Specular Lighting

This commit is contained in:
StratiX0 2024-03-28 10:14:25 +01:00
parent e0c875187b
commit 16db21608a
15 changed files with 14989 additions and 57 deletions

View File

@ -14,6 +14,8 @@ cbuffer LightBuffer
float4 diffuseColor;
float3 lightDirection;
float padding;
float specularPower;
float4 specularColor;
};
@ -25,6 +27,7 @@ struct PixelInputType
float4 position : SV_POSITION;
float2 tex : TEXCOORD0;
float3 normal : NORMAL;
float3 viewDirection : TEXCOORD1;
};
@ -37,6 +40,8 @@ float4 LightPixelShader(PixelInputType input) : SV_TARGET
float3 lightDir;
float lightIntensity;
float4 color;
float3 reflection;
float4 specular;
// Sample the pixel color from the texture using the sampler at this texture coordinate location.
@ -45,6 +50,10 @@ float4 LightPixelShader(PixelInputType input) : SV_TARGET
// Set the default output color to the ambient light value for all pixels.
color = ambientColor;
// Initialize the specular color.
specular = float4(0.0f, 0.0f, 0.0f, 0.0f);
// Invert the light direction for calculations.
lightDir = -lightDirection;
@ -55,13 +64,22 @@ float4 LightPixelShader(PixelInputType input) : SV_TARGET
{
// Determine the final diffuse color based on the diffuse color and the amount of light intensity.
color += (diffuseColor * lightIntensity);
}
// Saturate the final light color.
color = saturate(color);
// Saturate the ambient and diffuse color.
color = saturate(color);
// Calculate the reflection vector based on the light intensity, normal vector, and light direction.
reflection = normalize(2.0f * lightIntensity * input.normal - lightDir);
// Determine the amount of specular light based on the reflection vector, viewing direction, and specular power.
specular = pow(saturate(dot(reflection, input.viewDirection)), specularPower);
}
// Multiply the texture pixel and the final diffuse color to get the final pixel color result.
color = color * textureColor;
// Add the specular component last to the output color.
color = saturate(color + specular);
return color;
}

View File

@ -13,6 +13,12 @@ cbuffer MatrixBuffer
matrix projectionMatrix;
};
cbuffer CameraBuffer
{
float3 cameraPosition;
float padding;
};
//////////////
// TYPEDEFS //
//////////////
@ -28,6 +34,7 @@ struct PixelInputType
float4 position : SV_POSITION;
float2 tex : TEXCOORD0;
float3 normal : NORMAL;
float3 viewDirection : TEXCOORD1;
};
@ -37,7 +44,8 @@ struct PixelInputType
PixelInputType LightVertexShader(VertexInputType input)
{
PixelInputType output;
float4 worldPosition;
// Change the position vector to be 4 units for proper matrix calculations.
input.position.w = 1.0f;
@ -56,5 +64,14 @@ PixelInputType LightVertexShader(VertexInputType input)
// Normalize the normal vector.
output.normal = normalize(output.normal);
// Calculate the position of the vertex in the world.
worldPosition = mul(input.position, worldMatrix);
// Determine the viewing direction based on the position of the camera and the position of the vertex in the world.
output.viewDirection = cameraPosition.xyz - worldPosition.xyz;
// Normalize the viewing direction vector.
output.viewDirection = normalize(output.viewDirection);
return output;
}

View File

@ -39,6 +39,19 @@ void LightClass::SetDirection(float x, float y, float z)
return;
}
void LightClass::SetSpecularColor(float red, float green, float blue, float alpha)
{
m_specularColor = XMFLOAT4(red, green, blue, alpha);
return;
}
void LightClass::SetSpecularPower(float power)
{
m_specularPower = power;
return;
}
XMFLOAT4 LightClass::GetAmbientColor()
{
return m_ambientColor;
@ -50,8 +63,18 @@ XMFLOAT4 LightClass::GetDiffuseColor()
return m_diffuseColor;
}
XMFLOAT3 LightClass::GetDirection()
{
return m_direction;
}
XMFLOAT4 LightClass::GetSpecularColor()
{
return m_specularColor;
}
float LightClass::GetSpecularPower()
{
return m_specularPower;
}

View File

@ -26,15 +26,21 @@ public:
void SetAmbientColor(float, float, float, float);
void SetDiffuseColor(float, float, float, float);
void SetDirection(float, float, float);
void SetSpecularColor(float, float, float, float);
void SetSpecularPower(float);
XMFLOAT4 GetAmbientColor();
XMFLOAT4 GetDiffuseColor();
XMFLOAT3 GetDirection();
XMFLOAT4 GetSpecularColor();
float GetSpecularPower();
private:
XMFLOAT4 m_ambientColor;
XMFLOAT4 m_diffuseColor;
XMFLOAT3 m_direction;
XMFLOAT4 m_specularColor;
float m_specularPower;
};
#endif

View File

@ -11,6 +11,7 @@ LightShaderClass::LightShaderClass()
m_layout = 0;
m_sampleState = 0;
m_matrixBuffer = 0;
m_cameraBuffer = 0;
m_lightBuffer = 0;
}
@ -32,13 +33,6 @@ bool LightShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
int error;
bool result;
// Set the filename of the vertex shader.
error = wcscpy_s(vsFilename, 128, L"./Light.vs");
if (error != 0)
{
return false;
}
// Set the filename of the vertex shader.
error = wcscpy_s(vsFilename, 128, L"light.vs");
if (error != 0)
@ -72,13 +66,15 @@ void LightShaderClass::Shutdown()
}
bool LightShaderClass::Render(ID3D11DeviceContext* deviceContext, int indexCount, XMMATRIX worldMatrix, XMMATRIX viewMatrix, XMMATRIX projectionMatrix,
ID3D11ShaderResourceView* texture, XMFLOAT3 lightDirection, XMFLOAT4 ambientColor, XMFLOAT4 diffuseColor)
ID3D11ShaderResourceView* texture, XMFLOAT3 lightDirection, XMFLOAT4 ambientColor, XMFLOAT4 diffuseColor,
XMFLOAT3 cameraPosition, XMFLOAT4 specularColor, float specularPower)
{
bool result;
// Set the shader parameters that it will use for rendering.
result = SetShaderParameters(deviceContext, worldMatrix, viewMatrix, projectionMatrix, texture, lightDirection, ambientColor, diffuseColor);
result = SetShaderParameters(deviceContext, worldMatrix, viewMatrix, projectionMatrix, texture, lightDirection, ambientColor, diffuseColor,
cameraPosition, specularColor, specularPower);
if(!result)
{
return false;
@ -97,12 +93,11 @@ bool LightShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR*
ID3D10Blob* errorMessage;
ID3D10Blob* vertexShaderBuffer;
ID3D10Blob* pixelShaderBuffer;
D3D11_INPUT_ELEMENT_DESC polygonLayout[3];
unsigned int numElements;
D3D11_SAMPLER_DESC samplerDesc;
D3D11_BUFFER_DESC matrixBufferDesc;
D3D11_BUFFER_DESC cameraBufferDesc;
D3D11_BUFFER_DESC lightBufferDesc;
@ -242,10 +237,25 @@ bool LightShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR*
return false;
}
// Setup the description of the camera dynamic constant buffer that is in the vertex shader.
cameraBufferDesc.Usage = D3D11_USAGE_DYNAMIC;
cameraBufferDesc.ByteWidth = sizeof(CameraBufferType);
cameraBufferDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
cameraBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
cameraBufferDesc.MiscFlags = 0;
cameraBufferDesc.StructureByteStride = 0;
// Create the camera constant buffer pointer so we can access the vertex shader constant buffer from within this class.
result = device->CreateBuffer(&cameraBufferDesc, NULL, &m_cameraBuffer);
if (FAILED(result))
{
return false;
}
// Setup the description of the light dynamic constant buffer that is in the pixel shader.
// Note that ByteWidth always needs to be a multiple of 16 if using D3D11_BIND_CONSTANT_BUFFER or CreateBuffer will fail.
// Note that ByteWidth always needs to be a multiple of 16 if using D3D11_BIND_CONSTANT_BUFFER or CreateBuffer will fail.
lightBufferDesc.Usage = D3D11_USAGE_DYNAMIC;
lightBufferDesc.ByteWidth = sizeof(LightBufferType);
lightBufferDesc.ByteWidth = sizeof(LightBufferType) + 12 ;
lightBufferDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
lightBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
lightBufferDesc.MiscFlags = 0;
@ -271,6 +281,13 @@ void LightShaderClass::ShutdownShader()
m_lightBuffer = 0;
}
// Release the camera constant buffer.
if (m_cameraBuffer)
{
m_cameraBuffer->Release();
m_cameraBuffer = 0;
}
// Release the matrix constant buffer.
if (m_matrixBuffer)
{
@ -347,14 +364,15 @@ void LightShaderClass::OutputShaderErrorMessage(ID3D10Blob* errorMessage, HWND h
bool LightShaderClass::SetShaderParameters(ID3D11DeviceContext* deviceContext, XMMATRIX worldMatrix, XMMATRIX viewMatrix, XMMATRIX projectionMatrix,
ID3D11ShaderResourceView* texture, XMFLOAT3 lightDirection, XMFLOAT4 ambientColor, XMFLOAT4 diffuseColor)
ID3D11ShaderResourceView* texture, XMFLOAT3 lightDirection, XMFLOAT4 ambientColor, XMFLOAT4 diffuseColor,
XMFLOAT3 cameraPosition, XMFLOAT4 specularColor, float specularPower)
{
HRESULT result;
D3D11_MAPPED_SUBRESOURCE mappedResource;
unsigned int bufferNumber;
MatrixBufferType* dataPtr;
LightBufferType* dataPtr2;
CameraBufferType* dataPtr3;
// Transpose the matrices to prepare them for the shader.
worldMatrix = XMMatrixTranspose(worldMatrix);
@ -385,6 +403,29 @@ bool LightShaderClass::SetShaderParameters(ID3D11DeviceContext* deviceContext, X
// Now set the constant buffer in the vertex shader with the updated values.
deviceContext->VSSetConstantBuffers(bufferNumber, 1, &m_matrixBuffer);
// Lock the camera constant buffer so it can be written to.
result = deviceContext->Map(m_cameraBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
if (FAILED(result))
{
return false;
}
// Get a pointer to the data in the constant buffer.
dataPtr3 = (CameraBufferType*)mappedResource.pData;
// Copy the camera position into the constant buffer.
dataPtr3->cameraPosition = cameraPosition;
dataPtr3->padding = 0.0f;
// Unlock the camera constant buffer.
deviceContext->Unmap(m_cameraBuffer, 0);
// Set the position of the camera constant buffer in the vertex shader.
bufferNumber = 1;
// Now set the camera constant buffer in the vertex shader with the updated values.
deviceContext->VSSetConstantBuffers(bufferNumber, 1, &m_cameraBuffer);
// Set shader texture resource in the pixel shader.
deviceContext->PSSetShaderResources(0, 1, &texture);
@ -402,7 +443,9 @@ bool LightShaderClass::SetShaderParameters(ID3D11DeviceContext* deviceContext, X
dataPtr2->ambientColor = ambientColor;
dataPtr2->diffuseColor = diffuseColor;
dataPtr2->lightDirection = lightDirection;
dataPtr2->padding = 0.0f;
dataPtr2->specularColor = specularColor;
dataPtr2->specularPower = specularPower;
//dataPtr2->padding = 0.0f;
// Unlock the constant buffer.
deviceContext->Unmap(m_lightBuffer, 0);

View File

@ -29,12 +29,20 @@ private:
XMMATRIX projection;
};
struct CameraBufferType
{
XMFLOAT3 cameraPosition;
float padding;
};
struct LightBufferType
{
XMFLOAT4 ambientColor;
XMFLOAT4 diffuseColor;
XMFLOAT3 lightDirection;
float padding; // Added extra padding so structure is a multiple of 16 for CreateBuffer function requirements.
float specularPower;
XMFLOAT4 specularColor;
};
public:
@ -44,14 +52,14 @@ public:
bool Initialize(ID3D11Device*, HWND);
void Shutdown();
bool Render(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, XMFLOAT3, XMFLOAT4, XMFLOAT4);
bool Render(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, XMFLOAT3, XMFLOAT4, XMFLOAT4, XMFLOAT3, XMFLOAT4, float);
private:
bool InitializeShader(ID3D11Device*, HWND, WCHAR*, WCHAR*);
void ShutdownShader();
void OutputShaderErrorMessage(ID3D10Blob*, HWND, WCHAR*);
bool SetShaderParameters(ID3D11DeviceContext*, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, XMFLOAT3, XMFLOAT4, XMFLOAT4);
bool SetShaderParameters(ID3D11DeviceContext*, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, XMFLOAT3, XMFLOAT4, XMFLOAT4, XMFLOAT3, XMFLOAT4, float);
void RenderShader(ID3D11DeviceContext*, int);
private:
@ -60,6 +68,7 @@ private:
ID3D11InputLayout* m_layout;
ID3D11SamplerState* m_sampleState;
ID3D11Buffer* m_matrixBuffer;
ID3D11Buffer* m_cameraBuffer;
ID3D11Buffer* m_lightBuffer;
};

View File

@ -114,7 +114,7 @@ bool ApplicationClass::Initialize(int screenWidth, int screenHeight, HWND hwnd)
}
// Set the file name of the model.
strcpy_s(modelFilename, "cube.txt");
strcpy_s(modelFilename, "sphere.txt");
// Set the file name of the textures.
strcpy_s(textureFilename1, "stone01.tga");
@ -146,7 +146,9 @@ bool ApplicationClass::Initialize(int screenWidth, int screenHeight, HWND hwnd)
m_Light->SetAmbientColor(0.15f, 0.15f, 0.15f, 1.0f);
m_Light->SetDiffuseColor(1.0f, 1.0f, 1.0f, 1.0f);
m_Light->SetDirection(1.0f, 0.0f, 0.0f);
m_Light->SetDirection(1.0f, 0.0f, 1.0f);
m_Light->SetSpecularColor(1.0f, 1.0f, 1.0f, 1.0f);
m_Light->SetSpecularPower(32.0f);
return true;
}
@ -356,7 +358,8 @@ bool ApplicationClass::Render(float rotation, float x, float y, float z)
// Render the model using the light shader.
result = m_LightShader->Render(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix, m_Model->GetTexture(0),
m_Light->GetDirection(), m_Light->GetAmbientColor(), m_Light->GetDiffuseColor());
m_Light->GetDirection(), m_Light->GetAmbientColor(), m_Light->GetDiffuseColor(),
m_Camera->GetPosition(), m_Light->GetSpecularColor(), m_Light->GetSpecularPower());
if (!result)
{
return false;
@ -373,14 +376,6 @@ bool ApplicationClass::Render(float rotation, float x, float y, float z)
// Put the model vertex and index buffers on the graphics pipeline to prepare them for drawing.
m_Model->Render(m_Direct3D->GetDeviceContext());
// Render the model using the light shader.
result = m_LightShader->Render(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix, m_Model->GetTexture(0),
m_Light->GetDirection(), m_Light->GetAmbientColor(), m_Light->GetDiffuseColor());
if (!result)
{
return false;
}
// Turn the Z buffer back on now that all 2D rendering has completed.
m_Direct3D->TurnZBufferOn();

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@ -89,6 +89,7 @@
</ItemGroup>
<ItemGroup>
<Text Include="cube.txt" />
<Text Include="sphere.txt" />
</ItemGroup>
<PropertyGroup Label="Globals">
<VCProjectVersion>17.0</VCProjectVersion>

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@ -14,6 +14,8 @@ cbuffer LightBuffer
float4 diffuseColor;
float3 lightDirection;
float padding;
float specularPower;
float4 specularColor;
};
@ -25,6 +27,7 @@ struct PixelInputType
float4 position : SV_POSITION;
float2 tex : TEXCOORD0;
float3 normal : NORMAL;
float3 viewDirection : TEXCOORD1;
};
@ -37,6 +40,8 @@ float4 LightPixelShader(PixelInputType input) : SV_TARGET
float3 lightDir;
float lightIntensity;
float4 color;
float3 reflection;
float4 specular;
// Sample the pixel color from the texture using the sampler at this texture coordinate location.
@ -45,6 +50,10 @@ float4 LightPixelShader(PixelInputType input) : SV_TARGET
// Set the default output color to the ambient light value for all pixels.
color = ambientColor;
// Initialize the specular color.
specular = float4(0.0f, 0.0f, 0.0f, 0.0f);
// Invert the light direction for calculations.
lightDir = -lightDirection;
@ -55,13 +64,22 @@ float4 LightPixelShader(PixelInputType input) : SV_TARGET
{
// Determine the final diffuse color based on the diffuse color and the amount of light intensity.
color += (diffuseColor * lightIntensity);
}
// Saturate the final light color.
color = saturate(color);
// Saturate the ambient and diffuse color.
color = saturate(color);
// Calculate the reflection vector based on the light intensity, normal vector, and light direction.
reflection = normalize(2.0f * lightIntensity * input.normal - lightDir);
// Determine the amount of specular light based on the reflection vector, viewing direction, and specular power.
specular = pow(saturate(dot(reflection, input.viewDirection)), specularPower);
}
// Multiply the texture pixel and the final diffuse color to get the final pixel color result.
color = color * textureColor;
// Add the specular component last to the output color.
color = saturate(color + specular);
return color;
}

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@ -13,6 +13,12 @@ cbuffer MatrixBuffer
matrix projectionMatrix;
};
cbuffer CameraBuffer
{
float3 cameraPosition;
float padding;
};
//////////////
// TYPEDEFS //
//////////////
@ -28,6 +34,7 @@ struct PixelInputType
float4 position : SV_POSITION;
float2 tex : TEXCOORD0;
float3 normal : NORMAL;
float3 viewDirection : TEXCOORD1;
};
@ -37,7 +44,8 @@ struct PixelInputType
PixelInputType LightVertexShader(VertexInputType input)
{
PixelInputType output;
float4 worldPosition;
// Change the position vector to be 4 units for proper matrix calculations.
input.position.w = 1.0f;
@ -56,5 +64,14 @@ PixelInputType LightVertexShader(VertexInputType input)
// Normalize the normal vector.
output.normal = normalize(output.normal);
// Calculate the position of the vertex in the world.
worldPosition = mul(input.position, worldMatrix);
// Determine the viewing direction based on the position of the camera and the position of the vertex in the world.
output.viewDirection = cameraPosition.xyz - worldPosition.xyz;
// Normalize the viewing direction vector.
output.viewDirection = normalize(output.viewDirection);
return output;
}

View File

@ -39,6 +39,19 @@ void LightClass::SetDirection(float x, float y, float z)
return;
}
void LightClass::SetSpecularColor(float red, float green, float blue, float alpha)
{
m_specularColor = XMFLOAT4(red, green, blue, alpha);
return;
}
void LightClass::SetSpecularPower(float power)
{
m_specularPower = power;
return;
}
XMFLOAT4 LightClass::GetAmbientColor()
{
return m_ambientColor;
@ -50,8 +63,18 @@ XMFLOAT4 LightClass::GetDiffuseColor()
return m_diffuseColor;
}
XMFLOAT3 LightClass::GetDirection()
{
return m_direction;
}
XMFLOAT4 LightClass::GetSpecularColor()
{
return m_specularColor;
}
float LightClass::GetSpecularPower()
{
return m_specularPower;
}

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@ -26,15 +26,21 @@ public:
void SetAmbientColor(float, float, float, float);
void SetDiffuseColor(float, float, float, float);
void SetDirection(float, float, float);
void SetSpecularColor(float, float, float, float);
void SetSpecularPower(float);
XMFLOAT4 GetAmbientColor();
XMFLOAT4 GetDiffuseColor();
XMFLOAT3 GetDirection();
XMFLOAT4 GetSpecularColor();
float GetSpecularPower();
private:
XMFLOAT4 m_ambientColor;
XMFLOAT4 m_diffuseColor;
XMFLOAT3 m_direction;
XMFLOAT4 m_specularColor;
float m_specularPower;
};
#endif

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@ -11,6 +11,7 @@ LightShaderClass::LightShaderClass()
m_layout = 0;
m_sampleState = 0;
m_matrixBuffer = 0;
m_cameraBuffer = 0;
m_lightBuffer = 0;
}
@ -32,13 +33,6 @@ bool LightShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
int error;
bool result;
// Set the filename of the vertex shader.
error = wcscpy_s(vsFilename, 128, L"./Light.vs");
if (error != 0)
{
return false;
}
// Set the filename of the vertex shader.
error = wcscpy_s(vsFilename, 128, L"light.vs");
if (error != 0)
@ -72,13 +66,15 @@ void LightShaderClass::Shutdown()
}
bool LightShaderClass::Render(ID3D11DeviceContext* deviceContext, int indexCount, XMMATRIX worldMatrix, XMMATRIX viewMatrix, XMMATRIX projectionMatrix,
ID3D11ShaderResourceView* texture, XMFLOAT3 lightDirection, XMFLOAT4 ambientColor, XMFLOAT4 diffuseColor)
ID3D11ShaderResourceView* texture, XMFLOAT3 lightDirection, XMFLOAT4 ambientColor, XMFLOAT4 diffuseColor,
XMFLOAT3 cameraPosition, XMFLOAT4 specularColor, float specularPower)
{
bool result;
// Set the shader parameters that it will use for rendering.
result = SetShaderParameters(deviceContext, worldMatrix, viewMatrix, projectionMatrix, texture, lightDirection, ambientColor, diffuseColor);
result = SetShaderParameters(deviceContext, worldMatrix, viewMatrix, projectionMatrix, texture, lightDirection, ambientColor, diffuseColor,
cameraPosition, specularColor, specularPower);
if(!result)
{
return false;
@ -97,12 +93,11 @@ bool LightShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR*
ID3D10Blob* errorMessage;
ID3D10Blob* vertexShaderBuffer;
ID3D10Blob* pixelShaderBuffer;
D3D11_INPUT_ELEMENT_DESC polygonLayout[3];
unsigned int numElements;
D3D11_SAMPLER_DESC samplerDesc;
D3D11_BUFFER_DESC matrixBufferDesc;
D3D11_BUFFER_DESC cameraBufferDesc;
D3D11_BUFFER_DESC lightBufferDesc;
@ -242,10 +237,25 @@ bool LightShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR*
return false;
}
// Setup the description of the camera dynamic constant buffer that is in the vertex shader.
cameraBufferDesc.Usage = D3D11_USAGE_DYNAMIC;
cameraBufferDesc.ByteWidth = sizeof(CameraBufferType);
cameraBufferDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
cameraBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
cameraBufferDesc.MiscFlags = 0;
cameraBufferDesc.StructureByteStride = 0;
// Create the camera constant buffer pointer so we can access the vertex shader constant buffer from within this class.
result = device->CreateBuffer(&cameraBufferDesc, NULL, &m_cameraBuffer);
if (FAILED(result))
{
return false;
}
// Setup the description of the light dynamic constant buffer that is in the pixel shader.
// Note that ByteWidth always needs to be a multiple of 16 if using D3D11_BIND_CONSTANT_BUFFER or CreateBuffer will fail.
// Note that ByteWidth always needs to be a multiple of 16 if using D3D11_BIND_CONSTANT_BUFFER or CreateBuffer will fail.
lightBufferDesc.Usage = D3D11_USAGE_DYNAMIC;
lightBufferDesc.ByteWidth = sizeof(LightBufferType);
lightBufferDesc.ByteWidth = sizeof(LightBufferType) + 12 ;
lightBufferDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
lightBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
lightBufferDesc.MiscFlags = 0;
@ -271,6 +281,13 @@ void LightShaderClass::ShutdownShader()
m_lightBuffer = 0;
}
// Release the camera constant buffer.
if (m_cameraBuffer)
{
m_cameraBuffer->Release();
m_cameraBuffer = 0;
}
// Release the matrix constant buffer.
if (m_matrixBuffer)
{
@ -347,14 +364,15 @@ void LightShaderClass::OutputShaderErrorMessage(ID3D10Blob* errorMessage, HWND h
bool LightShaderClass::SetShaderParameters(ID3D11DeviceContext* deviceContext, XMMATRIX worldMatrix, XMMATRIX viewMatrix, XMMATRIX projectionMatrix,
ID3D11ShaderResourceView* texture, XMFLOAT3 lightDirection, XMFLOAT4 ambientColor, XMFLOAT4 diffuseColor)
ID3D11ShaderResourceView* texture, XMFLOAT3 lightDirection, XMFLOAT4 ambientColor, XMFLOAT4 diffuseColor,
XMFLOAT3 cameraPosition, XMFLOAT4 specularColor, float specularPower)
{
HRESULT result;
D3D11_MAPPED_SUBRESOURCE mappedResource;
unsigned int bufferNumber;
MatrixBufferType* dataPtr;
LightBufferType* dataPtr2;
CameraBufferType* dataPtr3;
// Transpose the matrices to prepare them for the shader.
worldMatrix = XMMatrixTranspose(worldMatrix);
@ -385,6 +403,29 @@ bool LightShaderClass::SetShaderParameters(ID3D11DeviceContext* deviceContext, X
// Now set the constant buffer in the vertex shader with the updated values.
deviceContext->VSSetConstantBuffers(bufferNumber, 1, &m_matrixBuffer);
// Lock the camera constant buffer so it can be written to.
result = deviceContext->Map(m_cameraBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
if (FAILED(result))
{
return false;
}
// Get a pointer to the data in the constant buffer.
dataPtr3 = (CameraBufferType*)mappedResource.pData;
// Copy the camera position into the constant buffer.
dataPtr3->cameraPosition = cameraPosition;
dataPtr3->padding = 0.0f;
// Unlock the camera constant buffer.
deviceContext->Unmap(m_cameraBuffer, 0);
// Set the position of the camera constant buffer in the vertex shader.
bufferNumber = 1;
// Now set the camera constant buffer in the vertex shader with the updated values.
deviceContext->VSSetConstantBuffers(bufferNumber, 1, &m_cameraBuffer);
// Set shader texture resource in the pixel shader.
deviceContext->PSSetShaderResources(0, 1, &texture);
@ -402,7 +443,9 @@ bool LightShaderClass::SetShaderParameters(ID3D11DeviceContext* deviceContext, X
dataPtr2->ambientColor = ambientColor;
dataPtr2->diffuseColor = diffuseColor;
dataPtr2->lightDirection = lightDirection;
dataPtr2->padding = 0.0f;
dataPtr2->specularColor = specularColor;
dataPtr2->specularPower = specularPower;
//dataPtr2->padding = 0.0f;
// Unlock the constant buffer.
deviceContext->Unmap(m_lightBuffer, 0);

View File

@ -29,12 +29,20 @@ private:
XMMATRIX projection;
};
struct CameraBufferType
{
XMFLOAT3 cameraPosition;
float padding;
};
struct LightBufferType
{
XMFLOAT4 ambientColor;
XMFLOAT4 diffuseColor;
XMFLOAT3 lightDirection;
float padding; // Added extra padding so structure is a multiple of 16 for CreateBuffer function requirements.
float specularPower;
XMFLOAT4 specularColor;
};
public:
@ -44,14 +52,14 @@ public:
bool Initialize(ID3D11Device*, HWND);
void Shutdown();
bool Render(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, XMFLOAT3, XMFLOAT4, XMFLOAT4);
bool Render(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, XMFLOAT3, XMFLOAT4, XMFLOAT4, XMFLOAT3, XMFLOAT4, float);
private:
bool InitializeShader(ID3D11Device*, HWND, WCHAR*, WCHAR*);
void ShutdownShader();
void OutputShaderErrorMessage(ID3D10Blob*, HWND, WCHAR*);
bool SetShaderParameters(ID3D11DeviceContext*, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, XMFLOAT3, XMFLOAT4, XMFLOAT4);
bool SetShaderParameters(ID3D11DeviceContext*, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, XMFLOAT3, XMFLOAT4, XMFLOAT4, XMFLOAT3, XMFLOAT4, float);
void RenderShader(ID3D11DeviceContext*, int);
private:
@ -60,6 +68,7 @@ private:
ID3D11InputLayout* m_layout;
ID3D11SamplerState* m_sampleState;
ID3D11Buffer* m_matrixBuffer;
ID3D11Buffer* m_cameraBuffer;
ID3D11Buffer* m_lightBuffer;
};

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enginecustom/sphere.txt Normal file

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