Minor update - celshading rework started

This commit is contained in:
CatChow0 2025-01-28 17:42:23 +01:00
parent 0d5e26266b
commit 151ea9b191
18 changed files with 542 additions and 233 deletions

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@ -1,34 +1,78 @@
cbuffer LightBuffer
/////////////
// GLOBALS //
/////////////
Texture2D shaderTexture : register(t0);
SamplerState SampleType : register(s0);
cbuffer SunLightBuffer
{
float4 ambientColor;
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.
float intensity;
};
Texture2D shaderTexture;
SamplerState SampleType;
cbuffer SunLightColorBuffer
{
float4 sunColor;
};
//////////////
// TYPEDEFS //
//////////////
struct PixelInputType
{
float4 position : SV_POSITION;
float3 normal : NORMAL;
float2 tex : TEXCOORD0;
float3 worldPos : TEXCOORD1; // Add world position
float3 normal : NORMAL;
};
float4 CelShadingPixelShader(PixelInputType input) : SV_TARGET
////////////////////////////////////////////////////////////////////////////////
// Pixel Shader
////////////////////////////////////////////////////////////////////////////////
float4 SunLightPixelShader(PixelInputType input) : SV_TARGET
{
// Normalize the normal
float3 normal = normalize(input.normal);
float4 textureColor;
float4 color;
float lightIntensity;
float4 colorArray;
float4 colorSum;
// Convert the normal to a color
float4 color = float4((normal + 1.0f) * 0.5f, 1.0f);
// 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));
if(lightIntensity > 0.95f)
{
lightIntensity = 1.0f;
}
else if(lightIntensity > 0.5f)
{
lightIntensity = 0.75f;
}
else if(lightIntensity > 0.25f)
{
lightIntensity = 0.5f;
}
else
{
lightIntensity = 0.25f;
}
// 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;
}

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@ -1,3 +1,6 @@
/////////////
// GLOBALS //
/////////////
cbuffer MatrixBuffer
{
matrix worldMatrix;
@ -5,22 +8,42 @@ cbuffer MatrixBuffer
matrix projectionMatrix;
};
cbuffer CameraBuffer
{
float3 cameraPosition;
float padding;
};
cbuffer SunLightBuffer
{
float4 ambientColor; // Color of the ambient light.
float4 diffuseColor; // Color of the diffuse light.
float3 lightDirection; // Direction of the light.
float intensity; // Intensity of the light.
};
//////////////
// TYPEDEFS //
//////////////
struct VertexInputType
{
float4 position : POSITION;
float3 normal : NORMAL;
float2 tex : TEXCOORD0;
float3 normal : NORMAL;
};
struct PixelInputType
{
float4 position : SV_POSITION;
float3 normal : NORMAL;
float2 tex : TEXCOORD0;
float3 worldPos : TEXCOORD1; // Add world position
float3 normal : NORMAL;
};
PixelInputType CelShadingVertexShader(VertexInputType input)
////////////////////////////////////////////////////////////////////////////////
// Vertex Shader
////////////////////////////////////////////////////////////////////////////////
PixelInputType SunLightVertexShader(VertexInputType input)
{
PixelInputType output;
@ -28,18 +51,18 @@ PixelInputType CelShadingVertexShader(VertexInputType input)
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(input.position, worldMatrix);
output.position = mul(output.position, 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;
// 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;
}

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@ -1,9 +1,5 @@
#ifndef _CELSHADINGSHADER_H_
#define _CELSHADINGSHADER_H_
#pragma once
//////////////
// INCLUDES //
//////////////
#include "Logger.h"
#include <d3d11.h>
#include <d3dcompiler.h>
@ -12,57 +8,57 @@
using namespace DirectX;
using namespace std;
////////////////////////////////////////////////////////////////////////////////
// Class name: CelShadingShader
////////////////////////////////////////////////////////////////////////////////
class CelShadingShader
class CelshadeClass
{
private:
struct MatrixBufferType
private :
struct MatrixBufferType
{
XMMATRIX world;
XMMATRIX view;
XMMATRIX projection;
};
struct LightBufferType
struct CameraBufferType
{
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.
XMFLOAT3 cameraPosition;
float padding;
};
struct SunLightBufferType
{
XMFLOAT4 diffuseColor;
XMFLOAT4 ambientColor;
XMFLOAT3 sunDirection;
float intensity;
};
public:
CelShadingShader();
CelShadingShader(const CelShadingShader&);
~CelShadingShader();
public :
CelshadeClass();
CelshadeClass(const CelshadeClass&);
~CelshadeClass();
bool Initialize(ID3D11Device*, HWND);
void Shutdown();
bool Render(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, XMFLOAT3, XMFLOAT4, XMFLOAT3);
bool Render(ID3D11DeviceContext* deviceContex, int indexCount, XMMATRIX worldMatrix, XMMATRIX viewMatrix, XMMATRIX projectionMatrix, ID3D11ShaderResourceView* texture, XMFLOAT4 diffuseColor, XMFLOAT4 ambientColor, XMFLOAT3 sunDirection,float intensity);
private:
bool InitializeShader(ID3D11Device*, HWND, WCHAR*, WCHAR*);
void ShutdownShader();
void OutputShaderErrorMessage(ID3D10Blob*, HWND, WCHAR*);
bool SetShaderParameters(ID3D11DeviceContext*, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, XMFLOAT3, XMFLOAT4, XMFLOAT3);
bool SetShaderParameters(ID3D11DeviceContext* deviceContext, XMMATRIX worldMatrix, XMMATRIX viewMatrix, XMMATRIX projectionMatrix, ID3D11ShaderResourceView* texture, XMFLOAT4 ambientColor, XMFLOAT4 diffuseColor, XMFLOAT3 lightDirection, float sunIntensity);
void RenderShader(ID3D11DeviceContext*, int);
private:
ID3D11VertexShader* m_vertexShader;
ID3D11PixelShader* m_pixelShader;
ID3D11InputLayout* m_layout;
ID3D11Buffer* m_matrixBuffer;
ID3D11SamplerState* m_sampleState;
ID3D11Buffer* m_lightBuffer;
};
#endif
ID3D11Buffer* m_matrixBuffer;
ID3D11Buffer* m_cameraBuffer;
ID3D11Buffer* m_sunlightBuffer;
ID3D11Buffer* m_sunlightColorBuffer;
ID3D11Buffer* m_sunlightPositionBuffer;
};

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@ -1,7 +1,7 @@
#ifndef _SHADERMANAGERCLASS_H_
#define _SHADERMANAGERCLASS_H_
// Inclure les en-têtes nécessaires
// Inclure les en-têtes nécessaires
#include <d3d11.h>
#include <DirectXMath.h>
#include <vector>
@ -42,7 +42,7 @@ public:
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 RenderCelShadingShader(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, XMFLOAT4, XMFLOAT4, XMFLOAT3, float);
bool RenderSunlightShader(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, XMFLOAT4, XMFLOAT4, XMFLOAT3, float);
private:
TextureShaderClass* m_TextureShader;
@ -56,7 +56,7 @@ private:
LightMapShaderClass* m_LightMapShader;
RefractionShaderClass* m_RefractionShader;
WaterShaderClass* m_WaterShader;
CelShadingShader* m_CelShadingShader;
CelshadeClass* m_CelShadingShader;
SunlightShaderClass* m_SunlightShader;
};

View File

@ -35,6 +35,9 @@
#include <comdef.h> // Pour _com_error
#include <chrono>
#include <thread>
#include <map>
#include <algorithm>
#include <DirectXMath.h>
/////////////
@ -136,7 +139,6 @@ public:
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);

View File

@ -33,7 +33,6 @@ public:
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);

View File

@ -1,38 +1,47 @@
////////////////////////////////////////////////////////////////////////////////
// Filename: lightshaderclass.cpp
////////////////////////////////////////////////////////////////////////////////
#include "CelShadingShader.h"
#include <iostream>
CelShadingShader::CelShadingShader()
CelshadeClass::CelshadeClass()
{
m_vertexShader = 0;
m_pixelShader = 0;
m_layout = 0;
m_matrixBuffer = 0;
m_sampleState = 0;
m_lightBuffer = 0;
m_matrixBuffer = 0;
m_cameraBuffer = 0;
m_sunlightBuffer = 0;
m_sunlightColorBuffer = 0;
m_sunlightPositionBuffer = 0;
}
CelShadingShader::CelShadingShader(const CelShadingShader& other)
CelshadeClass::CelshadeClass(const CelshadeClass& other)
{
}
CelShadingShader::~CelShadingShader()
CelshadeClass::~CelshadeClass()
{
}
bool CelShadingShader::Initialize(ID3D11Device* device, HWND hwnd)
{
Logger::Get().Log("Initializing CelShadingShader", __FILE__, __LINE__, Logger::LogLevel::Initialize);
bool result;
bool CelshadeClass::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/celshading.vs");
if (error != 0)
{
Logger::Get().Log("Failed to set the filename of the vertex shader", __FILE__, __LINE__);
Logger::Get().Log("Failed to copy string", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
@ -40,38 +49,42 @@ bool CelShadingShader::Initialize(ID3D11Device* device, HWND hwnd)
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__);
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 the vertex and pixel shaders", __FILE__, __LINE__);
Logger::Get().Log("Failed to initialize shader", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
Logger::Get().Log("Successfully initialized CelShadingShader", __FILE__, __LINE__, Logger::LogLevel::Initialize);
Logger::Get().Log("SunLightShaderClass initialized", __FILE__, __LINE__, Logger::LogLevel::Initialize);
return true;
}
void CelShadingShader::Shutdown()
void CelshadeClass::Shutdown()
{
// Shutdown the vertex and pixel shaders as well as the related objects.
ShutdownShader();
return;
}
bool CelShadingShader::Render(ID3D11DeviceContext* deviceContext, int indexCount, XMMATRIX worldMatrix, XMMATRIX viewMatrix, XMMATRIX projectionMatrix,
ID3D11ShaderResourceView* texture, XMFLOAT3 lightDirection, XMFLOAT4 diffuseColor, XMFLOAT3 lightPosition)
bool CelshadeClass::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, lightDirection, diffuseColor, lightPosition);
result = SetShaderParameters(deviceContext, worldMatrix, viewMatrix, projectionMatrix, texture, diffuseColor, ambientColor, sunDirection, sunIntensity);
if (!result)
{
Logger::Get().Log("CelShading Error", __FILE__, __LINE__, Logger::LogLevel::Error);
Logger::Get().Log("Failed to set shader parameters", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
@ -81,89 +94,92 @@ bool CelShadingShader::Render(ID3D11DeviceContext* deviceContext, int indexCount
return true;
}
bool CelShadingShader::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR* vsFilename, WCHAR* psFilename)
bool CelshadeClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR* vsFilename, WCHAR* psFilename)
{
Logger::Get().Log("Initializing shader", __FILE__, __LINE__, Logger::LogLevel::Initialize);
HRESULT result;
ID3D10Blob* errorMessage = nullptr;
ID3D10Blob* vertexShaderBuffer = nullptr;
ID3D10Blob* pixelShaderBuffer = nullptr;
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 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, nullptr, nullptr, "CelShadingVertexShader", "vs_5_0", D3D10_SHADER_ENABLE_STRICTNESS, 0, &vertexShaderBuffer, &errorMessage);
result = D3DCompileFromFile(vsFilename, NULL, NULL, "SunLightVertexShader", "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);
Logger::Get().Log("Failed to compile shader", __FILE__, __LINE__, Logger::LogLevel::Error);
}
return false;
}
// Compile the pixel shader code.
result = D3DCompileFromFile(psFilename, nullptr, nullptr, "CelShadingPixelShader", "ps_5_0", D3D10_SHADER_ENABLE_STRICTNESS, 0, &pixelShaderBuffer, &errorMessage);
result = D3DCompileFromFile(psFilename, NULL, NULL, "SunLightPixelShader", "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);
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(), nullptr, &m_vertexShader);
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(), nullptr, &m_pixelShader);
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 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].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 = "NORMAL";
polygonLayout[1].SemanticName = "TEXCOORD";
polygonLayout[1].SemanticIndex = 0;
polygonLayout[1].Format = DXGI_FORMAT_R32G32B32_FLOAT;
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 = "TEXCOORD";
polygonLayout[2].SemanticName = "NORMAL";
polygonLayout[2].SemanticIndex = 0;
polygonLayout[2].Format = DXGI_FORMAT_R32G32_FLOAT;
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;
@ -176,30 +192,16 @@ bool CelShadingShader::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR*
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 = nullptr;
vertexShaderBuffer = 0;
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;
}
pixelShaderBuffer = 0;
// Create a texture sampler state description.
samplerDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
@ -220,78 +222,128 @@ bool CelShadingShader::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR*
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 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;
// 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 pixel shader constant buffer from within this class.
result = device->CreateBuffer(&lightBufferDesc, nullptr, &m_lightBuffer);
// 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 CelShadingShader::ShutdownShader()
void CelshadeClass::ShutdownShader()
{
// Release the light constant buffer.
if (m_lightBuffer)
Logger::Get().Log("Shutting down SunLightShaderClass", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
// Release the light constant buffers.
if (m_sunlightColorBuffer)
{
m_lightBuffer->Release();
m_lightBuffer = nullptr;
m_sunlightColorBuffer->Release();
m_sunlightColorBuffer = 0;
}
// Release the sampler state.
if (m_sampleState)
if (m_sunlightPositionBuffer)
{
m_sampleState->Release();
m_sampleState = nullptr;
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 = nullptr;
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 = nullptr;
m_layout = 0;
}
// Release the pixel shader.
if (m_pixelShader)
{
m_pixelShader->Release();
m_pixelShader = nullptr;
m_pixelShader = 0;
}
// Release the vertex shader.
if (m_vertexShader)
{
m_vertexShader->Release();
m_vertexShader = nullptr;
m_vertexShader = 0;
}
Logger::Get().Log("SunLightShaderClass shut down", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
return;
}
void CelShadingShader::OutputShaderErrorMessage(ID3D10Blob* errorMessage, HWND hwnd, WCHAR* shaderFilename)
void CelshadeClass::OutputShaderErrorMessage(ID3D10Blob* errorMessage, HWND hwnd, WCHAR* shaderFilename)
{
char* compileErrors;
unsigned long bufferSize, i;
std::ofstream fout;
unsigned __int64 bufferSize, i;
ofstream fout;
// Get a pointer to the error message text buffer.
compileErrors = (char*)(errorMessage->GetBufferPointer());
@ -313,20 +365,32 @@ void CelShadingShader::OutputShaderErrorMessage(ID3D10Blob* errorMessage, HWND h
// Release the error message.
errorMessage->Release();
errorMessage = nullptr;
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);
MessageBox(hwnd, L"Error compiling shader. Check shader-error.txt for message.", shaderFilename, MB_OK);
return;
}
bool CelShadingShader::SetShaderParameters(ID3D11DeviceContext* deviceContext, XMMATRIX worldMatrix, XMMATRIX viewMatrix, XMMATRIX projectionMatrix,
ID3D11ShaderResourceView* texture, XMFLOAT3 lightDirection, XMFLOAT4 diffuseColor, XMFLOAT3 lightPosition)
bool CelshadeClass::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;
LightBufferType* dataPtr2;
CameraBufferType* dataPtr2;
SunLightBufferType* dataPtr3;
unsigned int bufferNumber;
// Transpose the matrices to prepare them for the shader.
@ -358,32 +422,30 @@ bool CelShadingShader::SetShaderParameters(ID3D11DeviceContext* deviceContext, X
// 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);
// 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.
dataPtr2 = (LightBufferType*)mappedResource.pData;
dataPtr3 = (SunLightBufferType*)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;
dataPtr3->ambientColor = ambientColor;
dataPtr3->diffuseColor = diffuseColor;
dataPtr3->sunDirection = lightDirection;
dataPtr3->intensity = sunIntensity;
// Unlock the constant buffer.
deviceContext->Unmap(m_lightBuffer, 0);
deviceContext->Unmap(m_sunlightBuffer, 0);
// Set the position of the light constant buffer in the pixel shader.
// Set the position of the sunlight 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);
// 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);
@ -391,20 +453,20 @@ bool CelShadingShader::SetShaderParameters(ID3D11DeviceContext* deviceContext, X
return true;
}
void CelShadingShader::RenderShader(ID3D11DeviceContext* deviceContext, int indexCount)
void CelshadeClass::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);
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

@ -127,7 +127,7 @@ bool ShaderManagerClass::Initialize(ID3D11Device* device, HWND hwnd)
return false;
}
m_CelShadingShader = new CelShadingShader;
m_CelShadingShader = new CelshadeClass;
result = m_CelShadingShader->Initialize(device, hwnd);
if (!result)
{
@ -422,11 +422,11 @@ bool ShaderManagerClass::RenderWaterShader(ID3D11DeviceContext* deviceContext, i
}
bool ShaderManagerClass::RenderCelShadingShader(ID3D11DeviceContext* deviceContext, int indexCount, XMMATRIX worldMatrix, XMMATRIX viewMatrix, XMMATRIX projectionMatrix,
ID3D11ShaderResourceView* texture, XMFLOAT3 lightDirection, XMFLOAT4 diffuseColor, XMFLOAT3 lightPosition)
ID3D11ShaderResourceView* texture, XMFLOAT4 diffuseColor, XMFLOAT4 ambientColor, XMFLOAT3 sunDirection, float sunIntensity)
{
bool result;
result = m_CelShadingShader->Render(deviceContext, indexCount, worldMatrix, viewMatrix, projectionMatrix, texture, lightDirection, diffuseColor, lightPosition);
result = m_CelShadingShader->Render(deviceContext, indexCount, worldMatrix, viewMatrix, projectionMatrix, texture, diffuseColor, ambientColor, sunDirection, sunIntensity);
if (!result)
{
return false;

View File

@ -1899,8 +1899,18 @@ bool ApplicationClass::RenderPass(const std::vector<std::reference_wrapper<std::
switch (object->GetActiveShader())
{
case Object::CEL_SHADING:
result = m_ShaderManager->RenderCelShadingShader(m_Direct3D->GetDeviceContext(), object->GetIndexCount(), worldMatrix, view, projection, object->GetTexture(0),
m_Lights[0]->GetDirection(), m_Lights[0]->GetDiffuseColor(), TrueLightPosition);
result = m_ShaderManager->RenderCelShadingShader(
m_Direct3D->GetDeviceContext(),
object->GetIndexCount(),
worldMatrix,
view,
projection,
object->GetTexture(0),
m_SunLight->GetDiffuseColor(),
m_SunLight->GetAmbientColor(),
m_SunLight->GetDirection(),
m_SunLight->GetIntensity()
);
if (!result)
{
Logger::Get().Log("Could not render the model using the cel shader", __FILE__, __LINE__, Logger::LogLevel::Error);
@ -1909,7 +1919,17 @@ bool ApplicationClass::RenderPass(const std::vector<std::reference_wrapper<std::
break;
case Object::NORMAL_MAPPING:
result = m_ShaderManager->RenderNormalMapShader(m_Direct3D->GetDeviceContext(), object->GetIndexCount(), worldMatrix, view, projection, object->GetTexture(0), object->GetTexture(1), m_Lights[0]->GetDirection(), m_Lights[0]->GetDiffuseColor());
result = m_ShaderManager->RenderNormalMapShader(
m_Direct3D->GetDeviceContext(),
object->GetIndexCount(),
worldMatrix,
view,
projection,
object->GetTexture(0),
object->GetTexture(1),
m_Lights[0]->GetDirection(),
m_Lights[0]->GetDiffuseColor()
);
if (!result)
{
Logger::Get().Log("Could not render the model using the normal map shader", __FILE__, __LINE__, Logger::LogLevel::Error);
@ -1945,8 +1965,17 @@ bool ApplicationClass::RenderPass(const std::vector<std::reference_wrapper<std::
break;
case Object::SUNLIGHT:
result = m_ShaderManager->RenderSunlightShader(m_Direct3D->GetDeviceContext(), object->GetIndexCount(), worldMatrix, view, projection,
object->GetTexture(0), m_SunLight->GetDiffuseColor(), m_SunLight->GetAmbientColor(), m_SunLight->GetDirection(), m_SunLight->GetIntensity());
result = m_ShaderManager->RenderSunlightShader(
m_Direct3D->GetDeviceContext(),
object->GetIndexCount(),
worldMatrix,
view,
projection,
object->GetTexture(0),
m_SunLight->GetDiffuseColor(),
m_SunLight->GetAmbientColor(),
m_SunLight->GetDirection(),
m_SunLight->GetIntensity());
if (!result)
{
Logger::Get().Log("Could not render the object model using the sunlight shader", __FILE__, __LINE__, Logger::LogLevel::Error);

View File

@ -134,17 +134,6 @@ void imguiManager::WidgetAddObject(ApplicationClass* app)
}
}
void imguiManager::WidgetShaderWindow(ApplicationClass* app)
{
ImGui::Begin("Shader Manager");
// Checkbox for toggling cel shading globally in the application class by calling the SetCelShading function in the application class when the checkbox state changes
ImGui::Checkbox("Enable Cel Shading", &m_EnableCelShading);
app->SetCelShading(m_EnableCelShading);
ImGui::End();
}
void imguiManager::WidgetObjectWindow(ApplicationClass* app)
{
ImGui::Begin("Objects", &showObjectWindow);
@ -417,11 +406,6 @@ bool imguiManager::ImGuiWidgetRenderer(ApplicationClass* app)
WidgetLightWindow(app);
}
if (showShaderWindow)
{
WidgetShaderWindow(app);
}
if (showEngineSettingsWindow)
{
WidgetEngineSettingsWindow(app);