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

View File

@ -0,0 +1,14 @@
<?xml version="1.0" encoding="UTF-8"?>
<project version="4">
<component name="DiscordProjectSettings">
<option name="show" value="PROJECT_FILES" />
<option name="description" value="" />
<option name="applicationTheme" value="default" />
<option name="iconsTheme" value="default" />
<option name="button1Title" value="" />
<option name="button1Url" value="" />
<option name="button2Title" value="" />
<option name="button2Url" value="" />
<option name="customApplicationId" value="" />
</component>
</project>

View File

@ -0,0 +1,8 @@
<?xml version="1.0" encoding="UTF-8"?>
<project version="4">
<component name="Encoding">
<file url="file://$PROJECT_DIR$/enginecustom/src/src/system/applicationclass.cpp" charset="windows-1252" />
<file url="file://$PROJECT_DIR$/enginecustom/src/src/system/imguiManager.cpp" charset="windows-1252" />
<file url="PROJECT" charset="windows-1252" />
</component>
</project>

View File

@ -3,7 +3,9 @@
<component name="MaterialThemeProjectNewConfig"> <component name="MaterialThemeProjectNewConfig">
<option name="metadata"> <option name="metadata">
<MTProjectMetadataState> <MTProjectMetadataState>
<option name="userId" value="-6a4cade4:194a9b80ce0:-7ffa" /> <option name="migrated" value="true" />
<option name="pristineConfig" value="false" />
<option name="userId" value="4025287c:194ad69ad19:-7ff7" />
</MTProjectMetadataState> </MTProjectMetadataState>
</option> </option>
</component> </component>

View File

@ -1,7 +1,6 @@
<?xml version="1.0" encoding="UTF-8"?> <?xml version="1.0" encoding="UTF-8"?>
<project version="4"> <project version="4">
<component name="RiderProjectSettingsUpdater"> <component name="RiderProjectSettingsUpdater">
<option name="singleClickDiffPreview" value="1" /> <option name="vcsConfiguration" value="2" />
<option name="vcsConfiguration" value="3" />
</component> </component>
</project> </project>

View File

@ -1,10 +1,77 @@
<?xml version="1.0" encoding="UTF-8"?> <?xml version="1.0" encoding="UTF-8"?>
<project version="4"> <project version="4">
<component name="RunManager" selected="C/C++ Project.enginecustom"> <component name="AutoImportSettings">
<option name="autoReloadType" value="SELECTIVE" />
</component>
<component name="ChangeListManager">
<list default="true" id="e81d6e08-efc7-40a0-909d-ec4943d948e9" name="Changes" comment="">
<change afterPath="$PROJECT_DIR$/.idea/.idea.KhaoticEngineReborn/.idea/discord.xml" afterDir="false" />
<change afterPath="$PROJECT_DIR$/.idea/.idea.KhaoticEngineReborn/.idea/encodings.xml" afterDir="false" />
<change beforePath="$PROJECT_DIR$/.idea/.idea.KhaoticEngineReborn/.idea/material_theme_project_new.xml" beforeDir="false" afterPath="$PROJECT_DIR$/.idea/.idea.KhaoticEngineReborn/.idea/material_theme_project_new.xml" afterDir="false" />
<change beforePath="$PROJECT_DIR$/.idea/.idea.KhaoticEngineReborn/.idea/projectSettingsUpdater.xml" beforeDir="false" afterPath="$PROJECT_DIR$/.idea/.idea.KhaoticEngineReborn/.idea/projectSettingsUpdater.xml" afterDir="false" />
<change beforePath="$PROJECT_DIR$/.idea/.idea.KhaoticEngineReborn/.idea/workspace.xml" beforeDir="false" afterPath="$PROJECT_DIR$/.idea/.idea.KhaoticEngineReborn/.idea/workspace.xml" afterDir="false" />
<change beforePath="$PROJECT_DIR$/enginecustom/assets/Texture/imgui.ini" beforeDir="false" afterPath="$PROJECT_DIR$/enginecustom/assets/Texture/imgui.ini" afterDir="false" />
<change beforePath="$PROJECT_DIR$/enginecustom/imgui.ini" beforeDir="false" afterPath="$PROJECT_DIR$/enginecustom/imgui.ini" afterDir="false" />
<change beforePath="$PROJECT_DIR$/enginecustom/shader-error.txt" beforeDir="false" afterPath="$PROJECT_DIR$/enginecustom/shader-error.txt" afterDir="false" />
<change beforePath="$PROJECT_DIR$/enginecustom/src/hlsl/celshading.ps" beforeDir="false" afterPath="$PROJECT_DIR$/enginecustom/src/hlsl/celshading.ps" afterDir="false" />
<change beforePath="$PROJECT_DIR$/enginecustom/src/hlsl/celshading.vs" beforeDir="false" afterPath="$PROJECT_DIR$/enginecustom/src/hlsl/celshading.vs" afterDir="false" />
<change beforePath="$PROJECT_DIR$/enginecustom/src/inc/shader/CelShadingShader.h" beforeDir="false" afterPath="$PROJECT_DIR$/enginecustom/src/inc/shader/CelShadingShader.h" afterDir="false" />
<change beforePath="$PROJECT_DIR$/enginecustom/src/inc/shader/shadermanagerclass.h" beforeDir="false" afterPath="$PROJECT_DIR$/enginecustom/src/inc/shader/shadermanagerclass.h" afterDir="false" />
<change beforePath="$PROJECT_DIR$/enginecustom/src/inc/system/applicationclass.h" beforeDir="false" afterPath="$PROJECT_DIR$/enginecustom/src/inc/system/applicationclass.h" afterDir="false" />
<change beforePath="$PROJECT_DIR$/enginecustom/src/inc/system/imguiManager.h" beforeDir="false" afterPath="$PROJECT_DIR$/enginecustom/src/inc/system/imguiManager.h" afterDir="false" />
<change beforePath="$PROJECT_DIR$/enginecustom/src/src/shader/CelShadingShader.cpp" beforeDir="false" afterPath="$PROJECT_DIR$/enginecustom/src/src/shader/CelShadingShader.cpp" afterDir="false" />
<change beforePath="$PROJECT_DIR$/enginecustom/src/src/shader/shadermanagerclass.cpp" beforeDir="false" afterPath="$PROJECT_DIR$/enginecustom/src/src/shader/shadermanagerclass.cpp" afterDir="false" />
<change beforePath="$PROJECT_DIR$/enginecustom/src/src/system/applicationclass.cpp" beforeDir="false" afterPath="$PROJECT_DIR$/enginecustom/src/src/system/applicationclass.cpp" afterDir="false" />
<change beforePath="$PROJECT_DIR$/enginecustom/src/src/system/imguiManager.cpp" beforeDir="false" afterPath="$PROJECT_DIR$/enginecustom/src/src/system/imguiManager.cpp" afterDir="false" />
</list>
<option name="SHOW_DIALOG" value="false" />
<option name="HIGHLIGHT_CONFLICTS" value="true" />
<option name="HIGHLIGHT_NON_ACTIVE_CHANGELIST" value="false" />
<option name="LAST_RESOLUTION" value="IGNORE" />
</component>
<component name="Git.Settings">
<option name="RECENT_GIT_ROOT_PATH" value="$PROJECT_DIR$" />
</component>
<component name="HighlightingSettingsPerFile">
<setting file="file://$PROJECT_DIR$/enginecustom/src/src/shader/CelShadingShader.cpp" root0="FORCE_HIGHLIGHTING" />
</component>
<component name="ProjectColorInfo">{
&quot;associatedIndex&quot;: 6
}</component>
<component name="ProjectId" id="2sGIWDeT5ixyzDQ0he4A3RFpG9W" />
<component name="ProjectViewState">
<option name="hideEmptyMiddlePackages" value="true" />
<option name="showLibraryContents" value="true" />
</component>
<component name="PropertiesComponent"><![CDATA[{
"keyToString": {
"ASKED_SHARE_PROJECT_CONFIGURATION_FILES": "true",
"C++ Project.enginecustom.executor": "Run",
"RunOnceActivity.ShowReadmeOnStart": "true",
"SHARE_PROJECT_CONFIGURATION_FILES": "true",
"git-widget-placeholder": "main",
"node.js.detected.package.eslint": "true",
"node.js.detected.package.tslint": "true",
"node.js.selected.package.eslint": "(autodetect)",
"node.js.selected.package.tslint": "(autodetect)",
"nodejs_package_manager_path": "npm",
"settings.editor.selected.configurable": "preferences.fileTypes",
"vue.rearranger.settings.migration": "true"
},
"keyToStringList": {
"rider.external.source.directories": [
"C:\\Users\\arivas\\AppData\\Roaming\\JetBrains\\Rider2024.1\\resharper-host\\DecompilerCache",
"C:\\Users\\arivas\\AppData\\Roaming\\JetBrains\\Rider2024.1\\resharper-host\\SourcesCache",
"C:\\Users\\arivas\\AppData\\Local\\Symbols\\src"
]
}
}]]></component>
<component name="RunManager" selected="C++ Project.enginecustom">
<configuration name="KhaoticDemo" type="CppProject" factoryName="C++ Project"> <configuration name="KhaoticDemo" type="CppProject" factoryName="C++ Project">
<configuration_1 setup="1"> <configuration_1>
<option name="CONFIGURATION" value="Debug" /> <option name="CONFIGURATION" value="Debug" />
<option name="PLATFORM" value="x64" /> <option name="PLATFORM" value="x64" />
<option name="PROJECT_FILE_PATH" value="$PROJECT_DIR$/KhaoticDemo/KhaoticDemo.vcxproj" />
<option name="CURRENT_LAUNCH_PROFILE" value="Local" /> <option name="CURRENT_LAUNCH_PROFILE" value="Local" />
<option name="EXE_PATH" value="$(LocalDebuggerCommand)" /> <option name="EXE_PATH" value="$(LocalDebuggerCommand)" />
<option name="PROGRAM_PARAMETERS" value="$(LocalDebuggerCommandArguments)" /> <option name="PROGRAM_PARAMETERS" value="$(LocalDebuggerCommandArguments)" />
@ -12,19 +79,18 @@
<option name="PASS_PARENT_ENVS" value="1" /> <option name="PASS_PARENT_ENVS" value="1" />
<option name="USE_EXTERNAL_CONSOLE" value="0" /> <option name="USE_EXTERNAL_CONSOLE" value="0" />
<option name="TERMINAL_INTERACTION_BEHAVIOR" value="AUTO_DETECT" /> <option name="TERMINAL_INTERACTION_BEHAVIOR" value="AUTO_DETECT" />
<option name="PROJECT_FILE_PATH" value="$PROJECT_DIR$/KhaoticDemo/KhaoticDemo.vcxproj" />
</configuration_1> </configuration_1>
<option name="DEFAULT_PROJECT_PATH" value="$PROJECT_DIR$/KhaoticDemo/KhaoticDemo.vcxproj" /> <option name="DEFAULT_PROJECT_PATH" value="$PROJECT_DIR$/KhaoticDemo/KhaoticDemo.vcxproj" />
<option name="PROJECT_FILE_PATH" value="$PROJECT_DIR$/KhaoticDemo/KhaoticDemo.vcxproj" />
<option name="AUTO_SELECT_PRIORITY" value="0" /> <option name="AUTO_SELECT_PRIORITY" value="0" />
<method v="2"> <method v="2">
<option name="Build" /> <option name="Build" />
</method> </method>
</configuration> </configuration>
<configuration name="enginecustom" type="CppProject" factoryName="C++ Project"> <configuration name="enginecustom" type="CppProject" factoryName="C++ Project">
<configuration_1 setup="1"> <configuration_1>
<option name="CONFIGURATION" value="Debug" /> <option name="CONFIGURATION" value="Debug" />
<option name="PLATFORM" value="x64" /> <option name="PLATFORM" value="x64" />
<option name="PROJECT_FILE_PATH" value="$PROJECT_DIR$/enginecustom/enginecustom.vcxproj" />
<option name="CURRENT_LAUNCH_PROFILE" value="Local" /> <option name="CURRENT_LAUNCH_PROFILE" value="Local" />
<option name="EXE_PATH" value="$(LocalDebuggerCommand)" /> <option name="EXE_PATH" value="$(LocalDebuggerCommand)" />
<option name="PROGRAM_PARAMETERS" value="$(LocalDebuggerCommandArguments)" /> <option name="PROGRAM_PARAMETERS" value="$(LocalDebuggerCommandArguments)" />
@ -32,14 +98,34 @@
<option name="PASS_PARENT_ENVS" value="1" /> <option name="PASS_PARENT_ENVS" value="1" />
<option name="USE_EXTERNAL_CONSOLE" value="0" /> <option name="USE_EXTERNAL_CONSOLE" value="0" />
<option name="TERMINAL_INTERACTION_BEHAVIOR" value="AUTO_DETECT" /> <option name="TERMINAL_INTERACTION_BEHAVIOR" value="AUTO_DETECT" />
<option name="PROJECT_FILE_PATH" value="$PROJECT_DIR$/enginecustom/enginecustom.vcxproj" />
</configuration_1> </configuration_1>
<option name="DEFAULT_PROJECT_PATH" value="$PROJECT_DIR$/enginecustom/enginecustom.vcxproj" /> <option name="DEFAULT_PROJECT_PATH" value="$PROJECT_DIR$/enginecustom/enginecustom.vcxproj" />
<option name="PROJECT_FILE_PATH" value="$PROJECT_DIR$/enginecustom/enginecustom.vcxproj" />
<option name="AUTO_SELECT_PRIORITY" value="0" /> <option name="AUTO_SELECT_PRIORITY" value="0" />
<method v="2"> <method v="2">
<option name="Build" /> <option name="Build" />
</method> </method>
</configuration> </configuration>
</component> </component>
<component name="SpellCheckerSettings" RuntimeDictionaries="0" Folders="0" CustomDictionaries="0" DefaultDictionary="application-level" UseSingleDictionary="true" transferred="true" />
<component name="TaskManager">
<task active="true" id="Default" summary="Default task">
<changelist id="e81d6e08-efc7-40a0-909d-ec4943d948e9" name="Changes" comment="" />
<created>1738075515913</created>
<option name="number" value="Default" />
<option name="presentableId" value="Default" />
<updated>1738075515913</updated>
<workItem from="1738075517746" duration="553000" />
<workItem from="1738076088229" duration="80000" />
<workItem from="1738076192788" duration="19000" />
<workItem from="1738076222547" duration="6131000" />
</task>
<servers />
</component>
<component name="TypeScriptGeneratedFilesManager">
<option name="version" value="3" />
</component>
<component name="UnityProjectConfiguration" hasMinimizedUI="false" />
<component name="VcsManagerConfiguration">
<option name="CLEAR_INITIAL_COMMIT_MESSAGE" value="true" />
</component>
</project> </project>

View File

@ -1,28 +1,89 @@
[Window][Debug##Default] [Window][Debug##Default]
Pos=60,60 Pos=60,60
Size=400,400 Size=400,400
Collapsed=0
[Window][Khaotic Engine] [Window][Khaotic Engine]
Pos=1142,43 Pos=1180,27
Size=392,273 Size=396,826
Collapsed=0
DockId=0x00000005,0
[Window][Objects] [Window][Objects]
Pos=598,29 Pos=8,27
Size=457,294 Size=290,826
Collapsed=0
DockId=0x0000000A,0
[Window][Terrain] [Window][Terrain]
Pos=58,62 Pos=8,27
Size=342,82 Size=290,487
Collapsed=0
DockId=0x00000009,0
[Window][Light] [Window][Light]
Pos=1548,17 Pos=8,27
Size=358,535 Size=290,487
Collapsed=0
DockId=0x00000009,1
[Window][Shader Manager] [Window][Shader Manager]
Pos=471,90 Pos=8,27
Size=180,79 Size=330,487
Collapsed=0
DockId=0x00000001,2
[Window][Engine Settings] [Window][Engine Settings]
Pos=106,212 Pos=1516,27
Size=407,81 Size=396,974
Collapsed=0
DockId=0x00000005,1
[Window][DockSpace Demo]
Size=1584,861
Collapsed=0
[Window][Render Window]
Pos=300,27
Size=878,826
Collapsed=0
DockId=0x00000002,0
[Window][DockSpace]
Pos=0,0
Size=1584,861
Collapsed=0
[Window][Add Object]
Pos=1188,0
Size=396,430
Collapsed=0
[Window][Log]
Pos=8,518
Size=1568,335
Collapsed=0
DockId=0x0000000C,0
[Window][Log Window]
Pos=8,775
Size=1904,226
Collapsed=0
DockId=0x0000000E,0
[Docking][Data]
DockSpace ID=0xC0DFADC4 Pos=8,27 Size=1568,826 Split=X
DockNode ID=0x00000001 Parent=0xC0DFADC4 SizeRef=330,1094 Selected=0x393905AB
DockNode ID=0x00000003 Parent=0xC0DFADC4 SizeRef=1700,1094 CentralNode=1
DockSpace ID=0xCCBD8CF7 Window=0x3DA2F1DE Pos=8,27 Size=1568,826 Split=Y
DockNode ID=0x0000000D Parent=0xCCBD8CF7 SizeRef=1568,598 Split=Y
DockNode ID=0x0000000B Parent=0x0000000D SizeRef=1568,637 Split=X
DockNode ID=0x00000007 Parent=0x0000000B SizeRef=290,826 Split=Y Selected=0x393905AB
DockNode ID=0x00000009 Parent=0x00000007 SizeRef=395,413 Selected=0x393905AB
DockNode ID=0x0000000A Parent=0x00000007 SizeRef=395,411 Selected=0x031DC75C
DockNode ID=0x00000008 Parent=0x0000000B SizeRef=1276,826 Split=X
DockNode ID=0x00000002 Parent=0x00000008 SizeRef=878,826 CentralNode=1 Selected=0x9204953B
DockNode ID=0x00000005 Parent=0x00000008 SizeRef=396,826 Selected=0x9F035453
DockNode ID=0x0000000C Parent=0x0000000D SizeRef=1568,335 Selected=0x139FDA3F
DockNode ID=0x0000000E Parent=0xCCBD8CF7 SizeRef=1568,226 Selected=0xAB74BEE9

View File

@ -10,20 +10,20 @@ Collapsed=0
DockId=0x00000005,0 DockId=0x00000005,0
[Window][Objects] [Window][Objects]
Pos=8,442 Pos=8,27
Size=290,411 Size=290,826
Collapsed=0 Collapsed=0
DockId=0x0000000A,0 DockId=0x0000000A,0
[Window][Terrain] [Window][Terrain]
Pos=8,27 Pos=8,27
Size=290,826 Size=290,487
Collapsed=0 Collapsed=0
DockId=0x00000009,0 DockId=0x00000009,0
[Window][Light] [Window][Light]
Pos=8,27 Pos=8,27
Size=290,826 Size=290,487
Collapsed=0 Collapsed=0
DockId=0x00000009,1 DockId=0x00000009,1
@ -34,8 +34,8 @@ Collapsed=0
DockId=0x00000001,2 DockId=0x00000001,2
[Window][Engine Settings] [Window][Engine Settings]
Pos=1180,27 Pos=1516,27
Size=396,826 Size=396,974
Collapsed=0 Collapsed=0
DockId=0x00000005,1 DockId=0x00000005,1
@ -44,8 +44,8 @@ Size=1584,861
Collapsed=0 Collapsed=0
[Window][Render Window] [Window][Render Window]
Pos=8,27 Pos=300,27
Size=1170,826 Size=878,826
Collapsed=0 Collapsed=0
DockId=0x00000002,0 DockId=0x00000002,0
@ -66,8 +66,8 @@ Collapsed=0
DockId=0x0000000C,0 DockId=0x0000000C,0
[Window][Log Window] [Window][Log Window]
Pos=8,627 Pos=8,775
Size=1568,226 Size=1904,226
Collapsed=0 Collapsed=0
DockId=0x0000000E,0 DockId=0x0000000E,0

Binary file not shown.

View File

@ -1,34 +1,78 @@
cbuffer LightBuffer /////////////
// GLOBALS //
/////////////
Texture2D shaderTexture : register(t0);
SamplerState SampleType : register(s0);
cbuffer SunLightBuffer
{ {
float4 ambientColor;
float4 diffuseColor; float4 diffuseColor;
float3 lightDirection; float3 lightDirection;
float padding; // Padding to ensure the structure is a multiple of 16 bytes. float intensity;
float3 lightPosition; // Add light position
float padding2; // Padding to ensure the structure is a multiple of 16 bytes.
float constantAttenuation;
float linearAttenuation;
float quadraticAttenuation;
float padding3; // Padding to ensure the structure is a multiple of 16 bytes.
}; };
Texture2D shaderTexture; cbuffer SunLightColorBuffer
SamplerState SampleType; {
float4 sunColor;
};
//////////////
// TYPEDEFS //
//////////////
struct PixelInputType struct PixelInputType
{ {
float4 position : SV_POSITION; float4 position : SV_POSITION;
float3 normal : NORMAL;
float2 tex : TEXCOORD0; 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 float4 textureColor;
float3 normal = normalize(input.normal); float4 color;
float lightIntensity;
float4 colorArray;
float4 colorSum;
// Convert the normal to a color // Sample the pixel color from the texture using the sampler at this texture coordinate location.
float4 color = float4((normal + 1.0f) * 0.5f, 1.0f); 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; return color;
} }

View File

@ -1,3 +1,6 @@
/////////////
// GLOBALS //
/////////////
cbuffer MatrixBuffer cbuffer MatrixBuffer
{ {
matrix worldMatrix; matrix worldMatrix;
@ -5,22 +8,42 @@ cbuffer MatrixBuffer
matrix projectionMatrix; 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 struct VertexInputType
{ {
float4 position : POSITION; float4 position : POSITION;
float3 normal : NORMAL;
float2 tex : TEXCOORD0; float2 tex : TEXCOORD0;
float3 normal : NORMAL;
}; };
struct PixelInputType struct PixelInputType
{ {
float4 position : SV_POSITION; float4 position : SV_POSITION;
float3 normal : NORMAL;
float2 tex : TEXCOORD0; float2 tex : TEXCOORD0;
float3 worldPos : TEXCOORD1; // Add world position float3 normal : NORMAL;
}; };
PixelInputType CelShadingVertexShader(VertexInputType input) ////////////////////////////////////////////////////////////////////////////////
// Vertex Shader
////////////////////////////////////////////////////////////////////////////////
PixelInputType SunLightVertexShader(VertexInputType input)
{ {
PixelInputType output; PixelInputType output;
@ -28,18 +51,18 @@ PixelInputType CelShadingVertexShader(VertexInputType input)
input.position.w = 1.0f; input.position.w = 1.0f;
// Calculate the position of the vertex against the world, view, and projection matrices. // Calculate the position of the vertex against the world, view, and projection matrices.
float4 worldPosition = mul(input.position, worldMatrix); output.position = mul(input.position, worldMatrix);
output.position = mul(worldPosition, viewMatrix); output.position = mul(output.position, viewMatrix);
output.position = mul(output.position, projectionMatrix); 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. // Store the texture coordinates for the pixel shader.
output.tex = input.tex; 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; return output;
} }

View File

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

View File

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

View File

@ -35,6 +35,9 @@
#include <comdef.h> // Pour _com_error #include <comdef.h> // Pour _com_error
#include <chrono> #include <chrono>
#include <thread> #include <thread>
#include <map>
#include <algorithm>
#include <DirectXMath.h>
///////////// /////////////
@ -136,7 +139,6 @@ public:
bool GetCanFixedUpdate() const { return CanFixedUpdate; }; bool GetCanFixedUpdate() const { return CanFixedUpdate; };
void SetCanFixedUpdate(bool canFixedUpdate) { CanFixedUpdate = canFixedUpdate; }; void SetCanFixedUpdate(bool canFixedUpdate) { CanFixedUpdate = canFixedUpdate; };
private: private:
bool Render(float, float, float, float, float); bool Render(float, float, float, float, float);
bool RenderPhysics(bool keyLeft, bool keyRight, bool keyUp, bool keyDown, float deltaTime); bool RenderPhysics(bool keyLeft, bool keyRight, bool keyUp, bool keyDown, float deltaTime);

View File

@ -33,7 +33,6 @@ public:
void WidgetObjectWindow(ApplicationClass* app); void WidgetObjectWindow(ApplicationClass* app);
void WidgetTerrainWindow(ApplicationClass* app); void WidgetTerrainWindow(ApplicationClass* app);
void WidgetLightWindow(ApplicationClass* app); void WidgetLightWindow(ApplicationClass* app);
void WidgetShaderWindow(ApplicationClass* app);
void WidgetEngineSettingsWindow(ApplicationClass* app); void WidgetEngineSettingsWindow(ApplicationClass* app);
void WidgetRenderWindow(ApplicationClass* app, ImVec2 availableSize); void WidgetRenderWindow(ApplicationClass* app, ImVec2 availableSize);
void WidgetLogWindow(ApplicationClass* app); void WidgetLogWindow(ApplicationClass* app);

View File

@ -1,38 +1,47 @@
////////////////////////////////////////////////////////////////////////////////
// Filename: lightshaderclass.cpp
////////////////////////////////////////////////////////////////////////////////
#include "CelShadingShader.h" #include "CelShadingShader.h"
#include <iostream>
CelShadingShader::CelShadingShader()
CelshadeClass::CelshadeClass()
{ {
m_vertexShader = 0; m_vertexShader = 0;
m_pixelShader = 0; m_pixelShader = 0;
m_layout = 0; m_layout = 0;
m_matrixBuffer = 0;
m_sampleState = 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 vsFilename[128];
wchar_t psFilename[128]; wchar_t psFilename[128];
int error; int error;
bool result;
// Set the filename of the vertex shader. // Set the filename of the vertex shader.
error = wcscpy_s(vsFilename, 128, L"src/hlsl/celshading.vs"); error = wcscpy_s(vsFilename, 128, L"src/hlsl/celshading.vs");
if (error != 0) 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; return false;
} }
@ -40,38 +49,42 @@ bool CelShadingShader::Initialize(ID3D11Device* device, HWND hwnd)
error = wcscpy_s(psFilename, 128, L"src/hlsl/celshading.ps"); error = wcscpy_s(psFilename, 128, L"src/hlsl/celshading.ps");
if (error != 0) 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; return false;
} }
// Initialize the vertex and pixel shaders. // Initialize the vertex and pixel shaders.
result = InitializeShader(device, hwnd, vsFilename, psFilename); result = InitializeShader(device, hwnd, vsFilename, psFilename);
if (!result) 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; 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; return true;
} }
void CelShadingShader::Shutdown()
void CelshadeClass::Shutdown()
{ {
// Shutdown the vertex and pixel shaders as well as the related objects. // Shutdown the vertex and pixel shaders as well as the related objects.
ShutdownShader(); ShutdownShader();
return;
} }
bool CelShadingShader::Render(ID3D11DeviceContext* deviceContext, int indexCount, XMMATRIX worldMatrix, XMMATRIX viewMatrix, XMMATRIX projectionMatrix, bool CelshadeClass::Render(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; bool result;
// Set the shader parameters that it will use for rendering. // 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) 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; return false;
} }
@ -81,89 +94,92 @@ bool CelShadingShader::Render(ID3D11DeviceContext* deviceContext, int indexCount
return true; 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; HRESULT result;
ID3D10Blob* errorMessage = nullptr; ID3D10Blob* errorMessage;
ID3D10Blob* vertexShaderBuffer = nullptr; ID3D10Blob* vertexShaderBuffer;
ID3D10Blob* pixelShaderBuffer = nullptr; ID3D10Blob* pixelShaderBuffer;
D3D11_INPUT_ELEMENT_DESC polygonLayout[3]; D3D11_INPUT_ELEMENT_DESC polygonLayout[3];
unsigned int numElements; unsigned int numElements;
D3D11_BUFFER_DESC matrixBufferDesc;
D3D11_SAMPLER_DESC samplerDesc; 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. // 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 (FAILED(result))
{ {
// If the shader failed to compile it should have written something to the error message.
if (errorMessage) if (errorMessage)
{ {
OutputShaderErrorMessage(errorMessage, hwnd, vsFilename); OutputShaderErrorMessage(errorMessage, hwnd, vsFilename);
} }
// If there was nothing in the error message then it simply could not find the shader file itself.
else else
{ {
MessageBox(hwnd, vsFilename, L"Missing Shader File", MB_OK); Logger::Get().Log("Failed to compile shader", __FILE__, __LINE__, Logger::LogLevel::Error);
} }
return false; return false;
} }
// Compile the pixel shader code. // 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 (FAILED(result))
{ {
// If the shader failed to compile it should have written something to the error message.
if (errorMessage) if (errorMessage)
{ {
OutputShaderErrorMessage(errorMessage, hwnd, psFilename); OutputShaderErrorMessage(errorMessage, hwnd, psFilename);
} }
// If there was nothing in the error message then it simply could not find the file itself.
else else
{ {
MessageBox(hwnd, psFilename, L"Missing Shader File", MB_OK); Logger::Get().Log("Failed to compile shader", __FILE__, __LINE__, Logger::LogLevel::Error);
} }
return false; return false;
} }
// Create the vertex shader from the buffer. // 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)) if (FAILED(result))
{ {
Logger::Get().Log("Failed to create vertex shader", __FILE__, __LINE__, Logger::LogLevel::Error);
return false; return false;
} }
// Create the pixel shader from the buffer. // 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)) if (FAILED(result))
{ {
Logger::Get().Log("Failed to create pixel shader", __FILE__, __LINE__, Logger::LogLevel::Error);
return false; return false;
} }
// Create the vertex input layout description. // 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].SemanticName = "POSITION";
polygonLayout[0].SemanticIndex = 0; polygonLayout[0].SemanticIndex = 0;
polygonLayout[0].Format = DXGI_FORMAT_R32G32B32A32_FLOAT; polygonLayout[0].Format = DXGI_FORMAT_R32G32B32_FLOAT;
polygonLayout[0].InputSlot = 0; polygonLayout[0].InputSlot = 0;
polygonLayout[0].AlignedByteOffset = 0; polygonLayout[0].AlignedByteOffset = 0;
polygonLayout[0].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA; polygonLayout[0].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
polygonLayout[0].InstanceDataStepRate = 0; polygonLayout[0].InstanceDataStepRate = 0;
polygonLayout[1].SemanticName = "NORMAL"; polygonLayout[1].SemanticName = "TEXCOORD";
polygonLayout[1].SemanticIndex = 0; polygonLayout[1].SemanticIndex = 0;
polygonLayout[1].Format = DXGI_FORMAT_R32G32B32_FLOAT; polygonLayout[1].Format = DXGI_FORMAT_R32G32_FLOAT;
polygonLayout[1].InputSlot = 0; polygonLayout[1].InputSlot = 0;
polygonLayout[1].AlignedByteOffset = D3D11_APPEND_ALIGNED_ELEMENT; polygonLayout[1].AlignedByteOffset = D3D11_APPEND_ALIGNED_ELEMENT;
polygonLayout[1].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA; polygonLayout[1].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
polygonLayout[1].InstanceDataStepRate = 0; polygonLayout[1].InstanceDataStepRate = 0;
polygonLayout[2].SemanticName = "TEXCOORD"; polygonLayout[2].SemanticName = "NORMAL";
polygonLayout[2].SemanticIndex = 0; polygonLayout[2].SemanticIndex = 0;
polygonLayout[2].Format = DXGI_FORMAT_R32G32_FLOAT; polygonLayout[2].Format = DXGI_FORMAT_R32G32B32_FLOAT;
polygonLayout[2].InputSlot = 0; polygonLayout[2].InputSlot = 0;
polygonLayout[2].AlignedByteOffset = D3D11_APPEND_ALIGNED_ELEMENT; polygonLayout[2].AlignedByteOffset = D3D11_APPEND_ALIGNED_ELEMENT;
polygonLayout[2].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA; 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); result = device->CreateInputLayout(polygonLayout, numElements, vertexShaderBuffer->GetBufferPointer(), vertexShaderBuffer->GetBufferSize(), &m_layout);
if (FAILED(result)) if (FAILED(result))
{ {
Logger::Get().Log("Failed to create input layout", __FILE__, __LINE__, Logger::LogLevel::Error);
return false; return false;
} }
// Release the vertex shader buffer and pixel shader buffer since they are no longer needed. // Release the vertex shader buffer and pixel shader buffer since they are no longer needed.
vertexShaderBuffer->Release(); vertexShaderBuffer->Release();
vertexShaderBuffer = nullptr; vertexShaderBuffer = 0;
pixelShaderBuffer->Release(); pixelShaderBuffer->Release();
pixelShaderBuffer = nullptr; pixelShaderBuffer = 0;
// Setup the description of the dynamic matrix constant buffer that is in the vertex shader.
matrixBufferDesc.Usage = D3D11_USAGE_DYNAMIC;
matrixBufferDesc.ByteWidth = sizeof(MatrixBufferType);
matrixBufferDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
matrixBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
matrixBufferDesc.MiscFlags = 0;
matrixBufferDesc.StructureByteStride = 0;
// Create the constant buffer pointer so we can access the vertex shader constant buffer from within this class.
result = device->CreateBuffer(&matrixBufferDesc, nullptr, &m_matrixBuffer);
if (FAILED(result))
{
return false;
}
// Create a texture sampler state description. // Create a texture sampler state description.
samplerDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR; 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); result = device->CreateSamplerState(&samplerDesc, &m_sampleState);
if (FAILED(result)) if (FAILED(result))
{ {
Logger::Get().Log("Failed to create sampler state", __FILE__, __LINE__, Logger::LogLevel::Error);
return false; return false;
} }
// Setup the description of the light dynamic constant buffer that is in the pixel shader. // Setup the description of the dynamic matrix constant buffer that is in the vertex shader.
lightBufferDesc.Usage = D3D11_USAGE_DYNAMIC; matrixBufferDesc.Usage = D3D11_USAGE_DYNAMIC;
lightBufferDesc.ByteWidth = sizeof(LightBufferType); matrixBufferDesc.ByteWidth = sizeof(MatrixBufferType);
lightBufferDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER; matrixBufferDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
lightBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; matrixBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
lightBufferDesc.MiscFlags = 0; matrixBufferDesc.MiscFlags = 0;
lightBufferDesc.StructureByteStride = 0; matrixBufferDesc.StructureByteStride = 0;
// Create the constant buffer pointer so we can access the pixel shader constant buffer from within this class. // Create the constant buffer pointer so we can access the vertex shader constant buffer from within this class.
result = device->CreateBuffer(&lightBufferDesc, nullptr, &m_lightBuffer); result = device->CreateBuffer(&matrixBufferDesc, NULL, &m_matrixBuffer);
if (FAILED(result)) if (FAILED(result))
{ {
Logger::Get().Log("Failed to create matrix buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
return false; 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; return true;
} }
void CelShadingShader::ShutdownShader()
void CelshadeClass::ShutdownShader()
{ {
// Release the light constant buffer. Logger::Get().Log("Shutting down SunLightShaderClass", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
if (m_lightBuffer)
// Release the light constant buffers.
if (m_sunlightColorBuffer)
{ {
m_lightBuffer->Release(); m_sunlightColorBuffer->Release();
m_lightBuffer = nullptr; m_sunlightColorBuffer = 0;
} }
// Release the sampler state. if (m_sunlightPositionBuffer)
if (m_sampleState)
{ {
m_sampleState->Release(); m_sunlightPositionBuffer->Release();
m_sampleState = nullptr; 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. // Release the matrix constant buffer.
if (m_matrixBuffer) if (m_matrixBuffer)
{ {
m_matrixBuffer->Release(); 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. // Release the layout.
if (m_layout) if (m_layout)
{ {
m_layout->Release(); m_layout->Release();
m_layout = nullptr; m_layout = 0;
} }
// Release the pixel shader. // Release the pixel shader.
if (m_pixelShader) if (m_pixelShader)
{ {
m_pixelShader->Release(); m_pixelShader->Release();
m_pixelShader = nullptr; m_pixelShader = 0;
} }
// Release the vertex shader. // Release the vertex shader.
if (m_vertexShader) if (m_vertexShader)
{ {
m_vertexShader->Release(); 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; char* compileErrors;
unsigned long bufferSize, i; unsigned __int64 bufferSize, i;
std::ofstream fout; ofstream fout;
// Get a pointer to the error message text buffer. // Get a pointer to the error message text buffer.
compileErrors = (char*)(errorMessage->GetBufferPointer()); compileErrors = (char*)(errorMessage->GetBufferPointer());
@ -313,20 +365,32 @@ void CelShadingShader::OutputShaderErrorMessage(ID3D10Blob* errorMessage, HWND h
// Release the error message. // Release the error message.
errorMessage->Release(); 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. // 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, bool CelshadeClass::SetShaderParameters(
ID3D11ShaderResourceView* texture, XMFLOAT3 lightDirection, XMFLOAT4 diffuseColor, XMFLOAT3 lightPosition) ID3D11DeviceContext* deviceContext,
XMMATRIX worldMatrix,
XMMATRIX viewMatrix,
XMMATRIX projectionMatrix,
ID3D11ShaderResourceView* texture,
XMFLOAT4 ambientColor,
XMFLOAT4 diffuseColor,
XMFLOAT3 lightDirection,
float sunIntensity
)
{ {
HRESULT result; HRESULT result;
D3D11_MAPPED_SUBRESOURCE mappedResource; D3D11_MAPPED_SUBRESOURCE mappedResource;
MatrixBufferType* dataPtr; MatrixBufferType* dataPtr;
LightBufferType* dataPtr2; CameraBufferType* dataPtr2;
SunLightBufferType* dataPtr3;
unsigned int bufferNumber; unsigned int bufferNumber;
// Transpose the matrices to prepare them for the shader. // 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. // Finally set the constant buffer in the vertex shader with the updated values.
deviceContext->VSSetConstantBuffers(bufferNumber, 1, &m_matrixBuffer); deviceContext->VSSetConstantBuffers(bufferNumber, 1, &m_matrixBuffer);
// Lock the light constant buffer so it can be written to. // Lock the sunlight constant buffer so it can be written to.
result = deviceContext->Map(m_lightBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource); result = deviceContext->Map(m_sunlightBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
if (FAILED(result)) if (FAILED(result))
{ {
return false; return false;
} }
// Get a pointer to the data in the constant buffer. // 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. // Copy the lighting variables into the constant buffer.
dataPtr2->diffuseColor = diffuseColor; dataPtr3->ambientColor = ambientColor;
dataPtr2->lightDirection = lightDirection; dataPtr3->diffuseColor = diffuseColor;
dataPtr2->lightPosition = lightPosition; dataPtr3->sunDirection = lightDirection;
dataPtr2->constantAttenuation = 0.5f; // Set your attenuation values here dataPtr3->intensity = sunIntensity;
dataPtr2->linearAttenuation = 0.1f;
dataPtr2->quadraticAttenuation = 0.01f;
// Unlock the constant buffer. // 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; bufferNumber = 0;
// Finally set the light constant buffer in the pixel shader with the updated values. // Finally set the sunlight constant buffer in the pixel shader with the updated values.
deviceContext->PSSetConstantBuffers(bufferNumber, 1, &m_lightBuffer); deviceContext->PSSetConstantBuffers(bufferNumber, 1, &m_sunlightBuffer);
// Set shader texture resource in the pixel shader. // Set shader texture resource in the pixel shader.
deviceContext->PSSetShaderResources(0, 1, &texture); deviceContext->PSSetShaderResources(0, 1, &texture);
@ -391,20 +453,20 @@ bool CelShadingShader::SetShaderParameters(ID3D11DeviceContext* deviceContext, X
return true; return true;
} }
void CelshadeClass::RenderShader(ID3D11DeviceContext* deviceContext, int indexCount)
void CelShadingShader::RenderShader(ID3D11DeviceContext* deviceContext, int indexCount)
{ {
// Set the vertex input layout. // Set the vertex input layout.
deviceContext->IASetInputLayout(m_layout); deviceContext->IASetInputLayout(m_layout);
// Set the vertex and pixel shaders that will be used to render this triangle. // Set the vertex and pixel shaders that will be used to render this triangle.
deviceContext->VSSetShader(m_vertexShader, nullptr, 0); deviceContext->VSSetShader(m_vertexShader, NULL, 0);
deviceContext->PSSetShader(m_pixelShader, nullptr, 0); deviceContext->PSSetShader(m_pixelShader, NULL, 0);
// Set the sampler state in the pixel shader. // Set the sampler state in the pixel shader.
deviceContext->PSSetSamplers(0, 1, &m_sampleState); deviceContext->PSSetSamplers(0, 1, &m_sampleState);
// Render the triangle. // Render the triangle.
deviceContext->DrawIndexed(indexCount, 0, 0); deviceContext->DrawIndexed(indexCount, 0, 0);
return;
} }

View File

@ -127,7 +127,7 @@ bool ShaderManagerClass::Initialize(ID3D11Device* device, HWND hwnd)
return false; return false;
} }
m_CelShadingShader = new CelShadingShader; m_CelShadingShader = new CelshadeClass;
result = m_CelShadingShader->Initialize(device, hwnd); result = m_CelShadingShader->Initialize(device, hwnd);
if (!result) 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, 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; 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) if (!result)
{ {
return false; return false;

View File

@ -1899,8 +1899,18 @@ bool ApplicationClass::RenderPass(const std::vector<std::reference_wrapper<std::
switch (object->GetActiveShader()) switch (object->GetActiveShader())
{ {
case Object::CEL_SHADING: case Object::CEL_SHADING:
result = m_ShaderManager->RenderCelShadingShader(m_Direct3D->GetDeviceContext(), object->GetIndexCount(), worldMatrix, view, projection, object->GetTexture(0), result = m_ShaderManager->RenderCelShadingShader(
m_Lights[0]->GetDirection(), m_Lights[0]->GetDiffuseColor(), TrueLightPosition); 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) if (!result)
{ {
Logger::Get().Log("Could not render the model using the cel shader", __FILE__, __LINE__, Logger::LogLevel::Error); 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; break;
case Object::NORMAL_MAPPING: 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) if (!result)
{ {
Logger::Get().Log("Could not render the model using the normal map shader", __FILE__, __LINE__, Logger::LogLevel::Error); 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; break;
case Object::SUNLIGHT: case Object::SUNLIGHT:
result = m_ShaderManager->RenderSunlightShader(m_Direct3D->GetDeviceContext(), object->GetIndexCount(), worldMatrix, view, projection, result = m_ShaderManager->RenderSunlightShader(
object->GetTexture(0), m_SunLight->GetDiffuseColor(), m_SunLight->GetAmbientColor(), m_SunLight->GetDirection(), m_SunLight->GetIntensity()); 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) if (!result)
{ {
Logger::Get().Log("Could not render the object model using the sunlight shader", __FILE__, __LINE__, Logger::LogLevel::Error); 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) void imguiManager::WidgetObjectWindow(ApplicationClass* app)
{ {
ImGui::Begin("Objects", &showObjectWindow); ImGui::Begin("Objects", &showObjectWindow);
@ -417,11 +406,6 @@ bool imguiManager::ImGuiWidgetRenderer(ApplicationClass* app)
WidgetLightWindow(app); WidgetLightWindow(app);
} }
if (showShaderWindow)
{
WidgetShaderWindow(app);
}
if (showEngineSettingsWindow) if (showEngineSettingsWindow)
{ {
WidgetEngineSettingsWindow(app); WidgetEngineSettingsWindow(app);