Minor Update - Log Systeme

Feat :

+Log pour toutes les fonction et erreur utile
This commit is contained in:
CatChow0 2024-04-12 13:32:21 +02:00
parent d52ea4b753
commit 117d31d788
8 changed files with 90 additions and 6 deletions

View File

@ -17,6 +17,8 @@ TimerClass::~TimerClass()
bool TimerClass::Initialize()
{
logger.Log("Initilazing timer class", __FILE__, __LINE__);
INT64 frequency;
@ -24,6 +26,7 @@ bool TimerClass::Initialize()
QueryPerformanceFrequency((LARGE_INTEGER*)&frequency);
if (frequency == 0)
{
logger.Log("QueryPerformanceFrequency failed", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}

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@ -5,6 +5,7 @@
//////////////
// INCLUDES //
//////////////
#include "Logger.h"
#include <windows.h>
@ -27,6 +28,9 @@ private:
float m_frequency;
INT64 m_startTime;
float m_frameTime;
Logger logger;
};
#endif

View File

@ -23,6 +23,8 @@ TextureShaderClass::~TextureShaderClass()
bool TextureShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
{
logger.Log("Initializing texture shader", __FILE__, __LINE__);
bool result;
wchar_t vsFilename[128];
wchar_t psFilename[128];
@ -31,6 +33,7 @@ bool TextureShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
error = wcscpy_s(vsFilename, 128, L"texture.vs");
if (error != 0)
{
logger.Log("Error copying stirng", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
@ -38,6 +41,7 @@ bool TextureShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
error = wcscpy_s(psFilename, 128, L"texture.ps");
if (error != 0)
{
logger.Log("Error copying stirng", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
@ -45,9 +49,12 @@ bool TextureShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
result = InitializeShader(device, hwnd, vsFilename, psFilename);
if (!result)
{
logger.Log("Error initializing shader", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
logger.Log("Texture shader initialized", __FILE__, __LINE__);
return true;
}
@ -69,6 +76,7 @@ bool TextureShaderClass::Render(ID3D11DeviceContext* deviceContext, int indexCou
result = SetShaderParameters(deviceContext, worldMatrix, viewMatrix, projectionMatrix, texture);
if (!result)
{
logger.Log("Error setting shader parameters", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
@ -80,6 +88,8 @@ bool TextureShaderClass::Render(ID3D11DeviceContext* deviceContext, int indexCou
bool TextureShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR* vsFilename, WCHAR* psFilename)
{
logger.Log("Initializing shader", __FILE__, __LINE__);
HRESULT result;
ID3D10Blob* errorMessage;
ID3D10Blob* vertexShaderBuffer;
@ -107,7 +117,7 @@ bool TextureShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR
// 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);
logger.Log("Error compiling shader", __FILE__, __LINE__, Logger::LogLevel::Error);
}
return false;
@ -126,7 +136,7 @@ bool TextureShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR
// 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);
logger.Log("Error compiling shader", __FILE__, __LINE__, Logger::LogLevel::Error);
}
return false;
@ -136,6 +146,7 @@ bool TextureShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR
result = device->CreateVertexShader(vertexShaderBuffer->GetBufferPointer(), vertexShaderBuffer->GetBufferSize(), NULL, &m_vertexShader);
if (FAILED(result))
{
logger.Log("Error creating vertex shader", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
@ -143,6 +154,7 @@ bool TextureShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR
result = device->CreatePixelShader(pixelShaderBuffer->GetBufferPointer(), pixelShaderBuffer->GetBufferSize(), NULL, &m_pixelShader);
if (FAILED(result))
{
logger.Log("Error creating pixel shader", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
// Create the vertex input layout description.
@ -171,6 +183,7 @@ bool TextureShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR
vertexShaderBuffer->GetBufferSize(), &m_layout);
if (FAILED(result))
{
logger.Log("Error creating input layout", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
@ -193,6 +206,7 @@ bool TextureShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR
result = device->CreateBuffer(&matrixBufferDesc, NULL, &m_matrixBuffer);
if (FAILED(result))
{
logger.Log("Error creating constant buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
// Create a texture sampler state description.
@ -214,14 +228,18 @@ bool TextureShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR
result = device->CreateSamplerState(&samplerDesc, &m_sampleState);
if (FAILED(result))
{
logger.Log("Error creating sampler state", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
logger.Log("Shader initialized", __FILE__, __LINE__);
return true;
}
void TextureShaderClass::ShutdownShader()
{
logger.Log("Shutting down shader", __FILE__, __LINE__);
// Release the sampler state.
if (m_sampleState)
@ -258,6 +276,8 @@ void TextureShaderClass::ShutdownShader()
m_vertexShader = 0;
}
logger.Log("Shader shut down", __FILE__, __LINE__);
return;
}
@ -314,6 +334,7 @@ bool TextureShaderClass::SetShaderParameters(ID3D11DeviceContext* deviceContext,
result = deviceContext->Map(m_matrixBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
if (FAILED(result))
{
logger.Log("Error mapping constant buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}

View File

@ -5,6 +5,7 @@
//////////////
// INCLUDES //
//////////////
#include "Logger.h"
#include <d3d11.h>
#include <d3dcompiler.h>
#include <directxmath.h>
@ -49,6 +50,8 @@ private:
ID3D11InputLayout* m_layout;
ID3D11Buffer* m_matrixBuffer;
ID3D11SamplerState* m_sampleState;
Logger logger;
};
#endif

View File

@ -24,6 +24,8 @@ TranslateShaderClass::~TranslateShaderClass()
bool TranslateShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
{
logger.Log("Initilaizing TranslateShaderClass", __FILE__, __LINE__);
bool result;
wchar_t vsFilename[128];
wchar_t psFilename[128];
@ -33,6 +35,7 @@ bool TranslateShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
error = wcscpy_s(vsFilename, 128, L"translate.vs");
if (error != 0)
{
logger.Log("Failed to copy vsFilename", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
@ -40,6 +43,7 @@ bool TranslateShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
error = wcscpy_s(psFilename, 128, L"translate.ps");
if (error != 0)
{
logger.Log("Failed to copy psFilename", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
@ -47,9 +51,12 @@ bool TranslateShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
result = InitializeShader(device, hwnd, vsFilename, psFilename);
if (!result)
{
logger.Log("Failed to initialize shader", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
logger.Log("TranslateShaderClass initialized", __FILE__, __LINE__);
return true;
}
@ -72,6 +79,7 @@ bool TranslateShaderClass::Render(ID3D11DeviceContext * deviceContext, int index
result = SetShaderParameters(deviceContext, worldMatrix, viewMatrix, projectionMatrix, texture, translation);
if (!result)
{
logger.Log("Failed to set shader parameters", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
@ -84,6 +92,8 @@ bool TranslateShaderClass::Render(ID3D11DeviceContext * deviceContext, int index
bool TranslateShaderClass::InitializeShader(ID3D11Device * device, HWND hwnd, WCHAR * vsFilename, WCHAR * psFilename)
{
logger.Log("Initializing translate shader", __FILE__, __LINE__);
HRESULT result;
ID3D10Blob* errorMessage;
ID3D10Blob* vertexShaderBuffer;
@ -113,7 +123,7 @@ bool TranslateShaderClass::InitializeShader(ID3D11Device * device, HWND hwnd, WC
// 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);
logger.Log("Failed to compile shader", __FILE__, __LINE__, Logger::LogLevel::Error);
}
return false;
@ -132,7 +142,7 @@ bool TranslateShaderClass::InitializeShader(ID3D11Device * device, HWND hwnd, WC
// 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);
logger.Log("Failed to compile shader", __FILE__, __LINE__, Logger::LogLevel::Error);
}
return false;
@ -142,6 +152,7 @@ bool TranslateShaderClass::InitializeShader(ID3D11Device * device, HWND hwnd, WC
result = device->CreateVertexShader(vertexShaderBuffer->GetBufferPointer(), vertexShaderBuffer->GetBufferSize(), NULL, &m_vertexShader);
if (FAILED(result))
{
logger.Log("Failed to create vertex shader", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
@ -149,6 +160,7 @@ bool TranslateShaderClass::InitializeShader(ID3D11Device * device, HWND hwnd, WC
result = device->CreatePixelShader(pixelShaderBuffer->GetBufferPointer(), pixelShaderBuffer->GetBufferSize(), NULL, &m_pixelShader);
if (FAILED(result))
{
logger.Log("Failed to create pixel shader", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
@ -177,6 +189,7 @@ bool TranslateShaderClass::InitializeShader(ID3D11Device * device, HWND hwnd, WC
vertexShaderBuffer->GetBufferSize(), &m_layout);
if (FAILED(result))
{
logger.Log("Failed to create input layout", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
@ -199,6 +212,7 @@ bool TranslateShaderClass::InitializeShader(ID3D11Device * device, HWND hwnd, WC
result = device->CreateBuffer(&matrixBufferDesc, NULL, &m_matrixBuffer);
if (FAILED(result))
{
logger.Log("Failed to create matrix buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
@ -221,6 +235,7 @@ bool TranslateShaderClass::InitializeShader(ID3D11Device * device, HWND hwnd, WC
result = device->CreateSamplerState(&samplerDesc, &m_sampleState);
if (FAILED(result))
{
logger.Log("Failed to create sampler state", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
@ -236,15 +251,19 @@ bool TranslateShaderClass::InitializeShader(ID3D11Device * device, HWND hwnd, WC
result = device->CreateBuffer(&translateBufferDesc, NULL, &m_translateBuffer);
if (FAILED(result))
{
logger.Log("Failed to create translate buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
logger.Log("Translate shader initialized", __FILE__, __LINE__);
return true;
}
void TranslateShaderClass::ShutdownShader()
{
logger.Log("Shutting down translate shader", __FILE__, __LINE__);
// Release the texture translation constant buffer.
if (m_translateBuffer)
@ -288,6 +307,8 @@ void TranslateShaderClass::ShutdownShader()
m_vertexShader = 0;
}
logger.Log("Translate shader shut down", __FILE__, __LINE__);
return;
}
@ -347,6 +368,7 @@ bool TranslateShaderClass::SetShaderParameters(ID3D11DeviceContext * deviceConte
result = deviceContext->Map(m_matrixBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
if (FAILED(result))
{
logger.Log("Failed to map matrix buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
@ -374,6 +396,7 @@ bool TranslateShaderClass::SetShaderParameters(ID3D11DeviceContext * deviceConte
result = deviceContext->Map(m_translateBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
if (FAILED(result))
{
logger.Log("Failed to map translate buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}

View File

@ -5,6 +5,7 @@
//////////////
// INCLUDES //
//////////////
#include "Logger.h"
#include <d3d11.h>
#include <d3dcompiler.h>
#include <directxmath.h>
@ -56,6 +57,8 @@ private:
ID3D11Buffer* m_matrixBuffer;
ID3D11SamplerState* m_sampleState;
ID3D11Buffer* m_translateBuffer;
Logger logger;
};
#endif

View File

@ -24,6 +24,8 @@ TransparentShaderClass::~TransparentShaderClass()
bool TransparentShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
{
logger.Log("Initializing TransparentShaderClass", __FILE__, __LINE__);
bool result;
wchar_t vsFilename[128];
wchar_t psFilename[128];
@ -33,6 +35,7 @@ bool TransparentShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
error = wcscpy_s(vsFilename, 128, L"transparent.vs");
if (error != 0)
{
logger.Log("Failed to copy vertex shader filename", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
@ -40,6 +43,7 @@ bool TransparentShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
error = wcscpy_s(psFilename, 128, L"transparent.ps");
if (error != 0)
{
logger.Log("Failed to copy pixel shader filename", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
@ -47,9 +51,12 @@ bool TransparentShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
result = InitializeShader(device, hwnd, vsFilename, psFilename);
if (!result)
{
logger.Log("Failed to initialize shader", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
logger.Log("TransparentShaderClass initialized", __FILE__, __LINE__);
return true;
}
@ -72,6 +79,7 @@ bool TransparentShaderClass::Render(ID3D11DeviceContext* deviceContext, int inde
result = SetShaderParameters(deviceContext, worldMatrix, viewMatrix, projectionMatrix, texture, blend);
if (!result)
{
logger.Log("Failed to set shader parameters", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
@ -84,6 +92,8 @@ bool TransparentShaderClass::Render(ID3D11DeviceContext* deviceContext, int inde
bool TransparentShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR* vsFilename, WCHAR* psFilename)
{
logger.Log("Initializing transparent shader", __FILE__, __LINE__);
HRESULT result;
ID3D10Blob* errorMessage;
ID3D10Blob* vertexShaderBuffer;
@ -113,7 +123,7 @@ bool TransparentShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, W
// 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);
logger.Log("Failed to compile vertex shader", __FILE__, __LINE__, Logger::LogLevel::Error);
}
return false;
@ -132,7 +142,7 @@ bool TransparentShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, W
// 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);
logger.Log("Failed to compile pixel shader", __FILE__, __LINE__, Logger::LogLevel::Error);
}
return false;
@ -142,6 +152,7 @@ bool TransparentShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, W
result = device->CreateVertexShader(vertexShaderBuffer->GetBufferPointer(), vertexShaderBuffer->GetBufferSize(), NULL, &m_vertexShader);
if (FAILED(result))
{
logger.Log("Failed to create vertex shader", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
@ -149,6 +160,7 @@ bool TransparentShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, W
result = device->CreatePixelShader(pixelShaderBuffer->GetBufferPointer(), pixelShaderBuffer->GetBufferSize(), NULL, &m_pixelShader);
if (FAILED(result))
{
logger.Log("Failed to create pixel shader", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
@ -177,6 +189,7 @@ bool TransparentShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, W
vertexShaderBuffer->GetBufferSize(), &m_layout);
if (FAILED(result))
{
logger.Log("Failed to create input layout", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
@ -199,6 +212,7 @@ bool TransparentShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, W
result = device->CreateBuffer(&matrixBufferDesc, NULL, &m_matrixBuffer);
if (FAILED(result))
{
logger.Log("Failed to create matrix buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
@ -221,6 +235,7 @@ bool TransparentShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, W
result = device->CreateSamplerState(&samplerDesc, &m_sampleState);
if (FAILED(result))
{
logger.Log("Failed to create sampler state", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
@ -236,15 +251,20 @@ bool TransparentShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, W
result = device->CreateBuffer(&transparentBufferDesc, NULL, &m_transparentBuffer);
if (FAILED(result))
{
logger.Log("Failed to create transparent buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
logger.Log("Transparent shader initialized", __FILE__, __LINE__);
return true;
}
void TransparentShaderClass::ShutdownShader()
{
logger.Log("Shutting down transparent shader", __FILE__, __LINE__);
// Release the transparent constant buffer.
if (m_transparentBuffer)
{
@ -287,6 +307,8 @@ void TransparentShaderClass::ShutdownShader()
m_vertexShader = 0;
}
logger.Log("Transparent shader shut down", __FILE__, __LINE__);
return;
}
@ -345,6 +367,7 @@ bool TransparentShaderClass::SetShaderParameters(ID3D11DeviceContext* deviceCont
result = deviceContext->Map(m_matrixBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
if (FAILED(result))
{
logger.Log("Failed to map matrix buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
@ -372,6 +395,7 @@ bool TransparentShaderClass::SetShaderParameters(ID3D11DeviceContext* deviceCont
result = deviceContext->Map(m_transparentBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
if (FAILED(result))
{
logger.Log("Failed to map transparent buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}

View File

@ -5,6 +5,7 @@
//////////////
// INCLUDES //
//////////////
#include "Logger.h"
#include <d3d11.h>
#include <d3dcompiler.h>
#include <directxmath.h>
@ -56,6 +57,8 @@ private:
ID3D11Buffer* m_matrixBuffer;
ID3D11SamplerState* m_sampleState;
ID3D11Buffer* m_transparentBuffer;
Logger logger;
};
#endif