Minor Update - Log Systeme
Feat : +Log pour toutes les fonction et erreur utile
This commit is contained in:
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d52ea4b753
commit
117d31d788
@ -17,6 +17,8 @@ TimerClass::~TimerClass()
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bool TimerClass::Initialize()
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{
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logger.Log("Initilazing timer class", __FILE__, __LINE__);
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INT64 frequency;
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@ -24,6 +26,7 @@ bool TimerClass::Initialize()
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QueryPerformanceFrequency((LARGE_INTEGER*)&frequency);
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if (frequency == 0)
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{
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logger.Log("QueryPerformanceFrequency failed", __FILE__, __LINE__, Logger::LogLevel::Error);
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return false;
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}
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@ -5,6 +5,7 @@
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//////////////
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// INCLUDES //
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//////////////
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#include "Logger.h"
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#include <windows.h>
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@ -27,6 +28,9 @@ private:
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float m_frequency;
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INT64 m_startTime;
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float m_frameTime;
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Logger logger;
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};
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#endif
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@ -23,6 +23,8 @@ TextureShaderClass::~TextureShaderClass()
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bool TextureShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
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{
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logger.Log("Initializing texture shader", __FILE__, __LINE__);
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bool result;
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wchar_t vsFilename[128];
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wchar_t psFilename[128];
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@ -31,6 +33,7 @@ bool TextureShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
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error = wcscpy_s(vsFilename, 128, L"texture.vs");
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if (error != 0)
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{
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logger.Log("Error copying stirng", __FILE__, __LINE__, Logger::LogLevel::Error);
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return false;
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}
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@ -38,6 +41,7 @@ bool TextureShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
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error = wcscpy_s(psFilename, 128, L"texture.ps");
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if (error != 0)
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{
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logger.Log("Error copying stirng", __FILE__, __LINE__, Logger::LogLevel::Error);
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return false;
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}
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@ -45,9 +49,12 @@ bool TextureShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
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result = InitializeShader(device, hwnd, vsFilename, psFilename);
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if (!result)
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{
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logger.Log("Error initializing shader", __FILE__, __LINE__, Logger::LogLevel::Error);
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return false;
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}
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logger.Log("Texture shader initialized", __FILE__, __LINE__);
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return true;
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}
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@ -69,6 +76,7 @@ bool TextureShaderClass::Render(ID3D11DeviceContext* deviceContext, int indexCou
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result = SetShaderParameters(deviceContext, worldMatrix, viewMatrix, projectionMatrix, texture);
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if (!result)
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{
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logger.Log("Error setting shader parameters", __FILE__, __LINE__, Logger::LogLevel::Error);
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return false;
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}
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@ -80,6 +88,8 @@ bool TextureShaderClass::Render(ID3D11DeviceContext* deviceContext, int indexCou
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bool TextureShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR* vsFilename, WCHAR* psFilename)
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{
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logger.Log("Initializing shader", __FILE__, __LINE__);
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HRESULT result;
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ID3D10Blob* errorMessage;
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ID3D10Blob* vertexShaderBuffer;
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@ -107,7 +117,7 @@ bool TextureShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR
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// If there was nothing in the error message then it simply could not find the shader file itself.
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else
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{
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MessageBox(hwnd, vsFilename, L"Missing Shader File", MB_OK);
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logger.Log("Error compiling shader", __FILE__, __LINE__, Logger::LogLevel::Error);
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}
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return false;
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@ -126,7 +136,7 @@ bool TextureShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR
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// If there was nothing in the error message then it simply could not find the file itself.
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else
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{
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MessageBox(hwnd, psFilename, L"Missing Shader File", MB_OK);
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logger.Log("Error compiling shader", __FILE__, __LINE__, Logger::LogLevel::Error);
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}
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return false;
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@ -136,6 +146,7 @@ bool TextureShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR
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result = device->CreateVertexShader(vertexShaderBuffer->GetBufferPointer(), vertexShaderBuffer->GetBufferSize(), NULL, &m_vertexShader);
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if (FAILED(result))
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{
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logger.Log("Error creating vertex shader", __FILE__, __LINE__, Logger::LogLevel::Error);
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return false;
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}
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@ -143,6 +154,7 @@ bool TextureShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR
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result = device->CreatePixelShader(pixelShaderBuffer->GetBufferPointer(), pixelShaderBuffer->GetBufferSize(), NULL, &m_pixelShader);
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if (FAILED(result))
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{
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logger.Log("Error creating pixel shader", __FILE__, __LINE__, Logger::LogLevel::Error);
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return false;
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}
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// Create the vertex input layout description.
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@ -171,6 +183,7 @@ bool TextureShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR
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vertexShaderBuffer->GetBufferSize(), &m_layout);
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if (FAILED(result))
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{
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logger.Log("Error creating input layout", __FILE__, __LINE__, Logger::LogLevel::Error);
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return false;
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}
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@ -193,6 +206,7 @@ bool TextureShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR
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result = device->CreateBuffer(&matrixBufferDesc, NULL, &m_matrixBuffer);
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if (FAILED(result))
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{
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logger.Log("Error creating constant buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
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return false;
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}
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// Create a texture sampler state description.
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@ -214,14 +228,18 @@ bool TextureShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR
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result = device->CreateSamplerState(&samplerDesc, &m_sampleState);
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if (FAILED(result))
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{
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logger.Log("Error creating sampler state", __FILE__, __LINE__, Logger::LogLevel::Error);
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return false;
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}
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logger.Log("Shader initialized", __FILE__, __LINE__);
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return true;
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}
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void TextureShaderClass::ShutdownShader()
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{
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logger.Log("Shutting down shader", __FILE__, __LINE__);
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// Release the sampler state.
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if (m_sampleState)
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@ -258,6 +276,8 @@ void TextureShaderClass::ShutdownShader()
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m_vertexShader = 0;
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}
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logger.Log("Shader shut down", __FILE__, __LINE__);
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return;
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}
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@ -314,6 +334,7 @@ bool TextureShaderClass::SetShaderParameters(ID3D11DeviceContext* deviceContext,
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result = deviceContext->Map(m_matrixBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
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if (FAILED(result))
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{
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logger.Log("Error mapping constant buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
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return false;
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}
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@ -5,6 +5,7 @@
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//////////////
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// INCLUDES //
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//////////////
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#include "Logger.h"
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#include <d3d11.h>
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#include <d3dcompiler.h>
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#include <directxmath.h>
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@ -49,6 +50,8 @@ private:
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ID3D11InputLayout* m_layout;
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ID3D11Buffer* m_matrixBuffer;
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ID3D11SamplerState* m_sampleState;
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Logger logger;
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};
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#endif
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@ -24,6 +24,8 @@ TranslateShaderClass::~TranslateShaderClass()
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bool TranslateShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
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{
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logger.Log("Initilaizing TranslateShaderClass", __FILE__, __LINE__);
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bool result;
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wchar_t vsFilename[128];
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wchar_t psFilename[128];
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@ -33,6 +35,7 @@ bool TranslateShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
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error = wcscpy_s(vsFilename, 128, L"translate.vs");
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if (error != 0)
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{
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logger.Log("Failed to copy vsFilename", __FILE__, __LINE__, Logger::LogLevel::Error);
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return false;
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}
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@ -40,6 +43,7 @@ bool TranslateShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
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error = wcscpy_s(psFilename, 128, L"translate.ps");
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if (error != 0)
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{
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logger.Log("Failed to copy psFilename", __FILE__, __LINE__, Logger::LogLevel::Error);
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return false;
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}
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@ -47,9 +51,12 @@ bool TranslateShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
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result = InitializeShader(device, hwnd, vsFilename, psFilename);
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if (!result)
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{
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logger.Log("Failed to initialize shader", __FILE__, __LINE__, Logger::LogLevel::Error);
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return false;
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}
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logger.Log("TranslateShaderClass initialized", __FILE__, __LINE__);
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return true;
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}
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@ -72,6 +79,7 @@ bool TranslateShaderClass::Render(ID3D11DeviceContext * deviceContext, int index
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result = SetShaderParameters(deviceContext, worldMatrix, viewMatrix, projectionMatrix, texture, translation);
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if (!result)
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{
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logger.Log("Failed to set shader parameters", __FILE__, __LINE__, Logger::LogLevel::Error);
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return false;
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}
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@ -84,6 +92,8 @@ bool TranslateShaderClass::Render(ID3D11DeviceContext * deviceContext, int index
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bool TranslateShaderClass::InitializeShader(ID3D11Device * device, HWND hwnd, WCHAR * vsFilename, WCHAR * psFilename)
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{
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logger.Log("Initializing translate shader", __FILE__, __LINE__);
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HRESULT result;
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ID3D10Blob* errorMessage;
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ID3D10Blob* vertexShaderBuffer;
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@ -113,7 +123,7 @@ bool TranslateShaderClass::InitializeShader(ID3D11Device * device, HWND hwnd, WC
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// If there was nothing in the error message then it simply could not find the shader file itself.
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else
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{
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MessageBox(hwnd, vsFilename, L"Missing Shader File", MB_OK);
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logger.Log("Failed to compile shader", __FILE__, __LINE__, Logger::LogLevel::Error);
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}
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return false;
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@ -132,7 +142,7 @@ bool TranslateShaderClass::InitializeShader(ID3D11Device * device, HWND hwnd, WC
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// If there was nothing in the error message then it simply could not find the file itself.
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else
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{
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MessageBox(hwnd, psFilename, L"Missing Shader File", MB_OK);
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logger.Log("Failed to compile shader", __FILE__, __LINE__, Logger::LogLevel::Error);
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}
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return false;
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@ -142,6 +152,7 @@ bool TranslateShaderClass::InitializeShader(ID3D11Device * device, HWND hwnd, WC
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result = device->CreateVertexShader(vertexShaderBuffer->GetBufferPointer(), vertexShaderBuffer->GetBufferSize(), NULL, &m_vertexShader);
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if (FAILED(result))
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{
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logger.Log("Failed to create vertex shader", __FILE__, __LINE__, Logger::LogLevel::Error);
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return false;
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}
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@ -149,6 +160,7 @@ bool TranslateShaderClass::InitializeShader(ID3D11Device * device, HWND hwnd, WC
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result = device->CreatePixelShader(pixelShaderBuffer->GetBufferPointer(), pixelShaderBuffer->GetBufferSize(), NULL, &m_pixelShader);
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if (FAILED(result))
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{
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logger.Log("Failed to create pixel shader", __FILE__, __LINE__, Logger::LogLevel::Error);
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return false;
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}
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@ -177,6 +189,7 @@ bool TranslateShaderClass::InitializeShader(ID3D11Device * device, HWND hwnd, WC
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vertexShaderBuffer->GetBufferSize(), &m_layout);
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if (FAILED(result))
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{
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logger.Log("Failed to create input layout", __FILE__, __LINE__, Logger::LogLevel::Error);
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return false;
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}
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@ -199,6 +212,7 @@ bool TranslateShaderClass::InitializeShader(ID3D11Device * device, HWND hwnd, WC
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result = device->CreateBuffer(&matrixBufferDesc, NULL, &m_matrixBuffer);
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if (FAILED(result))
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{
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logger.Log("Failed to create matrix buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
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return false;
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}
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@ -221,6 +235,7 @@ bool TranslateShaderClass::InitializeShader(ID3D11Device * device, HWND hwnd, WC
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result = device->CreateSamplerState(&samplerDesc, &m_sampleState);
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if (FAILED(result))
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{
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logger.Log("Failed to create sampler state", __FILE__, __LINE__, Logger::LogLevel::Error);
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return false;
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}
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@ -236,15 +251,19 @@ bool TranslateShaderClass::InitializeShader(ID3D11Device * device, HWND hwnd, WC
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result = device->CreateBuffer(&translateBufferDesc, NULL, &m_translateBuffer);
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if (FAILED(result))
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{
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logger.Log("Failed to create translate buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
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return false;
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}
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logger.Log("Translate shader initialized", __FILE__, __LINE__);
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return true;
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}
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void TranslateShaderClass::ShutdownShader()
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{
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logger.Log("Shutting down translate shader", __FILE__, __LINE__);
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// Release the texture translation constant buffer.
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if (m_translateBuffer)
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@ -288,6 +307,8 @@ void TranslateShaderClass::ShutdownShader()
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m_vertexShader = 0;
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}
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logger.Log("Translate shader shut down", __FILE__, __LINE__);
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return;
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}
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@ -347,6 +368,7 @@ bool TranslateShaderClass::SetShaderParameters(ID3D11DeviceContext * deviceConte
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result = deviceContext->Map(m_matrixBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
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if (FAILED(result))
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{
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logger.Log("Failed to map matrix buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
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return false;
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}
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@ -374,6 +396,7 @@ bool TranslateShaderClass::SetShaderParameters(ID3D11DeviceContext * deviceConte
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result = deviceContext->Map(m_translateBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
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if (FAILED(result))
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{
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logger.Log("Failed to map translate buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
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return false;
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}
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@ -5,6 +5,7 @@
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//////////////
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// INCLUDES //
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//////////////
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#include "Logger.h"
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#include <d3d11.h>
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#include <d3dcompiler.h>
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#include <directxmath.h>
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@ -56,6 +57,8 @@ private:
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ID3D11Buffer* m_matrixBuffer;
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ID3D11SamplerState* m_sampleState;
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ID3D11Buffer* m_translateBuffer;
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Logger logger;
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};
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#endif
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@ -24,6 +24,8 @@ TransparentShaderClass::~TransparentShaderClass()
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bool TransparentShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
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{
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logger.Log("Initializing TransparentShaderClass", __FILE__, __LINE__);
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bool result;
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wchar_t vsFilename[128];
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wchar_t psFilename[128];
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@ -33,6 +35,7 @@ bool TransparentShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
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error = wcscpy_s(vsFilename, 128, L"transparent.vs");
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if (error != 0)
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{
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logger.Log("Failed to copy vertex shader filename", __FILE__, __LINE__, Logger::LogLevel::Error);
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return false;
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}
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@ -40,6 +43,7 @@ bool TransparentShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
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error = wcscpy_s(psFilename, 128, L"transparent.ps");
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if (error != 0)
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{
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logger.Log("Failed to copy pixel shader filename", __FILE__, __LINE__, Logger::LogLevel::Error);
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return false;
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}
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@ -47,9 +51,12 @@ bool TransparentShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
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result = InitializeShader(device, hwnd, vsFilename, psFilename);
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if (!result)
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{
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logger.Log("Failed to initialize shader", __FILE__, __LINE__, Logger::LogLevel::Error);
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return false;
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}
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logger.Log("TransparentShaderClass initialized", __FILE__, __LINE__);
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return true;
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}
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@ -72,6 +79,7 @@ bool TransparentShaderClass::Render(ID3D11DeviceContext* deviceContext, int inde
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result = SetShaderParameters(deviceContext, worldMatrix, viewMatrix, projectionMatrix, texture, blend);
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if (!result)
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{
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logger.Log("Failed to set shader parameters", __FILE__, __LINE__, Logger::LogLevel::Error);
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return false;
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}
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@ -84,6 +92,8 @@ bool TransparentShaderClass::Render(ID3D11DeviceContext* deviceContext, int inde
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bool TransparentShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR* vsFilename, WCHAR* psFilename)
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{
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logger.Log("Initializing transparent shader", __FILE__, __LINE__);
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HRESULT result;
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ID3D10Blob* errorMessage;
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ID3D10Blob* vertexShaderBuffer;
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@ -113,7 +123,7 @@ bool TransparentShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, W
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// If there was nothing in the error message then it simply could not find the shader file itself.
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else
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{
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MessageBox(hwnd, vsFilename, L"Missing Shader File", MB_OK);
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logger.Log("Failed to compile vertex shader", __FILE__, __LINE__, Logger::LogLevel::Error);
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}
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return false;
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@ -132,7 +142,7 @@ bool TransparentShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, W
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// If there was nothing in the error message then it simply could not find the file itself.
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else
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{
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MessageBox(hwnd, psFilename, L"Missing Shader File", MB_OK);
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logger.Log("Failed to compile pixel shader", __FILE__, __LINE__, Logger::LogLevel::Error);
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}
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return false;
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@ -142,6 +152,7 @@ bool TransparentShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, W
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result = device->CreateVertexShader(vertexShaderBuffer->GetBufferPointer(), vertexShaderBuffer->GetBufferSize(), NULL, &m_vertexShader);
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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;
|
||||
}
|
||||
|
||||
|
@ -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
|
||||
|
Loading…
x
Reference in New Issue
Block a user