Ajout transparence buggé
This commit is contained in:
parent
cae1fa326f
commit
1b4762940c
@ -5,6 +5,8 @@ ApplicationClass::ApplicationClass()
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m_Direct3D = 0;
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m_Camera = 0;
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m_Model = 0;
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m_Model1 = 0;
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m_Model2 = 0;
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m_LightShader = 0;
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m_Light = 0;
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m_TextureShader = 0;
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@ -26,6 +28,7 @@ ApplicationClass::ApplicationClass()
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m_Frustum = 0;
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m_DisplayPlane = 0;
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m_ReflectionShader = 0;
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m_TransparentShader = 0;
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}
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@ -140,6 +143,9 @@ bool ApplicationClass::Initialize(int screenWidth, int screenHeight, HWND hwnd)
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return false;
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}
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// Create and initialize the render to texture object.
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m_RenderTexture = new RenderTextureClass;
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@ -233,6 +239,37 @@ bool ApplicationClass::Initialize(int screenWidth, int screenHeight, HWND hwnd)
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return false;
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}
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// Create and initialize the first model object that will use the dirt texture.
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m_Model1 = new ModelClass;
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result = m_Model1->Initialize(m_Direct3D->GetDevice(), m_Direct3D->GetDeviceContext(), modelFilename, textureFilename1, textureFilename2, textureFilename3, textureFilename4,
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textureFilename5, textureFilename6);
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if (!result)
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{
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MessageBox(hwnd, L"Could not initialize the model object.", L"Error", MB_OK);
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return false;
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}
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// Create and initialize the second model object that will use the stone texture.
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m_Model2 = new ModelClass;
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result = m_Model2->Initialize(m_Direct3D->GetDevice(), m_Direct3D->GetDeviceContext(), modelFilename, textureFilename1, textureFilename2, textureFilename3, textureFilename4,
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textureFilename5, textureFilename6);
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if (!result)
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{
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return false;
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}
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// Create and initialize the transparent shader object.
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m_TransparentShader = new TransparentShaderClass;
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result = m_TransparentShader->Initialize(m_Direct3D->GetDevice(), hwnd);
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if (!result)
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{
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MessageBox(hwnd, L"Could not initialize the transparent shader object.", L"Error", MB_OK);
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return false;
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}
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// Create and initialize the light shader object.
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m_LightShader = new LightShaderClass;
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@ -364,6 +401,29 @@ bool ApplicationClass::Initialize(int screenWidth, int screenHeight, HWND hwnd)
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void ApplicationClass::Shutdown()
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{
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// Release the transparent shader object.
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if (m_TransparentShader)
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{
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m_TransparentShader->Shutdown();
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delete m_TransparentShader;
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m_TransparentShader = 0;
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}
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// Release the model object.
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if (m_Model2)
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{
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m_Model2->Shutdown();
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delete m_Model2;
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m_Model2 = 0;
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}
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// Release the model object.
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if (m_Model1)
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{
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m_Model1->Shutdown();
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delete m_Model1;
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m_Model1 = 0;
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}
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// Release the shader manager object.
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if (m_ShaderManager)
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@ -703,6 +763,10 @@ bool ApplicationClass::Render(float rotation, float x, float y, float z, float t
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XMFLOAT4 diffuseColor[4], lightPosition[4];
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int modelCount, renderCount, i;
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bool result, renderModel;
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float blendAmount;
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// Set the blending amount to 50%.
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blendAmount = 0.5f;
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// Clear the buffers to begin the scene.
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m_Direct3D->BeginScene(0.0f, 0.0f, 0.0f, 1.0f);
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@ -710,6 +774,38 @@ bool ApplicationClass::Render(float rotation, float x, float y, float z, float t
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// Generate the view matrix based on the camera's position.
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m_Camera->Render();
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// Get the world, view, and projection matrices from the camera and d3d objects.
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m_Direct3D->GetWorldMatrix(worldMatrix);
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m_Camera->GetViewMatrix(viewMatrix);
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m_Direct3D->GetProjectionMatrix(projectionMatrix);
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// Render the first model that is using the dirt texture using the regular texture shader.
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m_Model1->Render(m_Direct3D->GetDeviceContext());
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result = m_TextureShader->Render(m_Direct3D->GetDeviceContext(), m_Model1->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix, m_Model1->GetTexture(0));
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if (!result)
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{
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return false;
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}
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// Translate to the right by one unit and towards the camera by one unit.
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worldMatrix = XMMatrixTranslation(1.0f, 0.0f, -1.0f);
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// Turn on alpha blending for the transparency to work.
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m_Direct3D->EnableAlphaBlending();
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// Render the second square model with the stone texture and use the 50% blending amount for transparency.
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m_Model2->Render(m_Direct3D->GetDeviceContext());
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result = m_TransparentShader->Render(m_Direct3D->GetDeviceContext(), m_Model2->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix, m_Model2->GetTexture(5), blendAmount);
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if (!result)
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{
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return false;
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}
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// Turn off alpha blending.
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m_Direct3D->DisableAlphaBlending();
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// Get the world, view, and projection matrices from the camera and d3d objects.
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m_Direct3D->GetWorldMatrix(worldMatrix);
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m_Camera->GetViewMatrix(viewMatrix);
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@ -30,6 +30,7 @@
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#include "rendertextureclass.h"
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#include "displayplaneclass.h"
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#include "reflectionshaderclass.h"
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#include "transparentshaderclass.h"
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@ -91,7 +92,9 @@ private :
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D3DClass* m_Direct3D;
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IDXGISwapChain* m_swapChain;
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ModelClass* m_Model;
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ModelClass* m_Model1, * m_Model2;
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TextureShaderClass* m_TextureShader;
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TransparentShaderClass* m_TransparentShader;
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ShaderManagerClass* m_ShaderManager;
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ModelListClass* m_ModelList;
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@ -60,6 +60,7 @@
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<ClCompile Include="textureshaderclass.cpp" />
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<ClCompile Include="Timerclass.cpp" />
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<ClCompile Include="translateshaderclass.cpp" />
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<ClCompile Include="transparentshaderclass.cpp" />
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</ItemGroup>
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<ItemGroup>
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<ClInclude Include="alphamapshaderclass.h" />
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@ -103,6 +104,7 @@
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<ClInclude Include="textureshaderclass.h" />
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<ClInclude Include="Timerclass.h" />
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<ClInclude Include="translateshaderclass.h" />
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<ClInclude Include="transparentshaderclass.h" />
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</ItemGroup>
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<ItemGroup>
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<None Include="alphamap.ps" />
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@ -124,6 +126,8 @@
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<None Include="specmap.vs" />
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<None Include="texture.ps" />
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<None Include="texture.vs" />
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<None Include="transparent.ps" />
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<None Include="transparent.vs" />
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</ItemGroup>
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<ItemGroup>
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<None Include="Color.ps">
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@ -156,6 +156,12 @@
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<ClCompile Include="reflectionshaderclass.cpp">
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<Filter>Fichiers sources</Filter>
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</ClCompile>
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<ClCompile Include="shadermanagerclass.cpp">
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<Filter>Fichiers sources</Filter>
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</ClCompile>
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<ClCompile Include="transparentshaderclass.cpp">
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<Filter>Fichiers sources</Filter>
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</ClCompile>
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</ItemGroup>
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<ItemGroup>
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<ClInclude Include="systemclass.h">
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@ -281,6 +287,12 @@
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<ClInclude Include="reflectionshaderclass.h">
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<Filter>Fichiers d%27en-tête</Filter>
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</ClInclude>
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<ClInclude Include="shadermanagerclass.h">
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<Filter>Fichiers d%27en-tête</Filter>
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</ClInclude>
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<ClInclude Include="transparentshaderclass.h">
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<Filter>Fichiers d%27en-tête</Filter>
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</ClInclude>
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</ItemGroup>
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<ItemGroup>
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<Image Include="font01.tga">
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@ -313,6 +325,9 @@
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<Image Include="..\..\..\..\Downloads\grass.tga">
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<Filter>Assets</Filter>
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</Image>
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<Image Include="spec02.tga">
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<Filter>Assets</Filter>
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</Image>
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</ItemGroup>
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<ItemGroup>
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<None Include="packages.config" />
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@ -376,8 +391,18 @@
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<None Include="translate.ps">
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<Filter>shader</Filter>
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</None>
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<None Include="reflection.vs" />
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<None Include="reflection.ps" />
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<None Include="reflection.ps">
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<Filter>shader</Filter>
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</None>
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<None Include="reflection.vs">
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<Filter>shader</Filter>
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</None>
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<None Include="transparent.ps">
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<Filter>shader</Filter>
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</None>
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<None Include="transparent.vs">
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<Filter>shader</Filter>
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</None>
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</ItemGroup>
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<ItemGroup>
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<Text Include="font01.txt">
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@ -398,8 +423,5 @@
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<Text Include="square.txt">
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<Filter>assets</Filter>
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</Text>
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<ClCompile Include="shadermanagerclass.cpp" />
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<ClInclude Include="shadermanagerclass.h" />
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<Image Include="spec02.tga" />
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</ItemGroup>
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</Project>
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@ -8,6 +8,7 @@ ShaderManagerClass::ShaderManagerClass()
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m_TranslateShader = 0;
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m_AlphaMapShader = 0;
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m_SpecMapShader = 0;
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m_TransparentShader = 0;
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}
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@ -79,6 +80,15 @@ bool ShaderManagerClass::Initialize(ID3D11Device* device, HWND hwnd)
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return false;
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}
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// Create and initialize the specular map shader object.
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m_TransparentShader = new TransparentShaderClass;
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result = m_TransparentShader->Initialize(device, hwnd);
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if (!result)
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{
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return false;
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}
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return true;
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}
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@ -132,6 +142,14 @@ void ShaderManagerClass::Shutdown()
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m_SpecMapShader = 0;
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}
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// Release the transparent shader object.
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if (m_TransparentShader)
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{
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m_TransparentShader->Shutdown();
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delete m_TransparentShader;
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m_TransparentShader = 0;
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}
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return;
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}
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@ -11,6 +11,7 @@
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#include "translateshaderclass.h"
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#include "alphamapshaderclass.h"
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#include "specmapshaderclass.h"
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#include "transparentshaderclass.h"
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////////////////////////////////////////////////////////////////////////////////
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@ -32,6 +33,7 @@ public:
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bool RenderAlphaMapShader(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, ID3D11ShaderResourceView*, ID3D11ShaderResourceView*);
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bool RenderSpecMapShader(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, ID3D11ShaderResourceView*, ID3D11ShaderResourceView*,
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XMFLOAT3, XMFLOAT4, XMFLOAT3, XMFLOAT4, float);
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bool RenderTransparentShader(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, ID3D11ShaderResourceView*);
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private:
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TextureShaderClass* m_TextureShader;
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@ -40,6 +42,7 @@ private:
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TranslateShaderClass* m_TranslateShader;
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AlphaMapShaderClass* m_AlphaMapShader;
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SpecMapShaderClass* m_SpecMapShader;
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TransparentShaderClass* m_TransparentShader;
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};
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#endif
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38
enginecustom/transparent.ps
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38
enginecustom/transparent.ps
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@ -0,0 +1,38 @@
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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 TransparentBuffer
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{
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float blendAmount;
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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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float2 tex : TEXCOORD0;
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};
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////////////////////////////////////////////////////////////////////////////////
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// Pixel Shader
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////////////////////////////////////////////////////////////////////////////////
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float4 TransparentPixelShader(PixelInputType input) : SV_TARGET
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{
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float4 color;
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// Sample the texture pixel at this location.
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color = shaderTexture.Sample(SampleType, input.tex);
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// Set the alpha value of this pixel to the blending amount to create the alpha blending effect.
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color.a = blendAmount;
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return color;
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}
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48
enginecustom/transparent.vs
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48
enginecustom/transparent.vs
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@ -0,0 +1,48 @@
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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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matrix viewMatrix;
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matrix projectionMatrix;
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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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float2 tex : TEXCOORD0;
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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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float2 tex : TEXCOORD0;
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};
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////////////////////////////////////////////////////////////////////////////////
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// Vertex Shader
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////////////////////////////////////////////////////////////////////////////////
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PixelInputType TransparentVertexShader(VertexInputType input)
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{
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PixelInputType output;
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// Change the position vector to be 4 units for proper matrix calculations.
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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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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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// Store the texture coordinates for the pixel shader.
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output.tex = input.tex;
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return output;
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}
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413
enginecustom/transparentshaderclass.cpp
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413
enginecustom/transparentshaderclass.cpp
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#include "transparentshaderclass.h"
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TransparentShaderClass::TransparentShaderClass()
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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_transparentBuffer = 0;
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}
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TransparentShaderClass::TransparentShaderClass(const TransparentShaderClass& other)
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{
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}
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TransparentShaderClass::~TransparentShaderClass()
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{
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}
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bool TransparentShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
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{
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bool result;
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wchar_t vsFilename[128];
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wchar_t psFilename[128];
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int error;
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// Set the filename of the vertex shader.
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error = wcscpy_s(vsFilename, 128, L"transparent.vs");
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if (error != 0)
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{
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return false;
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}
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// Set the filename of the pixel shader.
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error = wcscpy_s(psFilename, 128, L"transparent.ps");
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if (error != 0)
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{
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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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return false;
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}
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return true;
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}
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void TransparentShaderClass::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 TransparentShaderClass::Render(ID3D11DeviceContext* deviceContext, int indexCount, XMMATRIX worldMatrix, XMMATRIX viewMatrix,
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XMMATRIX projectionMatrix, ID3D11ShaderResourceView* texture, float blend)
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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, blend);
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if (!result)
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{
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return false;
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}
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// Now render the prepared buffers with the shader.
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RenderShader(deviceContext, indexCount);
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return true;
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}
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bool TransparentShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR* vsFilename, WCHAR* psFilename)
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{
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HRESULT result;
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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[2];
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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 transparentBufferDesc;
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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;
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pixelShaderBuffer = 0;
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||||
// Compile the vertex shader code.
|
||||
result = D3DCompileFromFile(vsFilename, NULL, NULL, "TransparentVertexShader", "vs_5_0", D3D10_SHADER_ENABLE_STRICTNESS, 0,
|
||||
&vertexShaderBuffer, &errorMessage);
|
||||
if (FAILED(result))
|
||||
{
|
||||
// If the shader failed to compile it should have writen 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);
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
// Compile the pixel shader code.
|
||||
result = D3DCompileFromFile(psFilename, NULL, NULL, "TransparentPixelShader", "ps_5_0", D3D10_SHADER_ENABLE_STRICTNESS, 0,
|
||||
&pixelShaderBuffer, &errorMessage);
|
||||
if (FAILED(result))
|
||||
{
|
||||
// If the shader failed to compile it should have writen 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);
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
// Create the vertex shader from the buffer.
|
||||
result = device->CreateVertexShader(vertexShaderBuffer->GetBufferPointer(), vertexShaderBuffer->GetBufferSize(), NULL, &m_vertexShader);
|
||||
if (FAILED(result))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Create the pixel shader from the buffer.
|
||||
result = device->CreatePixelShader(pixelShaderBuffer->GetBufferPointer(), pixelShaderBuffer->GetBufferSize(), NULL, &m_pixelShader);
|
||||
if (FAILED(result))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Create the vertex input layout description.
|
||||
polygonLayout[0].SemanticName = "POSITION";
|
||||
polygonLayout[0].SemanticIndex = 0;
|
||||
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 = "TEXCOORD";
|
||||
polygonLayout[1].SemanticIndex = 0;
|
||||
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;
|
||||
|
||||
// Get a count of the elements in the layout.
|
||||
numElements = sizeof(polygonLayout) / sizeof(polygonLayout[0]);
|
||||
|
||||
// Create the vertex input layout.
|
||||
result = device->CreateInputLayout(polygonLayout, numElements, vertexShaderBuffer->GetBufferPointer(),
|
||||
vertexShaderBuffer->GetBufferSize(), &m_layout);
|
||||
if (FAILED(result))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Release the vertex shader buffer and pixel shader buffer since they are no longer needed.
|
||||
vertexShaderBuffer->Release();
|
||||
vertexShaderBuffer = 0;
|
||||
|
||||
pixelShaderBuffer->Release();
|
||||
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, NULL, &m_matrixBuffer);
|
||||
if (FAILED(result))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Create a texture sampler state description.
|
||||
samplerDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
|
||||
samplerDesc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP;
|
||||
samplerDesc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP;
|
||||
samplerDesc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP;
|
||||
samplerDesc.MipLODBias = 0.0f;
|
||||
samplerDesc.MaxAnisotropy = 1;
|
||||
samplerDesc.ComparisonFunc = D3D11_COMPARISON_ALWAYS;
|
||||
samplerDesc.BorderColor[0] = 0;
|
||||
samplerDesc.BorderColor[1] = 0;
|
||||
samplerDesc.BorderColor[2] = 0;
|
||||
samplerDesc.BorderColor[3] = 0;
|
||||
samplerDesc.MinLOD = 0;
|
||||
samplerDesc.MaxLOD = D3D11_FLOAT32_MAX;
|
||||
|
||||
// Create the texture sampler state.
|
||||
result = device->CreateSamplerState(&samplerDesc, &m_sampleState);
|
||||
if (FAILED(result))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Setup the description of the transparent dynamic constant buffer that is in the pixel shader.
|
||||
transparentBufferDesc.Usage = D3D11_USAGE_DYNAMIC;
|
||||
transparentBufferDesc.ByteWidth = sizeof(TransparentBufferType);
|
||||
transparentBufferDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
|
||||
transparentBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
|
||||
transparentBufferDesc.MiscFlags = 0;
|
||||
transparentBufferDesc.StructureByteStride = 0;
|
||||
|
||||
// Create the constant buffer pointer so we can access the pixel shader constant buffer from within this class.
|
||||
result = device->CreateBuffer(&transparentBufferDesc, NULL, &m_transparentBuffer);
|
||||
if (FAILED(result))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
void TransparentShaderClass::ShutdownShader()
|
||||
{
|
||||
// Release the transparent constant buffer.
|
||||
if (m_transparentBuffer)
|
||||
{
|
||||
m_transparentBuffer->Release();
|
||||
m_transparentBuffer = 0;
|
||||
}
|
||||
|
||||
// Release the sampler state.
|
||||
if (m_sampleState)
|
||||
{
|
||||
m_sampleState->Release();
|
||||
m_sampleState = 0;
|
||||
}
|
||||
|
||||
// Release the matrix constant buffer.
|
||||
if (m_matrixBuffer)
|
||||
{
|
||||
m_matrixBuffer->Release();
|
||||
m_matrixBuffer = 0;
|
||||
}
|
||||
|
||||
// Release the layout.
|
||||
if (m_layout)
|
||||
{
|
||||
m_layout->Release();
|
||||
m_layout = 0;
|
||||
}
|
||||
|
||||
// Release the pixel shader.
|
||||
if (m_pixelShader)
|
||||
{
|
||||
m_pixelShader->Release();
|
||||
m_pixelShader = 0;
|
||||
}
|
||||
|
||||
// Release the vertex shader.
|
||||
if (m_vertexShader)
|
||||
{
|
||||
m_vertexShader->Release();
|
||||
m_vertexShader = 0;
|
||||
}
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
void TransparentShaderClass::OutputShaderErrorMessage(ID3D10Blob* errorMessage, HWND hwnd, WCHAR* shaderFilename)
|
||||
{
|
||||
char* compileErrors;
|
||||
unsigned long long bufferSize, i;
|
||||
ofstream fout;
|
||||
|
||||
|
||||
// Get a pointer to the error message text buffer.
|
||||
compileErrors = (char*)(errorMessage->GetBufferPointer());
|
||||
|
||||
// Get the length of the message.
|
||||
bufferSize = errorMessage->GetBufferSize();
|
||||
|
||||
// Open a file to write the error message to.
|
||||
fout.open("shader-error.txt");
|
||||
|
||||
// Write out the error message.
|
||||
for (i = 0; i < bufferSize; i++)
|
||||
{
|
||||
fout << compileErrors[i];
|
||||
}
|
||||
|
||||
// Close the file.
|
||||
fout.close();
|
||||
|
||||
// Release the error message.
|
||||
errorMessage->Release();
|
||||
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);
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
bool TransparentShaderClass::SetShaderParameters(ID3D11DeviceContext* deviceContext, XMMATRIX worldMatrix, XMMATRIX viewMatrix,
|
||||
XMMATRIX projectionMatrix, ID3D11ShaderResourceView* texture, float blend)
|
||||
{
|
||||
HRESULT result;
|
||||
D3D11_MAPPED_SUBRESOURCE mappedResource;
|
||||
MatrixBufferType* dataPtr;
|
||||
unsigned int bufferNumber;
|
||||
TransparentBufferType* dataPtr2;
|
||||
|
||||
|
||||
// Transpose the matrices to prepare them for the shader.
|
||||
worldMatrix = XMMatrixTranspose(worldMatrix);
|
||||
viewMatrix = XMMatrixTranspose(viewMatrix);
|
||||
projectionMatrix = XMMatrixTranspose(projectionMatrix);
|
||||
|
||||
// Lock the constant buffer so it can be written to.
|
||||
result = deviceContext->Map(m_matrixBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
|
||||
if (FAILED(result))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Get a pointer to the data in the constant buffer.
|
||||
dataPtr = (MatrixBufferType*)mappedResource.pData;
|
||||
|
||||
// Copy the matrices into the constant buffer.
|
||||
dataPtr->world = worldMatrix;
|
||||
dataPtr->view = viewMatrix;
|
||||
dataPtr->projection = projectionMatrix;
|
||||
|
||||
// Unlock the constant buffer.
|
||||
deviceContext->Unmap(m_matrixBuffer, 0);
|
||||
|
||||
// Set the position of the constant buffer in the vertex shader.
|
||||
bufferNumber = 0;
|
||||
|
||||
// Finally set the constant buffer in the vertex shader with the updated values.
|
||||
deviceContext->VSSetConstantBuffers(bufferNumber, 1, &m_matrixBuffer);
|
||||
|
||||
// Set shader texture resource in the pixel shader.
|
||||
deviceContext->PSSetShaderResources(0, 1, &texture);
|
||||
|
||||
// Lock the transparent constant buffer so it can be written to.
|
||||
result = deviceContext->Map(m_transparentBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
|
||||
if (FAILED(result))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Get a pointer to the data in the transparent constant buffer.
|
||||
dataPtr2 = (TransparentBufferType*)mappedResource.pData;
|
||||
|
||||
// Copy the alpha blending value into the transparent constant buffer.
|
||||
dataPtr2->blendAmount = blend;
|
||||
|
||||
// Unlock the buffer.
|
||||
deviceContext->Unmap(m_transparentBuffer, 0);
|
||||
|
||||
// Set the position of the transparent constant buffer in the pixel shader.
|
||||
bufferNumber = 0;
|
||||
|
||||
// Now set the transparent constant buffer in the pixel shader with the updated values.
|
||||
deviceContext->PSSetConstantBuffers(bufferNumber, 1, &m_transparentBuffer);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
void TransparentShaderClass::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 the geometry.
|
||||
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 geometry.
|
||||
deviceContext->DrawIndexed(indexCount, 0, 0);
|
||||
|
||||
return;
|
||||
}
|
61
enginecustom/transparentshaderclass.h
Normal file
61
enginecustom/transparentshaderclass.h
Normal file
@ -0,0 +1,61 @@
|
||||
#ifndef _TRANSPARENTSHADERCLASS_H_
|
||||
#define _TRANSPARENTSHADERCLASS_H_
|
||||
|
||||
|
||||
//////////////
|
||||
// INCLUDES //
|
||||
//////////////
|
||||
#include <d3d11.h>
|
||||
#include <d3dcompiler.h>
|
||||
#include <directxmath.h>
|
||||
#include <fstream>
|
||||
using namespace DirectX;
|
||||
using namespace std;
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
// Class name: TransparentShaderClass
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
class TransparentShaderClass
|
||||
{
|
||||
private:
|
||||
struct MatrixBufferType
|
||||
{
|
||||
XMMATRIX world;
|
||||
XMMATRIX view;
|
||||
XMMATRIX projection;
|
||||
};
|
||||
|
||||
struct TransparentBufferType
|
||||
{
|
||||
float blendAmount;
|
||||
XMFLOAT3 padding;
|
||||
};
|
||||
|
||||
public:
|
||||
TransparentShaderClass();
|
||||
TransparentShaderClass(const TransparentShaderClass&);
|
||||
~TransparentShaderClass();
|
||||
|
||||
bool Initialize(ID3D11Device*, HWND);
|
||||
void Shutdown();
|
||||
bool Render(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, float);
|
||||
|
||||
private:
|
||||
bool InitializeShader(ID3D11Device*, HWND, WCHAR*, WCHAR*);
|
||||
void ShutdownShader();
|
||||
void OutputShaderErrorMessage(ID3D10Blob*, HWND, WCHAR*);
|
||||
|
||||
bool SetShaderParameters(ID3D11DeviceContext*, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, float);
|
||||
void RenderShader(ID3D11DeviceContext*, int);
|
||||
|
||||
private:
|
||||
ID3D11VertexShader* m_vertexShader;
|
||||
ID3D11PixelShader* m_pixelShader;
|
||||
ID3D11InputLayout* m_layout;
|
||||
ID3D11Buffer* m_matrixBuffer;
|
||||
ID3D11SamplerState* m_sampleState;
|
||||
ID3D11Buffer* m_transparentBuffer;
|
||||
};
|
||||
|
||||
#endif
|
Loading…
x
Reference in New Issue
Block a user