentShader = 0;
}
// Release the light shader object.
if (m_LightShader)
{
m_LightShader->Shutdown();
delete m_LightShader;
m_LightShader = 0;
}
// Release the light map shader object.
if (m_LightMapShader)
{
m_LightMapShader->Shutdown();
delete m_LightMapShader;
m_LightMapShader = 0;
}
// Release the refraction shader object.
if (m_RefractionShader)
{
m_RefractionShader->Shutdown();
delete m_RefractionShader;
m_RefractionShader = 0;
}
// Release the water shader object.
if (m_WaterShader)
{
m_WaterShader->Shutdown();
delete m_WaterShader;
m_WaterShader = 0;
}
// Release the cel shading shader object.
if (m_CelShadingShader)
{
m_CelShadingShader->Shutdown();
delete m_CelShadingShader;
m_CelShadingShader = 0;
}
if (m_SunlightShader)
{
m_SunlightShader->Shutdown();
delete m_SunlightShader;
m_SunlightShader = 0;
}
Logger::Get().Log("ShaderManagerClass shut down", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
}
bool ShaderManagerClass::RenderTextureShader(ID3D11DeviceContext* deviceContext, int indexCount, XMMATRIX worldMatrix, XMMATRIX viewMatrix, XMMATRIX projectionMatrix,
ID3D11ShaderResourceView* texture)
{
bool result;
result = m_TextureShader->Render(deviceContext, indexCount, worldMatrix, viewMatrix, projectionMatrix, texture);
if (!result)
{
Logger::Get().Log("Error rendering TextureShaderClass", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
return true;
}
bool ShaderManagerClass::RenderNormalMapShader(ID3D11DeviceContext* deviceContext, int indexCount, XMMATRIX worldMatrix, XMMATRIX viewMatrix, XMMATRIX projectionMatrix,
ID3D11ShaderResourceView* colorTexture, ID3D11ShaderResourceView* normalTexture, XMFLOAT3 lightDirection, XMFLOAT4 diffuseColor)
{
bool result;
result = m_NormalMapShader->Render(deviceContext, indexCount, worldMatrix, viewMatrix, projectionMatrix, colorTexture, normalTexture, lightDirection, diffuseColor);
if (!result)
{
Logger::Get().Log("Error rendering NormalMapShaderClass", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
return true;
}
bool ShaderManagerClass::RenderMultitextureShader(ID3D11DeviceContext* deviceContext, int indexCount, XMMATRIX worldMatrix, XMMATRIX viewMatrix, XMMATRIX projectionMatrix,
ID3D11ShaderResourceView* texture1, ID3D11ShaderResourceView* texture2)
{
bool result;
result = m_MultitextureShader->Render(deviceContext, indexCount, worldMatrix, viewMatrix, projectionMatrix, texture1, texture2);
if (!result)
{
Logger::Get().Log("Error rendering MultiTextureShaderClass", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
return true;
}
bool ShaderManagerClass::RenderTranslateShader(ID3D11DeviceContext* deviceContext, int indexCount, XMMATRIX worldMatrix, XMMATRIX viewMatrix, XMMATRIX projectionMatrix,
ID3D11ShaderResourceView* texture1, float valeur)
{
bool result;
result = m_TranslateShader->Render(deviceContext, indexCount, worldMatrix, viewMatrix, projectionMatrix, texture1, valeur);
if (!result)
{
Logger::Get().Log("Error rendering TranslateShaderClass", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
return true;
}
bool ShaderManagerClass::RenderAlphaMapShader(ID3D11DeviceContext* deviceContext, int indexCount, XMMATRIX worldMatrix, XMMATRIX viewMatrix, XMMATRIX projectionMatrix,
ID3D11ShaderResourceView* texture1, ID3D11ShaderResourceView* texture2, ID3D11ShaderResourceView* texture3)
{
bool result;
result = m_AlphaMapShader->Render(deviceContext, indexCount, worldMatrix, viewMatrix, projectionMatrix, texture1, texture2, texture3);
if (!result)
{
Logger::Get().Log("Error rendering AlphaMapShaderClass", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
return true;
}
bool ShaderManagerClass::RenderSpecMapShader(ID3D11DeviceContext* deviceContext, int indexCount, XMMATRIX worldMatrix, XMMATRIX viewMatrix, XMMATRIX projectionMatrix,
ID3D11ShaderResourceView* texture1, ID3D11ShaderResourceView* texture2, ID3D11ShaderResourceView* texture3,
XMFLOAT3 lightDirection, XMFLOAT4 diffuseColor, XMFLOAT3 cameraPosition, XMFLOAT4 specularColor, float specularPower)
{
bool result;
result = m_SpecMapShader->Render(deviceContext, indexCount, worldMatrix, viewMatrix, projectionMatrix, texture1, texture2, texture3, lightDirection,
diffuseColor, cameraPosition, specularColor, specularPower);
if (!result)
{
Logger::Get().Log("Error rendering SpecMapShaderClass", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
return true;
}
bool ShaderManagerClass::RenderTransparentShader(ID3D11DeviceContext* deviceContext, int indexCount, XMMATRIX worldMatrix, XMMATRIX viewMatrix, XMMATRIX projectionMatrix,
ID3D11ShaderResourceView* texture1, float blendAmount)
{
bool result;
result = m_TransparentShader->Render(deviceContext, indexCount, worldMatrix, viewMatrix, projectionMatrix, texture1, blendAmount);
if (!result)
{
Logger::Get().Log("Error rendering TransparentShaderClass", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
return true;
}
bool ShaderManagerClass::RenderlightShader(ID3D11DeviceContext* deviceContext, int indexCount, XMMATRIX worldMatrix, XMMATRIX viewMatrix, XMMATRIX projectionMatrix,
ID3D11ShaderResourceView* texture, XMFLOAT4 diffuseColor[], XMFLOAT4 lightPosition[], XMFLOAT4 ambientColor[])
{
bool result;
result = m_LightShader->Render(deviceContext, indexCount, worldMatrix, viewMatrix, projectionMatrix, texture, diffuseColor, lightPosition, ambientColor);
if (!result)
{
return false;
}
return true;
}
bool ShaderManagerClass::RenderlightMapShader(ID3D11DeviceContext* deviceContext, int indexCount, XMMATRIX worldMatrix, XMMATRIX viewMatrix,
XMMATRIX projectionMatrix, ID3D11ShaderResourceView* texture1, ID3D11ShaderResourceView* texture2)
{
bool result;
result = m_LightMapShader->Render(deviceContext, indexCount, worldMatrix, viewMatrix, projectionMatrix, texture1, texture2);
if (!result)
{
return false;
}
return true;
}
bool ShaderManagerClass::RenderRefractionShader(ID3D11DeviceContext* deviceContext, int indexCount, XMMATRIX worldMatrix, XMMATRIX viewMatrix, XMMATRIX projectionMatrix,
ID3D11ShaderResourceView* texture, XMFLOAT3 lightDirection, XMFLOAT4 ambientColor[], XMFLOAT4 diffuseColor[], XMFLOAT4 lightPosition[], XMFLOAT4 clipPlane)
{
bool result;
result = m_RefractionShader->Render(deviceContext, indexCount, worldMatrix, viewMatrix, projectionMatrix, texture, lightDirection, ambientColor, diffuseColor, lightPosition, clipPlane);
if (!result)
{
return false;
}
return true;
}
bool ShaderManagerClass::RenderWaterShader(ID3D11DeviceContext* deviceContext, int indexCount, XMMATRIX worldMatrix, XMMATRIX viewMatrix, XMMATRIX projectionMatrix,
XMMATRIX reflectionMatrix, ID3D11ShaderResourceView* reflectionTexture, ID3D11ShaderResourceView* refractionTexture,
ID3D11ShaderResourceView* normalTexture, float waterTranslation, float reflectRefractScale)
{
bool result;
result = m_WaterShader->Render(deviceContext, indexCount, worldMatrix, viewMatrix, projectionMatrix, reflectionMatrix, reflectionTexture,
refractionTexture, normalTexture, waterTranslation, reflectRefractScale);
if (!result)
{
return false;
}
return true;
}
bool ShaderManagerClass::RenderCelShadingShader(ID3D11DeviceContext* deviceContext, int indexCount, XMMATRIX worldMatrix, XMMATRIX viewMatrix, XMMATRIX projectionMatrix,
ID3D11ShaderResourceView* texture, XMFLOAT3 lightDirection, XMFLOAT4 diffuseColor, XMFLOAT3 lightPosition)
{
bool result;
result = m_CelShadingShader->Render(deviceContext, indexCount, worldMatrix, viewMatrix, projectionMatrix, texture, lightDirection, diffuseColor, lightPosition);
if (!result)
{
return false;
}
return true;
}
bool ShaderManagerClass::RenderSunlightShader(ID3D11DeviceContext* deviceContext, int indexCount, XMMATRIX worldMatrix, XMMATRIX viewMatrix, XMMATRIX projectionMatrix,
ID3D11ShaderResourceView* texture, XMFLOAT4 diffuseColor, XMFLOAT4 ambientColor, XMFLOAT3 sunDirection, float sunIntensity)
{
bool result;
result = m_SunlightShader->Render(deviceContext, indexCount, worldMatrix, viewMatrix, projectionMatrix, texture, diffuseColor, ambientColor, sunDirection, sunIntensity);
if (!result)
{
return false;
}
return true;
}

View File

@@ -0,0 +1,492 @@
#include "specmapshaderclass.h"
SpecMapShaderClass::SpecMapShaderClass()
{
m_vertexShader = 0;
m_pixelShader = 0;
m_layout = 0;
m_matrixBuffer = 0;
m_sampleState = 0;
m_lightBuffer = 0;
m_cameraBuffer = 0;
}
SpecMapShaderClass::SpecMapShaderClass(const SpecMapShaderClass& other)
{
}
SpecMapShaderClass::~SpecMapShaderClass()
{
}
bool SpecMapShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
{
bool result;
wchar_t vsFilename[128];
wchar_t psFilename[128];
int error;
// Set the filename of the vertex shader.
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"src/hlsl/specmap.ps");
if (error != 0)
{
return false;
}
// Initialize the vertex and pixel shaders.
result = InitializeShader(device, hwnd, vsFilename, psFilename);
if (!result)
{
return false;
}
return true;
}
void SpecMapShaderClass::Shutdown()
{
// Shutdown the vertex and pixel shaders as well as the related objects.
ShutdownShader();
return;
}
bool SpecMapShaderClass::Render(ID3D11DeviceContext* deviceContext, int indexCount, XMMATRIX worldMatrix, XMMATRIX viewMatrix, XMMATRIX projectionMatrix,
ID3D11ShaderResourceView* texture1, ID3D11ShaderResourceView* texture2, ID3D11ShaderResourceView* texture3,
XMFLOAT3 lightDirection, XMFLOAT4 diffuseColor, XMFLOAT3 cameraPosition, XMFLOAT4 specularColor, float specularPower)
{
bool result;
// Set the shader parameters that it will use for rendering.
result = SetShaderParameters(deviceContext, worldMatrix, viewMatrix, projectionMatrix, texture1, texture2, texture3, lightDirection, diffuseColor,
cameraPosition, specularColor, specularPower);
if (!result)
{
return false;
}
// Now render the prepared buffers with the shader.
RenderShader(deviceContext, indexCount);
return true;
}
bool SpecMapShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR* vsFilename, WCHAR* psFilename)
{
HRESULT result;
ID3D10Blob* errorMessage;
ID3D10Blob* vertexShaderBuffer;
ID3D10Blob* pixelShaderBuffer;
D3D11_INPUT_ELEMENT_DESC polygonLayout[5];
unsigned int numElements;
D3D11_BUFFER_DESC matrixBufferDesc;
D3D11_SAMPLER_DESC samplerDesc;
D3D11_BUFFER_DESC lightBufferDesc;
D3D11_BUFFER_DESC cameraBufferDesc;
// 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, "SpecMapVertexShader", "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
{
MessageBox(hwnd, vsFilename, L"Missing Shader File", MB_OK);
}
return false;
}
// Compile the pixel shader code.
result = D3DCompileFromFile(psFilename, NULL, NULL, "SpecMapPixelShader", "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
{
MessageBox(hwnd, psFilename, L"Missing Shader File", MB_OK);
}
return false;
}
// Create the vertex shader from the buffer.
result = device->CreateVertexShader(vertexShaderBuffer->GetBufferPointer(), vertexShaderBuffer->GetBufferSize(), NULL, &m_vertexShader);
if (FAILED(result))
{
return false;
}
// Create the pixel shader from the buffer.
result = device->CreatePixelShader(pixelShaderBuffer->GetBufferPointer(), pixelShaderBuffer->GetBufferSize(), NULL, &m_pixelShader);
if (FAILED(result))
{
return false;
}
// Create the vertex input layout description.
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;
polygonLayout[3].SemanticName = "TANGENT";
polygonLayout[3].SemanticIndex = 0;
polygonLayout[3].Format = DXGI_FORMAT_R32G32B32_FLOAT;
polygonLayout[3].InputSlot = 0;
polygonLayout[3].AlignedByteOffset = D3D11_APPEND_ALIGNED_ELEMENT;
polygonLayout[3].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
polygonLayout[3].InstanceDataStepRate = 0;
polygonLayout[4].SemanticName = "BINORMAL";
polygonLayout[4].SemanticIndex = 0;
polygonLayout[4].Format = DXGI_FORMAT_R32G32B32_FLOAT;
polygonLayout[4].InputSlot = 0;
polygonLayout[4].AlignedByteOffset = D3D11_APPEND_ALIGNED_ELEMENT;
polygonLayout[4].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
polygonLayout[4].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))
{
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;
// 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))
{
return false;
}
// 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))
{
return false;
}
// Setup the description of the light dynamic constant buffer that is in the pixel shader.
lightBufferDesc.Usage = D3D11_USAGE_DYNAMIC;
lightBufferDesc.ByteWidth = sizeof(LightBufferType);
lightBufferDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
lightBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
lightBufferDesc.MiscFlags = 0;
lightBufferDesc.StructureByteStride = 0;
// Create the constant buffer pointer so we can access the vertex shader constant buffer from within this class.
result = device->CreateBuffer(&lightBufferDesc, NULL, &m_lightBuffer);
if (FAILED(result))
{
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))
{
return false;
}
return true;
}
void SpecMapShaderClass::ShutdownShader()
{
// Release the camera constant buffer.
if (m_cameraBuffer)
{
m_cameraBuffer->Release();
m_cameraBuffer = 0;
}
// Release the light constant buffer.
if (m_lightBuffer)
{
m_lightBuffer->Release();
m_lightBuffer = 0;
}
// Release the sampler state.
if (m_sampleState)
{
m_sampleState->Release();
m_sampleState = 0;
}
// Release the matrix constant buffer.
if (m_matrixBuffer)
{
m_matrixBuffer->Release();
m_matrixBuffer = 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;
}
return;
}
void SpecMapShaderClass::OutputShaderErrorMessage(ID3D10Blob* errorMessage, HWND hwnd, WCHAR* shaderFilename)
{
char* compileErrors;
unsigned long long 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 SpecMapShaderClass::SetShaderParameters(ID3D11DeviceContext* deviceContext, XMMATRIX worldMatrix, XMMATRIX viewMatrix, XMMATRIX projectionMatrix,
ID3D11ShaderResourceView* texture1, ID3D11ShaderResourceView* texture2, ID3D11ShaderResourceView* texture3,
XMFLOAT3 lightDirection, XMFLOAT4 diffuseColor, XMFLOAT3 cameraPosition, XMFLOAT4 specularColor, float specularPower)
{
HRESULT result;
D3D11_MAPPED_SUBRESOURCE mappedResource;
MatrixBufferType* dataPtr;
unsigned int bufferNumber;
LightBufferType* dataPtr2;
CameraBufferType* 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))
{
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;
// Finally set the constant buffer in the vertex shader with the updated values.
deviceContext->VSSetConstantBuffers(bufferNumber, 1, &m_matrixBuffer);
// Set shader texture resources in the pixel shader.
deviceContext->PSSetShaderResources(0, 1, &texture1);
deviceContext->PSSetShaderResources(1, 1, &texture2);
deviceContext->PSSetShaderResources(2, 1, &texture3);
// Lock the light constant buffer so it can be written to.
result = deviceContext->Map(m_lightBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
if (FAILED(result))
{
return false;
}
// Get a pointer to the data in the constant buffer.
dataPtr2 = (LightBufferType*)mappedResource.pData;
// Copy the lighting variables into the constant buffer.
dataPtr2->diffuseColor = diffuseColor;
dataPtr2->lightDirection = lightDirection;
dataPtr2->specularColor = specularColor;
dataPtr2->specularPower = specularPower;
// Unlock the constant buffer.
deviceContext->Unmap(m_lightBuffer, 0);
// Set the position of the light constant buffer in the pixel shader.
bufferNumber = 0;
// Finally set the light constant buffer in the pixel shader with the updated values.
deviceContext->PSSetConstantBuffers(bufferNumber, 1, &m_lightBuffer);
// 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))
{
return false;
}
// Get a pointer to the data in the constant buffer.
dataPtr3 = (CameraBufferType*)mappedResource.pData;
// Copy the camera position into the constant buffer.
dataPtr3->cameraPosition = cameraPosition;
// Unlock the camera constant buffer.
deviceContext->Unmap(m_cameraBuffer, 0);
// Set the position of the camera constant buffer in the vertex shader as the second buffer.
bufferNumber = 1;
// Now set the camera constant buffer in the vertex shader with the updated values.
deviceContext->VSSetConstantBuffers(bufferNumber, 1, &m_cameraBuffer);
return true;
}
void SpecMapShaderClass::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 model.
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 model.
deviceContext->DrawIndexed(indexCount, 0, 0);
return;
}

View File

@@ -0,0 +1,462 @@
////////////////////////////////////////////////////////////////////////////////
// Filename: lightshaderclass.cpp
////////////////////////////////////////////////////////////////////////////////
#include "sunlightshaderclass.h"
SunlightShaderClass::SunlightShaderClass()
{
m_vertexShader = 0;
m_pixelShader = 0;
m_layout = 0;
m_sampleState = 0;
m_matrixBuffer = 0;
m_cameraBuffer = 0;
m_sunlightBuffer = 0;
m_sunlightColorBuffer = 0;
m_sunlightPositionBuffer = 0;
}
SunlightShaderClass::SunlightShaderClass(const SunlightShaderClass& other)
{
}
SunlightShaderClass::~SunlightShaderClass()
{
}
bool SunlightShaderClass::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"src/hlsl/sunlight.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"src/hlsl/sunlight.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("SunLightShaderClass initialized", __FILE__, __LINE__, Logger::LogLevel::Initialize);
return true;
}
void SunlightShaderClass::Shutdown()
{
// Shutdown the vertex and pixel shaders as well as the related objects.
ShutdownShader();
return;
}
bool SunlightShaderClass::Render(ID3D11DeviceContext* deviceContext, int indexCount, XMMATRIX worldMatrix, XMMATRIX viewMatrix, XMMATRIX projectionMatrix,
ID3D11ShaderResourceView* texture, XMFLOAT4 diffuseColor, XMFLOAT4 ambientColor, XMFLOAT3 sunDirection, float sunIntensity)
{
bool result;
// Set the shader parameters that it will use for rendering.
result = SetShaderParameters(deviceContext, worldMatrix, viewMatrix, projectionMatrix, texture, diffuseColor, ambientColor, sunDirection, sunIntensity);
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 SunlightShaderClass::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 sunlightBufferDesc;
// 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, "SunLightVertexShader", "vs_5_0", D3D10_SHADER_ENABLE_STRICTNESS, 0, &vertexShaderBuffer, &errorMessage);
if (FAILED(result))
{
if (errorMessage)
{
OutputShaderErrorMessage(errorMessage, hwnd, vsFilename);
}
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, "SunLightPixelShader", "ps_5_0", D3D10_SHADER_ENABLE_STRICTNESS, 0, &pixelShaderBuffer, &errorMessage);
if (FAILED(result))
{
if (errorMessage)
{
OutputShaderErrorMessage(errorMessage, hwnd, psFilename);
}
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.
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 dynamic sunlight constant buffer that is in the pixel shader.
sunlightBufferDesc.Usage = D3D11_USAGE_DYNAMIC;
sunlightBufferDesc.ByteWidth = sizeof(SunLightBufferType);
sunlightBufferDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
sunlightBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
sunlightBufferDesc.MiscFlags = 0;
sunlightBufferDesc.StructureByteStride = 0;
// Create the constant buffer pointer so we can access the pixel shader constant buffer from within this class.
result = device->CreateBuffer(&sunlightBufferDesc, NULL, &m_sunlightBuffer);
if (FAILED(result))
{
Logger::Get().Log("Failed to create sunlight buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
Logger::Get().Log("Shader initialized", __FILE__, __LINE__, Logger::LogLevel::Initialize);
return true;
}
void SunlightShaderClass::ShutdownShader()
{
Logger::Get().Log("Shutting down SunLightShaderClass", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
// Release the light constant buffers.
if (m_sunlightColorBuffer)
{
m_sunlightColorBuffer->Release();
m_sunlightColorBuffer = 0;
}
if (m_sunlightPositionBuffer)
{
m_sunlightPositionBuffer->Release();
m_sunlightPositionBuffer = 0;
}
// Release the light constant buffer.
if (m_sunlightBuffer)
{
m_sunlightBuffer->Release();
m_sunlightBuffer = 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("SunLightShaderClass shut down", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
return;
}
void SunlightShaderClass::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 SunlightShaderClass::SetShaderParameters(ID3D11DeviceContext* deviceContext, XMMATRIX worldMatrix, XMMATRIX viewMatrix, XMMATRIX projectionMatrix, ID3D11ShaderResourceView* texture, XMFLOAT4 ambientColor, XMFLOAT4 diffuseColor, XMFLOAT3 lightDirection, float sunIntensity)
{
HRESULT result;
D3D11_MAPPED_SUBRESOURCE mappedResource;
MatrixBufferType* dataPtr;
CameraBufferType* dataPtr2;
SunLightBufferType* dataPtr3;
unsigned int bufferNumber;
// 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))
{
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;
// Finally set the constant buffer in the vertex shader with the updated values.
deviceContext->VSSetConstantBuffers(bufferNumber, 1, &m_matrixBuffer);
// Lock the sunlight constant buffer so it can be written to.
result = deviceContext->Map(m_sunlightBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
if (FAILED(result))
{
return false;
}
// Get a pointer to the data in the constant buffer.
dataPtr3 = (SunLightBufferType*)mappedResource.pData;
// Copy the lighting variables into the constant buffer.
dataPtr3->ambientColor = ambientColor;
dataPtr3->diffuseColor = diffuseColor;
dataPtr3->sunDirection = lightDirection;
dataPtr3->intensity = sunIntensity;
// Unlock the constant buffer.
deviceContext->Unmap(m_sunlightBuffer, 0);
// Set the position of the sunlight constant buffer in the pixel shader.
bufferNumber = 0;
// Finally set the sunlight constant buffer in the pixel shader with the updated values.
deviceContext->PSSetConstantBuffers(bufferNumber, 1, &m_sunlightBuffer);
// Set shader texture resource in the pixel shader.
deviceContext->PSSetShaderResources(0, 1, &texture);
return true;
}
void SunlightShaderClass::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;
}

View File

@@ -0,0 +1,378 @@
#include "textureshaderclass.h"
TextureShaderClass::TextureShaderClass()
{
m_vertexShader = 0;
m_pixelShader = 0;
m_layout = 0;
m_matrixBuffer = 0;
m_sampleState = 0;
}
TextureShaderClass::TextureShaderClass(const TextureShaderClass& other)
{
}
TextureShaderClass::~TextureShaderClass()
{
}
bool TextureShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
{
Logger::Get().Log("Initializing texture shader", __FILE__, __LINE__, Logger::LogLevel::Initialize);
bool result;
wchar_t vsFilename[128];
wchar_t psFilename[128];
int error;
// Set the filename of the vertex shader.
error = wcscpy_s(vsFilename, 128, L"src/hlsl/texture.vs");
if (error != 0)
{
Logger::Get().Log("Error copying stirng", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
// Set the filename of the pixel shader.
error = wcscpy_s(psFilename, 128, L"src/hlsl/texture.ps");
if (error != 0)
{
Logger::Get().Log("Error copying stirng", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
// Initialize the vertex and pixel shaders.
result = InitializeShader(device, hwnd, vsFilename, psFilename);
if (!result)
{
Logger::Get().Log("Error initializing shader", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
Logger::Get().Log("Texture shader initialized", __FILE__, __LINE__, Logger::LogLevel::Initialize);
return true;
}
void TextureShaderClass::Shutdown()
{
// Shutdown the vertex and pixel shaders as well as the related objects.
ShutdownShader();
return;
}
bool TextureShaderClass::Render(ID3D11DeviceContext* deviceContext, int indexCount, XMMATRIX worldMatrix, XMMATRIX viewMatrix,
XMMATRIX projectionMatrix, ID3D11ShaderResourceView* texture)
{
bool result;
// Set the shader parameters that it will use for rendering.
result = SetShaderParameters(deviceContext, worldMatrix, viewMatrix, projectionMatrix, texture);
if (!result)
{
Logger::Get().Log("Error setting shader parameters", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
// Now render the prepared buffers with the shader.
RenderShader(deviceContext, indexCount);
return true;
}
bool TextureShaderClass::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[2];
unsigned int numElements;
D3D11_BUFFER_DESC matrixBufferDesc;
D3D11_SAMPLER_DESC samplerDesc;
// 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, "TextureVertexShader", "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("Error compiling shader", __FILE__, __LINE__, Logger::LogLevel::Error);
}
return false;
}
// Compile the pixel shader code.
result = D3DCompileFromFile(psFilename, NULL, NULL, "TexturePixelShader", "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("Error compiling 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("Error creating 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("Error creating 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;
// 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("Error creating 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;
// 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("Error creating constant buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
// 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("Error creating sampler state", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
Logger::Get().Log("Shader initialized", __FILE__, __LINE__, Logger::LogLevel::Initialize);
return true;
}
void TextureShaderClass::ShutdownShader()
{
Logger::Get().Log("Shutting down shader", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
// Release the sampler state.
if (m_sampleState)
{
m_sampleState->Release();
m_sampleState = 0;
}
// Release the matrix constant buffer.
if (m_matrixBuffer)
{
m_matrixBuffer->Release();
m_matrixBuffer = 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("Shader shut down", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
return;
}
void TextureShaderClass::OutputShaderErrorMessage(ID3D10Blob* errorMessage, HWND hwnd, WCHAR* shaderFilename)
{
char* compileErrors;
unsigned long long 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 TextureShaderClass::SetShaderParameters(ID3D11DeviceContext* deviceContext, XMMATRIX worldMatrix, XMMATRIX viewMatrix,
XMMATRIX projectionMatrix, ID3D11ShaderResourceView* texture)
{
HRESULT result;
D3D11_MAPPED_SUBRESOURCE mappedResource;
MatrixBufferType* dataPtr;
unsigned int bufferNumber;
// 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("Error mapping constant 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;
// Finanly set the constant buffer in the vertex shader with the updated values.
deviceContext->VSSetConstantBuffers(bufferNumber, 1, &m_matrixBuffer);
// Set shader texture resource in the pixel shader.
deviceContext->PSSetShaderResources(0, 1, &texture);
return true;
}
void TextureShaderClass::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;
}

View File

@@ -0,0 +1,438 @@
#include "translateshaderclass.h"
TranslateShaderClass::TranslateShaderClass()
{
m_vertexShader = 0;
m_pixelShader = 0;
m_layout = 0;
m_matrixBuffer = 0;
m_sampleState = 0;
m_translateBuffer = 0;
}
TranslateShaderClass::TranslateShaderClass(const TranslateShaderClass& other)
{
}
TranslateShaderClass::~TranslateShaderClass()
{
}
bool TranslateShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
{
Logger::Get().Log("Initilaizing TranslateShaderClass", __FILE__, __LINE__, Logger::LogLevel::Initialize);
bool result;
wchar_t vsFilename[128];
wchar_t psFilename[128];
int error;
// Set the filename of the vertex shader.
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);
return false;
}
// Set the filename of the pixel shader.
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);
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("TranslateShaderClass initialized", __FILE__, __LINE__, Logger::LogLevel::Initialize);
return true;
}
void TranslateShaderClass::Shutdown()
{
// Shutdown the vertex and pixel shaders as well as the related objects.
ShutdownShader();
return;
}
bool TranslateShaderClass::Render(ID3D11DeviceContext * deviceContext, int indexCount, XMMATRIX worldMatrix, XMMATRIX viewMatrix,
XMMATRIX projectionMatrix, ID3D11ShaderResourceView * texture, float translation)
{
bool result;
// Set the shader parameters that it will use for rendering.
result = SetShaderParameters(deviceContext, worldMatrix, viewMatrix, projectionMatrix, texture, translation);
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 TranslateShaderClass::InitializeShader(ID3D11Device * device, HWND hwnd, WCHAR * vsFilename, WCHAR * psFilename)
{
Logger::Get().Log("Initializing translate shader", __FILE__, __LINE__, Logger::LogLevel::Initialize);
HRESULT result;
ID3D10Blob* errorMessage;
ID3D10Blob* vertexShaderBuffer;
ID3D10Blob* pixelShaderBuffer;
D3D11_INPUT_ELEMENT_DESC polygonLayout[2];
unsigned int numElements;
D3D11_BUFFER_DESC matrixBufferDesc;
D3D11_SAMPLER_DESC samplerDesc;
D3D11_BUFFER_DESC translateBufferDesc;
// 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, "TranslateVertexShader", "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, "TranslatePixelShader", "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.
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;
// 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;
// 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;
}
// 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 texture translation dynamic constant buffer that is in the pixel shader.
translateBufferDesc.Usage = D3D11_USAGE_DYNAMIC;
translateBufferDesc.ByteWidth = sizeof(TranslateBufferType);
translateBufferDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
translateBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
translateBufferDesc.MiscFlags = 0;
translateBufferDesc.StructureByteStride = 0;
// Create the constant buffer pointer so we can access the pixel shader constant buffer from within this class.
result = device->CreateBuffer(&translateBufferDesc, NULL, &m_translateBuffer);
if (FAILED(result))
{
Logger::Get().Log("Failed to create translate buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
Logger::Get().Log("Translate shader initialized", __FILE__, __LINE__, Logger::LogLevel::Initialize);
return true;
}
void TranslateShaderClass::ShutdownShader()
{
Logger::Get().Log("Shutting down translate shader", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
// Release the texture translation constant buffer.
if (m_translateBuffer)
{
m_translateBuffer->Release();
m_translateBuffer = 0;
}
// Release the sampler state.
if (m_sampleState)
{
m_sampleState->Release();
m_sampleState = 0;
}
// Release the matrix constant buffer.
if (m_matrixBuffer)
{
m_matrixBuffer->Release();
m_matrixBuffer = 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("Translate shader shut down", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
return;
}
void TranslateShaderClass::OutputShaderErrorMessage(ID3D10Blob * errorMessage, HWND hwnd, WCHAR * shaderFilename)
{
char* compileErrors;
unsigned long long 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 TranslateShaderClass::SetShaderParameters(ID3D11DeviceContext * deviceContext, XMMATRIX worldMatrix, XMMATRIX viewMatrix,
XMMATRIX projectionMatrix, ID3D11ShaderResourceView * texture, float translation)
{
HRESULT result;
D3D11_MAPPED_SUBRESOURCE mappedResource;
MatrixBufferType* dataPtr;
unsigned int bufferNumber;
TranslateBufferType* dataPtr2;
// 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;
// Finally set the constant buffer in the vertex shader with the updated values.
deviceContext->VSSetConstantBuffers(bufferNumber, 1, &m_matrixBuffer);
// Set shader texture resource in the pixel shader.
deviceContext->PSSetShaderResources(0, 1, &texture);
// Lock the texture translation constant buffer so it can be written to.
result = deviceContext->Map(m_translateBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
if (FAILED(result))
{
Logger::Get().Log("Failed to map translate buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
// Get a pointer to the data in the texture translation constant buffer.
dataPtr2 = (TranslateBufferType*)mappedResource.pData;
// Copy the translation value into the texture translation constant buffer.
dataPtr2->translation = translation;
// Unlock the buffer.
deviceContext->Unmap(m_translateBuffer, 0);
// Set the position of the texture translation constant buffer in the pixel shader.
bufferNumber = 0;
// Now set the texture translation constant buffer in the pixel shader with the updated values.
deviceContext->PSSetConstantBuffers(bufferNumber, 1, &m_translateBuffer);
return true;
}
void TranslateShaderClass::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 geometry.
deviceContext->DrawIndexed(indexCount, 0, 0);
return;
}

View File

@@ -0,0 +1,437 @@
#include "transparentshaderclass.h"
TransparentShaderClass::TransparentShaderClass()
{
m_vertexShader = 0;
m_pixelShader = 0;
m_layout = 0;
m_matrixBuffer = 0;
m_sampleState = 0;
m_transparentBuffer = 0;
}
TransparentShaderClass::TransparentShaderClass(const TransparentShaderClass& other)
{
}
TransparentShaderClass::~TransparentShaderClass()
{
}
bool TransparentShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
{
Logger::Get().Log("Initializing TransparentShaderClass", __FILE__, __LINE__, Logger::LogLevel::Initialize);
bool result;
wchar_t vsFilename[128];
wchar_t psFilename[128];
int error;
// Set the filename of the vertex shader.
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);
return false;
}
// Set the filename of the pixel shader.
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);
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("TransparentShaderClass initialized", __FILE__, __LINE__, Logger::LogLevel::Initialize);
return true;
}
void TransparentShaderClass::Shutdown()
{
// Shutdown the vertex and pixel shaders as well as the related objects.
ShutdownShader();
return;
}
bool TransparentShaderClass::Render(ID3D11DeviceContext* deviceContext, int indexCount, XMMATRIX worldMatrix, XMMATRIX viewMatrix,
XMMATRIX projectionMatrix, ID3D11ShaderResourceView* texture, float blend)
{
bool result;
// Set the shader parameters that it will use for rendering.
result = SetShaderParameters(deviceContext, worldMatrix, viewMatrix, projectionMatrix, texture, blend);
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 TransparentShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR* vsFilename, WCHAR* psFilename)
{
Logger::Get().Log("Initializing transparent shader", __FILE__, __LINE__, Logger::LogLevel::Initialize);
HRESULT result;
ID3D10Blob* errorMessage;
ID3D10Blob* vertexShaderBuffer;
ID3D10Blob* pixelShaderBuffer;
D3D11_INPUT_ELEMENT_DESC polygonLayout[2];
unsigned int numElements;
D3D11_BUFFER_DESC matrixBufferDesc;
D3D11_SAMPLER_DESC samplerDesc;
D3D11_BUFFER_DESC transparentBufferDesc;
// 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, "TransparentVertexShader", "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 vertex shader", __FILE__, __LINE__, Logger::LogLevel::Error);
}
return false;
}
// Compile the pixel shader code.
result = D3DCompileFromFile(psFilename, NULL, NULL, "TransparentPixelShader", "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 pixel 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.
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;
// 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;
// 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;
}
// 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 transparent dynamic constant buffer that is in the pixel shader.
transparentBufferDesc.Usage = D3D11_USAGE_DYNAMIC;
transparentBufferDesc.ByteWidth = sizeof(TransparentBufferType);
transparentBufferDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
transparentBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
transparentBufferDesc.MiscFlags = 0;
transparentBufferDesc.StructureByteStride = 0;
// Create the constant buffer pointer so we can access the pixel shader constant buffer from within this class.
result = device->CreateBuffer(&transparentBufferDesc, NULL, &m_transparentBuffer);
if (FAILED(result))
{
Logger::Get().Log("Failed to create transparent buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
Logger::Get().Log("Transparent shader initialized", __FILE__, __LINE__, Logger::LogLevel::Initialize);
return true;
}
void TransparentShaderClass::ShutdownShader()
{
Logger::Get().Log("Shutting down transparent shader", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
// Release the transparent constant buffer.
if (m_transparentBuffer)
{
m_transparentBuffer->Release();
m_transparentBuffer = 0;
}
// Release the sampler state.
if (m_sampleState)
{
m_sampleState->Release();
m_sampleState = 0;
}
// Release the matrix constant buffer.
if (m_matrixBuffer)
{
m_matrixBuffer->Release();
m_matrixBuffer = 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("Transparent shader shut down", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
return;
}
void TransparentShaderClass::OutputShaderErrorMessage(ID3D10Blob* errorMessage, HWND hwnd, WCHAR* shaderFilename)
{
char* compileErrors;
unsigned long long 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 TransparentShaderClass::SetShaderParameters(ID3D11DeviceContext* deviceContext, XMMATRIX worldMatrix, XMMATRIX viewMatrix,
XMMATRIX projectionMatrix, ID3D11ShaderResourceView* texture, float blend)
{
HRESULT result;
D3D11_MAPPED_SUBRESOURCE mappedResource;
MatrixBufferType* dataPtr;
unsigned int bufferNumber;
TransparentBufferType* dataPtr2;
// 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;
// Finally set the constant buffer in the vertex shader with the updated values.
deviceContext->VSSetConstantBuffers(bufferNumber, 1, &m_matrixBuffer);
// Set shader texture resource in the pixel shader.
deviceContext->PSSetShaderResources(0, 1, &texture);
// Lock the transparent constant buffer so it can be written to.
result = deviceContext->Map(m_transparentBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
if (FAILED(result))
{
Logger::Get().Log("Failed to map transparent buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
// Get a pointer to the data in the transparent constant buffer.
dataPtr2 = (TransparentBufferType*)mappedResource.pData;
// Copy the alpha blending value into the transparent constant buffer.
dataPtr2->blendAmount = blend;
// Unlock the buffer.
deviceContext->Unmap(m_transparentBuffer, 0);
// Set the position of the transparent constant buffer in the pixel shader.
bufferNumber = 0;
// Now set the transparent constant buffer in the pixel shader with the updated values.
deviceContext->PSSetConstantBuffers(bufferNumber, 1, &m_transparentBuffer);
return true;
}
void TransparentShaderClass::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 the geometry.
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 geometry.
deviceContext->DrawIndexed(indexCount, 0, 0);
return;
}

View File

@@ -0,0 +1,470 @@
#include "watershaderclass.h"
WaterShaderClass::WaterShaderClass()
{
m_vertexShader = 0;
m_pixelShader = 0;
m_layout = 0;
m_sampleState = 0;
m_matrixBuffer = 0;
m_reflectionBuffer = 0;
m_waterBuffer = 0;
}
WaterShaderClass::WaterShaderClass(const WaterShaderClass& other)
{
}
WaterShaderClass::~WaterShaderClass()
{
}
bool WaterShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
{
bool result;
wchar_t vsFilename[128];
wchar_t psFilename[128];
int error;
// Set the filename of the vertex shader.
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"src/hlsl/water.ps");
if (error != 0)
{
return false;
}
// Initialize the vertex and pixel shaders.
result = InitializeShader(device, hwnd, vsFilename, psFilename);
if (!result)
{
return false;
}
return true;
}
void WaterShaderClass::Shutdown()
{
// Shutdown the vertex and pixel shaders as well as the related objects.
ShutdownShader();
return;
}
bool WaterShaderClass::Render(ID3D11DeviceContext* deviceContext, int indexCount, XMMATRIX worldMatrix, XMMATRIX viewMatrix, XMMATRIX projectionMatrix,
XMMATRIX reflectionMatrix, ID3D11ShaderResourceView* reflectionTexture, ID3D11ShaderResourceView* refractionTexture,
ID3D11ShaderResourceView* normalTexture, float waterTranslation, float reflectRefractScale)
{
bool result;
// Set the shader parameters that it will use for rendering.
result = SetShaderParameters(deviceContext, worldMatrix, viewMatrix, projectionMatrix, reflectionMatrix, reflectionTexture,
refractionTexture, normalTexture, waterTranslation, reflectRefractScale);
if (!result)
{
return false;
}
// Now render the prepared buffers with the shader.
RenderShader(deviceContext, indexCount);
return true;
}
bool WaterShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR* vsFilename, WCHAR* psFilename)
{
HRESULT result;
ID3D10Blob* errorMessage;
ID3D10Blob* vertexShaderBuffer;
ID3D10Blob* pixelShaderBuffer;
D3D11_INPUT_ELEMENT_DESC polygonLayout[2];
unsigned int numElements;
D3D11_BUFFER_DESC matrixBufferDesc;
D3D11_SAMPLER_DESC samplerDesc;
D3D11_BUFFER_DESC reflectionBufferDesc;
D3D11_BUFFER_DESC waterBufferDesc;
// 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, "WaterVertexShader", "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
{
MessageBox(hwnd, vsFilename, L"Missing Shader File", MB_OK);
}
return false;
}
// Compile the pixel shader code.
result = D3DCompileFromFile(psFilename, NULL, NULL, "WaterPixelShader", "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
{
MessageBox(hwnd, psFilename, L"Missing Shader File", MB_OK);
}
return false;
}
// Create the vertex shader from the buffer.
result = device->CreateVertexShader(vertexShaderBuffer->GetBufferPointer(), vertexShaderBuffer->GetBufferSize(), NULL, &m_vertexShader);
if (FAILED(result))
{
return false;
}
// Create the pixel shader from the buffer.
result = device->CreatePixelShader(pixelShaderBuffer->GetBufferPointer(), pixelShaderBuffer->GetBufferSize(), NULL, &m_pixelShader);
if (FAILED(result))
{
return false;
}
// Create the vertex input layout description.
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;
// 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))
{
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;
// 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))
{
return false;
}
// 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))
{
return false;
}
// Setup the description of the reflection dynamic constant buffer that is in the vertex shader.
reflectionBufferDesc.Usage = D3D11_USAGE_DYNAMIC;
reflectionBufferDesc.ByteWidth = sizeof(ReflectionBufferType);
reflectionBufferDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
reflectionBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
reflectionBufferDesc.MiscFlags = 0;
reflectionBufferDesc.StructureByteStride = 0;
// Create the constant buffer pointer so we can access the vertex shader constant buffer from within this class.
result = device->CreateBuffer(&reflectionBufferDesc, NULL, &m_reflectionBuffer);
if (FAILED(result))
{
return false;
}
// Setup the description of the water dynamic constant buffer that is in the pixel shader.
waterBufferDesc.Usage = D3D11_USAGE_DYNAMIC;
waterBufferDesc.ByteWidth = sizeof(WaterBufferType);
waterBufferDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
waterBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
waterBufferDesc.MiscFlags = 0;
waterBufferDesc.StructureByteStride = 0;
// Create the constant buffer pointer so we can access the pixel shader constant buffer from within this class.
result = device->CreateBuffer(&waterBufferDesc, NULL, &m_waterBuffer);
if (FAILED(result))
{
return false;
}
return true;
}
void WaterShaderClass::ShutdownShader()
{
// Release the water constant buffer.
if (m_waterBuffer)
{
m_waterBuffer->Release();
m_waterBuffer = 0;
}
// Release the reflection constant buffer.
if (m_reflectionBuffer)
{
m_reflectionBuffer->Release();
m_reflectionBuffer = 0;
}
// Release the sampler state.
if (m_sampleState)
{
m_sampleState->Release();
m_sampleState = 0;
}
// Release the matrix constant buffer.
if (m_matrixBuffer)
{
m_matrixBuffer->Release();
m_matrixBuffer = 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;
}
return;
}
void WaterShaderClass::OutputShaderErrorMessage(ID3D10Blob* errorMessage, HWND hwnd, WCHAR* shaderFilename)
{
char* compileErrors;
unsigned long long 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 WaterShaderClass::SetShaderParameters(ID3D11DeviceContext* deviceContext, XMMATRIX worldMatrix, XMMATRIX viewMatrix, XMMATRIX projectionMatrix, XMMATRIX reflectionMatrix,
ID3D11ShaderResourceView* reflectionTexture, ID3D11ShaderResourceView* refractionTexture, ID3D11ShaderResourceView* normalTexture,
float waterTranslation, float reflectRefractScale)
{
HRESULT result;
D3D11_MAPPED_SUBRESOURCE mappedResource;
MatrixBufferType* dataPtr;
unsigned int bufferNumber;
ReflectionBufferType* dataPtr2;
WaterBufferType* dataPtr3;
// Transpose the matrices to prepare them for the shader.
worldMatrix = XMMatrixTranspose(worldMatrix);
viewMatrix = XMMatrixTranspose(viewMatrix);
projectionMatrix = XMMatrixTranspose(projectionMatrix);
reflectionMatrix = XMMatrixTranspose(reflectionMatrix);
// 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))
{
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;
// Finanly set the constant buffer in the vertex shader with the updated values.
deviceContext->VSSetConstantBuffers(bufferNumber, 1, &m_matrixBuffer);
// Lock the reflection constant buffer so it can be written to.
result = deviceContext->Map(m_reflectionBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
if (FAILED(result))
{
return false;
}
// Get a pointer to the data in the constant buffer.
dataPtr2 = (ReflectionBufferType*)mappedResource.pData;
// Copy the reflection matrix into the constant buffer.
dataPtr2->reflection = reflectionMatrix;
// Unlock the constant buffer.
deviceContext->Unmap(m_reflectionBuffer, 0);
// Set the position of the reflection constant buffer in the vertex shader.
bufferNumber = 1;
// Finally set the reflection constant buffer in the vertex shader with the updated values.
deviceContext->VSSetConstantBuffers(bufferNumber, 1, &m_reflectionBuffer);
// Set the reflection texture resource in the pixel shader.
deviceContext->PSSetShaderResources(0, 1, &reflectionTexture);
// Set the refraction texture resource in the pixel shader.
deviceContext->PSSetShaderResources(1, 1, &refractionTexture);
// Set the normal map texture resource in the pixel shader.
deviceContext->PSSetShaderResources(2, 1, &normalTexture);
// Lock the water constant buffer so it can be written to.
result = deviceContext->Map(m_waterBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
if (FAILED(result))
{
return false;
}
// Get a pointer to the data in the constant buffer.
dataPtr3 = (WaterBufferType*)mappedResource.pData;
// Copy the water data into the constant buffer.
dataPtr3->waterTranslation = waterTranslation;
dataPtr3->reflectRefractScale = reflectRefractScale;
dataPtr3->padding = XMFLOAT2(0.0f, 0.0f);
// Unlock the constant buffer.
deviceContext->Unmap(m_waterBuffer, 0);
// Set the position of the water constant buffer in the pixel shader.
bufferNumber = 0;
// Finally set the water constant buffer in the pixel shader with the updated values.
deviceContext->PSSetConstantBuffers(bufferNumber, 1, &m_waterBuffer);
return true;
}
void WaterShaderClass::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 geometry.
deviceContext->DrawIndexed(indexCount, 0, 0);
return;
}

View File

@@ -0,0 +1,171 @@
////////////////////////////////////////////////////////////////////////////////
// Filename: cameraclass.cpp
////////////////////////////////////////////////////////////////////////////////
#include "cameraclass.h"
CameraClass::CameraClass()
{
m_positionX = 0.0f;
m_positionY = 0.0f;
m_positionZ = 0.0f;
m_rotationX = 0.0f;
m_rotationY = 0.0f;
m_rotationZ = 0.0f;
}
CameraClass::CameraClass(const CameraClass& other)
{
}
CameraClass::~CameraClass()
{
}
void CameraClass::SetPosition(float x, float y, float z)
{
m_positionX = x;
m_positionY = y;
m_positionZ = z;
return;
}
void CameraClass::SetRotation(float x, float y, float z)
{
m_rotationX = x;
m_rotationY = y;
m_rotationZ = z;
return;
}
XMFLOAT3 CameraClass::GetPosition()
{
return XMFLOAT3(m_positionX, m_positionY, m_positionZ);
}
XMFLOAT3 CameraClass::GetRotation()
{
return XMFLOAT3(m_rotationX, m_rotationY, m_rotationZ);
}
void CameraClass::Render()
{
XMFLOAT3 up, position, lookAt;
XMVECTOR upVector, positionVector, lookAtVector;
float yaw, pitch, roll;
XMMATRIX rotationMatrix;
// Setup the vector that points upwards.
up.x = 0.0f;
up.y = 1.0f;
up.z = 0.0f;
// Load it into a XMVECTOR structure.
upVector = XMLoadFloat3(&up);
// Setup the position of the camera in the world.
position.x = m_positionX;
position.y = m_positionY;
position.z = m_positionZ;
// Load it into a XMVECTOR structure.
positionVector = XMLoadFloat3(&position);
// Setup where the camera is looking by default.
lookAt.x = 0.0f;
lookAt.y = 0.0f;
lookAt.z = 1.0f;
// Load it into a XMVECTOR structure.
lookAtVector = XMLoadFloat3(&lookAt);
// Set the yaw (Y axis), pitch (X axis), and roll (Z axis) rotations in radians.
pitch = m_rotationX * 0.0174532925f;
yaw = m_rotationY * 0.0174532925f;
roll = m_rotationZ * 0.0174532925f;
// Create the rotation matrix from the yaw, pitch, and roll values.
rotationMatrix = XMMatrixRotationRollPitchYaw(pitch, yaw, roll);
// Transform the lookAt and up vector by the rotation matrix so the view is correctly rotated at the origin.
lookAtVector = XMVector3TransformCoord(lookAtVector, rotationMatrix);
upVector = XMVector3TransformCoord(upVector, rotationMatrix);
// Translate the rotated camera position to the location of the viewer.
lookAtVector = XMVectorAdd(positionVector, lookAtVector);
// Finally create the view matrix from the three updated vectors.
m_viewMatrix = XMMatrixLookAtLH(positionVector, lookAtVector, upVector);
return;
}
XMMATRIX CameraClass::GetViewMatrix(XMMATRIX& viewMatrix) const
{
viewMatrix = m_viewMatrix;
return viewMatrix;
}
void CameraClass::RenderReflection(float height)
{
XMFLOAT3 up, position, lookAt;
XMVECTOR upVector, positionVector, lookAtVector;
float yaw, pitch, roll;
XMMATRIX rotationMatrix;
// Setup the vector that points upwards.
up.x = 0.0f;
up.y = 1.0f;
up.z = 0.0f;
// Load it into a XMVECTOR structure.
upVector = XMLoadFloat3(&up);
// Setup the position of the camera in the world.
position.x = m_positionX;
position.y = -m_positionY + (height * 2.0f);
position.z = m_positionZ;
// Load it into a XMVECTOR structure.
positionVector = XMLoadFloat3(&position);
// Setup where the camera is looking by default.
lookAt.x = 0.0f;
lookAt.y = 0.0f;
lookAt.z = 1.0f;
// Load it into a XMVECTOR structure.
lookAtVector = XMLoadFloat3(&lookAt);
// Set the yaw (Y axis), pitch (X axis), and roll (Z axis) rotations in radians.
pitch = (-1.0f * m_rotationX) * 0.0174532925f; // Invert for reflection
yaw = m_rotationY * 0.0174532925f;
roll = m_rotationZ * 0.0174532925f;
// Create the rotation matrix from the yaw, pitch, and roll values.
rotationMatrix = XMMatrixRotationRollPitchYaw(pitch, yaw, roll);
// Transform the lookAt and up vector by the rotation matrix so the view is correctly rotated at the origin.
lookAtVector = XMVector3TransformCoord(lookAtVector, rotationMatrix);
upVector = XMVector3TransformCoord(upVector, rotationMatrix);
// Translate the rotated camera position to the location of the viewer.
lookAtVector = XMVectorAdd(positionVector, lookAtVector);
// Finally create the view matrix from the three updated vectors.
m_reflectionViewMatrix = XMMatrixLookAtLH(positionVector, lookAtVector, upVector);
return;
}
void CameraClass::GetReflectionViewMatrix(XMMATRIX& reflectionViewMatrix) const
{
reflectionViewMatrix = m_reflectionViewMatrix;
return;
}

View File

@@ -0,0 +1,37 @@
#include "systemclass.h"
int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, PSTR pScmdline, int iCmdshow)
{
SystemClass* System;
bool result;
wchar_t path[MAX_PATH];
HMODULE hmodule = GetModuleHandle(NULL);
if (hmodule != NULL)
{
GetModuleFileName(hmodule, path, (sizeof(path) / sizeof(wchar_t)));
}
std::filesystem::path exePath(path);
std::filesystem::path WFolder = exePath.parent_path();
// Create the system object.
System = new SystemClass;
// Initialize and run the system object.
result = System->Initialize();
if (result)
{
Logger::Get().Log("System initialized", __FILE__, __LINE__, Logger::LogLevel::Initialize);
System->SendPath(path,WFolder);
System->Run();
}
// Shutdown and release the system object.
System->Shutdown();
delete System;
System = 0;
return 0;
}

View File

@@ -0,0 +1,69 @@
#include "modellistclass.h"
ModelListClass::ModelListClass()
{
m_ModelInfoList = 0;
}
ModelListClass::ModelListClass(const ModelListClass& other)
{
}
ModelListClass::~ModelListClass()
{
}
void ModelListClass::Initialize(int numModels)
{
int i;
// Store the number of models.
m_modelCount = numModels;
// Create a list array of the model information.
m_ModelInfoList = new ModelInfoType[m_modelCount];
// Seed the random generator with the current time.
srand((unsigned int)time(NULL));
// Go through all the models and randomly generate the position.
for (i = 0; i < m_modelCount; i++)
{
// Generate a random position in front of the viewer for the mode.
m_ModelInfoList[i].positionX = (((float)rand() - (float)rand()) / RAND_MAX) * 10.0f;
m_ModelInfoList[i].positionY = (((float)rand() - (float)rand()) / RAND_MAX) * 10.0f;
m_ModelInfoList[i].positionZ = ((((float)rand() - (float)rand()) / RAND_MAX) * 10.0f) + 5.0f;
}
return;
}
void ModelListClass::Shutdown()
{
// Release the model information list.
if (m_ModelInfoList)
{
delete[] m_ModelInfoList;
m_ModelInfoList = 0;
}
return;
}
int ModelListClass::GetModelCount()
{
return m_modelCount;
}
void ModelListClass::GetData(int index, float& positionX, float& positionY, float& positionZ)
{
positionX = m_ModelInfoList[index].positionX;
positionY = m_ModelInfoList[index].positionY;
positionZ = m_ModelInfoList[index].positionZ;
return;
}

View File

@@ -0,0 +1,242 @@
#include "positionclass.h"
PositionClass::PositionClass()
{
m_frameTime = 0.0f;
m_rotationY = 0.0f;
m_rotationX = 0.0f;
m_positionX = 0.0f;
m_positionY = 0.0f;
m_positionZ = 0.0f;
m_leftTurnSpeed = 0.0f;
m_rightTurnSpeed = 0.0f;
m_horizontalTurnSpeed = 0.0f;
m_verticalTurnSpeed = 0.0f;
m_verticalTurnSpeed = 0.0f;
m_cameraSpeed = 4.0f;
m_speed = m_cameraSpeed;
}
PositionClass::PositionClass(const PositionClass& other)
{
}
PositionClass::~PositionClass()
{
}
void PositionClass::SetFrameTime(float time)
{
m_frameTime = time;
return;
}
void PositionClass::GetRotation(float& y, float& x) const
{
y = m_rotationY;
x = m_rotationX;
return;
}
void PositionClass::GetPosition(float& x, float& y, float& z) const
{
x = m_positionX;
y = m_positionY;
z = m_positionZ;
return;
}
void PositionClass::TurnLeft(bool keydown)
{
// If the key is pressed increase the speed at which the camera turns left. If not slow down the turn speed.
if (keydown)
{
m_leftTurnSpeed += m_frameTime * 1.5f;
if (m_leftTurnSpeed > (m_frameTime * 200.0f))
{
m_leftTurnSpeed = m_frameTime * 200.0f;
}
}
else
{
m_leftTurnSpeed -= m_frameTime * 1.0f;
if (m_leftTurnSpeed < 0.0f)
{
m_leftTurnSpeed = 0.0f;
}
}
// Update the rotation using the turning speed.
m_rotationY -= m_leftTurnSpeed;
if (m_rotationY < 0.0f)
{
m_rotationY += 360.0f;
}
return;
}
void PositionClass::TurnRight(bool keydown)
{
// If the key is pressed increase the speed at which the camera turns right. If not slow down the turn speed.
if (keydown)
{
m_rightTurnSpeed += m_frameTime * 1.5f;
if (m_rightTurnSpeed > (m_frameTime * 200.0f))
{
m_rightTurnSpeed = m_frameTime * 200.0f;
}
}
else
{
m_rightTurnSpeed -= m_frameTime * 1.0f;
if (m_rightTurnSpeed < 0.0f)
{
m_rightTurnSpeed = 0.0f;
}
}
// Update the rotation using the turning speed.
m_rotationY += m_rightTurnSpeed;
if (m_rotationY > 360.0f)
{
m_rotationY -= 360.0f;
}
return;
}
void PositionClass::TurnMouse(float deltaX, float deltaY, float sensitivity, bool rightMouseDown)
{
// The turning speed is proportional to the horizontal mouse movement
m_horizontalTurnSpeed = deltaX * sensitivity;
if (rightMouseDown)
{
// Update the rotation using the turning speed
m_rotationY += m_horizontalTurnSpeed;
if (m_rotationY < 0.0f)
{
m_rotationY += 360.0f;
}
else if (m_rotationY > 360.0f)
{
m_rotationY -= 360.0f;
}
// The turning speed is proportional to the vertical mouse movement
m_verticalTurnSpeed = deltaY * sensitivity;
// Update the rotation using the turning speed
m_rotationX += m_verticalTurnSpeed;
if (m_rotationX < -90.0f)
{
m_rotationX = -90.0f;
}
else if (m_rotationX > 90.0f)
{
m_rotationX = 90.0f;
}
}
return;
}
void PositionClass::MoveCamera(bool forward, bool backward, bool left, bool right, bool up, bool down, bool scrollUp, bool scrollDown, bool rightClick)
{
float radiansY, radiansX, speed;
// Set the speed of the camera if the right click is down.
if (scrollUp && rightClick)
{
m_cameraSpeed *= 1.1f;
}
if (scrollDown && rightClick)
{
m_cameraSpeed *= 0.9f;
if (m_cameraSpeed < 0.25f) // Minimum speed.
{
m_cameraSpeed = 0.25f;
}
}
// Convert degrees to radians.
radiansY = m_rotationY * 0.0174532925f;
radiansX = m_rotationX * 0.0174532925f;
//////////////////////////
// Update the position. //
//////////////////////////
// Moves the camera forward on a greater scale than the arrows.
if (scrollUp && !rightClick)
{
speed = m_speed * 20 * m_frameTime;
m_positionX += sinf(radiansY) * cosf(radiansX) * speed;
m_positionZ += cosf(radiansY) * cosf(radiansX) * speed;
m_positionY -= sinf(radiansX) * speed;
}
// Moves the camera backward on a greater scale than the arrows.
if (scrollDown && !rightClick)
{
speed = m_speed * 20 * m_frameTime;
m_positionX -= sinf(radiansY) * cosf(radiansX) * speed;
m_positionZ -= cosf(radiansY) * cosf(radiansX) * speed;
m_positionY += sinf(radiansX) * speed;
}
// Set the speed of the camera.
speed = m_cameraSpeed * m_frameTime;
// If moving forward, the position moves in the direction of the camera and accordingly to its angle.
if (forward)
{
m_positionX += sinf(radiansY) * cosf(radiansX) * speed;
m_positionZ += cosf(radiansY) * cosf(radiansX) * speed;
m_positionY -= sinf(radiansX) * speed;
}
// If moving backward, the position moves in the opposite direction of the camera and accordingly to its angle.
if (backward)
{
m_positionX -= sinf(radiansY) * cosf(radiansX) * speed;
m_positionZ -= cosf(radiansY) * cosf(radiansX) * speed;
m_positionY += sinf(radiansX) * speed;
}
// If moving left, the position moves to the left of the camera and accordingly to its angle.
if (left)
{
m_positionX -= cosf(radiansY) * speed;
m_positionZ += sinf(radiansY) * speed;
}
// If moving right, the position moves to the right of the camera and accordingly to its angle.
if (right)
{
m_positionX += cosf(radiansY) * speed;
m_positionZ -= sinf(radiansY) * speed;
}
// If moving up, the position moves up.
if (up)
{
m_positionY += speed;
}
// If moving down, the position moves down.
if (down)
{
m_positionY -= speed;
}
return;
}

View File

@@ -0,0 +1,421 @@
#include "spriteclass.h"
SpriteClass::SpriteClass()
{
m_vertexBuffer = 0;
m_indexBuffer = 0;
m_Textures = 0;
}
SpriteClass::SpriteClass(const SpriteClass& other)
{
}
SpriteClass::~SpriteClass()
{
}
bool SpriteClass::Initialize(ID3D11Device* device, ID3D11DeviceContext* deviceContext, int screenWidth, int screenHeight, char* spriteFilename, int renderX, int renderY)
{
bool result;
// Store the screen size.
m_screenWidth = screenWidth;
m_screenHeight = screenHeight;
// Store where the sprite should be rendered to.
m_renderX = renderX;
m_renderY = renderY;
// Initialize the frame time for this sprite object.
m_frameTime = 0;
// Initialize the vertex and index buffer that hold the geometry for the sprite bitmap.
result = InitializeBuffers(device);
if (!result)
{
return false;
}
// Load the textures for this sprite.
result = LoadTextures(device, deviceContext, spriteFilename);
if (!result)
{
return false;
}
return true;
}
void SpriteClass::Shutdown()
{
// Release the textures used for this sprite.
ReleaseTextures();
// Release the vertex and index buffers.
ShutdownBuffers();
return;
}
bool SpriteClass::Render(ID3D11DeviceContext* deviceContext)
{
bool result;
// Update the buffers if the position of the sprite has changed from its original position.
result = UpdateBuffers(deviceContext);
if (!result)
{
return false;
}
// Put the vertex and index buffers on the graphics pipeline to prepare them for drawing.
RenderBuffers(deviceContext);
return true;
}
void SpriteClass::Update(float frameTime)
{
// Increment the frame time each frame.
m_frameTime += frameTime;
// Check if the frame time has reached the cycle time.
if (m_frameTime >= m_cycleTime)
{
// If it has then reset the frame time and cycle to the next sprite in the texture array.
m_frameTime -= m_cycleTime;
m_currentTexture++;
// If we are at the last sprite texture then go back to the beginning of the texture array to the first texture again.
if (m_currentTexture == m_textureCount)
{
m_currentTexture = 0;
}
}
return;
}
int SpriteClass::GetIndexCount()
{
return m_indexCount;
}
ID3D11ShaderResourceView* SpriteClass::GetTexture()
{
return m_Textures[m_currentTexture].GetTexture();
}
bool SpriteClass::InitializeBuffers(ID3D11Device* device)
{
VertexType* vertices;
unsigned long* indices;
D3D11_BUFFER_DESC vertexBufferDesc, indexBufferDesc;
D3D11_SUBRESOURCE_DATA vertexData, indexData;
HRESULT result;
int i;
// Initialize the previous rendering position to negative one.
m_prevPosX = -1;
m_prevPosY = -1;
// Set the number of vertices in the vertex array.
m_vertexCount = 6;
// Set the number of indices in the index array.
m_indexCount = m_vertexCount;
// Create the vertex array.
vertices = new VertexType[m_vertexCount];
// Create the index array.
indices = new unsigned long[m_indexCount];
// Initialize vertex array to zeros at first.
memset(vertices, 0, (sizeof(VertexType) * m_vertexCount));
// Load the index array with data.
for (i = 0; i < m_indexCount; i++)
{
indices[i] = i;
}
// Set up the description of the dynamic vertex buffer.
vertexBufferDesc.Usage = D3D11_USAGE_DYNAMIC;
vertexBufferDesc.ByteWidth = sizeof(VertexType) * m_vertexCount;
vertexBufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
vertexBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
vertexBufferDesc.MiscFlags = 0;
vertexBufferDesc.StructureByteStride = 0;
// Give the subresource structure a pointer to the vertex data.
vertexData.pSysMem = vertices;
vertexData.SysMemPitch = 0;
vertexData.SysMemSlicePitch = 0;
// Now finally create the vertex buffer.
result = device->CreateBuffer(&vertexBufferDesc, &vertexData, &m_vertexBuffer);
if (FAILED(result))
{
return false;
}
// Set up the description of the index buffer.
indexBufferDesc.Usage = D3D11_USAGE_DEFAULT;
indexBufferDesc.ByteWidth = sizeof(unsigned long) * m_indexCount;
indexBufferDesc.BindFlags = D3D11_BIND_INDEX_BUFFER;
indexBufferDesc.CPUAccessFlags = 0;
indexBufferDesc.MiscFlags = 0;
indexBufferDesc.StructureByteStride = 0;
// Give the subresource structure a pointer to the index data.
indexData.pSysMem = indices;
indexData.SysMemPitch = 0;
indexData.SysMemSlicePitch = 0;
// Create the index buffer.
result = device->CreateBuffer(&indexBufferDesc, &indexData, &m_indexBuffer);
if (FAILED(result))
{
return false;
}
// Release the arrays now that the vertex and index buffers have been created and loaded.
delete[] vertices;
vertices = 0;
delete[] indices;
indices = 0;
return true;
}
void SpriteClass::ShutdownBuffers()
{
// Release the index buffer.
if (m_indexBuffer)
{
m_indexBuffer->Release();
m_indexBuffer = 0;
}
// Release the vertex buffer.
if (m_vertexBuffer)
{
m_vertexBuffer->Release();
m_vertexBuffer = 0;
}
return;
}
bool SpriteClass::UpdateBuffers(ID3D11DeviceContext* deviceContent)
{
float left, right, top, bottom;
VertexType* vertices;
D3D11_MAPPED_SUBRESOURCE mappedResource;
VertexType* dataPtr;
HRESULT result;
// If the position we are rendering this bitmap to hasn't changed then don't update the vertex buffer.
if ((m_prevPosX == m_renderX) && (m_prevPosY == m_renderY))
{
return true;
}
// If the rendering location has changed then store the new position and update the vertex buffer.
m_prevPosX = m_renderX;
m_prevPosY = m_renderY;
// Create the vertex array.
vertices = new VertexType[m_vertexCount];
// Calculate the screen coordinates of the left side of the bitmap.
left = (float)((m_screenWidth / 2) * -1) + (float)m_renderX;
// Calculate the screen coordinates of the right side of the bitmap.
right = left + (float)m_bitmapWidth;
// Calculate the screen coordinates of the top of the bitmap.
top = (float)(m_screenHeight / 2) - (float)m_renderY;
// Calculate the screen coordinates of the bottom of the bitmap.
bottom = top - (float)m_bitmapHeight;
// Load the vertex array with data.
// First triangle.
vertices[0].position = XMFLOAT3(left, top, 0.0f); // Top left.
vertices[0].texture = XMFLOAT2(0.0f, 0.0f);
vertices[1].position = XMFLOAT3(right, bottom, 0.0f); // Bottom right.
vertices[1].texture = XMFLOAT2(1.0f, 1.0f);
vertices[2].position = XMFLOAT3(left, bottom, 0.0f); // Bottom left.
vertices[2].texture = XMFLOAT2(0.0f, 1.0f);
// Second triangle.
vertices[3].position = XMFLOAT3(left, top, 0.0f); // Top left.
vertices[3].texture = XMFLOAT2(0.0f, 0.0f);
vertices[4].position = XMFLOAT3(right, top, 0.0f); // Top right.
vertices[4].texture = XMFLOAT2(1.0f, 0.0f);
vertices[5].position = XMFLOAT3(right, bottom, 0.0f); // Bottom right.
vertices[5].texture = XMFLOAT2(1.0f, 1.0f);
// Lock the vertex buffer.
result = deviceContent->Map(m_vertexBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
if (FAILED(result))
{
return false;
}
// Get a pointer to the data in the constant buffer.
dataPtr = (VertexType*)mappedResource.pData;
// Copy the data into the vertex buffer.
memcpy(dataPtr, (void*)vertices, (sizeof(VertexType) * m_vertexCount));
// Unlock the vertex buffer.
deviceContent->Unmap(m_vertexBuffer, 0);
// Release the pointer reference.
dataPtr = 0;
// Release the vertex array as it is no longer needed.
delete[] vertices;
vertices = 0;
return true;
}
void SpriteClass::RenderBuffers(ID3D11DeviceContext* deviceContext)
{
unsigned int stride;
unsigned int offset;
// Set vertex buffer stride and offset.
stride = sizeof(VertexType);
offset = 0;
// Set the vertex buffer to active in the input assembler so it can be rendered.
deviceContext->IASetVertexBuffers(0, 1, &m_vertexBuffer, &stride, &offset);
// Set the index buffer to active in the input assembler so it can be rendered.
deviceContext->IASetIndexBuffer(m_indexBuffer, DXGI_FORMAT_R32_UINT, 0);
// Set the type of primitive that should be rendered from this vertex buffer, in this case triangles.
deviceContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
return;
}
bool SpriteClass::LoadTextures(ID3D11Device* device, ID3D11DeviceContext* deviceContext, char* filename)
{
std::string textureFilename(256, '0');
std::ifstream fin;
int i, j;
char input;
bool result;
// Open the sprite info data file.
fin.open(filename);
if (fin.fail())
{
return false;
}
// Read in the number of textures.
fin >> m_textureCount;
// Create and initialize the texture array with the texture count from the file.
m_Textures = new TextureClass[m_textureCount];
// Read to start of next line.
fin.get(input);
// Read in each texture file name.
for (i = 0; i < m_textureCount; i++)
{
j = 0;
fin.get(input);
while (input != '\n')
{
textureFilename[j] = input;
j++;
fin.get(input);
}
textureFilename[j] = '\0';
// Once you have the filename then load the texture in the texture array.
result = m_Textures[i].Initialize(device, deviceContext, textureFilename);
if (!result)
{
return false;
}
}
// Read in the cycle time.
fin >> m_cycleTime;
// Convert the integer milliseconds to float representation.
m_cycleTime = m_cycleTime * 0.001f;
// Close the file.
fin.close();
// Get the dimensions of the first texture and use that as the dimensions of the 2D sprite images.
m_bitmapWidth = m_Textures[0].GetWidth();
m_bitmapHeight = m_Textures[0].GetHeight();
// Set the starting texture in the cycle to be the first one in the list.
m_currentTexture = 0;
return true;
}
void SpriteClass::ReleaseTextures()
{
int i;
// Release the texture objects.
if (m_Textures)
{
for (i = 0; i < m_textureCount; i++)
{
m_Textures[i].Shutdown();
}
delete[] m_Textures;
m_Textures = 0;
}
return;
}
void SpriteClass::SetRenderLocation(int x, int y)
{
m_renderX = x;
m_renderY = y;
return;
}

View File

@@ -0,0 +1,469 @@
#include "systemclass.h"
#include <iostream>
#include <shellapi.h> // Include for DragAcceptFiles and DragQueryFile
#include <windows.h>
extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
SystemClass::SystemClass()
{
m_Input = 0;
m_Application = 0;
m_imguiManager = 0;
m_applicationName = 0;
m_hinstance = 0;
m_hwnd = 0;
m_initialWindowWidth = 0;
m_initialWindowHeight = 0;
m_isDirect3DInitialized = false;
}
SystemClass::~SystemClass()
{
}
bool SystemClass::Initialize()
{
int screenHeight, screenWidth = 0;
bool result;
Logger::Get().Log("Initializing system class", __FILE__, __LINE__, Logger::LogLevel::Initialize);
try
{
// Initialize the windows api.
InitializeWindows(screenWidth, screenHeight);
// Create and initialize the input object. This object will be used to handle reading the keyboard input from the user.
m_Input = new InputClass;
result = m_Input->Initialize(m_hinstance, m_hwnd, screenWidth, screenHeight);
if (!result)
{
Logger::Get().Log("Failed to initialize input class", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
// Create and initialize the application class object. This object will handle rendering all the graphics for this application.
m_Application = new ApplicationClass;
result = m_Application->Initialize(screenWidth, screenHeight, m_hwnd);
if (!result)
{
return false;
}
m_isDirect3DInitialized = true;
// If we received a WM_SIZE message before Direct3D was initialized, resize the swap chain now
if (m_initialWindowWidth > 0 && m_initialWindowHeight > 0)
{
m_Application->GetDirect3D()->ResizeSwapChain(m_initialWindowWidth, m_initialWindowHeight);
}
// Initialize imgui
m_imguiManager = new imguiManager;
result = m_imguiManager->Initialize(m_hwnd, m_Application->GetDirect3D()->GetDevice(), m_Application->GetDirect3D()->GetDeviceContext());
if (!result)
{
return false;
}
}
catch (const std::exception& e)
{
Logger::Get().Log(std::string("Exception caught during initialization: ") + e.what(), __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
Logger::Get().Log("System class initialized", __FILE__, __LINE__, Logger::LogLevel::Initialize);
return true;
}
void SystemClass::Shutdown()
{
Logger::Get().Log("Shutting down system class", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
std::lock_guard<std::mutex> guard(renderMutex);
// Shutdown imgui
if (m_imguiManager)
{
Logger::Get().Log("Shutting down imgui manager", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
m_imguiManager->Shutdown();
delete m_imguiManager;
m_imguiManager = 0;
Logger::Get().Log("Imgui manager shut down", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
}
// Release the application class object.
if (m_Application)
{
Logger::Get().Log("Shutting down application", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
m_Application->Shutdown();
delete m_Application;
m_Application = 0;
Logger::Get().Log("Application shut down", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
}
// Release the input object.
if (m_Input)
{
Logger::Get().Log("Shutting down input", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
delete m_Input;
m_Input = 0;
Logger::Get().Log("Input shut down", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
}
// Shutdown the window.
ShutdownWindows();
Logger::Get().Log("System class shut down", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
return;
}
void SystemClass::Run()
{
MSG msg;
bool done, result;
Logger::Get().Log("Running the system", __FILE__, __LINE__);
// Initialize the message structure.
ZeroMemory(&msg, sizeof(MSG));
// Loop until there is a quit message from the window or the user.
done = false;
while (!done)
{
// Handle the windows messages.
if (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE))
{
if(msg.message == WM_QUIT)
{
done = true;
}
else
{
TranslateMessage(&msg);
DispatchMessage(&msg);
}
}
// If windows signals to end the application then exit out.
if (m_Application != nullptr && m_Application->GetShouldQuit())
{
Logger::Get().Log("Received quit signal from application", __FILE__, __LINE__);
done = true;
}
else
{
// Otherwise do the frame processing.
result = Frame();
if (!result)
{
Logger::Get().Log("Failed to process frame", __FILE__, __LINE__, Logger::LogLevel::Error);
done = true;
}
}
}
return;
}
bool SystemClass::Frame()
{
// Clear the buffers to begin the scene.
m_Application->GetDirect3D()->BeginScene(0.0f, 0.0f, 0.0f, 1.0f);
std::lock_guard<std::mutex> guard(renderMutex);
bool result;
// Do the input frame processing.
result = m_Input->Frame();
if (!result)
{
Logger::Get().Log("Failed to process input frame", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
// Do the frame processing for the application class object.
result = m_Application->Frame(m_Input);
if (!result)
{
Logger::Get().Log("Failed to process application frame", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
// Render ImGui
result = m_imguiManager->ImGuiWidgetRenderer(m_Application);
if (!result)
{
Logger::Get().Log("Failed to render ImGui widgets", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
m_Application->GetDirect3D()->EndScene();
return true;
}
LRESULT CALLBACK SystemClass::MessageHandler(HWND hwnd, UINT umsg, WPARAM wparam, LPARAM lparam)
{
if (ImGui_ImplWin32_WndProcHandler(hwnd, umsg, wparam, lparam))
{
return true;
}
switch (umsg)
{
// Check if a key has been pressed on the keyboard.
case WM_KEYDOWN:
{
// If a key is pressed send it to the input object so it can record that state.
m_Input->KeyDown((unsigned int)wparam);
return 0;
}
// Check if a key has been released on the keyboard.
case WM_KEYUP:
{
// If a key is released then send it to the input object so it can unset the state for that key.
m_Input->KeyUp((unsigned int)wparam);
return 0;
}
case WM_SIZE:
{
int newWidth = LOWORD(lparam);
int newHeight = HIWORD(lparam);
// If Direct3D is initialized, update the swap chain. Otherwise, store the window dimensions
if (m_isDirect3DInitialized && m_Application && m_Application->GetDirect3D())
{
m_Application->SetScreenWidth(newWidth);
m_Application->SetScreenHeight(newHeight);
m_Application->GetDirect3D()->ResizeSwapChain(newWidth, newHeight);
}
else
{
m_initialWindowWidth = newWidth;
m_initialWindowHeight = newHeight;
}
return 0;
}
case WM_ENTERSIZEMOVE:
{
m_isResizing = true;
break;
}
case WM_EXITSIZEMOVE:
{
m_isResizing = false;
break;
}
case WM_DROPFILES:
{
HDROP hDrop = reinterpret_cast<HDROP>(wparam);
UINT numFiles = DragQueryFile(hDrop, 0xFFFFFFFF, nullptr, 0);
if (numFiles > 0) {
for (UINT i = 0; i < numFiles; ++i) {
WCHAR filePath[MAX_PATH];
DragQueryFile(hDrop, i, filePath, MAX_PATH);
// Get the file extension
std::wstring fileName = filePath;
std::wstring extension = fileName.substr(fileName.find_last_of(L".") + 1);
// Check if the file has a valid extension
if (extension == L"txt" || extension == L"kobj") {
// Handle dropped files with valid extensions
std::wcout << L"File dropped: " << filePath << std::endl;
m_Application->AddKobject(filePath);
}
else {
// Handle files with invalid extensions (optional)
std::wcout << L"Ignored file: " << filePath << std::endl;
}
}
}
DragFinish(hDrop);
return 0;
}
case WM_CLOSE:
{
Logger::Get().Log("WM_CLOSE message received", __FILE__, __LINE__);
m_Application->SetShouldQuit(true);
return 0;
}
// Any other messages send to the default message handler as our application won't make use of them.
default:
{
return DefWindowProc(hwnd, umsg, wparam, lparam);
}
}
return 0;
}
void SystemClass::InitializeWindows(int& screenWidth, int& screenHeight)
{
WNDCLASSEX wc;
DEVMODE dmScreenSettings;
int posX, posY;
Logger::Get().Log("Initializing windows", __FILE__, __LINE__, Logger::LogLevel::Initialize);
// Get an external pointer to this object.
ApplicationHandle = this;
// Get the instance of this application.
m_hinstance = GetModuleHandle(NULL);
// Give the application a name.
m_applicationName = L"Khaotic Engine";
// Setup the windows class with default settings.
wc.style = CS_HREDRAW | CS_VREDRAW | CS_OWNDC;
wc.lpfnWndProc = WndProc;
wc.cbClsExtra = 0;
wc.cbWndExtra = 0;
wc.hInstance = m_hinstance;
wc.hIcon = LoadIcon(m_hinstance,MAKEINTRESOURCE(IDI_ICON1));
wc.hIconSm = LoadIcon(m_hinstance, MAKEINTRESOURCE(IDI_ICON1));
wc.hCursor = LoadCursor(NULL, IDC_ARROW);
wc.hbrBackground = (HBRUSH)GetStockObject(BLACK_BRUSH);
wc.lpszMenuName = NULL;
wc.lpszClassName = m_applicationName;
wc.cbSize = sizeof(WNDCLASSEX);
// Register the window class.
RegisterClassEx(&wc);
// Determine the resolution of the clients desktop screen.
screenWidth = GetSystemMetrics(SM_CXSCREEN);
screenHeight = GetSystemMetrics(SM_CYSCREEN);
// Setup the screen settings depending on whether it is running in full screen or in windowed mode.
if (FULL_SCREEN)
{
// If full screen set the screen to maximum size of the users desktop and 32bit.
memset(&dmScreenSettings, 0, sizeof(dmScreenSettings));
dmScreenSettings.dmSize = sizeof(dmScreenSettings);
dmScreenSettings.dmPelsWidth = (unsigned long)screenWidth;
dmScreenSettings.dmPelsHeight = (unsigned long)screenHeight;
dmScreenSettings.dmBitsPerPel = 32;
dmScreenSettings.dmFields = DM_BITSPERPEL | DM_PELSWIDTH | DM_PELSHEIGHT;
// Change the display settings to full screen.
ChangeDisplaySettings(&dmScreenSettings, CDS_FULLSCREEN);
// Set the position of the window to the top left corner.
posX = posY = 0;
}
else
{
// If windowed then set it to 1600x900 resolution.
screenWidth = 1600;
screenHeight = 900;
// Place the window in the middle of the screen.
posX = (GetSystemMetrics(SM_CXSCREEN) - screenWidth) / 2;
posY = (GetSystemMetrics(SM_CYSCREEN) - screenHeight) / 2;
}
// Create the window with the screen settings and get the handle to it.
m_hwnd = CreateWindowEx(WS_EX_APPWINDOW, m_applicationName, m_applicationName,
WS_CLIPSIBLINGS | WS_CLIPCHILDREN | WS_SYSMENU | WS_MINIMIZEBOX | WS_MAXIMIZEBOX,
posX, posY, screenWidth, screenHeight, NULL, NULL, m_hinstance, NULL);
// Bring the window up on the screen and set it as main focus.
ShowWindow(m_hwnd, SW_SHOW);
SetForegroundWindow(m_hwnd);
SetFocus(m_hwnd);
// Hide the mouse cursor.
ShowCursor(true);
//drag and drop
DragAcceptFiles(m_hwnd, TRUE);
return;
}
void SystemClass::ShutdownWindows()
{
Logger::Get().Log("Shutting down the windows", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
// Show the mouse cursor.
ShowCursor(true);
// Fix the display settings if leaving full screen mode.
if (FULL_SCREEN)
{
ChangeDisplaySettings(NULL, 0);
}
// Remove the window.
DestroyWindow(m_hwnd);
m_hwnd = NULL;
// Remove the application instance.
UnregisterClass(m_applicationName, m_hinstance);
m_hinstance = NULL;
// Release the pointer to this class.
ApplicationHandle = NULL;
return;
}
LRESULT CALLBACK WndProc(HWND hwnd, UINT umessage, WPARAM wparam, LPARAM lparam)
{
switch (umessage)
{
// Check if the window is being destroyed.
case WM_DESTROY:
{
PostQuitMessage(0);
return 0;
}
// Check if the window is being closed.
case WM_CLOSE:
{
PostQuitMessage(0);
return 0;
}
case WM_DROPFILES:
{
ApplicationHandle->MessageHandler(hwnd, umessage, wparam, lparam);
return(0);
}
// All other messages pass to the message handler in the system class.
default:
{
return ApplicationHandle->MessageHandler(hwnd, umessage, wparam, lparam);
}
}
}
void SystemClass::SendPath(wchar_t* path, std::filesystem::path WFolder)
{
m_Application->SetPath(path);
m_Application->SetWFolder(WFolder);
}

View File

@@ -0,0 +1,68 @@
#include "timerclass.h"
TimerClass::TimerClass()
{
}
TimerClass::TimerClass(const TimerClass& other)
{
}
TimerClass::~TimerClass()
{
}
bool TimerClass::Initialize()
{
Logger::Get().Log("Initilazing timer class", __FILE__, __LINE__, Logger::LogLevel::Initialize);
INT64 frequency;
// Get the cycles per second speed for this system.
QueryPerformanceFrequency((LARGE_INTEGER*)&frequency);
if (frequency == 0)
{
Logger::Get().Log("QueryPerformanceFrequency failed", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
// Store it in floating point.
m_frequency = (float)frequency;
// Get the initial start time.
QueryPerformanceCounter((LARGE_INTEGER*)&m_startTime);
Logger::Get().Log("Timer class initialized", __FILE__, __LINE__, Logger::LogLevel::Initialize);
return true;
}
void TimerClass::Frame()
{
INT64 currentTime;
INT64 elapsedTicks;
// Query the current time.
QueryPerformanceCounter((LARGE_INTEGER*)&currentTime);
// Calculate the difference in time since the last time we queried for the current time.
elapsedTicks = currentTime - m_startTime;
// Calculate the frame time.
m_frameTime = (float)elapsedTicks / m_frequency;
// Restart the timer.
m_startTime = currentTime;
return;
}
float TimerClass::GetTime()
{
return m_frameTime;
}

File diff suppressed because it is too large Load Diff

View File

@@ -0,0 +1,361 @@
#include "bitmapclass.h"
BitmapClass::BitmapClass()
{
m_vertexBuffer = 0;
m_indexBuffer = 0;
m_Texture = 0;
}
BitmapClass::BitmapClass(const BitmapClass& other)
{
}
BitmapClass::~BitmapClass()
{
}
bool BitmapClass::Initialize(ID3D11Device* device, ID3D11DeviceContext* deviceContext, int screenWidth, int screenHeight, char* textureFilename, int renderX, int renderY)
{
Logger::Get().Log("Initializing bitmap class", __FILE__, __LINE__, Logger::LogLevel::Initialize);
bool result;
// Store the screen size.
m_screenWidth = screenWidth;
m_screenHeight = screenHeight;
// Store where the bitmap should be rendered to.
m_renderX = renderX;
m_renderY = renderY;
// Initialize the vertex and index buffer that hold the geometry for the bitmap quad.
result = InitializeBuffers(device);
if (!result)
{
Logger::Get().Log("Failed to initialize buffers", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
// Load the texture for this bitmap.
result = LoadTexture(device, deviceContext, textureFilename);
if (!result)
{
Logger::Get().Log("Failed to load texture", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
Logger::Get().Log("Bitmap class initialized", __FILE__, __LINE__, Logger::LogLevel::Initialize);
return true;
}
void BitmapClass::Shutdown()
{
// Release the bitmap texture.
ReleaseTexture();
// Release the vertex and index buffers.
ShutdownBuffers();
return;
}
bool BitmapClass::Render(ID3D11DeviceContext* deviceContext)
{
bool result;
// Update the buffers if the position of the bitmap has changed from its original position.
result = UpdateBuffers(deviceContext);
if (!result)
{
Logger::Get().Log("Failed to update buffers", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
// Put the vertex and index buffers on the graphics pipeline to prepare them for drawing.
RenderBuffers(deviceContext);
return true;
}
int BitmapClass::GetIndexCount()
{
return m_indexCount;
}
ID3D11ShaderResourceView* BitmapClass::GetTexture()
{
return m_Texture->GetTexture();
}
bool BitmapClass::InitializeBuffers(ID3D11Device* device)
{
Logger::Get().Log("Initializing buffers", __FILE__, __LINE__, Logger::LogLevel::Initialize);
VertexType* vertices;
unsigned long* indices;
D3D11_BUFFER_DESC vertexBufferDesc, indexBufferDesc;
D3D11_SUBRESOURCE_DATA vertexData, indexData;
HRESULT result;
int i;
// Initialize the previous rendering position to negative one.
m_prevPosX = -1;
m_prevPosY = -1;
// Set the number of vertices in the vertex array.
m_vertexCount = 6;
// Set the number of indices in the index array.
m_indexCount = m_vertexCount;
// Create the vertex array.
vertices = new VertexType[m_vertexCount];
// Create the index array.
indices = new unsigned long[m_indexCount];
// Initialize vertex array to zeros at first.
memset(vertices, 0, (sizeof(VertexType) * m_vertexCount));
// Load the index array with data.
for (i = 0; i < m_indexCount; i++)
{
indices[i] = i;
}
// Set up the description of the dynamic vertex buffer.
vertexBufferDesc.Usage = D3D11_USAGE_DYNAMIC;
vertexBufferDesc.ByteWidth = sizeof(VertexType) * m_vertexCount;
vertexBufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
vertexBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
vertexBufferDesc.MiscFlags = 0;
vertexBufferDesc.StructureByteStride = 0;
// Give the subresource structure a pointer to the vertex data.
vertexData.pSysMem = vertices;
vertexData.SysMemPitch = 0;
vertexData.SysMemSlicePitch = 0;
// Now finally create the vertex buffer.
result = device->CreateBuffer(&vertexBufferDesc, &vertexData, &m_vertexBuffer);
if (FAILED(result))
{
Logger::Get().Log("Failed to create vertex buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
// Set up the description of the index buffer.
indexBufferDesc.Usage = D3D11_USAGE_DEFAULT;
indexBufferDesc.ByteWidth = sizeof(unsigned long) * m_indexCount;
indexBufferDesc.BindFlags = D3D11_BIND_INDEX_BUFFER;
indexBufferDesc.CPUAccessFlags = 0;
indexBufferDesc.MiscFlags = 0;
indexBufferDesc.StructureByteStride = 0;
// Give the subresource structure a pointer to the index data.
indexData.pSysMem = indices;
indexData.SysMemPitch = 0;
indexData.SysMemSlicePitch = 0;
// Create the index buffer.
result = device->CreateBuffer(&indexBufferDesc, &indexData, &m_indexBuffer);
if (FAILED(result))
{
Logger::Get().Log("Failed to create index buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
// Release the arrays now that the vertex and index buffers have been created and loaded.
delete[] vertices;
vertices = 0;
delete[] indices;
indices = 0;
Logger::Get().Log("Buffers initialized", __FILE__, __LINE__, Logger::LogLevel::Initialize);
return true;
}
void BitmapClass::ShutdownBuffers()
{
Logger::Get().Log("Shutting down buffers", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
// Release the index buffer.
if (m_indexBuffer)
{
Logger::Get().Log("Releasing index buffer", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
m_indexBuffer->Release();
m_indexBuffer = 0;
Logger::Get().Log("Index buffer released", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
}
// Release the vertex buffer.
if (m_vertexBuffer)
{
Logger::Get().Log("Releasing vertex buffer", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
m_vertexBuffer->Release();
m_vertexBuffer = 0;
Logger::Get().Log("Vertex buffer released", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
}
Logger::Get().Log("Buffers shut down", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
return;
}
bool BitmapClass::UpdateBuffers(ID3D11DeviceContext* deviceContent)
{
float left, right, top, bottom;
VertexType* vertices;
D3D11_MAPPED_SUBRESOURCE mappedResource;
VertexType* dataPtr;
HRESULT result;
// If the position we are rendering this bitmap to hasn't changed then don't update the vertex buffer.
if ((m_prevPosX == m_renderX) && (m_prevPosY == m_renderY))
{
return true;
}
// If the rendering location has changed then store the new position and update the vertex buffer.
m_prevPosX = m_renderX;
m_prevPosY = m_renderY;
// Create the vertex array.
vertices = new VertexType[m_vertexCount];
// Calculate the screen coordinates of the left side of the bitmap.
left = (float)((m_screenWidth / 2) * -1) + (float)m_renderX;
// Calculate the screen coordinates of the right side of the bitmap.
right = left + (float)m_bitmapWidth;
// Calculate the screen coordinates of the top of the bitmap.
top = (float)(m_screenHeight / 2) - (float)m_renderY;
// Calculate the screen coordinates of the bottom of the bitmap.
bottom = top - (float)m_bitmapHeight;
// Load the vertex array with data.
// First triangle.
vertices[0].position = XMFLOAT3(left, top, 0.0f); // Top left.
vertices[0].texture = XMFLOAT2(0.0f, 0.0f);
vertices[1].position = XMFLOAT3(right, bottom, 0.0f); // Bottom right.
vertices[1].texture = XMFLOAT2(1.0f, 1.0f);
vertices[2].position = XMFLOAT3(left, bottom, 0.0f); // Bottom left.
vertices[2].texture = XMFLOAT2(0.0f, 1.0f);
// Second triangle.
vertices[3].position = XMFLOAT3(left, top, 0.0f); // Top left.
vertices[3].texture = XMFLOAT2(0.0f, 0.0f);
vertices[4].position = XMFLOAT3(right, top, 0.0f); // Top right.
vertices[4].texture = XMFLOAT2(1.0f, 0.0f);
vertices[5].position = XMFLOAT3(right, bottom, 0.0f); // Bottom right.
vertices[5].texture = XMFLOAT2(1.0f, 1.0f);
// Lock the vertex buffer.
result = deviceContent->Map(m_vertexBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
if (FAILED(result))
{
Logger::Get().Log("Failed to map vertex buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
// Get a pointer to the data in the constant buffer.
dataPtr = (VertexType*)mappedResource.pData;
// Copy the data into the vertex buffer.
memcpy(dataPtr, (void*)vertices, (sizeof(VertexType) * m_vertexCount));
// Unlock the vertex buffer.
deviceContent->Unmap(m_vertexBuffer, 0);
// Release the pointer reference.
dataPtr = 0;
// Release the vertex array as it is no longer needed.
delete[] vertices;
vertices = 0;
return true;
}
void BitmapClass::RenderBuffers(ID3D11DeviceContext* deviceContext)
{
unsigned int stride;
unsigned int offset;
// Set vertex buffer stride and offset.
stride = sizeof(VertexType);
offset = 0;
// Set the vertex buffer to active in the input assembler so it can be rendered.
deviceContext->IASetVertexBuffers(0, 1, &m_vertexBuffer, &stride, &offset);
// Set the index buffer to active in the input assembler so it can be rendered.
deviceContext->IASetIndexBuffer(m_indexBuffer, DXGI_FORMAT_R32_UINT, 0);
// Set the type of primitive that should be rendered from this vertex buffer, in this case triangles.
deviceContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
return;
}
bool BitmapClass::LoadTexture(ID3D11Device* device, ID3D11DeviceContext* deviceContext, char* filename)
{
bool result;
// Create and initialize the texture object.
m_Texture = new TextureClass;
result = m_Texture->Initialize(device, deviceContext, filename);
if (!result)
{
Logger::Get().Log("Failed to initialize texture object", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
// Store the size in pixels that this bitmap should be rendered at.
m_bitmapWidth = m_Texture->GetWidth();
m_bitmapHeight = m_Texture->GetHeight();
return true;
}
void BitmapClass::ReleaseTexture()
{
Logger::Get().Log("Releasing texture", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
// Release the texture object.
if (m_Texture)
{
Logger::Get().Log("Releasing texture object", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
m_Texture->Shutdown();
delete m_Texture;
m_Texture = 0;
Logger::Get().Log("Texture object released", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
}
Logger::Get().Log("Texture released", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
return;
}
void BitmapClass::SetRenderLocation(int x, int y)
{
m_renderX = x;
m_renderY = y;
return;
}

Some files were not shown because too many files have changed in this diff Show More