Minor update - celshading rework started
This commit is contained in:
@@ -1,34 +1,78 @@
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cbuffer LightBuffer
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/////////////
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// GLOBALS //
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/////////////
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Texture2D shaderTexture : register(t0);
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SamplerState SampleType : register(s0);
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cbuffer SunLightBuffer
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{
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float4 ambientColor;
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float4 diffuseColor;
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float3 lightDirection;
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float padding; // Padding to ensure the structure is a multiple of 16 bytes.
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float3 lightPosition; // Add light position
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float padding2; // Padding to ensure the structure is a multiple of 16 bytes.
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float constantAttenuation;
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float linearAttenuation;
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float quadraticAttenuation;
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float padding3; // Padding to ensure the structure is a multiple of 16 bytes.
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float intensity;
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};
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Texture2D shaderTexture;
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SamplerState SampleType;
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cbuffer SunLightColorBuffer
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{
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float4 sunColor;
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};
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//////////////
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// TYPEDEFS //
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//////////////
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struct PixelInputType
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{
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float4 position : SV_POSITION;
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float3 normal : NORMAL;
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float2 tex : TEXCOORD0;
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float3 worldPos : TEXCOORD1; // Add world position
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float3 normal : NORMAL;
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};
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float4 CelShadingPixelShader(PixelInputType input) : SV_TARGET
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////////////////////////////////////////////////////////////////////////////////
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// Pixel Shader
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////////////////////////////////////////////////////////////////////////////////
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float4 SunLightPixelShader(PixelInputType input) : SV_TARGET
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{
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// Normalize the normal
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float3 normal = normalize(input.normal);
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float4 textureColor;
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float4 color;
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float lightIntensity;
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float4 colorArray;
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float4 colorSum;
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// Convert the normal to a color
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float4 color = float4((normal + 1.0f) * 0.5f, 1.0f);
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// Sample the pixel color from the texture using the sampler at this texture coordinate location.
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textureColor = shaderTexture.Sample(SampleType, input.tex);
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// Calculate the different amounts of light on this pixel based on the direction of the light.
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lightIntensity = saturate(dot(input.normal, -lightDirection));
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if(lightIntensity > 0.95f)
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{
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lightIntensity = 1.0f;
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}
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else if(lightIntensity > 0.5f)
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{
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lightIntensity = 0.75f;
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}
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else if(lightIntensity > 0.25f)
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{
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lightIntensity = 0.5f;
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}
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else
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{
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lightIntensity = 0.25f;
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}
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// Determine the diffuse color amount of the light.
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colorArray = (diffuseColor * lightIntensity) * intensity;
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// Initialize the sum of colors.
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colorSum = float4(0.0f, 0.0f, 0.0f, 1.0f);
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// Add the light color.
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colorSum.r += colorArray.r;
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colorSum.g += colorArray.g;
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colorSum.b += colorArray.b;
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// Multiply the texture pixel by the light color to get the final result.
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color = saturate(colorSum) * textureColor;
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return color;
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}
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@@ -1,3 +1,6 @@
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/////////////
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// GLOBALS //
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/////////////
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cbuffer MatrixBuffer
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{
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matrix worldMatrix;
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@@ -5,22 +8,42 @@ cbuffer MatrixBuffer
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matrix projectionMatrix;
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};
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cbuffer CameraBuffer
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{
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float3 cameraPosition;
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float padding;
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};
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cbuffer SunLightBuffer
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{
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float4 ambientColor; // Color of the ambient light.
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float4 diffuseColor; // Color of the diffuse light.
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float3 lightDirection; // Direction of the light.
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float intensity; // Intensity of the light.
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};
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//////////////
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// TYPEDEFS //
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//////////////
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struct VertexInputType
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{
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float4 position : POSITION;
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float3 normal : NORMAL;
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float2 tex : TEXCOORD0;
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float3 normal : NORMAL;
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};
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struct PixelInputType
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{
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float4 position : SV_POSITION;
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float3 normal : NORMAL;
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float2 tex : TEXCOORD0;
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float3 worldPos : TEXCOORD1; // Add world position
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float3 normal : NORMAL;
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};
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PixelInputType CelShadingVertexShader(VertexInputType input)
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////////////////////////////////////////////////////////////////////////////////
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// Vertex Shader
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////////////////////////////////////////////////////////////////////////////////
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PixelInputType SunLightVertexShader(VertexInputType input)
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{
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PixelInputType output;
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@@ -28,18 +51,18 @@ PixelInputType CelShadingVertexShader(VertexInputType input)
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input.position.w = 1.0f;
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// Calculate the position of the vertex against the world, view, and projection matrices.
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float4 worldPosition = mul(input.position, worldMatrix);
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output.position = mul(worldPosition, viewMatrix);
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output.position = mul(input.position, worldMatrix);
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output.position = mul(output.position, viewMatrix);
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output.position = mul(output.position, projectionMatrix);
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// Pass the normal to the pixel shader
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output.normal = mul((float3x3)worldMatrix, input.normal);
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// Pass the world position to the pixel shader
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output.worldPos = worldPosition.xyz;
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// Store the texture coordinates for the pixel shader.
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output.tex = input.tex;
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// Calculate the normal vector against the world matrix only.
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output.normal = mul(input.normal, (float3x3) worldMatrix);
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// Normalize the normal vector.
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output.normal = normalize(output.normal);
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return output;
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}
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@@ -1,9 +1,5 @@
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#ifndef _CELSHADINGSHADER_H_
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#define _CELSHADINGSHADER_H_
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#pragma once
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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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@@ -12,57 +8,57 @@
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using namespace DirectX;
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using namespace std;
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////////////////////////////////////////////////////////////////////////////////
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// Class name: CelShadingShader
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////////////////////////////////////////////////////////////////////////////////
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class CelShadingShader
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class CelshadeClass
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{
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private:
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struct MatrixBufferType
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private :
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struct MatrixBufferType
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{
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XMMATRIX world;
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XMMATRIX view;
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XMMATRIX projection;
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};
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struct LightBufferType
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struct CameraBufferType
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{
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XMFLOAT4 diffuseColor;
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XMFLOAT3 lightDirection;
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float padding; // Padding to ensure the structure is a multiple of 16 bytes.
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XMFLOAT3 lightPosition; // Add light position
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float padding2; // Padding to ensure the structure is a multiple of 16 bytes.
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float constantAttenuation;
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float linearAttenuation;
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float quadraticAttenuation;
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float padding3; // Padding to ensure the structure is a multiple of 16 bytes.
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XMFLOAT3 cameraPosition;
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float padding;
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};
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struct SunLightBufferType
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{
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XMFLOAT4 diffuseColor;
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XMFLOAT4 ambientColor;
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XMFLOAT3 sunDirection;
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float intensity;
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};
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public:
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CelShadingShader();
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CelShadingShader(const CelShadingShader&);
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~CelShadingShader();
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public :
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CelshadeClass();
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CelshadeClass(const CelshadeClass&);
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~CelshadeClass();
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bool Initialize(ID3D11Device*, HWND);
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void Shutdown();
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bool Render(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, XMFLOAT3, XMFLOAT4, XMFLOAT3);
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bool Render(ID3D11DeviceContext* deviceContex, int indexCount, XMMATRIX worldMatrix, XMMATRIX viewMatrix, XMMATRIX projectionMatrix, ID3D11ShaderResourceView* texture, XMFLOAT4 diffuseColor, XMFLOAT4 ambientColor, XMFLOAT3 sunDirection,float intensity);
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private:
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bool InitializeShader(ID3D11Device*, HWND, WCHAR*, WCHAR*);
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void ShutdownShader();
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void OutputShaderErrorMessage(ID3D10Blob*, HWND, WCHAR*);
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bool SetShaderParameters(ID3D11DeviceContext*, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, XMFLOAT3, XMFLOAT4, XMFLOAT3);
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bool SetShaderParameters(ID3D11DeviceContext* deviceContext, XMMATRIX worldMatrix, XMMATRIX viewMatrix, XMMATRIX projectionMatrix, ID3D11ShaderResourceView* texture, XMFLOAT4 ambientColor, XMFLOAT4 diffuseColor, XMFLOAT3 lightDirection, float sunIntensity);
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void RenderShader(ID3D11DeviceContext*, int);
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private:
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ID3D11VertexShader* m_vertexShader;
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ID3D11PixelShader* m_pixelShader;
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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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ID3D11Buffer* m_lightBuffer;
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};
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#endif
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ID3D11Buffer* m_matrixBuffer;
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ID3D11Buffer* m_cameraBuffer;
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ID3D11Buffer* m_sunlightBuffer;
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ID3D11Buffer* m_sunlightColorBuffer;
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ID3D11Buffer* m_sunlightPositionBuffer;
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};
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@@ -1,7 +1,7 @@
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#ifndef _SHADERMANAGERCLASS_H_
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#define _SHADERMANAGERCLASS_H_
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// Inclure les en-t<EFBFBD>tes n<EFBFBD>cessaires
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// Inclure les en-têtes nécessaires
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#include <d3d11.h>
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#include <DirectXMath.h>
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#include <vector>
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@@ -42,7 +42,7 @@ public:
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bool RenderlightMapShader(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, ID3D11ShaderResourceView*);
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bool RenderRefractionShader(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, XMFLOAT3, XMFLOAT4[], XMFLOAT4[], XMFLOAT4[], XMFLOAT4);
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bool RenderWaterShader(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, ID3D11ShaderResourceView*, ID3D11ShaderResourceView*, float, float);
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bool RenderCelShadingShader(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, XMFLOAT3, XMFLOAT4, XMFLOAT3);
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bool RenderCelShadingShader(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, XMFLOAT4, XMFLOAT4, XMFLOAT3, float);
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bool RenderSunlightShader(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, XMFLOAT4, XMFLOAT4, XMFLOAT3, float);
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private:
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TextureShaderClass* m_TextureShader;
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@@ -56,7 +56,7 @@ private:
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LightMapShaderClass* m_LightMapShader;
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RefractionShaderClass* m_RefractionShader;
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WaterShaderClass* m_WaterShader;
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CelShadingShader* m_CelShadingShader;
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CelshadeClass* m_CelShadingShader;
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SunlightShaderClass* m_SunlightShader;
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};
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@@ -35,6 +35,9 @@
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#include <comdef.h> // Pour _com_error
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#include <chrono>
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#include <thread>
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#include <map>
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#include <algorithm>
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#include <DirectXMath.h>
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/////////////
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@@ -136,7 +139,6 @@ public:
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bool GetCanFixedUpdate() const { return CanFixedUpdate; };
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void SetCanFixedUpdate(bool canFixedUpdate) { CanFixedUpdate = canFixedUpdate; };
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private:
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bool Render(float, float, float, float, float);
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bool RenderPhysics(bool keyLeft, bool keyRight, bool keyUp, bool keyDown, float deltaTime);
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|
@@ -33,7 +33,6 @@ public:
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void WidgetObjectWindow(ApplicationClass* app);
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void WidgetTerrainWindow(ApplicationClass* app);
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void WidgetLightWindow(ApplicationClass* app);
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void WidgetShaderWindow(ApplicationClass* app);
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void WidgetEngineSettingsWindow(ApplicationClass* app);
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void WidgetRenderWindow(ApplicationClass* app, ImVec2 availableSize);
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void WidgetLogWindow(ApplicationClass* app);
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@@ -1,38 +1,47 @@
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////////////////////////////////////////////////////////////////////////////////
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// Filename: lightshaderclass.cpp
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////////////////////////////////////////////////////////////////////////////////
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#include "CelShadingShader.h"
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#include <iostream>
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CelShadingShader::CelShadingShader()
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CelshadeClass::CelshadeClass()
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{
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m_vertexShader = 0;
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m_pixelShader = 0;
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m_layout = 0;
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m_matrixBuffer = 0;
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m_sampleState = 0;
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m_lightBuffer = 0;
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m_matrixBuffer = 0;
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m_cameraBuffer = 0;
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m_sunlightBuffer = 0;
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m_sunlightColorBuffer = 0;
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m_sunlightPositionBuffer = 0;
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}
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CelShadingShader::CelShadingShader(const CelShadingShader& other)
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CelshadeClass::CelshadeClass(const CelshadeClass& other)
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{
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}
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CelShadingShader::~CelShadingShader()
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CelshadeClass::~CelshadeClass()
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{
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}
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bool CelShadingShader::Initialize(ID3D11Device* device, HWND hwnd)
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{
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Logger::Get().Log("Initializing CelShadingShader", __FILE__, __LINE__, Logger::LogLevel::Initialize);
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bool result;
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bool CelshadeClass::Initialize(ID3D11Device* device, HWND hwnd)
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{
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Logger::Get().Log("Initializing LightShaderClass", __FILE__, __LINE__, Logger::LogLevel::Initialize);
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wchar_t vsFilename[128];
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wchar_t psFilename[128];
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int error;
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bool result;
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// Set the filename of the vertex shader.
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error = wcscpy_s(vsFilename, 128, L"src/hlsl/celshading.vs");
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if (error != 0)
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{
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Logger::Get().Log("Failed to set the filename of the vertex shader", __FILE__, __LINE__);
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Logger::Get().Log("Failed to copy string", __FILE__, __LINE__, Logger::LogLevel::Error);
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return false;
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}
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@@ -40,38 +49,42 @@ bool CelShadingShader::Initialize(ID3D11Device* device, HWND hwnd)
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error = wcscpy_s(psFilename, 128, L"src/hlsl/celshading.ps");
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if (error != 0)
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{
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Logger::Get().Log("Failed to set the filename of the pixel shader", __FILE__, __LINE__);
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Logger::Get().Log("Failed to copy string", __FILE__, __LINE__, Logger::LogLevel::Error);
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return false;
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}
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// Initialize the vertex and pixel shaders.
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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::Get().Log("Failed to initialize the vertex and pixel shaders", __FILE__, __LINE__);
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Logger::Get().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::Get().Log("Successfully initialized CelShadingShader", __FILE__, __LINE__, Logger::LogLevel::Initialize);
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Logger::Get().Log("SunLightShaderClass initialized", __FILE__, __LINE__, Logger::LogLevel::Initialize);
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return true;
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}
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void CelShadingShader::Shutdown()
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void CelshadeClass::Shutdown()
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{
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// Shutdown the vertex and pixel shaders as well as the related objects.
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ShutdownShader();
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return;
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}
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bool CelShadingShader::Render(ID3D11DeviceContext* deviceContext, int indexCount, XMMATRIX worldMatrix, XMMATRIX viewMatrix, XMMATRIX projectionMatrix,
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ID3D11ShaderResourceView* texture, XMFLOAT3 lightDirection, XMFLOAT4 diffuseColor, XMFLOAT3 lightPosition)
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bool CelshadeClass::Render(ID3D11DeviceContext* deviceContext, int indexCount, XMMATRIX worldMatrix, XMMATRIX viewMatrix, XMMATRIX projectionMatrix,
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ID3D11ShaderResourceView* texture, XMFLOAT4 diffuseColor, XMFLOAT4 ambientColor, XMFLOAT3 sunDirection, float sunIntensity)
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{
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bool result;
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// Set the shader parameters that it will use for rendering.
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result = SetShaderParameters(deviceContext, worldMatrix, viewMatrix, projectionMatrix, texture, lightDirection, diffuseColor, lightPosition);
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result = SetShaderParameters(deviceContext, worldMatrix, viewMatrix, projectionMatrix, texture, diffuseColor, ambientColor, sunDirection, sunIntensity);
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if (!result)
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{
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Logger::Get().Log("CelShading Error", __FILE__, __LINE__, Logger::LogLevel::Error);
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Logger::Get().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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@@ -81,89 +94,92 @@ bool CelShadingShader::Render(ID3D11DeviceContext* deviceContext, int indexCount
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return true;
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}
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bool CelShadingShader::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR* vsFilename, WCHAR* psFilename)
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bool CelshadeClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR* vsFilename, WCHAR* psFilename)
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{
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Logger::Get().Log("Initializing shader", __FILE__, __LINE__, Logger::LogLevel::Initialize);
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HRESULT result;
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ID3D10Blob* errorMessage = nullptr;
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ID3D10Blob* vertexShaderBuffer = nullptr;
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ID3D10Blob* pixelShaderBuffer = nullptr;
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ID3D10Blob* errorMessage;
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ID3D10Blob* vertexShaderBuffer;
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ID3D10Blob* pixelShaderBuffer;
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D3D11_INPUT_ELEMENT_DESC polygonLayout[3];
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unsigned int numElements;
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D3D11_BUFFER_DESC matrixBufferDesc;
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||||
D3D11_SAMPLER_DESC samplerDesc;
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||||
D3D11_BUFFER_DESC lightBufferDesc;
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||||
D3D11_BUFFER_DESC matrixBufferDesc;
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||||
D3D11_BUFFER_DESC sunlightBufferDesc;
|
||||
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// Initialize the pointers this function will use to null.
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errorMessage = 0;
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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;
|
||||
}
|
||||
|
@@ -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;
|
||||
|
@@ -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);
|
||||
|
@@ -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);
|
||||
|
Reference in New Issue
Block a user