Minor Update - Logger transformer en Singleton
This commit is contained in:
parent
3bc9eee3cc
commit
25f05fe217
@ -23,7 +23,7 @@ ColorShaderClass::~ColorShaderClass()
|
||||
|
||||
bool ColorShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
|
||||
{
|
||||
logger.Log("Initializing ColorShaderClass", __FILE__, __LINE__);
|
||||
Logger::Get().Log("Initializing ColorShaderClass", __FILE__, __LINE__);
|
||||
|
||||
bool result;
|
||||
wchar_t vsFilename[128];
|
||||
@ -35,7 +35,7 @@ bool ColorShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
|
||||
error = wcscpy_s(vsFilename, 128, L"../enginecustom/Color.vs");
|
||||
if (error != 0)
|
||||
{
|
||||
logger.Log("Error copying string", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Error copying string", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
@ -43,7 +43,7 @@ bool ColorShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
|
||||
error = wcscpy_s(psFilename, 128, L"../enginecustom/Color.ps");
|
||||
if (error != 0)
|
||||
{
|
||||
logger.Log("Error copying string", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Error copying string", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
@ -51,11 +51,11 @@ bool ColorShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
|
||||
result = InitializeShader(device, hwnd, vsFilename, psFilename);
|
||||
if (!result)
|
||||
{
|
||||
logger.Log("Error initializing shader", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Error initializing shader", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
logger.Log("ColorShaderClass initialized", __FILE__, __LINE__);
|
||||
Logger::Get().Log("ColorShaderClass initialized", __FILE__, __LINE__);
|
||||
|
||||
return true;
|
||||
}
|
||||
@ -78,7 +78,7 @@ bool ColorShaderClass::Render(ID3D11DeviceContext* deviceContext, int indexCount
|
||||
result = SetShaderParameters(deviceContext, worldMatrix, viewMatrix, projectionMatrix);
|
||||
if (!result)
|
||||
{
|
||||
logger.Log("Error setting shader parameters", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Error setting shader parameters", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
@ -90,7 +90,7 @@ bool ColorShaderClass::Render(ID3D11DeviceContext* deviceContext, int indexCount
|
||||
|
||||
bool ColorShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR* vsFilename, WCHAR* psFilename)
|
||||
{
|
||||
logger.Log("Initializing shader", __FILE__, __LINE__);
|
||||
Logger::Get().Log("Initializing shader", __FILE__, __LINE__);
|
||||
|
||||
HRESULT result;
|
||||
ID3D10Blob* errorMessage;
|
||||
@ -119,7 +119,7 @@ bool ColorShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR*
|
||||
// If there was nothing in the error message then it simply could not find the shader file itself.
|
||||
else
|
||||
{
|
||||
logger.Log("Error compiling shader", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Error compiling shader", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
}
|
||||
|
||||
return false;
|
||||
@ -138,7 +138,7 @@ bool ColorShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR*
|
||||
// If there was nothing in the error message then it simply could not find the file itself.
|
||||
else
|
||||
{
|
||||
logger.Log("Error compiling shader", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Error compiling shader", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
}
|
||||
|
||||
return false;
|
||||
@ -148,7 +148,7 @@ bool ColorShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR*
|
||||
result = device->CreateVertexShader(vertexShaderBuffer->GetBufferPointer(), vertexShaderBuffer->GetBufferSize(), NULL, &m_vertexShader);
|
||||
if (FAILED(result))
|
||||
{
|
||||
logger.Log("Error creating vertex shader", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Error creating vertex shader", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
@ -156,7 +156,7 @@ bool ColorShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR*
|
||||
result = device->CreatePixelShader(pixelShaderBuffer->GetBufferPointer(), pixelShaderBuffer->GetBufferSize(), NULL, &m_pixelShader);
|
||||
if (FAILED(result))
|
||||
{
|
||||
logger.Log("Error creating pixel shader", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Error creating pixel shader", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
@ -186,7 +186,7 @@ bool ColorShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR*
|
||||
vertexShaderBuffer->GetBufferSize(), &m_layout);
|
||||
if (FAILED(result))
|
||||
{
|
||||
logger.Log("Error creating input layout", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Error creating input layout", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
@ -209,18 +209,18 @@ bool ColorShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR*
|
||||
result = device->CreateBuffer(&matrixBufferDesc, NULL, &m_matrixBuffer);
|
||||
if (FAILED(result))
|
||||
{
|
||||
logger.Log("Error creating constant buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Error creating constant buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
logger.Log("Shader initialized", __FILE__, __LINE__);
|
||||
Logger::Get().Log("Shader initialized", __FILE__, __LINE__);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void ColorShaderClass::ShutdownShader()
|
||||
{
|
||||
logger.Log("Shutting down shader", __FILE__, __LINE__);
|
||||
Logger::Get().Log("Shutting down shader", __FILE__, __LINE__);
|
||||
|
||||
// Release the matrix constant buffer.
|
||||
if (m_matrixBuffer)
|
||||
@ -250,7 +250,7 @@ void ColorShaderClass::ShutdownShader()
|
||||
m_vertexShader = 0;
|
||||
}
|
||||
|
||||
logger.Log("Shader shut down", __FILE__, __LINE__);
|
||||
Logger::Get().Log("Shader shut down", __FILE__, __LINE__);
|
||||
|
||||
return;
|
||||
}
|
||||
@ -293,7 +293,7 @@ void ColorShaderClass::OutputShaderErrorMessage(ID3D10Blob* errorMessage, HWND h
|
||||
bool ColorShaderClass::SetShaderParameters(ID3D11DeviceContext* deviceContext, XMMATRIX worldMatrix, XMMATRIX viewMatrix,
|
||||
XMMATRIX projectionMatrix)
|
||||
{
|
||||
logger.Log("Setting shader parameters", __FILE__, __LINE__);
|
||||
Logger::Get().Log("Setting shader parameters", __FILE__, __LINE__);
|
||||
|
||||
HRESULT result;
|
||||
D3D11_MAPPED_SUBRESOURCE mappedResource;
|
||||
@ -309,7 +309,7 @@ bool ColorShaderClass::SetShaderParameters(ID3D11DeviceContext* deviceContext, X
|
||||
result = deviceContext->Map(m_matrixBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
|
||||
if (FAILED(result))
|
||||
{
|
||||
logger.Log("Error mapping constant buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Error mapping constant buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
|
@ -52,8 +52,6 @@ private:
|
||||
ID3D11PixelShader* m_pixelShader;
|
||||
ID3D11InputLayout* m_layout;
|
||||
ID3D11Buffer* m_matrixBuffer;
|
||||
|
||||
Logger logger;
|
||||
};
|
||||
|
||||
#endif
|
@ -30,7 +30,7 @@ LightShaderClass::~LightShaderClass()
|
||||
|
||||
bool LightShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
|
||||
{
|
||||
logger.Log("Initializing LightShaderClass", __FILE__, __LINE__);
|
||||
Logger::Get().Log("Initializing LightShaderClass", __FILE__, __LINE__);
|
||||
|
||||
wchar_t vsFilename[128];
|
||||
wchar_t psFilename[128];
|
||||
@ -41,7 +41,7 @@ bool LightShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
|
||||
error = wcscpy_s(vsFilename, 128, L"light.vs");
|
||||
if (error != 0)
|
||||
{
|
||||
logger.Log("Failed to copy string", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Failed to copy string", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
@ -49,18 +49,18 @@ bool LightShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
|
||||
error = wcscpy_s(psFilename, 128, L"light.ps");
|
||||
if (error != 0)
|
||||
{
|
||||
logger.Log("Failed to copy string", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Failed to copy string", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
// Initialize the vertex and pixel shaders.
|
||||
result = InitializeShader(device, hwnd, vsFilename, psFilename);
|
||||
if (!result)
|
||||
{
|
||||
logger.Log("Failed to initialize shader", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Failed to initialize shader", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
logger.Log("LightShaderClass initialized", __FILE__, __LINE__);
|
||||
Logger::Get().Log("LightShaderClass initialized", __FILE__, __LINE__);
|
||||
|
||||
return true;
|
||||
}
|
||||
@ -84,7 +84,7 @@ bool LightShaderClass::Render(ID3D11DeviceContext* deviceContext, int indexCount
|
||||
result = SetShaderParameters(deviceContext, worldMatrix, viewMatrix, projectionMatrix, texture, diffuseColor, lightPosition);
|
||||
if(!result)
|
||||
{
|
||||
logger.Log("Failed to set shader parameters", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Failed to set shader parameters", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
@ -127,7 +127,7 @@ bool LightShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR*
|
||||
// If there was nothing in the error message then it simply could not find the shader file itself.
|
||||
else
|
||||
{
|
||||
logger.Log("Failed to compile shader", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Failed to compile shader", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
}
|
||||
|
||||
return false;
|
||||
@ -145,7 +145,7 @@ bool LightShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR*
|
||||
// If there was nothing in the error message then it simply could not find the file itself.
|
||||
else
|
||||
{
|
||||
logger.Log("Failed to compile shader", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Failed to compile shader", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
}
|
||||
|
||||
return false;
|
||||
@ -155,7 +155,7 @@ bool LightShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR*
|
||||
result = device->CreateVertexShader(vertexShaderBuffer->GetBufferPointer(), vertexShaderBuffer->GetBufferSize(), NULL, &m_vertexShader);
|
||||
if (FAILED(result))
|
||||
{
|
||||
logger.Log("Failed to create vertex shader", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Failed to create vertex shader", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
@ -163,7 +163,7 @@ bool LightShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR*
|
||||
result = device->CreatePixelShader(pixelShaderBuffer->GetBufferPointer(), pixelShaderBuffer->GetBufferSize(), NULL, &m_pixelShader);
|
||||
if (FAILED(result))
|
||||
{
|
||||
logger.Log("Failed to create pixel shader", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Failed to create pixel shader", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
@ -201,7 +201,7 @@ bool LightShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR*
|
||||
&m_layout);
|
||||
if (FAILED(result))
|
||||
{
|
||||
logger.Log("Failed to create input layout", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Failed to create input layout", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
@ -231,7 +231,7 @@ bool LightShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR*
|
||||
result = device->CreateSamplerState(&samplerDesc, &m_sampleState);
|
||||
if (FAILED(result))
|
||||
{
|
||||
logger.Log("Failed to create sampler state", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Failed to create sampler state", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
@ -247,7 +247,7 @@ bool LightShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR*
|
||||
result = device->CreateBuffer(&matrixBufferDesc, NULL, &m_matrixBuffer);
|
||||
if (FAILED(result))
|
||||
{
|
||||
logger.Log("Failed to create matrix buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Failed to create matrix buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
@ -265,7 +265,7 @@ bool LightShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR*
|
||||
result = device->CreateBuffer(&cameraBufferDesc, NULL, &m_cameraBuffer);
|
||||
if (FAILED(result))
|
||||
{
|
||||
logger.Log("Failed to create camera buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Failed to create camera buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
@ -281,7 +281,7 @@ bool LightShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR*
|
||||
result = device->CreateBuffer(&lightColorBufferDesc, NULL, &m_lightColorBuffer);
|
||||
if (FAILED(result))
|
||||
{
|
||||
logger.Log("Failed to create light color buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Failed to create light color buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
@ -297,11 +297,11 @@ bool LightShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR*
|
||||
result = device->CreateBuffer(&lightPositionBufferDesc, NULL, &m_lightPositionBuffer);
|
||||
if (FAILED(result))
|
||||
{
|
||||
logger.Log("Failed to create light position buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Failed to create light position buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
logger.Log("Shader initialized", __FILE__, __LINE__);
|
||||
Logger::Get().Log("Shader initialized", __FILE__, __LINE__);
|
||||
|
||||
return true;
|
||||
}
|
||||
@ -309,7 +309,7 @@ bool LightShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR*
|
||||
|
||||
void LightShaderClass::ShutdownShader()
|
||||
{
|
||||
logger.Log("Shutting down LightShaderClass", __FILE__, __LINE__);
|
||||
Logger::Get().Log("Shutting down LightShaderClass", __FILE__, __LINE__);
|
||||
|
||||
// Release the light constant buffers.
|
||||
if (m_lightColorBuffer)
|
||||
@ -373,7 +373,7 @@ void LightShaderClass::ShutdownShader()
|
||||
m_vertexShader = 0;
|
||||
}
|
||||
|
||||
logger.Log("LightShaderClass shut down", __FILE__, __LINE__);
|
||||
Logger::Get().Log("LightShaderClass shut down", __FILE__, __LINE__);
|
||||
|
||||
return;
|
||||
}
|
||||
@ -434,7 +434,7 @@ bool LightShaderClass::SetShaderParameters(ID3D11DeviceContext* deviceContext, X
|
||||
result = deviceContext->Map(m_matrixBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
|
||||
if (FAILED(result))
|
||||
{
|
||||
logger.Log("Failed to map matrix buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Failed to map matrix buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
@ -459,7 +459,7 @@ bool LightShaderClass::SetShaderParameters(ID3D11DeviceContext* deviceContext, X
|
||||
result = deviceContext->Map(m_cameraBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
|
||||
if (FAILED(result))
|
||||
{
|
||||
logger.Log("Failed to map camera buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Failed to map camera buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
@ -467,7 +467,7 @@ bool LightShaderClass::SetShaderParameters(ID3D11DeviceContext* deviceContext, X
|
||||
result = deviceContext->Map(m_lightPositionBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
|
||||
if (FAILED(result))
|
||||
{
|
||||
logger.Log("Failed to map light position buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Failed to map light position buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
@ -496,7 +496,7 @@ bool LightShaderClass::SetShaderParameters(ID3D11DeviceContext* deviceContext, X
|
||||
result = deviceContext->Map(m_lightColorBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
|
||||
if (FAILED(result))
|
||||
{
|
||||
logger.Log("Failed to map light color buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Failed to map light color buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
|
@ -89,7 +89,6 @@ private:
|
||||
ID3D11Buffer* m_lightColorBuffer;
|
||||
ID3D11Buffer* m_lightPositionBuffer;
|
||||
|
||||
Logger logger;
|
||||
};
|
||||
|
||||
#endif
|
@ -5,11 +5,21 @@
|
||||
#include <chrono>
|
||||
#include <iomanip>
|
||||
#include <sstream>
|
||||
#include <filesystem>
|
||||
|
||||
class Logger
|
||||
{
|
||||
public:
|
||||
|
||||
static Logger& Get()
|
||||
{
|
||||
static Logger instance;
|
||||
return instance;
|
||||
}
|
||||
|
||||
Logger(Logger const&) = delete;
|
||||
void operator=(Logger const&) = delete;
|
||||
|
||||
enum class LogLevel
|
||||
{
|
||||
Info,
|
||||
@ -34,6 +44,8 @@ public:
|
||||
std::string directoryPath = m_appdataPath + "\\Khaotic Engine";
|
||||
CreateDirectoryA(directoryPath.c_str(), NULL);
|
||||
|
||||
ManageLogFiles(directoryPath);
|
||||
|
||||
m_logFilePath = directoryPath + "\\" + m_logFileName;
|
||||
}
|
||||
|
||||
@ -77,9 +89,51 @@ public:
|
||||
}
|
||||
}
|
||||
|
||||
void ManageLogFiles(const std::string& directoryPath)
|
||||
{
|
||||
std::vector<std::filesystem::path> logFiles;
|
||||
|
||||
// Parcourez tous les fichiers dans le dossier
|
||||
for (const auto& entry : std::filesystem::directory_iterator(directoryPath))
|
||||
{
|
||||
// Si le fichier est un fichier de log, ajoutez-le à la liste
|
||||
if (entry.path().extension() == ".log")
|
||||
{
|
||||
logFiles.push_back(entry.path());
|
||||
}
|
||||
}
|
||||
|
||||
// Si nous avons plus de trois fichiers de log, supprimez le plus ancien
|
||||
while (logFiles.size() >= 3)
|
||||
{
|
||||
// Triez les fichiers par date de modification, le plus ancien en premier
|
||||
std::sort(logFiles.begin(), logFiles.end(), [](const std::filesystem::path& a, const std::filesystem::path& b)
|
||||
{
|
||||
return std::filesystem::last_write_time(a) < std::filesystem::last_write_time(b);
|
||||
});
|
||||
|
||||
// Supprimez le fichier le plus ancien
|
||||
std::filesystem::remove(logFiles[0]);
|
||||
|
||||
// Supprimez-le de la liste
|
||||
logFiles.erase(logFiles.begin());
|
||||
}
|
||||
|
||||
// Créez un nouveau fichier de log pour cette exécution
|
||||
auto now = std::chrono::system_clock::now();
|
||||
auto in_time_t = std::chrono::system_clock::to_time_t(now);
|
||||
std::tm buf;
|
||||
localtime_s(&buf, &in_time_t);
|
||||
|
||||
std::stringstream ss;
|
||||
ss << "Khaotic_log_" << std::put_time(&buf, "%Y_%m_%d_%Hh%Mm%Ss") << ".log";
|
||||
m_logFileName = ss.str();
|
||||
|
||||
}
|
||||
|
||||
private:
|
||||
std::string m_filename;
|
||||
std::string m_appdataPath;
|
||||
std::string m_logFileName = "enginecustom.log";
|
||||
std::string m_logFileName;
|
||||
std::string m_logFilePath;
|
||||
};
|
||||
|
@ -5,8 +5,6 @@ int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, PSTR pScmdline,
|
||||
{
|
||||
SystemClass* System;
|
||||
bool result;
|
||||
Logger logger;
|
||||
|
||||
|
||||
// Create the system object.
|
||||
System = new SystemClass;
|
||||
@ -15,7 +13,7 @@ int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, PSTR pScmdline,
|
||||
result = System->Initialize();
|
||||
if (result)
|
||||
{
|
||||
logger.Log("System initialized", __FILE__, __LINE__);
|
||||
Logger::Get().Log("System initialized", __FILE__, __LINE__);
|
||||
System->Run();
|
||||
}
|
||||
|
||||
|
@ -26,7 +26,7 @@ MultiTextureShaderClass::~MultiTextureShaderClass()
|
||||
|
||||
bool MultiTextureShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
|
||||
{
|
||||
logger.Log("Initializing MultiTextureShaderClass", __FILE__, __LINE__);
|
||||
Logger::Get().Log("Initializing MultiTextureShaderClass", __FILE__, __LINE__);
|
||||
|
||||
bool result;
|
||||
wchar_t vsFilename[128];
|
||||
@ -37,7 +37,7 @@ bool MultiTextureShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
|
||||
error = wcscpy_s(vsFilename, 128, L"multitexture.vs");
|
||||
if (error != 0)
|
||||
{
|
||||
logger.Log("Failed to set the filename of the vertex shader", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Failed to set the filename of the vertex shader", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
@ -45,7 +45,7 @@ bool MultiTextureShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
|
||||
error = wcscpy_s(psFilename, 128, L"multitexture.ps");
|
||||
if (error != 0)
|
||||
{
|
||||
logger.Log("Failed to set the filename of the pixel shader", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Failed to set the filename of the pixel shader", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
@ -53,7 +53,7 @@ bool MultiTextureShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
|
||||
result = InitializeShader(device, hwnd, vsFilename, psFilename);
|
||||
if (!result)
|
||||
{
|
||||
logger.Log("Failed to initialize the vertex and pixel shaders", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Failed to initialize the vertex and pixel shaders", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
@ -78,7 +78,7 @@ bool MultiTextureShaderClass::Render(ID3D11DeviceContext* deviceContext, int ind
|
||||
result = SetShaderParameters(deviceContext, worldMatrix, viewMatrix, projectionMatrix, texture1, texture2);
|
||||
if (!result)
|
||||
{
|
||||
logger.Log("Failed to set the shader parameters that it will use for rendering", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Failed to set the shader parameters that it will use for rendering", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
@ -90,7 +90,7 @@ bool MultiTextureShaderClass::Render(ID3D11DeviceContext* deviceContext, int ind
|
||||
|
||||
bool MultiTextureShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR* vsFilename, WCHAR* psFilename)
|
||||
{
|
||||
logger.Log("Initializing the shader", __FILE__, __LINE__);
|
||||
Logger::Get().Log("Initializing the shader", __FILE__, __LINE__);
|
||||
|
||||
HRESULT result;
|
||||
ID3D10Blob* errorMessage;
|
||||
@ -120,7 +120,7 @@ bool MultiTextureShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd,
|
||||
// If there was nothing in the error message then it simply could not find the shader file itself.
|
||||
else
|
||||
{
|
||||
logger.Log("Failed to compile the vertex shader code", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Failed to compile the vertex shader code", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
}
|
||||
|
||||
return false;
|
||||
@ -139,7 +139,7 @@ bool MultiTextureShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd,
|
||||
// If there was nothing in the error message then it simply could not find the file itself.
|
||||
else
|
||||
{
|
||||
logger.Log("Failed to compile the pixel shader code", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Failed to compile the pixel shader code", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
}
|
||||
|
||||
return false;
|
||||
@ -149,7 +149,7 @@ bool MultiTextureShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd,
|
||||
result = device->CreateVertexShader(vertexShaderBuffer->GetBufferPointer(), vertexShaderBuffer->GetBufferSize(), NULL, &m_vertexShader);
|
||||
if (FAILED(result))
|
||||
{
|
||||
logger.Log("Failed to create the vertex shader from the buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Failed to create the vertex shader from the buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
@ -157,7 +157,7 @@ bool MultiTextureShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd,
|
||||
result = device->CreatePixelShader(pixelShaderBuffer->GetBufferPointer(), pixelShaderBuffer->GetBufferSize(), NULL, &m_pixelShader);
|
||||
if (FAILED(result))
|
||||
{
|
||||
logger.Log("Failed to create the pixel shader from the buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Failed to create the pixel shader from the buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
@ -194,7 +194,7 @@ bool MultiTextureShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd,
|
||||
vertexShaderBuffer->GetBufferSize(), &m_layout);
|
||||
if (FAILED(result))
|
||||
{
|
||||
logger.Log("Failed to create the vertex input layout", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Failed to create the vertex input layout", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
@ -217,7 +217,7 @@ bool MultiTextureShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd,
|
||||
result = device->CreateBuffer(&matrixBufferDesc, NULL, &m_matrixBuffer);
|
||||
if (FAILED(result))
|
||||
{
|
||||
logger.Log("Failed to create the constant buffer pointer", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Failed to create the constant buffer pointer", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
@ -240,18 +240,18 @@ bool MultiTextureShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd,
|
||||
result = device->CreateSamplerState(&samplerDesc, &m_sampleState);
|
||||
if (FAILED(result))
|
||||
{
|
||||
logger.Log("Failed to create the texture sampler state", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Failed to create the texture sampler state", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
logger.Log("Shader initialized", __FILE__, __LINE__);
|
||||
Logger::Get().Log("Shader initialized", __FILE__, __LINE__);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void MultiTextureShaderClass::ShutdownShader()
|
||||
{
|
||||
logger.Log("Shutting down the shader", __FILE__, __LINE__);
|
||||
Logger::Get().Log("Shutting down the shader", __FILE__, __LINE__);
|
||||
|
||||
// Release the sampler state.
|
||||
if (m_sampleState)
|
||||
@ -288,7 +288,7 @@ void MultiTextureShaderClass::ShutdownShader()
|
||||
m_vertexShader = 0;
|
||||
}
|
||||
|
||||
logger.Log("Shader shut down", __FILE__, __LINE__);
|
||||
Logger::Get().Log("Shader shut down", __FILE__, __LINE__);
|
||||
|
||||
return;
|
||||
}
|
||||
@ -346,7 +346,7 @@ bool MultiTextureShaderClass::SetShaderParameters(ID3D11DeviceContext* deviceCon
|
||||
result = deviceContext->Map(m_matrixBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
|
||||
if (FAILED(result))
|
||||
{
|
||||
logger.Log("Failed to lock the constant buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Failed to lock the constant buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
|
@ -54,7 +54,6 @@ private:
|
||||
ID3D11Buffer* m_matrixBuffer;
|
||||
ID3D11SamplerState* m_sampleState;
|
||||
|
||||
Logger logger;
|
||||
};
|
||||
|
||||
#endif
|
||||
|
@ -4,7 +4,7 @@
|
||||
#include <windows.h>
|
||||
extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
|
||||
|
||||
SystemClass::SystemClass() : logger()
|
||||
SystemClass::SystemClass()
|
||||
{
|
||||
m_Input = 0;
|
||||
m_Application = 0;
|
||||
@ -25,7 +25,7 @@ bool SystemClass::Initialize()
|
||||
int screenWidth, screenHeight;
|
||||
bool result;
|
||||
|
||||
logger.Log("Initializing system class", __FILE__, __LINE__);
|
||||
Logger::Get().Log("Initializing system class", __FILE__, __LINE__);
|
||||
|
||||
try
|
||||
{
|
||||
@ -46,7 +46,7 @@ bool SystemClass::Initialize()
|
||||
result = m_Input->Initialize(m_hinstance, m_hwnd, screenWidth, screenHeight);
|
||||
if (!result)
|
||||
{
|
||||
logger.Log("Failed to initialize input class", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Failed to initialize input class", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
@ -77,54 +77,54 @@ bool SystemClass::Initialize()
|
||||
}
|
||||
catch (const std::exception& e)
|
||||
{
|
||||
logger.Log(std::string("Exception caught during initialization: ") + e.what(), __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log(std::string("Exception caught during initialization: ") + e.what(), __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
logger.Log("System class initialized", __FILE__, __LINE__);
|
||||
Logger::Get().Log("System class initialized", __FILE__, __LINE__);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void SystemClass::Shutdown()
|
||||
{
|
||||
logger.Log("Shutting down system class", __FILE__, __LINE__);
|
||||
Logger::Get().Log("Shutting down system class", __FILE__, __LINE__);
|
||||
|
||||
std::lock_guard<std::mutex> guard(renderMutex);
|
||||
|
||||
// Shutdown imgui
|
||||
if (m_imguiManager)
|
||||
{
|
||||
logger.Log("Shutting down imgui manager", __FILE__, __LINE__);
|
||||
Logger::Get().Log("Shutting down imgui manager", __FILE__, __LINE__);
|
||||
|
||||
m_imguiManager->Shutdown();
|
||||
delete m_imguiManager;
|
||||
m_imguiManager = 0;
|
||||
|
||||
logger.Log("Imgui manager shut down", __FILE__, __LINE__);
|
||||
Logger::Get().Log("Imgui manager shut down", __FILE__, __LINE__);
|
||||
}
|
||||
|
||||
// Release the application class object.
|
||||
if (m_Application)
|
||||
{
|
||||
logger.Log("Shutting down application", __FILE__, __LINE__);
|
||||
Logger::Get().Log("Shutting down application", __FILE__, __LINE__);
|
||||
|
||||
m_Application->Shutdown();
|
||||
delete m_Application;
|
||||
m_Application = 0;
|
||||
|
||||
logger.Log("Application shut down", __FILE__, __LINE__);
|
||||
Logger::Get().Log("Application shut down", __FILE__, __LINE__);
|
||||
}
|
||||
|
||||
// Release the input object.
|
||||
if (m_Input)
|
||||
{
|
||||
logger.Log("Shutting down input", __FILE__, __LINE__);
|
||||
Logger::Get().Log("Shutting down input", __FILE__, __LINE__);
|
||||
|
||||
delete m_Input;
|
||||
m_Input = 0;
|
||||
|
||||
logger.Log("Input shut down", __FILE__, __LINE__);
|
||||
Logger::Get().Log("Input shut down", __FILE__, __LINE__);
|
||||
}
|
||||
|
||||
|
||||
@ -132,7 +132,7 @@ void SystemClass::Shutdown()
|
||||
// Shutdown the window.
|
||||
ShutdownWindows();
|
||||
|
||||
logger.Log("System class shut down", __FILE__, __LINE__);
|
||||
Logger::Get().Log("System class shut down", __FILE__, __LINE__);
|
||||
|
||||
return;
|
||||
}
|
||||
@ -142,7 +142,7 @@ void SystemClass::Run()
|
||||
MSG msg;
|
||||
bool done, result;
|
||||
|
||||
logger.Log("Running the system", __FILE__, __LINE__);
|
||||
Logger::Get().Log("Running the system", __FILE__, __LINE__);
|
||||
|
||||
// Initialize the message structure.
|
||||
ZeroMemory(&msg, sizeof(MSG));
|
||||
@ -168,7 +168,7 @@ void SystemClass::Run()
|
||||
// If windows signals to end the application then exit out.
|
||||
if (m_Application != nullptr && m_Application->GetShouldQuit())
|
||||
{
|
||||
logger.Log("Received quit signal from application", __FILE__, __LINE__);
|
||||
Logger::Get().Log("Received quit signal from application", __FILE__, __LINE__);
|
||||
done = true;
|
||||
}
|
||||
else
|
||||
@ -177,7 +177,7 @@ void SystemClass::Run()
|
||||
result = Frame();
|
||||
if (!result)
|
||||
{
|
||||
logger.Log("Failed to process frame", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Failed to process frame", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
done = true;
|
||||
}
|
||||
}
|
||||
@ -197,7 +197,7 @@ bool SystemClass::Frame()
|
||||
result = m_Input->Frame();
|
||||
if (!result)
|
||||
{
|
||||
logger.Log("Failed to process input frame", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Failed to process input frame", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
@ -205,7 +205,7 @@ bool SystemClass::Frame()
|
||||
result = m_imguiManager->ImGuiWidgetRenderer(m_Application);
|
||||
if (!result)
|
||||
{
|
||||
logger.Log("Failed to render ImGui widgets", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Failed to render ImGui widgets", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
@ -213,7 +213,7 @@ bool SystemClass::Frame()
|
||||
result = m_Application->Frame(m_Input);
|
||||
if (!result)
|
||||
{
|
||||
logger.Log("Failed to process application frame", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Failed to process application frame", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
@ -303,7 +303,7 @@ LRESULT CALLBACK SystemClass::MessageHandler(HWND hwnd, UINT umsg, WPARAM wparam
|
||||
}
|
||||
case WM_CLOSE:
|
||||
{
|
||||
logger.Log("WM_CLOSE message received", __FILE__, __LINE__);
|
||||
Logger::Get().Log("WM_CLOSE message received", __FILE__, __LINE__);
|
||||
m_Application->SetShouldQuit(true);
|
||||
return 0;
|
||||
}
|
||||
@ -324,7 +324,7 @@ void SystemClass::InitializeWindows(int& screenWidth, int& screenHeight)
|
||||
DEVMODE dmScreenSettings;
|
||||
int posX, posY;
|
||||
|
||||
logger.Log("Initializing windows", __FILE__, __LINE__);
|
||||
Logger::Get().Log("Initializing windows", __FILE__, __LINE__);
|
||||
// Get an external pointer to this object.
|
||||
ApplicationHandle = this;
|
||||
|
||||
@ -405,9 +405,9 @@ void SystemClass::InitializeWindows(int& screenWidth, int& screenHeight)
|
||||
void SystemClass::ShutdownWindows()
|
||||
{
|
||||
|
||||
logger.Log("Shutting down windows", __FILE__, __LINE__);
|
||||
Logger::Get().Log("Shutting down windows", __FILE__, __LINE__);
|
||||
|
||||
logger.Log("Shutting down the windows", __FILE__, __LINE__);
|
||||
Logger::Get().Log("Shutting down the windows", __FILE__, __LINE__);
|
||||
// Show the mouse cursor.
|
||||
ShowCursor(true);
|
||||
|
||||
|
@ -17,7 +17,7 @@ TimerClass::~TimerClass()
|
||||
|
||||
bool TimerClass::Initialize()
|
||||
{
|
||||
logger.Log("Initilazing timer class", __FILE__, __LINE__);
|
||||
Logger::Get().Log("Initilazing timer class", __FILE__, __LINE__);
|
||||
|
||||
INT64 frequency;
|
||||
|
||||
@ -26,7 +26,7 @@ bool TimerClass::Initialize()
|
||||
QueryPerformanceFrequency((LARGE_INTEGER*)&frequency);
|
||||
if (frequency == 0)
|
||||
{
|
||||
logger.Log("QueryPerformanceFrequency failed", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("QueryPerformanceFrequency failed", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
|
@ -29,8 +29,6 @@ private:
|
||||
INT64 m_startTime;
|
||||
float m_frameTime;
|
||||
|
||||
Logger logger;
|
||||
|
||||
};
|
||||
|
||||
#endif
|
@ -23,7 +23,7 @@ AlphaMapShaderClass::~AlphaMapShaderClass()
|
||||
|
||||
bool AlphaMapShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
|
||||
{
|
||||
logger.Log("Initializing AlphaMapShaderClass", __FILE__, __LINE__);
|
||||
Logger::Get().Log("Initializing AlphaMapShaderClass", __FILE__, __LINE__);
|
||||
|
||||
bool result;
|
||||
wchar_t vsFilename[128];
|
||||
@ -34,7 +34,7 @@ bool AlphaMapShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
|
||||
error = wcscpy_s(vsFilename, 128, L"alphamap.vs");
|
||||
if (error != 0)
|
||||
{
|
||||
logger.Log("Error copying string ", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Error copying string ", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
@ -42,7 +42,7 @@ bool AlphaMapShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
|
||||
error = wcscpy_s(psFilename, 128, L"alphamap.ps");
|
||||
if (error != 0)
|
||||
{
|
||||
logger.Log("Error copying string", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Error copying string", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
@ -50,7 +50,7 @@ bool AlphaMapShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
|
||||
result = InitializeShader(device, hwnd, vsFilename, psFilename);
|
||||
if (!result)
|
||||
{
|
||||
logger.Log("Error initializing shader", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Error initializing shader", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
@ -89,7 +89,7 @@ bool AlphaMapShaderClass::Render(ID3D11DeviceContext* deviceContext, int indexCo
|
||||
|
||||
bool AlphaMapShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR* vsFilename, WCHAR* psFilename)
|
||||
{
|
||||
logger.Log("Initializing shader", __FILE__, __LINE__);
|
||||
Logger::Get().Log("Initializing shader", __FILE__, __LINE__);
|
||||
|
||||
HRESULT result;
|
||||
ID3D10Blob* errorMessage;
|
||||
@ -119,7 +119,7 @@ bool AlphaMapShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHA
|
||||
// If there was nothing in the error message then it simply could not find the shader file itself.
|
||||
else
|
||||
{
|
||||
logger.Log("Error compiling shader", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Error compiling shader", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
}
|
||||
|
||||
return false;
|
||||
@ -138,7 +138,7 @@ bool AlphaMapShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHA
|
||||
// If there was nothing in the error message then it simply could not find the file itself.
|
||||
else
|
||||
{
|
||||
logger.Log("Error compiling shader", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Error compiling shader", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
}
|
||||
|
||||
return false;
|
||||
@ -148,7 +148,7 @@ bool AlphaMapShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHA
|
||||
result = device->CreateVertexShader(vertexShaderBuffer->GetBufferPointer(), vertexShaderBuffer->GetBufferSize(), NULL, &m_vertexShader);
|
||||
if (FAILED(result))
|
||||
{
|
||||
logger.Log("Error creating vertex shader", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Error creating vertex shader", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
@ -156,7 +156,7 @@ bool AlphaMapShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHA
|
||||
result = device->CreatePixelShader(pixelShaderBuffer->GetBufferPointer(), pixelShaderBuffer->GetBufferSize(), NULL, &m_pixelShader);
|
||||
if (FAILED(result))
|
||||
{
|
||||
logger.Log("Error creating pixel shader", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Error creating pixel shader", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
@ -193,7 +193,7 @@ bool AlphaMapShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHA
|
||||
vertexShaderBuffer->GetBufferSize(), &m_layout);
|
||||
if (FAILED(result))
|
||||
{
|
||||
logger.Log("Error creating input layout", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Error creating input layout", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
@ -216,7 +216,7 @@ bool AlphaMapShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHA
|
||||
result = device->CreateBuffer(&matrixBufferDesc, NULL, &m_matrixBuffer);
|
||||
if (FAILED(result))
|
||||
{
|
||||
logger.Log("Error creating constant buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Error creating constant buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
@ -239,11 +239,11 @@ bool AlphaMapShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHA
|
||||
result = device->CreateSamplerState(&samplerDesc, &m_sampleState);
|
||||
if (FAILED(result))
|
||||
{
|
||||
logger.Log("Error creating sampler state", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Error creating sampler state", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
logger.Log("Shader initialized", __FILE__, __LINE__);
|
||||
Logger::Get().Log("Shader initialized", __FILE__, __LINE__);
|
||||
|
||||
return true;
|
||||
}
|
||||
@ -252,7 +252,7 @@ bool AlphaMapShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHA
|
||||
void AlphaMapShaderClass::ShutdownShader()
|
||||
{
|
||||
|
||||
logger.Log("Shutting down shader", __FILE__, __LINE__);
|
||||
Logger::Get().Log("Shutting down shader", __FILE__, __LINE__);
|
||||
|
||||
// Release the sampler state.
|
||||
if (m_sampleState)
|
||||
@ -289,7 +289,7 @@ void AlphaMapShaderClass::ShutdownShader()
|
||||
m_vertexShader = 0;
|
||||
}
|
||||
|
||||
logger.Log("Shader shutdown complete", __FILE__, __LINE__);
|
||||
Logger::Get().Log("Shader shutdown complete", __FILE__, __LINE__);
|
||||
|
||||
return;
|
||||
}
|
||||
@ -349,7 +349,7 @@ bool AlphaMapShaderClass::SetShaderParameters(ID3D11DeviceContext* deviceContext
|
||||
result = deviceContext->Map(m_matrixBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
|
||||
if (FAILED(result))
|
||||
{
|
||||
logger.Log("Error mapping constant buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Error mapping constant buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
|
@ -50,8 +50,6 @@ private:
|
||||
ID3D11InputLayout* m_layout;
|
||||
ID3D11Buffer* m_matrixBuffer;
|
||||
ID3D11SamplerState* m_sampleState;
|
||||
|
||||
Logger logger;
|
||||
};
|
||||
|
||||
#endif
|
@ -36,7 +36,7 @@ ApplicationClass::~ApplicationClass()
|
||||
bool ApplicationClass::Initialize(int screenWidth, int screenHeight, HWND hwnd)
|
||||
{
|
||||
|
||||
logger.Log("Initializing application class", __FILE__, __LINE__);
|
||||
Logger::Get().Log("Initializing application class", __FILE__, __LINE__);
|
||||
|
||||
try
|
||||
{
|
||||
@ -55,14 +55,14 @@ bool ApplicationClass::Initialize(int screenWidth, int screenHeight, HWND hwnd)
|
||||
m_Direct3D = new D3DClass;
|
||||
if (!m_Direct3D)
|
||||
{
|
||||
logger.Log("Could not create the Direct3D object", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Could not create the Direct3D object", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
result = m_Direct3D->Initialize(screenWidth, screenHeight, VSYNC_ENABLED, hwnd, FULL_SCREEN, SCREEN_DEPTH, SCREEN_NEAR);
|
||||
if (!result)
|
||||
{
|
||||
logger.Log("Could not initialize Direct3D", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Could not initialize Direct3D", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
@ -70,7 +70,7 @@ bool ApplicationClass::Initialize(int screenWidth, int screenHeight, HWND hwnd)
|
||||
m_Camera = new CameraClass;
|
||||
if (!m_Camera)
|
||||
{
|
||||
logger.Log("Could not create the camera object", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Could not create the camera object", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
@ -86,7 +86,7 @@ bool ApplicationClass::Initialize(int screenWidth, int screenHeight, HWND hwnd)
|
||||
result = m_FontShader->Initialize(m_Direct3D->GetDevice(), hwnd);
|
||||
if (!result)
|
||||
{
|
||||
logger.Log("Could not initialize the font shader object", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Could not initialize the font shader object", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
@ -96,7 +96,7 @@ bool ApplicationClass::Initialize(int screenWidth, int screenHeight, HWND hwnd)
|
||||
result = m_Font->Initialize(m_Direct3D->GetDevice(), m_Direct3D->GetDeviceContext(), 0);
|
||||
if (!result)
|
||||
{
|
||||
logger.Log("Could not initialize the font object", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Could not initialize the font object", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
@ -106,7 +106,7 @@ bool ApplicationClass::Initialize(int screenWidth, int screenHeight, HWND hwnd)
|
||||
result = m_RenderTexture->Initialize(m_Direct3D->GetDevice(), 256, 256, SCREEN_DEPTH, SCREEN_NEAR, 1);
|
||||
if (!result)
|
||||
{
|
||||
logger.Log("Could not initialize the render texture object", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Could not initialize the render texture object", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
@ -116,7 +116,7 @@ bool ApplicationClass::Initialize(int screenWidth, int screenHeight, HWND hwnd)
|
||||
result = m_DisplayPlane->Initialize(m_Direct3D->GetDevice(), 1.0f, 1.0f);
|
||||
if (!result)
|
||||
{
|
||||
logger.Log("Could not initialize the display plane object", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Could not initialize the display plane object", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
@ -130,7 +130,7 @@ bool ApplicationClass::Initialize(int screenWidth, int screenHeight, HWND hwnd)
|
||||
result = m_Sprite->Initialize(m_Direct3D->GetDevice(), m_Direct3D->GetDeviceContext(), screenWidth, screenHeight, spriteFilename, 50, 50);
|
||||
if (!result)
|
||||
{
|
||||
logger.Log("Could not initialize the sprite object", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Could not initialize the sprite object", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
@ -148,7 +148,7 @@ bool ApplicationClass::Initialize(int screenWidth, int screenHeight, HWND hwnd)
|
||||
result = m_MouseStrings[i].Initialize(m_Direct3D->GetDevice(), m_Direct3D->GetDeviceContext(), screenWidth, screenHeight, 32, m_Font, mouseString1, 10, y, 1.0f, 1.0f, 1.0f);
|
||||
if (!result)
|
||||
{
|
||||
logger.Log("Could not initialize the mouse strings", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Could not initialize the mouse strings", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
}
|
||||
@ -162,7 +162,7 @@ bool ApplicationClass::Initialize(int screenWidth, int screenHeight, HWND hwnd)
|
||||
result = m_Bitmap->Initialize(m_Direct3D->GetDevice(), m_Direct3D->GetDeviceContext(), screenWidth, screenHeight, bitmapFilename, 50, 50);
|
||||
if (!result)
|
||||
{
|
||||
logger.Log("Could not initialize the bitmap object", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Could not initialize the bitmap object", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
@ -183,7 +183,7 @@ bool ApplicationClass::Initialize(int screenWidth, int screenHeight, HWND hwnd)
|
||||
result = m_Model->Initialize(m_Direct3D->GetDevice(), m_Direct3D->GetDeviceContext(), modelFilename, Filename);
|
||||
if (!result)
|
||||
{
|
||||
logger.Log("Could not initialize the model object", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Could not initialize the model object", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
@ -237,7 +237,7 @@ bool ApplicationClass::Initialize(int screenWidth, int screenHeight, HWND hwnd)
|
||||
result = m_ShaderManager->Initialize(m_Direct3D->GetDevice(), hwnd);
|
||||
if (!result)
|
||||
{
|
||||
logger.Log("Could not initialize the shader manager object", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Could not initialize the shader manager object", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
@ -250,7 +250,7 @@ bool ApplicationClass::Initialize(int screenWidth, int screenHeight, HWND hwnd)
|
||||
result = m_RenderCountString->Initialize(m_Direct3D->GetDevice(), m_Direct3D->GetDeviceContext(), screenWidth, screenHeight, 32, m_Font, renderString, 10, 10, 1.0f, 1.0f, 1.0f);
|
||||
if (!result)
|
||||
{
|
||||
logger.Log("Could not initialize the render count string", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Could not initialize the render count string", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
@ -264,7 +264,7 @@ bool ApplicationClass::Initialize(int screenWidth, int screenHeight, HWND hwnd)
|
||||
result = m_Timer->Initialize();
|
||||
if (!result)
|
||||
{
|
||||
logger.Log("Could not initialize the timer object", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Could not initialize the timer object", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
@ -289,16 +289,16 @@ bool ApplicationClass::Initialize(int screenWidth, int screenHeight, HWND hwnd)
|
||||
result = m_FpsString->Initialize(m_Direct3D->GetDevice(), m_Direct3D->GetDeviceContext(), screenWidth, screenHeight, 32, m_Font, fpsString, 10, 10, 0.0f, 1.0f, 0.0f);
|
||||
if (!result)
|
||||
{
|
||||
logger.Log("Could not initialize the fps string", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Could not initialize the fps string", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
}
|
||||
catch (const std::exception& e)
|
||||
{
|
||||
logger.Log(std::string("Exception caught during initialization: ") + e.what(), __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log(std::string("Exception caught during initialization: ") + e.what(), __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
logger.Log("Application class initialized", __FILE__, __LINE__);
|
||||
Logger::Get().Log("Application class initialized", __FILE__, __LINE__);
|
||||
|
||||
return true;
|
||||
}
|
||||
@ -306,82 +306,82 @@ bool ApplicationClass::Initialize(int screenWidth, int screenHeight, HWND hwnd)
|
||||
|
||||
void ApplicationClass::Shutdown()
|
||||
{
|
||||
logger.Log("Shutting down application class", __FILE__, __LINE__);
|
||||
Logger::Get().Log("Shutting down application class", __FILE__, __LINE__);
|
||||
|
||||
// Release the shader manager object.
|
||||
if (m_ShaderManager)
|
||||
{
|
||||
logger.Log("Releasing the shader manager object", __FILE__, __LINE__);
|
||||
Logger::Get().Log("Releasing the shader manager object", __FILE__, __LINE__);
|
||||
|
||||
m_ShaderManager->Shutdown();
|
||||
delete m_ShaderManager;
|
||||
m_ShaderManager = 0;
|
||||
|
||||
logger.Log("Shader manager object released", __FILE__, __LINE__);
|
||||
Logger::Get().Log("Shader manager object released", __FILE__, __LINE__);
|
||||
}
|
||||
|
||||
// Release the frustum class object.
|
||||
if (m_Frustum)
|
||||
{
|
||||
logger.Log("Releasing the frustum class object", __FILE__, __LINE__);
|
||||
Logger::Get().Log("Releasing the frustum class object", __FILE__, __LINE__);
|
||||
|
||||
delete m_Frustum;
|
||||
m_Frustum = 0;
|
||||
|
||||
logger.Log("Frustum class object released", __FILE__, __LINE__);
|
||||
Logger::Get().Log("Frustum class object released", __FILE__, __LINE__);
|
||||
}
|
||||
|
||||
// Release the display plane object.
|
||||
if (m_DisplayPlane)
|
||||
{
|
||||
logger.Log("Releasing the display plane object", __FILE__, __LINE__);
|
||||
Logger::Get().Log("Releasing the display plane object", __FILE__, __LINE__);
|
||||
|
||||
m_DisplayPlane->Shutdown();
|
||||
delete m_DisplayPlane;
|
||||
m_DisplayPlane = 0;
|
||||
|
||||
logger.Log("Display plane object released", __FILE__, __LINE__);
|
||||
Logger::Get().Log("Display plane object released", __FILE__, __LINE__);
|
||||
}
|
||||
|
||||
// Release the position object.
|
||||
if (m_Position)
|
||||
{
|
||||
logger.Log("Releasing the position object", __FILE__, __LINE__);
|
||||
Logger::Get().Log("Releasing the position object", __FILE__, __LINE__);
|
||||
|
||||
delete m_Position;
|
||||
m_Position = 0;
|
||||
|
||||
logger.Log("Position object released", __FILE__, __LINE__);
|
||||
Logger::Get().Log("Position object released", __FILE__, __LINE__);
|
||||
}
|
||||
|
||||
// Release the model list object.
|
||||
if (m_ModelList)
|
||||
{
|
||||
logger.Log("Releasing the model list object", __FILE__, __LINE__);
|
||||
Logger::Get().Log("Releasing the model list object", __FILE__, __LINE__);
|
||||
|
||||
m_ModelList->Shutdown();
|
||||
delete m_ModelList;
|
||||
m_ModelList = 0;
|
||||
|
||||
logger.Log("Model list object released", __FILE__, __LINE__);
|
||||
Logger::Get().Log("Model list object released", __FILE__, __LINE__);
|
||||
}
|
||||
|
||||
// Release the text objects for the render count string.
|
||||
if (m_RenderCountString)
|
||||
{
|
||||
logger.Log("Releasing the render count string object", __FILE__, __LINE__);
|
||||
Logger::Get().Log("Releasing the render count string object", __FILE__, __LINE__);
|
||||
|
||||
m_RenderCountString->Shutdown();
|
||||
delete m_RenderCountString;
|
||||
m_RenderCountString = 0;
|
||||
|
||||
logger.Log("Render count string object released", __FILE__, __LINE__);
|
||||
Logger::Get().Log("Render count string object released", __FILE__, __LINE__);
|
||||
}
|
||||
|
||||
// Release the text objects for the mouse strings.
|
||||
if (m_MouseStrings)
|
||||
{
|
||||
logger.Log("Releasing the mouse strings", __FILE__, __LINE__);
|
||||
Logger::Get().Log("Releasing the mouse strings", __FILE__, __LINE__);
|
||||
|
||||
m_MouseStrings[0].Shutdown();
|
||||
m_MouseStrings[1].Shutdown();
|
||||
@ -390,107 +390,107 @@ void ApplicationClass::Shutdown()
|
||||
delete[] m_MouseStrings;
|
||||
m_MouseStrings = 0;
|
||||
|
||||
logger.Log("Mouse strings released", __FILE__, __LINE__);
|
||||
Logger::Get().Log("Mouse strings released", __FILE__, __LINE__);
|
||||
}
|
||||
|
||||
// Release the text object for the fps string.
|
||||
if (m_FpsString)
|
||||
{
|
||||
logger.Log("Releasing the fps string object", __FILE__, __LINE__);
|
||||
Logger::Get().Log("Releasing the fps string object", __FILE__, __LINE__);
|
||||
|
||||
m_FpsString->Shutdown();
|
||||
delete m_FpsString;
|
||||
m_FpsString = 0;
|
||||
|
||||
logger.Log("Fps string object released", __FILE__, __LINE__);
|
||||
Logger::Get().Log("Fps string object released", __FILE__, __LINE__);
|
||||
}
|
||||
|
||||
// Release the fps object.
|
||||
if (m_Fps)
|
||||
{
|
||||
logger.Log("Releasing the fps object", __FILE__, __LINE__);
|
||||
Logger::Get().Log("Releasing the fps object", __FILE__, __LINE__);
|
||||
|
||||
delete m_Fps;
|
||||
m_Fps = 0;
|
||||
|
||||
logger.Log("Fps object released", __FILE__, __LINE__);
|
||||
Logger::Get().Log("Fps object released", __FILE__, __LINE__);
|
||||
}
|
||||
|
||||
// Release the font object.
|
||||
if (m_Font)
|
||||
{
|
||||
logger.Log("Releasing the font object", __FILE__, __LINE__);
|
||||
Logger::Get().Log("Releasing the font object", __FILE__, __LINE__);
|
||||
|
||||
m_Font->Shutdown();
|
||||
delete m_Font;
|
||||
m_Font = 0;
|
||||
|
||||
logger.Log("Font object released", __FILE__, __LINE__);
|
||||
Logger::Get().Log("Font object released", __FILE__, __LINE__);
|
||||
}
|
||||
|
||||
// Release the font shader object.
|
||||
if (m_FontShader)
|
||||
{
|
||||
logger.Log("Releasing the font shader object", __FILE__, __LINE__);
|
||||
Logger::Get().Log("Releasing the font shader object", __FILE__, __LINE__);
|
||||
|
||||
m_FontShader->Shutdown();
|
||||
delete m_FontShader;
|
||||
m_FontShader = 0;
|
||||
|
||||
logger.Log("Font shader object released", __FILE__, __LINE__);
|
||||
Logger::Get().Log("Font shader object released", __FILE__, __LINE__);
|
||||
}
|
||||
|
||||
// Release the timer object.
|
||||
if (m_Timer)
|
||||
{
|
||||
logger.Log("Releasing the timer object", __FILE__, __LINE__);
|
||||
Logger::Get().Log("Releasing the timer object", __FILE__, __LINE__);
|
||||
|
||||
delete m_Timer;
|
||||
m_Timer = 0;
|
||||
|
||||
logger.Log("Timer object released", __FILE__, __LINE__);
|
||||
Logger::Get().Log("Timer object released", __FILE__, __LINE__);
|
||||
}
|
||||
|
||||
// Release the sprite object.
|
||||
if (m_Sprite)
|
||||
{
|
||||
logger.Log("Releasing the sprite object", __FILE__, __LINE__);
|
||||
Logger::Get().Log("Releasing the sprite object", __FILE__, __LINE__);
|
||||
|
||||
m_Sprite->Shutdown();
|
||||
delete m_Sprite;
|
||||
m_Sprite = 0;
|
||||
|
||||
logger.Log("Sprite object released", __FILE__, __LINE__);
|
||||
Logger::Get().Log("Sprite object released", __FILE__, __LINE__);
|
||||
}
|
||||
|
||||
for (auto light : m_Lights)
|
||||
{
|
||||
logger.Log("Releasing the light object", __FILE__, __LINE__);
|
||||
Logger::Get().Log("Releasing the light object", __FILE__, __LINE__);
|
||||
if (light)
|
||||
{
|
||||
delete light;
|
||||
light = 0;
|
||||
}
|
||||
logger.Log("Light object released", __FILE__, __LINE__);
|
||||
Logger::Get().Log("Light object released", __FILE__, __LINE__);
|
||||
}
|
||||
|
||||
// Release the light object.
|
||||
if (m_Light)
|
||||
{
|
||||
logger.Log("Releasing the light object", __FILE__, __LINE__);
|
||||
Logger::Get().Log("Releasing the light object", __FILE__, __LINE__);
|
||||
delete m_Light;
|
||||
m_Light = 0;
|
||||
logger.Log("Light object released", __FILE__, __LINE__);
|
||||
Logger::Get().Log("Light object released", __FILE__, __LINE__);
|
||||
}
|
||||
|
||||
// Release the model object.
|
||||
if (m_Model)
|
||||
{
|
||||
logger.Log("Releasing the model object", __FILE__, __LINE__);
|
||||
Logger::Get().Log("Releasing the model object", __FILE__, __LINE__);
|
||||
m_Model->Shutdown();
|
||||
delete m_Model;
|
||||
m_Model = 0;
|
||||
logger.Log("Model object released", __FILE__, __LINE__);
|
||||
Logger::Get().Log("Model object released", __FILE__, __LINE__);
|
||||
}
|
||||
}
|
||||
|
||||
@ -520,7 +520,7 @@ bool ApplicationClass::Frame(InputClass* Input)
|
||||
// Check if the user pressed escape and wants to exit the application.
|
||||
if (Input->IsEscapePressed())
|
||||
{
|
||||
logger.Log("User pressed escape, exiting application", __FILE__, __LINE__);
|
||||
Logger::Get().Log("User pressed escape, exiting application", __FILE__, __LINE__);
|
||||
m_ShouldQuit = true;
|
||||
}
|
||||
|
||||
@ -575,7 +575,7 @@ bool ApplicationClass::Frame(InputClass* Input)
|
||||
result = Render(rotation, x, y, z, textureTranslation);
|
||||
if (!result)
|
||||
{
|
||||
logger.Log("Could not render the graphics scene", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Could not render the graphics scene", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
@ -583,7 +583,7 @@ bool ApplicationClass::Frame(InputClass* Input)
|
||||
result = UpdateFps();
|
||||
if (!result)
|
||||
{
|
||||
logger.Log("Could not update the frames per second", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Could not update the frames per second", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
@ -606,7 +606,7 @@ bool ApplicationClass::Frame(InputClass* Input)
|
||||
result = RenderSceneToTexture(rotation);
|
||||
if (!result)
|
||||
{
|
||||
logger.Log("Could not render the scene to the render texture", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Could not render the scene to the render texture", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
@ -614,7 +614,7 @@ bool ApplicationClass::Frame(InputClass* Input)
|
||||
result = UpdateMouseStrings(mouseX, mouseY, leftMouseDown);
|
||||
if (!result)
|
||||
{
|
||||
logger.Log("Could not update the mouse strings", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Could not update the mouse strings", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
@ -752,7 +752,7 @@ bool ApplicationClass::Render(float rotation, float x, float y, float z, float t
|
||||
diffuseColor, lightPosition);
|
||||
if (!result)
|
||||
{
|
||||
logger.Log("Could not render the cube model using the light shader", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Could not render the cube model using the light shader", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
}
|
||||
@ -777,7 +777,7 @@ bool ApplicationClass::Render(float rotation, float x, float y, float z, float t
|
||||
|
||||
if (!result)
|
||||
{
|
||||
logger.Log("Could not render the object model using the light shader", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Could not render the object model using the light shader", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
}
|
||||
@ -800,7 +800,7 @@ bool ApplicationClass::Render(float rotation, float x, float y, float z, float t
|
||||
|
||||
if (!result)
|
||||
{
|
||||
logger.Log("Could not render the terrain model using the light shader", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Could not render the terrain model using the light shader", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
}
|
||||
@ -815,7 +815,7 @@ bool ApplicationClass::Render(float rotation, float x, float y, float z, float t
|
||||
m_RenderTexture->GetShaderResourceView());
|
||||
if (!result)
|
||||
{
|
||||
logger.Log("Could not render the display plane using the texture shader", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Could not render the display plane using the texture shader", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
@ -829,7 +829,7 @@ bool ApplicationClass::Render(float rotation, float x, float y, float z, float t
|
||||
m_RenderTexture->GetShaderResourceView());
|
||||
if (!result)
|
||||
{
|
||||
logger.Log("Could not render the display plane using the texture shader", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Could not render the display plane using the texture shader", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
@ -843,7 +843,7 @@ bool ApplicationClass::Render(float rotation, float x, float y, float z, float t
|
||||
m_RenderTexture->GetShaderResourceView());
|
||||
if (!result)
|
||||
{
|
||||
logger.Log("Could not render the display plane using the texture shader", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Could not render the display plane using the texture shader", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
@ -881,7 +881,7 @@ bool ApplicationClass::Render(float rotation, float x, float y, float z, float t
|
||||
diffuseColor, lightPosition);
|
||||
if (!result)
|
||||
{
|
||||
logger.Log("Could not render the model using the light shader", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Could not render the model using the light shader", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
@ -894,7 +894,7 @@ bool ApplicationClass::Render(float rotation, float x, float y, float z, float t
|
||||
result = UpdateRenderCountString(renderCount);
|
||||
if (!result)
|
||||
{
|
||||
logger.Log("Could not update the render count string", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Could not update the render count string", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
@ -912,7 +912,7 @@ bool ApplicationClass::Render(float rotation, float x, float y, float z, float t
|
||||
m_Font->GetTexture(), m_RenderCountString->GetPixelColor());
|
||||
if (!result)
|
||||
{
|
||||
logger.Log("Could not render the render count text string using the font shader", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Could not render the render count text string using the font shader", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
@ -923,7 +923,7 @@ bool ApplicationClass::Render(float rotation, float x, float y, float z, float t
|
||||
m_Font->GetTexture(), m_FpsString->GetPixelColor());
|
||||
if (!result)
|
||||
{
|
||||
logger.Log("Could not render the fps text string using the font shader", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Could not render the fps text string using the font shader", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
@ -936,7 +936,7 @@ bool ApplicationClass::Render(float rotation, float x, float y, float z, float t
|
||||
m_Font->GetTexture(), m_MouseStrings[i].GetPixelColor());
|
||||
if (!result)
|
||||
{
|
||||
logger.Log("Could not render the mouse text strings using the font shader", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Could not render the mouse text strings using the font shader", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
}
|
||||
@ -953,7 +953,7 @@ bool ApplicationClass::Render(float rotation, float x, float y, float z, float t
|
||||
m_Sprite->GetTexture());
|
||||
if (!result)
|
||||
{
|
||||
logger.Log("Could not render the sprite using the texture shader", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Could not render the sprite using the texture shader", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
@ -1007,7 +1007,7 @@ bool ApplicationClass::Render(float rotation, float x, float y, float z, float t
|
||||
m_Model->GetTexture(0), m_Model->GetTexture(5), m_Model->GetTexture(3));
|
||||
if (!result)
|
||||
{
|
||||
logger.Log("Could not render the model using the alpha map shader", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Could not render the model using the alpha map shader", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
@ -1023,7 +1023,7 @@ bool ApplicationClass::Render(float rotation, float x, float y, float z, float t
|
||||
m_Model->GetTexture(0));
|
||||
if (!result)
|
||||
{
|
||||
logger.Log("Could not render the model using the texture shader", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Could not render the model using the texture shader", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
@ -1039,7 +1039,7 @@ bool ApplicationClass::Render(float rotation, float x, float y, float z, float t
|
||||
m_Model->GetTexture(0), m_Model->GetTexture(1), m_Lights[0]->GetDirection(), m_Lights[0]->GetDiffuseColor());
|
||||
if (!result)
|
||||
{
|
||||
logger.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);
|
||||
return false;
|
||||
}
|
||||
|
||||
@ -1056,7 +1056,7 @@ bool ApplicationClass::Render(float rotation, float x, float y, float z, float t
|
||||
m_Model->GetTexture(0), m_Model->GetTexture(5));
|
||||
if (!result)
|
||||
{
|
||||
logger.Log("Could not render the model using the multitexture shader", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Could not render the model using the multitexture shader", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
@ -1073,7 +1073,7 @@ bool ApplicationClass::Render(float rotation, float x, float y, float z, float t
|
||||
m_Model->GetTexture(0), textureTranslation);
|
||||
if (!result)
|
||||
{
|
||||
logger.Log("Could not render the model using the translate shader", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Could not render the model using the translate shader", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
@ -1090,7 +1090,7 @@ bool ApplicationClass::Render(float rotation, float x, float y, float z, float t
|
||||
m_Camera->GetPosition(), m_Lights[0]->GetSpecularColor(), m_Lights[0]->GetSpecularPower());
|
||||
if (!result)
|
||||
{
|
||||
logger.Log("Could not render the model using the specular map shader", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Could not render the model using the specular map shader", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
@ -1105,7 +1105,7 @@ bool ApplicationClass::Render(float rotation, float x, float y, float z, float t
|
||||
result = m_ShaderManager->RenderTransparentShader(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix, m_Model->GetTexture(0), blendAmount);
|
||||
if (!result)
|
||||
{
|
||||
logger.Log("Could not render the model using the transparent shader", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Could not render the model using the transparent shader", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
@ -1165,7 +1165,7 @@ int ApplicationClass::GetScreenHeight() const
|
||||
void ApplicationClass::GenerateTerrain()
|
||||
{
|
||||
|
||||
logger.Log("Generating terrain", __FILE__, __LINE__);
|
||||
Logger::Get().Log("Generating terrain", __FILE__, __LINE__);
|
||||
|
||||
char modelFilename[128];
|
||||
std::vector<string> Filename;
|
||||
@ -1211,7 +1211,7 @@ void ApplicationClass::GenerateTerrain()
|
||||
void ApplicationClass::AddKobject(WCHAR* filepath)
|
||||
{
|
||||
|
||||
logger.Log("Adding object", __FILE__, __LINE__);
|
||||
Logger::Get().Log("Adding object", __FILE__, __LINE__);
|
||||
|
||||
char modelFilename[128];
|
||||
vector<string> Filename;
|
||||
@ -1243,7 +1243,7 @@ void ApplicationClass::AddKobject(WCHAR* filepath)
|
||||
void ApplicationClass::AddCube()
|
||||
{
|
||||
|
||||
logger.Log("Adding cube", __FILE__, __LINE__);
|
||||
Logger::Get().Log("Adding cube", __FILE__, __LINE__);
|
||||
|
||||
char modelFilename[128];
|
||||
vector<string> Filename;
|
||||
@ -1271,7 +1271,7 @@ void ApplicationClass::AddCube()
|
||||
|
||||
void ApplicationClass::DeleteKobject(int index)
|
||||
{
|
||||
logger.Log("Deleting object", __FILE__, __LINE__);
|
||||
Logger::Get().Log("Deleting object", __FILE__, __LINE__);
|
||||
|
||||
if (index < m_object.size())
|
||||
{
|
||||
@ -1283,7 +1283,7 @@ void ApplicationClass::DeleteKobject(int index)
|
||||
|
||||
void ApplicationClass::DeleteTerrain()
|
||||
{
|
||||
logger.Log("Deleting terrain", __FILE__, __LINE__);
|
||||
Logger::Get().Log("Deleting terrain", __FILE__, __LINE__);
|
||||
|
||||
for (auto cube : m_terrainChunk)
|
||||
{
|
||||
@ -1310,7 +1310,7 @@ bool ApplicationClass::UpdateMouseStrings(int mouseX, int mouseY, bool mouseDown
|
||||
result = m_MouseStrings[0].UpdateText(m_Direct3D->GetDeviceContext(), m_Font, finalString, 10, 50, 1.0f, 1.0f, 1.0f);
|
||||
if (!result)
|
||||
{
|
||||
logger.Log("Could not update the mouse X string", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Could not update the mouse X string", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
@ -1325,7 +1325,7 @@ bool ApplicationClass::UpdateMouseStrings(int mouseX, int mouseY, bool mouseDown
|
||||
result = m_MouseStrings[1].UpdateText(m_Direct3D->GetDeviceContext(), m_Font, finalString, 10, 75, 1.0f, 1.0f, 1.0f);
|
||||
if (!result)
|
||||
{
|
||||
logger.Log("Could not update the mouse Y string", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Could not update the mouse Y string", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
@ -1344,7 +1344,7 @@ bool ApplicationClass::UpdateMouseStrings(int mouseX, int mouseY, bool mouseDown
|
||||
|
||||
if (!result)
|
||||
{
|
||||
logger.Log("Could not update the mouse button string", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Could not update the mouse button string", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
@ -1415,7 +1415,7 @@ bool ApplicationClass::UpdateFps()
|
||||
result = m_FpsString->UpdateText(m_Direct3D->GetDeviceContext(), m_Font, finalString, 10, 10, red, green, blue);
|
||||
if (!result)
|
||||
{
|
||||
logger.Log("Could not update the fps string", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Could not update the fps string", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
@ -1439,7 +1439,7 @@ bool ApplicationClass::UpdateRenderCountString(int renderCount)
|
||||
result = m_RenderCountString->UpdateText(m_Direct3D->GetDeviceContext(), m_Font, finalString, 10, 30, 1.0f, 1.0f, 1.0f);
|
||||
if (!result)
|
||||
{
|
||||
logger.Log("Could not update the render count string", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Could not update the render count string", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
@ -1484,7 +1484,7 @@ void ApplicationClass::SetLightPosition(int index, XMVECTOR position)
|
||||
|
||||
void ApplicationClass::DeleteLight(int index)
|
||||
{
|
||||
logger.Log("Deleting light", __FILE__, __LINE__);
|
||||
Logger::Get().Log("Deleting light", __FILE__, __LINE__);
|
||||
|
||||
if (index < 0 || index >= m_Lights.size())
|
||||
{
|
||||
|
@ -155,11 +155,6 @@ private :
|
||||
TextClass* m_FpsString;
|
||||
int m_previousFps;
|
||||
|
||||
// ------------------------------------------------- //
|
||||
// ------------------- LOGGER ---------------------- //
|
||||
// ------------------------------------------------- //
|
||||
Logger logger;
|
||||
|
||||
// ------------------------------------------------- //
|
||||
// ------------------- OTHER ----------------------- //
|
||||
// ------------------------------------------------- //
|
||||
|
@ -20,7 +20,7 @@ BitmapClass::~BitmapClass()
|
||||
|
||||
bool BitmapClass::Initialize(ID3D11Device* device, ID3D11DeviceContext* deviceContext, int screenWidth, int screenHeight, char* textureFilename, int renderX, int renderY)
|
||||
{
|
||||
logger.Log("Initializing bitmap class", __FILE__, __LINE__);
|
||||
Logger::Get().Log("Initializing bitmap class", __FILE__, __LINE__);
|
||||
|
||||
bool result;
|
||||
|
||||
@ -36,7 +36,7 @@ bool BitmapClass::Initialize(ID3D11Device* device, ID3D11DeviceContext* deviceCo
|
||||
result = InitializeBuffers(device);
|
||||
if (!result)
|
||||
{
|
||||
logger.Log("Failed to initialize buffers", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Failed to initialize buffers", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
@ -44,11 +44,11 @@ bool BitmapClass::Initialize(ID3D11Device* device, ID3D11DeviceContext* deviceCo
|
||||
result = LoadTexture(device, deviceContext, textureFilename);
|
||||
if (!result)
|
||||
{
|
||||
logger.Log("Failed to load texture", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Failed to load texture", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
logger.Log("Bitmap class initialized", __FILE__, __LINE__);
|
||||
Logger::Get().Log("Bitmap class initialized", __FILE__, __LINE__);
|
||||
|
||||
return true;
|
||||
}
|
||||
@ -73,7 +73,7 @@ bool BitmapClass::Render(ID3D11DeviceContext* deviceContext)
|
||||
result = UpdateBuffers(deviceContext);
|
||||
if (!result)
|
||||
{
|
||||
logger.Log("Failed to update buffers", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Failed to update buffers", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
@ -95,7 +95,7 @@ ID3D11ShaderResourceView* BitmapClass::GetTexture()
|
||||
|
||||
bool BitmapClass::InitializeBuffers(ID3D11Device* device)
|
||||
{
|
||||
logger.Log("Initializing buffers", __FILE__, __LINE__);
|
||||
Logger::Get().Log("Initializing buffers", __FILE__, __LINE__);
|
||||
|
||||
VertexType* vertices;
|
||||
unsigned long* indices;
|
||||
@ -146,7 +146,7 @@ bool BitmapClass::InitializeBuffers(ID3D11Device* device)
|
||||
result = device->CreateBuffer(&vertexBufferDesc, &vertexData, &m_vertexBuffer);
|
||||
if (FAILED(result))
|
||||
{
|
||||
logger.Log("Failed to create vertex buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Failed to create vertex buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
@ -167,7 +167,7 @@ bool BitmapClass::InitializeBuffers(ID3D11Device* device)
|
||||
result = device->CreateBuffer(&indexBufferDesc, &indexData, &m_indexBuffer);
|
||||
if (FAILED(result))
|
||||
{
|
||||
logger.Log("Failed to create index buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Failed to create index buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
@ -178,7 +178,7 @@ bool BitmapClass::InitializeBuffers(ID3D11Device* device)
|
||||
delete[] indices;
|
||||
indices = 0;
|
||||
|
||||
logger.Log("Buffers initialized", __FILE__, __LINE__);
|
||||
Logger::Get().Log("Buffers initialized", __FILE__, __LINE__);
|
||||
|
||||
return true;
|
||||
}
|
||||
@ -260,7 +260,7 @@ bool BitmapClass::UpdateBuffers(ID3D11DeviceContext* deviceContent)
|
||||
result = deviceContent->Map(m_vertexBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
|
||||
if (FAILED(result))
|
||||
{
|
||||
logger.Log("Failed to map vertex buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Failed to map vertex buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
@ -316,7 +316,7 @@ bool BitmapClass::LoadTexture(ID3D11Device* device, ID3D11DeviceContext* deviceC
|
||||
result = m_Texture->Initialize(device, deviceContext, filename);
|
||||
if (!result)
|
||||
{
|
||||
logger.Log("Failed to initialize texture object", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Failed to initialize texture object", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
|
@ -54,7 +54,6 @@ private:
|
||||
int m_vertexCount, m_indexCount, m_screenWidth, m_screenHeight, m_bitmapWidth, m_bitmapHeight, m_renderX, m_renderY, m_prevPosX, m_prevPosY;
|
||||
TextureClass* m_Texture;
|
||||
|
||||
Logger logger;
|
||||
};
|
||||
|
||||
#endif
|
@ -32,7 +32,7 @@ D3DClass::~D3DClass()
|
||||
|
||||
bool D3DClass::Initialize(int screenWidth, int screenHeight, bool vsync, HWND hwnd, bool fullscreen, float screenDepth, float screenNear)
|
||||
{
|
||||
logger.Log("Initializing D3Dclass", __FILE__, __LINE__);
|
||||
Logger::Get().Log("Initializing D3Dclass", __FILE__, __LINE__);
|
||||
|
||||
HRESULT result;
|
||||
IDXGIFactory* factory;
|
||||
@ -61,7 +61,7 @@ bool D3DClass::Initialize(int screenWidth, int screenHeight, bool vsync, HWND hw
|
||||
result = CreateDXGIFactory(__uuidof(IDXGIFactory), (void**)&factory);
|
||||
if (FAILED(result))
|
||||
{
|
||||
logger.Log("Failed to create DXGIFactory", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Failed to create DXGIFactory", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
@ -69,7 +69,7 @@ bool D3DClass::Initialize(int screenWidth, int screenHeight, bool vsync, HWND hw
|
||||
result = factory->EnumAdapters(0, &adapter);
|
||||
if (FAILED(result))
|
||||
{
|
||||
logger.Log("Failed to create adapter", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Failed to create adapter", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
@ -77,7 +77,7 @@ bool D3DClass::Initialize(int screenWidth, int screenHeight, bool vsync, HWND hw
|
||||
result = adapter->EnumOutputs(0, &adapterOutput);
|
||||
if (FAILED(result))
|
||||
{
|
||||
logger.Log("Failed to create adapter output", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Failed to create adapter output", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
@ -85,7 +85,7 @@ bool D3DClass::Initialize(int screenWidth, int screenHeight, bool vsync, HWND hw
|
||||
result = adapterOutput->GetDisplayModeList(DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_ENUM_MODES_INTERLACED, &numModes, NULL);
|
||||
if (FAILED(result))
|
||||
{
|
||||
logger.Log("Failed to get display mode list", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Failed to get display mode list", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
@ -93,7 +93,7 @@ bool D3DClass::Initialize(int screenWidth, int screenHeight, bool vsync, HWND hw
|
||||
displayModeList = new DXGI_MODE_DESC[numModes];
|
||||
if (!displayModeList)
|
||||
{
|
||||
logger.Log("Failed to create display mode list", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Failed to create display mode list", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
@ -101,7 +101,7 @@ bool D3DClass::Initialize(int screenWidth, int screenHeight, bool vsync, HWND hw
|
||||
result = adapterOutput->GetDisplayModeList(DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_ENUM_MODES_INTERLACED, &numModes, displayModeList);
|
||||
if (FAILED(result))
|
||||
{
|
||||
logger.Log("Failed to fill display mode list", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Failed to fill display mode list", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
@ -123,7 +123,7 @@ bool D3DClass::Initialize(int screenWidth, int screenHeight, bool vsync, HWND hw
|
||||
result = adapter->GetDesc(&adapterDesc);
|
||||
if (FAILED(result))
|
||||
{
|
||||
logger.Log("Failed to get adapter description", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Failed to get adapter description", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
@ -134,7 +134,7 @@ bool D3DClass::Initialize(int screenWidth, int screenHeight, bool vsync, HWND hw
|
||||
error = wcstombs_s(&stringLength, m_videoCardDescription, 128, adapterDesc.Description, 128);
|
||||
if (error != 0)
|
||||
{
|
||||
logger.Log("Failed to convert video card name to character array", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Failed to convert video card name to character array", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
@ -217,7 +217,7 @@ bool D3DClass::Initialize(int screenWidth, int screenHeight, bool vsync, HWND hw
|
||||
D3D11_SDK_VERSION, &swapChainDesc, &m_swapChain, &m_device, NULL, &m_deviceContext);
|
||||
if (FAILED(result))
|
||||
{
|
||||
logger.Log("Failed to create swap chain, device and device context", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Failed to create swap chain, device and device context", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
@ -225,7 +225,7 @@ bool D3DClass::Initialize(int screenWidth, int screenHeight, bool vsync, HWND hw
|
||||
result = m_swapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&backBufferPtr);
|
||||
if (FAILED(result))
|
||||
{
|
||||
logger.Log("Failed to get pointer to back buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Failed to get pointer to back buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
@ -233,7 +233,7 @@ bool D3DClass::Initialize(int screenWidth, int screenHeight, bool vsync, HWND hw
|
||||
result = m_device->CreateRenderTargetView(backBufferPtr, NULL, &m_renderTargetView);
|
||||
if (FAILED(result))
|
||||
{
|
||||
logger.Log("Failed to create render target view", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Failed to create render target view", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
@ -261,7 +261,7 @@ bool D3DClass::Initialize(int screenWidth, int screenHeight, bool vsync, HWND hw
|
||||
result = m_device->CreateTexture2D(&depthBufferDesc, NULL, &m_depthStencilBuffer);
|
||||
if (FAILED(result))
|
||||
{
|
||||
logger.Log("Failed to create texture for depth buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Failed to create texture for depth buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
@ -293,7 +293,7 @@ bool D3DClass::Initialize(int screenWidth, int screenHeight, bool vsync, HWND hw
|
||||
result = m_device->CreateDepthStencilState(&depthStencilDesc, &m_depthStencilState);
|
||||
if (FAILED(result))
|
||||
{
|
||||
logger.Log("Failed to create depth stencil state", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Failed to create depth stencil state", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
@ -312,7 +312,7 @@ bool D3DClass::Initialize(int screenWidth, int screenHeight, bool vsync, HWND hw
|
||||
result = m_device->CreateDepthStencilView(m_depthStencilBuffer, &depthStencilViewDesc, &m_depthStencilView);
|
||||
if (FAILED(result))
|
||||
{
|
||||
logger.Log("Failed to create depth stencil view", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Failed to create depth stencil view", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
@ -335,7 +335,7 @@ bool D3DClass::Initialize(int screenWidth, int screenHeight, bool vsync, HWND hw
|
||||
result = m_device->CreateRasterizerState(&rasterDesc, &m_rasterState);
|
||||
if (FAILED(result))
|
||||
{
|
||||
logger.Log("Failed to create rasterizer state", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Failed to create rasterizer state", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
@ -390,7 +390,7 @@ bool D3DClass::Initialize(int screenWidth, int screenHeight, bool vsync, HWND hw
|
||||
result = m_device->CreateDepthStencilState(&depthDisabledStencilDesc, &m_depthDisabledStencilState);
|
||||
if (FAILED(result))
|
||||
{
|
||||
logger.Log("Failed to create depth disabled stencil state", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Failed to create depth disabled stencil state", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
@ -411,7 +411,7 @@ bool D3DClass::Initialize(int screenWidth, int screenHeight, bool vsync, HWND hw
|
||||
result = m_device->CreateBlendState(&blendStateDescription, &m_alphaEnableBlendingState);
|
||||
if (FAILED(result))
|
||||
{
|
||||
logger.Log("Failed to create alpha enabled blend state", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Failed to create alpha enabled blend state", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
@ -422,7 +422,7 @@ bool D3DClass::Initialize(int screenWidth, int screenHeight, bool vsync, HWND hw
|
||||
result = m_device->CreateBlendState(&blendStateDescription, &m_alphaDisableBlendingState);
|
||||
if (FAILED(result))
|
||||
{
|
||||
logger.Log("Failed to create alpha disabled blend state", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Failed to create alpha disabled blend state", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
@ -433,7 +433,7 @@ bool D3DClass::Initialize(int screenWidth, int screenHeight, bool vsync, HWND hw
|
||||
void D3DClass::Shutdown()
|
||||
{
|
||||
|
||||
logger.Log("Shutting down D3Dclass", __FILE__, __LINE__);
|
||||
Logger::Get().Log("Shutting down D3Dclass", __FILE__, __LINE__);
|
||||
|
||||
// Before shutting down set to windowed mode or when you release the swap chain it will throw an exception.
|
||||
if (m_swapChain)
|
||||
@ -507,7 +507,7 @@ void D3DClass::Shutdown()
|
||||
m_swapChain = 0;
|
||||
}
|
||||
|
||||
logger.Log("D3Dclass shutdown", __FILE__, __LINE__);
|
||||
Logger::Get().Log("D3Dclass shutdown", __FILE__, __LINE__);
|
||||
|
||||
return;
|
||||
}
|
||||
@ -614,7 +614,7 @@ void D3DClass::ResetViewport()
|
||||
|
||||
void D3DClass::ReleaseResources()
|
||||
{
|
||||
logger.Log("Releasing D3D resources", __FILE__, __LINE__);
|
||||
Logger::Get().Log("Releasing D3D resources", __FILE__, __LINE__);
|
||||
|
||||
// libere la vue
|
||||
if (m_renderTargetView)
|
||||
@ -637,13 +637,13 @@ void D3DClass::ReleaseResources()
|
||||
m_depthStencilView = 0;
|
||||
}
|
||||
|
||||
logger.Log("D3D resources released", __FILE__, __LINE__);
|
||||
Logger::Get().Log("D3D resources released", __FILE__, __LINE__);
|
||||
}
|
||||
|
||||
// Reset the resources for the swap chain
|
||||
void D3DClass::ResetResources(int newWidth, int newHeight)
|
||||
{
|
||||
logger.Log("Resetting D3D resources", __FILE__, __LINE__);
|
||||
Logger::Get().Log("Resetting D3D resources", __FILE__, __LINE__);
|
||||
|
||||
HRESULT result;
|
||||
|
||||
@ -651,21 +651,21 @@ void D3DClass::ResetResources(int newWidth, int newHeight)
|
||||
result = m_swapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&backBuffer);
|
||||
if (FAILED(result))
|
||||
{
|
||||
logger.Log("Failed to get back buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Failed to get back buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return;
|
||||
}
|
||||
|
||||
result = m_device->CreateRenderTargetView(backBuffer, NULL, &m_renderTargetView);
|
||||
if (FAILED(result))
|
||||
{
|
||||
logger.Log("Failed to create render target view", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Failed to create render target view", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return;
|
||||
}
|
||||
|
||||
result = backBuffer->Release();
|
||||
if (FAILED(result))
|
||||
{
|
||||
logger.Log("Failed to release back buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Failed to release back buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return;
|
||||
}
|
||||
|
||||
@ -694,14 +694,14 @@ void D3DClass::ResetResources(int newWidth, int newHeight)
|
||||
result = m_device->CreateTexture2D(&depthBufferDesc, NULL, &m_depthStencilBuffer);
|
||||
if (FAILED(result))
|
||||
{
|
||||
logger.Log("Failed to create depth stencil buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Failed to create depth stencil buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return;
|
||||
}
|
||||
|
||||
result = m_device->CreateDepthStencilView(m_depthStencilBuffer, &depthStencilViewDesc, &m_depthStencilView);
|
||||
if (FAILED(result))
|
||||
{
|
||||
logger.Log("Failed to create depth stencil view", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Failed to create depth stencil view", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return;
|
||||
}
|
||||
|
||||
@ -717,7 +717,7 @@ IDXGISwapChain* D3DClass::GetSwapChain()
|
||||
void D3DClass::ResizeSwapChain(int newWidth, int newHeight)
|
||||
{
|
||||
|
||||
logger.Log("Resizing swap chain", __FILE__, __LINE__);
|
||||
Logger::Get().Log("Resizing swap chain", __FILE__, __LINE__);
|
||||
|
||||
HRESULT result;
|
||||
|
||||
@ -729,7 +729,7 @@ void D3DClass::ResizeSwapChain(int newWidth, int newHeight)
|
||||
result = m_swapChain->ResizeBuffers(0, newWidth, newHeight, DXGI_FORMAT_UNKNOWN, 0);
|
||||
if (FAILED(result))
|
||||
{
|
||||
logger.Log("Failed to resize swap chain", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Failed to resize swap chain", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return;
|
||||
}
|
||||
|
||||
|
@ -83,9 +83,6 @@ private:
|
||||
ID3D11DepthStencilState* m_depthDisabledStencilState;
|
||||
ID3D11BlendState* m_alphaEnableBlendingState;
|
||||
ID3D11BlendState* m_alphaDisableBlendingState;
|
||||
|
||||
// Logger
|
||||
Logger logger;
|
||||
};
|
||||
|
||||
#endif
|
@ -19,7 +19,7 @@ DisplayPlaneClass::~DisplayPlaneClass()
|
||||
|
||||
bool DisplayPlaneClass::Initialize(ID3D11Device* device, float width, float height)
|
||||
{
|
||||
logger.Log("Initializing DisplayPlaneClass, width: " + std::to_string(width) + ", height: " + std::to_string(height), __FILE__, __LINE__);
|
||||
Logger::Get().Log("Initializing DisplayPlaneClass, width: " + std::to_string(width) + ", height: " + std::to_string(height), __FILE__, __LINE__);
|
||||
bool result;
|
||||
|
||||
|
||||
@ -27,7 +27,7 @@ bool DisplayPlaneClass::Initialize(ID3D11Device* device, float width, float heig
|
||||
result = InitializeBuffers(device, width, height);
|
||||
if (!result)
|
||||
{
|
||||
logger.Log("Could not initialize buffers", __FILE__, __LINE__);
|
||||
Logger::Get().Log("Could not initialize buffers", __FILE__, __LINE__);
|
||||
return false;
|
||||
}
|
||||
|
||||
@ -60,7 +60,7 @@ int DisplayPlaneClass::GetIndexCount()
|
||||
|
||||
bool DisplayPlaneClass::InitializeBuffers(ID3D11Device* device, float width, float height)
|
||||
{
|
||||
logger.Log("Initializing buffers", __FILE__, __LINE__);
|
||||
Logger::Get().Log("Initializing buffers", __FILE__, __LINE__);
|
||||
|
||||
VertexType* vertices;
|
||||
unsigned long* indices;
|
||||
@ -126,7 +126,7 @@ bool DisplayPlaneClass::InitializeBuffers(ID3D11Device* device, float width, flo
|
||||
result = device->CreateBuffer(&vertexBufferDesc, &vertexData, &m_vertexBuffer);
|
||||
if (FAILED(result))
|
||||
{
|
||||
logger.Log("Could not create vertex buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Could not create vertex buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
@ -147,7 +147,7 @@ bool DisplayPlaneClass::InitializeBuffers(ID3D11Device* device, float width, flo
|
||||
result = device->CreateBuffer(&indexBufferDesc, &indexData, &m_indexBuffer);
|
||||
if (FAILED(result))
|
||||
{
|
||||
logger.Log("Could not create index buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Could not create index buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
@ -158,7 +158,7 @@ bool DisplayPlaneClass::InitializeBuffers(ID3D11Device* device, float width, flo
|
||||
delete[] indices;
|
||||
indices = 0;
|
||||
|
||||
logger.Log("Buffers initialized", __FILE__, __LINE__);
|
||||
Logger::Get().Log("Buffers initialized", __FILE__, __LINE__);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
@ -40,7 +40,6 @@ private:
|
||||
ID3D11Buffer* m_vertexBuffer, * m_indexBuffer;
|
||||
int m_vertexCount, m_indexCount;
|
||||
|
||||
Logger logger;
|
||||
};
|
||||
|
||||
#endif
|
||||
|
@ -18,7 +18,7 @@ FontClass::~FontClass()
|
||||
|
||||
bool FontClass::Initialize(ID3D11Device* device, ID3D11DeviceContext* deviceContext, int fontChoice)
|
||||
{
|
||||
logger.Log("Initializing font class", __FILE__, __LINE__);
|
||||
Logger::Get().Log("Initializing font class", __FILE__, __LINE__);
|
||||
|
||||
char fontFilename[128];
|
||||
char fontTextureFilename[128];
|
||||
@ -49,7 +49,7 @@ bool FontClass::Initialize(ID3D11Device* device, ID3D11DeviceContext* deviceCont
|
||||
result = LoadFontData(fontFilename);
|
||||
if (!result)
|
||||
{
|
||||
logger.Log("Failed to load font data", __FILE__, __LINE__);
|
||||
Logger::Get().Log("Failed to load font data", __FILE__, __LINE__);
|
||||
return false;
|
||||
}
|
||||
|
||||
@ -57,11 +57,11 @@ bool FontClass::Initialize(ID3D11Device* device, ID3D11DeviceContext* deviceCont
|
||||
result = LoadTexture(device, deviceContext, fontTextureFilename);
|
||||
if (!result)
|
||||
{
|
||||
logger.Log("Failed to load font texture", __FILE__, __LINE__);
|
||||
Logger::Get().Log("Failed to load font texture", __FILE__, __LINE__);
|
||||
return false;
|
||||
}
|
||||
|
||||
logger.Log("Font class initialized", __FILE__, __LINE__);
|
||||
Logger::Get().Log("Font class initialized", __FILE__, __LINE__);
|
||||
|
||||
return true;
|
||||
}
|
||||
@ -79,7 +79,7 @@ void FontClass::Shutdown()
|
||||
|
||||
bool FontClass::LoadFontData(char* filename)
|
||||
{
|
||||
logger.Log(("Loading font data from %s", filename), __FILE__, __LINE__);
|
||||
Logger::Get().Log(("Loading font data from %s", filename), __FILE__, __LINE__);
|
||||
|
||||
std::ifstream fin;
|
||||
int i;
|
||||
@ -92,7 +92,7 @@ bool FontClass::LoadFontData(char* filename)
|
||||
fin.open(filename);
|
||||
if (fin.fail())
|
||||
{
|
||||
logger.Log("Failed to open font file", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Failed to open font file", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
@ -118,7 +118,7 @@ bool FontClass::LoadFontData(char* filename)
|
||||
// Close the file.
|
||||
fin.close();
|
||||
|
||||
logger.Log("Font data loaded", __FILE__, __LINE__);
|
||||
Logger::Get().Log("Font data loaded", __FILE__, __LINE__);
|
||||
|
||||
return true;
|
||||
}
|
||||
@ -137,7 +137,7 @@ void FontClass::ReleaseFontData()
|
||||
|
||||
bool FontClass::LoadTexture(ID3D11Device* device, ID3D11DeviceContext* deviceContext, char* filename)
|
||||
{
|
||||
logger.Log(("Loading font texture from %s", filename), __FILE__, __LINE__);
|
||||
Logger::Get().Log(("Loading font texture from %s", filename), __FILE__, __LINE__);
|
||||
|
||||
bool result;
|
||||
|
||||
@ -148,11 +148,11 @@ bool FontClass::LoadTexture(ID3D11Device* device, ID3D11DeviceContext* deviceCon
|
||||
result = m_Texture->Initialize(device, deviceContext, filename);
|
||||
if (!result)
|
||||
{
|
||||
logger.Log("Failed to initialize font texture", __FILE__, __LINE__);
|
||||
Logger::Get().Log("Failed to initialize font texture", __FILE__, __LINE__);
|
||||
return false;
|
||||
}
|
||||
|
||||
logger.Log("Font texture loaded", __FILE__, __LINE__);
|
||||
Logger::Get().Log("Font texture loaded", __FILE__, __LINE__);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
@ -59,8 +59,6 @@ private:
|
||||
TextureClass* m_Texture;
|
||||
float m_fontHeight;
|
||||
int m_spaceSize;
|
||||
|
||||
Logger logger;
|
||||
};
|
||||
|
||||
#endif
|
@ -24,7 +24,7 @@ FontShaderClass::~FontShaderClass()
|
||||
|
||||
bool FontShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
|
||||
{
|
||||
logger.Log("Initializing FontShaderClass", __FILE__, __LINE__);
|
||||
Logger::Get().Log("Initializing FontShaderClass", __FILE__, __LINE__);
|
||||
|
||||
bool result;
|
||||
wchar_t vsFilename[128];
|
||||
@ -35,7 +35,7 @@ bool FontShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
|
||||
error = wcscpy_s(vsFilename, 128, L"font.vs");
|
||||
if (error != 0)
|
||||
{
|
||||
logger.Log("Error copying string", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Error copying string", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
@ -43,7 +43,7 @@ bool FontShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
|
||||
error = wcscpy_s(psFilename, 128, L"font.ps");
|
||||
if (error != 0)
|
||||
{
|
||||
logger.Log("Error copying string", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Error copying string", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
@ -51,11 +51,11 @@ bool FontShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
|
||||
result = InitializeShader(device, hwnd, vsFilename, psFilename);
|
||||
if (!result)
|
||||
{
|
||||
logger.Log("Error initializing shader", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Error initializing shader", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
logger.Log("FontShaderClass initialized", __FILE__, __LINE__);
|
||||
Logger::Get().Log("FontShaderClass initialized", __FILE__, __LINE__);
|
||||
|
||||
return true;
|
||||
}
|
||||
@ -78,7 +78,7 @@ bool FontShaderClass::Render(ID3D11DeviceContext* deviceContext, int indexCount,
|
||||
result = SetShaderParameters(deviceContext, worldMatrix, viewMatrix, projectionMatrix, texture, pixelColor);
|
||||
if (!result)
|
||||
{
|
||||
logger.Log("Error setting shader parameters", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Error setting shader parameters", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
@ -90,7 +90,7 @@ bool FontShaderClass::Render(ID3D11DeviceContext* deviceContext, int indexCount,
|
||||
|
||||
bool FontShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR* vsFilename, WCHAR* psFilename)
|
||||
{
|
||||
logger.Log("Initializing shader", __FILE__, __LINE__);
|
||||
Logger::Get().Log("Initializing shader", __FILE__, __LINE__);
|
||||
|
||||
HRESULT result;
|
||||
ID3D10Blob* errorMessage;
|
||||
@ -121,7 +121,7 @@ bool FontShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR* v
|
||||
// If there was nothing in the error message then it simply could not find the shader file itself.
|
||||
else
|
||||
{
|
||||
logger.Log("Error compiling shader", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Error compiling shader", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
}
|
||||
|
||||
return false;
|
||||
@ -140,7 +140,7 @@ bool FontShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR* v
|
||||
// If there was nothing in the error message then it simply could not find the file itself.
|
||||
else
|
||||
{
|
||||
logger.Log("Error compiling shader", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Error compiling shader", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
}
|
||||
|
||||
return false;
|
||||
@ -150,7 +150,7 @@ bool FontShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR* v
|
||||
result = device->CreateVertexShader(vertexShaderBuffer->GetBufferPointer(), vertexShaderBuffer->GetBufferSize(), NULL, &m_vertexShader);
|
||||
if (FAILED(result))
|
||||
{
|
||||
logger.Log("Error creating vertex shader", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Error creating vertex shader", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
@ -158,7 +158,7 @@ bool FontShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR* v
|
||||
result = device->CreatePixelShader(pixelShaderBuffer->GetBufferPointer(), pixelShaderBuffer->GetBufferSize(), NULL, &m_pixelShader);
|
||||
if (FAILED(result))
|
||||
{
|
||||
logger.Log("Error creating pixel shader", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Error creating pixel shader", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
@ -187,7 +187,7 @@ bool FontShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR* v
|
||||
vertexShaderBuffer->GetBufferSize(), &m_layout);
|
||||
if (FAILED(result))
|
||||
{
|
||||
logger.Log("Error creating input layout", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Error creating input layout", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
@ -210,7 +210,7 @@ bool FontShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR* v
|
||||
result = device->CreateBuffer(&matrixBufferDesc, NULL, &m_matrixBuffer);
|
||||
if (FAILED(result))
|
||||
{
|
||||
logger.Log("Error creating constant buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Error creating constant buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
@ -233,7 +233,7 @@ bool FontShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR* v
|
||||
result = device->CreateSamplerState(&samplerDesc, &m_sampleState);
|
||||
if (FAILED(result))
|
||||
{
|
||||
logger.Log("Error creating sampler state", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Error creating sampler state", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
@ -249,18 +249,18 @@ bool FontShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR* v
|
||||
result = device->CreateBuffer(&pixelBufferDesc, NULL, &m_pixelBuffer);
|
||||
if (FAILED(result))
|
||||
{
|
||||
logger.Log("Error creating constant buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Error creating constant buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
logger.Log("Shader initialized", __FILE__, __LINE__);
|
||||
Logger::Get().Log("Shader initialized", __FILE__, __LINE__);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void FontShaderClass::ShutdownShader()
|
||||
{
|
||||
logger.Log("Shutting down shader", __FILE__, __LINE__);
|
||||
Logger::Get().Log("Shutting down shader", __FILE__, __LINE__);
|
||||
|
||||
// Release the pixel constant buffer.
|
||||
if (m_pixelBuffer)
|
||||
@ -304,7 +304,7 @@ void FontShaderClass::ShutdownShader()
|
||||
m_vertexShader = 0;
|
||||
}
|
||||
|
||||
logger.Log("Shader shut down", __FILE__, __LINE__);
|
||||
Logger::Get().Log("Shader shut down", __FILE__, __LINE__);
|
||||
|
||||
return;
|
||||
}
|
||||
@ -364,7 +364,7 @@ bool FontShaderClass::SetShaderParameters(ID3D11DeviceContext* deviceContext, XM
|
||||
result = deviceContext->Map(m_matrixBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
|
||||
if (FAILED(result))
|
||||
{
|
||||
logger.Log("Error mapping constant buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Error mapping constant buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
@ -392,7 +392,7 @@ bool FontShaderClass::SetShaderParameters(ID3D11DeviceContext* deviceContext, XM
|
||||
result = deviceContext->Map(m_pixelBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
|
||||
if (FAILED(result))
|
||||
{
|
||||
logger.Log("Error mapping constant buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Error mapping constant buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
|
@ -57,7 +57,6 @@ private:
|
||||
ID3D11SamplerState* m_sampleState;
|
||||
ID3D11Buffer* m_pixelBuffer;
|
||||
|
||||
Logger logger;
|
||||
};
|
||||
|
||||
#endif
|
@ -13,7 +13,7 @@ imguiManager::~imguiManager()
|
||||
|
||||
bool imguiManager::Initialize(HWND hwnd, ID3D11Device* device, ID3D11DeviceContext* deviceContext)
|
||||
{
|
||||
logger.Log("Initializing imgui", __FILE__, __LINE__);
|
||||
Logger::Get().Log("Initializing imgui", __FILE__, __LINE__);
|
||||
|
||||
IMGUI_CHECKVERSION();
|
||||
ImGui::CreateContext();
|
||||
@ -23,7 +23,7 @@ bool imguiManager::Initialize(HWND hwnd, ID3D11Device* device, ID3D11DeviceConte
|
||||
ImGui_ImplDX11_Init(device, deviceContext);
|
||||
ImGui::StyleColorsDark();
|
||||
|
||||
logger.Log("imgui initialized", __FILE__, __LINE__);
|
||||
Logger::Get().Log("imgui initialized", __FILE__, __LINE__);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
@ -42,7 +42,6 @@ private :
|
||||
private:
|
||||
ImGuiIO* io;
|
||||
|
||||
Logger logger;
|
||||
};
|
||||
|
||||
#endif
|
@ -20,7 +20,7 @@ InputClass::~InputClass()
|
||||
|
||||
bool InputClass::Initialize(HINSTANCE hinstance, HWND hwnd, int screenWidth, int screenHeight)
|
||||
{
|
||||
logger.Log("Initializing input class", __FILE__, __LINE__);
|
||||
Logger::Get().Log("Initializing input class", __FILE__, __LINE__);
|
||||
|
||||
HRESULT result;
|
||||
int i;
|
||||
@ -44,7 +44,7 @@ bool InputClass::Initialize(HINSTANCE hinstance, HWND hwnd, int screenWidth, int
|
||||
result = DirectInput8Create(hinstance, DIRECTINPUT_VERSION, IID_IDirectInput8, (void**)&m_directInput, NULL);
|
||||
if (FAILED(result))
|
||||
{
|
||||
logger.Log("Failed to create direct input interface", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Failed to create direct input interface", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
@ -52,7 +52,7 @@ bool InputClass::Initialize(HINSTANCE hinstance, HWND hwnd, int screenWidth, int
|
||||
result = m_directInput->CreateDevice(GUID_SysKeyboard, &m_keyboard, NULL);
|
||||
if (FAILED(result))
|
||||
{
|
||||
logger.Log("Failed to create direct input interface for the keyboard", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Failed to create direct input interface for the keyboard", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
@ -60,7 +60,7 @@ bool InputClass::Initialize(HINSTANCE hinstance, HWND hwnd, int screenWidth, int
|
||||
result = m_keyboard->SetDataFormat(&c_dfDIKeyboard);
|
||||
if (FAILED(result))
|
||||
{
|
||||
logger.Log("Failed to set data format for the keyboard", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Failed to set data format for the keyboard", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
@ -68,7 +68,7 @@ bool InputClass::Initialize(HINSTANCE hinstance, HWND hwnd, int screenWidth, int
|
||||
result = m_keyboard->SetCooperativeLevel(hwnd, DISCL_FOREGROUND | DISCL_EXCLUSIVE);
|
||||
if (FAILED(result))
|
||||
{
|
||||
logger.Log("Failed to set cooperative level of the keyboard", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Failed to set cooperative level of the keyboard", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
@ -76,7 +76,7 @@ bool InputClass::Initialize(HINSTANCE hinstance, HWND hwnd, int screenWidth, int
|
||||
result = m_keyboard->Acquire();
|
||||
if (FAILED(result))
|
||||
{
|
||||
logger.Log("Failed to acquire the keyboard", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Failed to acquire the keyboard", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
@ -84,7 +84,7 @@ bool InputClass::Initialize(HINSTANCE hinstance, HWND hwnd, int screenWidth, int
|
||||
result = m_directInput->CreateDevice(GUID_SysMouse, &m_mouse, NULL);
|
||||
if (FAILED(result))
|
||||
{
|
||||
logger.Log("Failed to create direct input interface for the mouse", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Failed to create direct input interface for the mouse", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
@ -92,7 +92,7 @@ bool InputClass::Initialize(HINSTANCE hinstance, HWND hwnd, int screenWidth, int
|
||||
result = m_mouse->SetDataFormat(&c_dfDIMouse);
|
||||
if (FAILED(result))
|
||||
{
|
||||
logger.Log("Failed to set data format for the mouse", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Failed to set data format for the mouse", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
@ -100,7 +100,7 @@ bool InputClass::Initialize(HINSTANCE hinstance, HWND hwnd, int screenWidth, int
|
||||
result = m_mouse->SetCooperativeLevel(hwnd, DISCL_FOREGROUND | DISCL_NONEXCLUSIVE);
|
||||
if (FAILED(result))
|
||||
{
|
||||
logger.Log("Failed to set cooperative level of the mouse", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Failed to set cooperative level of the mouse", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
@ -108,11 +108,11 @@ bool InputClass::Initialize(HINSTANCE hinstance, HWND hwnd, int screenWidth, int
|
||||
result = m_mouse->Acquire();
|
||||
if (FAILED(result))
|
||||
{
|
||||
logger.Log("Failed to acquire the mouse", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Failed to acquire the mouse", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
logger.Log("Input class initialized", __FILE__, __LINE__);
|
||||
Logger::Get().Log("Input class initialized", __FILE__, __LINE__);
|
||||
|
||||
return true;
|
||||
}
|
||||
@ -144,7 +144,7 @@ bool InputClass::IsKeyDown(unsigned int key)
|
||||
|
||||
void InputClass::Shutdown()
|
||||
{
|
||||
logger.Log("Shutting down input class", __FILE__, __LINE__);
|
||||
Logger::Get().Log("Shutting down input class", __FILE__, __LINE__);
|
||||
|
||||
// Release the mouse.
|
||||
if (m_mouse)
|
||||
@ -169,7 +169,7 @@ void InputClass::Shutdown()
|
||||
m_directInput = 0;
|
||||
}
|
||||
|
||||
logger.Log("Input class shut down", __FILE__, __LINE__);
|
||||
Logger::Get().Log("Input class shut down", __FILE__, __LINE__);
|
||||
|
||||
return;
|
||||
}
|
||||
@ -183,7 +183,7 @@ bool InputClass::Frame()
|
||||
result = ReadKeyboard();
|
||||
if (!result)
|
||||
{
|
||||
logger.Log("Failed to read keyboard state", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Failed to read keyboard state", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
@ -191,7 +191,7 @@ bool InputClass::Frame()
|
||||
result = ReadMouse();
|
||||
if (!result)
|
||||
{
|
||||
logger.Log("Failed to read mouse state", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Failed to read mouse state", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
@ -217,7 +217,7 @@ bool InputClass::ReadKeyboard()
|
||||
}
|
||||
else
|
||||
{
|
||||
logger.Log("Failed to get keyboard device state", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Failed to get keyboard device state", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
}
|
||||
@ -241,7 +241,7 @@ bool InputClass::ReadMouse()
|
||||
}
|
||||
else
|
||||
{
|
||||
logger.Log("Failed to get mouse device state", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Failed to get mouse device state", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
@ -66,7 +66,6 @@ private:
|
||||
|
||||
int m_screenWidth, m_screenHeight, m_mouseX, m_mouseY;
|
||||
|
||||
Logger logger;
|
||||
};
|
||||
|
||||
#endif
|
@ -23,7 +23,7 @@ LightMapShaderClass::~LightMapShaderClass()
|
||||
|
||||
bool LightMapShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
|
||||
{
|
||||
logger.Log("Initializing LightMapShaderClass", __FILE__, __LINE__);
|
||||
Logger::Get().Log("Initializing LightMapShaderClass", __FILE__, __LINE__);
|
||||
|
||||
bool result;
|
||||
wchar_t vsFilename[128];
|
||||
@ -34,7 +34,7 @@ bool LightMapShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
|
||||
error = wcscpy_s(vsFilename, 128, L"lightmap.vs");
|
||||
if (error != 0)
|
||||
{
|
||||
logger.Log("Error copying string", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Error copying string", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
@ -42,7 +42,7 @@ bool LightMapShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
|
||||
error = wcscpy_s(psFilename, 128, L"lightmap.ps");
|
||||
if (error != 0)
|
||||
{
|
||||
logger.Log("Error copying string", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Error copying string", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
@ -50,11 +50,11 @@ bool LightMapShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
|
||||
result = InitializeShader(device, hwnd, vsFilename, psFilename);
|
||||
if (!result)
|
||||
{
|
||||
logger.Log("Error initializing shader", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Error initializing shader", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
logger.Log("LightMapShaderClass initialized", __FILE__, __LINE__);
|
||||
Logger::Get().Log("LightMapShaderClass initialized", __FILE__, __LINE__);
|
||||
|
||||
return true;
|
||||
}
|
||||
@ -79,7 +79,7 @@ bool LightMapShaderClass::Render(ID3D11DeviceContext* deviceContext, int indexCo
|
||||
result = SetShaderParameters(deviceContext, worldMatrix, viewMatrix, projectionMatrix, texture1, texture2);
|
||||
if (!result)
|
||||
{
|
||||
logger.Log("Error setting shader parameters", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Error setting shader parameters", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
@ -120,7 +120,7 @@ bool LightMapShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHA
|
||||
// If there was nothing in the error message then it simply could not find the shader file itself.
|
||||
else
|
||||
{
|
||||
logger.Log("Error compiling shader", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Error compiling shader", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
}
|
||||
|
||||
return false;
|
||||
@ -139,7 +139,7 @@ bool LightMapShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHA
|
||||
// If there was nothing in the error message then it simply could not find the file itself.
|
||||
else
|
||||
{
|
||||
logger.Log("Error compiling shader", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Error compiling shader", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
}
|
||||
|
||||
return false;
|
||||
@ -149,7 +149,7 @@ bool LightMapShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHA
|
||||
result = device->CreateVertexShader(vertexShaderBuffer->GetBufferPointer(), vertexShaderBuffer->GetBufferSize(), NULL, &m_vertexShader);
|
||||
if (FAILED(result))
|
||||
{
|
||||
logger.Log("Error creating vertex shader", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Error creating vertex shader", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
@ -157,7 +157,7 @@ bool LightMapShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHA
|
||||
result = device->CreatePixelShader(pixelShaderBuffer->GetBufferPointer(), pixelShaderBuffer->GetBufferSize(), NULL, &m_pixelShader);
|
||||
if (FAILED(result))
|
||||
{
|
||||
logger.Log("Error creating pixel shader", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Error creating pixel shader", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
@ -194,7 +194,7 @@ bool LightMapShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHA
|
||||
vertexShaderBuffer->GetBufferSize(), &m_layout);
|
||||
if (FAILED(result))
|
||||
{
|
||||
logger.Log("Error creating input layout", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Error creating input layout", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
@ -217,7 +217,7 @@ bool LightMapShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHA
|
||||
result = device->CreateBuffer(&matrixBufferDesc, NULL, &m_matrixBuffer);
|
||||
if (FAILED(result))
|
||||
{
|
||||
logger.Log("Error creating constant buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Error creating constant buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
@ -240,11 +240,11 @@ bool LightMapShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHA
|
||||
result = device->CreateSamplerState(&samplerDesc, &m_sampleState);
|
||||
if (FAILED(result))
|
||||
{
|
||||
logger.Log("Error creating sampler state", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Error creating sampler state", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
logger.Log("Shader initialized", __FILE__, __LINE__);
|
||||
Logger::Get().Log("Shader initialized", __FILE__, __LINE__);
|
||||
|
||||
return true;
|
||||
}
|
||||
@ -252,7 +252,7 @@ bool LightMapShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHA
|
||||
|
||||
void LightMapShaderClass::ShutdownShader()
|
||||
{
|
||||
logger.Log("Shutting down LightMapShaderClass", __FILE__, __LINE__);
|
||||
Logger::Get().Log("Shutting down LightMapShaderClass", __FILE__, __LINE__);
|
||||
|
||||
// Release the sampler state.
|
||||
if (m_sampleState)
|
||||
@ -289,7 +289,7 @@ void LightMapShaderClass::ShutdownShader()
|
||||
m_vertexShader = 0;
|
||||
}
|
||||
|
||||
logger.Log("LightMapShaderClass shut down", __FILE__, __LINE__);
|
||||
Logger::Get().Log("LightMapShaderClass shut down", __FILE__, __LINE__);
|
||||
|
||||
return;
|
||||
}
|
||||
@ -349,7 +349,7 @@ bool LightMapShaderClass::SetShaderParameters(ID3D11DeviceContext* deviceContext
|
||||
result = deviceContext->Map(m_matrixBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
|
||||
if (FAILED(result))
|
||||
{
|
||||
logger.Log("Error mapping constant buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Error mapping constant buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
|
@ -52,7 +52,6 @@ private:
|
||||
ID3D11Buffer* m_matrixBuffer;
|
||||
ID3D11SamplerState* m_sampleState;
|
||||
|
||||
Logger logger;
|
||||
};
|
||||
|
||||
#endif
|
@ -30,7 +30,7 @@ LightShaderClass::~LightShaderClass()
|
||||
|
||||
bool LightShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
|
||||
{
|
||||
logger.Log("Initializing LightShaderClass", __FILE__, __LINE__);
|
||||
Logger::Get().Log("Initializing LightShaderClass", __FILE__, __LINE__);
|
||||
|
||||
wchar_t vsFilename[128];
|
||||
wchar_t psFilename[128];
|
||||
@ -41,7 +41,7 @@ bool LightShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
|
||||
error = wcscpy_s(vsFilename, 128, L"light.vs");
|
||||
if (error != 0)
|
||||
{
|
||||
logger.Log("Failed to copy string", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Failed to copy string", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
@ -49,18 +49,18 @@ bool LightShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
|
||||
error = wcscpy_s(psFilename, 128, L"light.ps");
|
||||
if (error != 0)
|
||||
{
|
||||
logger.Log("Failed to copy string", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Failed to copy string", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
// Initialize the vertex and pixel shaders.
|
||||
result = InitializeShader(device, hwnd, vsFilename, psFilename);
|
||||
if (!result)
|
||||
{
|
||||
logger.Log("Failed to initialize shader", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Failed to initialize shader", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
logger.Log("LightShaderClass initialized", __FILE__, __LINE__);
|
||||
Logger::Get().Log("LightShaderClass initialized", __FILE__, __LINE__);
|
||||
|
||||
return true;
|
||||
}
|
||||
@ -84,7 +84,7 @@ bool LightShaderClass::Render(ID3D11DeviceContext* deviceContext, int indexCount
|
||||
result = SetShaderParameters(deviceContext, worldMatrix, viewMatrix, projectionMatrix, texture, diffuseColor, lightPosition);
|
||||
if(!result)
|
||||
{
|
||||
logger.Log("Failed to set shader parameters", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Failed to set shader parameters", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
@ -127,7 +127,7 @@ bool LightShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR*
|
||||
// If there was nothing in the error message then it simply could not find the shader file itself.
|
||||
else
|
||||
{
|
||||
logger.Log("Failed to compile shader", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Failed to compile shader", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
}
|
||||
|
||||
return false;
|
||||
@ -145,7 +145,7 @@ bool LightShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR*
|
||||
// If there was nothing in the error message then it simply could not find the file itself.
|
||||
else
|
||||
{
|
||||
logger.Log("Failed to compile shader", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Failed to compile shader", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
}
|
||||
|
||||
return false;
|
||||
@ -155,7 +155,7 @@ bool LightShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR*
|
||||
result = device->CreateVertexShader(vertexShaderBuffer->GetBufferPointer(), vertexShaderBuffer->GetBufferSize(), NULL, &m_vertexShader);
|
||||
if (FAILED(result))
|
||||
{
|
||||
logger.Log("Failed to create vertex shader", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Failed to create vertex shader", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
@ -163,7 +163,7 @@ bool LightShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR*
|
||||
result = device->CreatePixelShader(pixelShaderBuffer->GetBufferPointer(), pixelShaderBuffer->GetBufferSize(), NULL, &m_pixelShader);
|
||||
if (FAILED(result))
|
||||
{
|
||||
logger.Log("Failed to create pixel shader", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Failed to create pixel shader", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
@ -201,7 +201,7 @@ bool LightShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR*
|
||||
&m_layout);
|
||||
if (FAILED(result))
|
||||
{
|
||||
logger.Log("Failed to create input layout", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Failed to create input layout", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
@ -231,7 +231,7 @@ bool LightShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR*
|
||||
result = device->CreateSamplerState(&samplerDesc, &m_sampleState);
|
||||
if (FAILED(result))
|
||||
{
|
||||
logger.Log("Failed to create sampler state", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Failed to create sampler state", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
@ -247,7 +247,7 @@ bool LightShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR*
|
||||
result = device->CreateBuffer(&matrixBufferDesc, NULL, &m_matrixBuffer);
|
||||
if (FAILED(result))
|
||||
{
|
||||
logger.Log("Failed to create matrix buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Failed to create matrix buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
@ -265,7 +265,7 @@ bool LightShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR*
|
||||
result = device->CreateBuffer(&cameraBufferDesc, NULL, &m_cameraBuffer);
|
||||
if (FAILED(result))
|
||||
{
|
||||
logger.Log("Failed to create camera buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Failed to create camera buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
@ -281,7 +281,7 @@ bool LightShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR*
|
||||
result = device->CreateBuffer(&lightColorBufferDesc, NULL, &m_lightColorBuffer);
|
||||
if (FAILED(result))
|
||||
{
|
||||
logger.Log("Failed to create light color buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Failed to create light color buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
@ -297,11 +297,11 @@ bool LightShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR*
|
||||
result = device->CreateBuffer(&lightPositionBufferDesc, NULL, &m_lightPositionBuffer);
|
||||
if (FAILED(result))
|
||||
{
|
||||
logger.Log("Failed to create light position buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Failed to create light position buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
logger.Log("Shader initialized", __FILE__, __LINE__);
|
||||
Logger::Get().Log("Shader initialized", __FILE__, __LINE__);
|
||||
|
||||
return true;
|
||||
}
|
||||
@ -309,7 +309,7 @@ bool LightShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR*
|
||||
|
||||
void LightShaderClass::ShutdownShader()
|
||||
{
|
||||
logger.Log("Shutting down LightShaderClass", __FILE__, __LINE__);
|
||||
Logger::Get().Log("Shutting down LightShaderClass", __FILE__, __LINE__);
|
||||
|
||||
// Release the light constant buffers.
|
||||
if (m_lightColorBuffer)
|
||||
@ -373,7 +373,7 @@ void LightShaderClass::ShutdownShader()
|
||||
m_vertexShader = 0;
|
||||
}
|
||||
|
||||
logger.Log("LightShaderClass shut down", __FILE__, __LINE__);
|
||||
Logger::Get().Log("LightShaderClass shut down", __FILE__, __LINE__);
|
||||
|
||||
return;
|
||||
}
|
||||
@ -434,7 +434,7 @@ bool LightShaderClass::SetShaderParameters(ID3D11DeviceContext* deviceContext, X
|
||||
result = deviceContext->Map(m_matrixBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
|
||||
if (FAILED(result))
|
||||
{
|
||||
logger.Log("Failed to map matrix buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Failed to map matrix buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
@ -459,7 +459,7 @@ bool LightShaderClass::SetShaderParameters(ID3D11DeviceContext* deviceContext, X
|
||||
result = deviceContext->Map(m_cameraBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
|
||||
if (FAILED(result))
|
||||
{
|
||||
logger.Log("Failed to map camera buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Failed to map camera buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
@ -467,7 +467,7 @@ bool LightShaderClass::SetShaderParameters(ID3D11DeviceContext* deviceContext, X
|
||||
result = deviceContext->Map(m_lightPositionBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
|
||||
if (FAILED(result))
|
||||
{
|
||||
logger.Log("Failed to map light position buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Failed to map light position buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
@ -496,7 +496,7 @@ bool LightShaderClass::SetShaderParameters(ID3D11DeviceContext* deviceContext, X
|
||||
result = deviceContext->Map(m_lightColorBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
|
||||
if (FAILED(result))
|
||||
{
|
||||
logger.Log("Failed to map light color buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Failed to map light color buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
|
@ -89,7 +89,6 @@ private:
|
||||
ID3D11Buffer* m_lightColorBuffer;
|
||||
ID3D11Buffer* m_lightPositionBuffer;
|
||||
|
||||
Logger logger;
|
||||
};
|
||||
|
||||
#endif
|
@ -21,7 +21,7 @@ ModelClass::~ModelClass()
|
||||
|
||||
bool ModelClass::Initialize(ID3D11Device* device, ID3D11DeviceContext* deviceContext, char* modelFilename, vector<string> filename)
|
||||
{
|
||||
logger.Log("Initializing model class", __FILE__, __LINE__);
|
||||
Logger::Get().Log("Initializing model class", __FILE__, __LINE__);
|
||||
|
||||
bool result;
|
||||
|
||||
@ -29,7 +29,7 @@ bool ModelClass::Initialize(ID3D11Device* device, ID3D11DeviceContext* deviceCon
|
||||
result = LoadModel(modelFilename);
|
||||
if (!result)
|
||||
{
|
||||
logger.Log("Failed to load model data", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Failed to load model data", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
@ -40,18 +40,18 @@ bool ModelClass::Initialize(ID3D11Device* device, ID3D11DeviceContext* deviceCon
|
||||
result = InitializeBuffers(device);
|
||||
if (!result)
|
||||
{
|
||||
logger.Log("Failed to initialize buffers", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Failed to initialize buffers", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
// Load the textures for this model.
|
||||
result = LoadTextures(device, deviceContext, filename);
|
||||
if (!result)
|
||||
{
|
||||
logger.Log("Failed to load textures", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Failed to load textures", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
logger.Log("Model class initialized", __FILE__, __LINE__);
|
||||
Logger::Get().Log("Model class initialized", __FILE__, __LINE__);
|
||||
|
||||
return true;
|
||||
}
|
||||
@ -94,7 +94,7 @@ ID3D11ShaderResourceView* ModelClass::GetTexture(int index)
|
||||
|
||||
bool ModelClass::InitializeBuffers(ID3D11Device* device)
|
||||
{
|
||||
logger.Log("Initializing buffers", __FILE__, __LINE__);
|
||||
Logger::Get().Log("Initializing buffers", __FILE__, __LINE__);
|
||||
|
||||
VertexType* vertices;
|
||||
unsigned long* indices;
|
||||
@ -138,7 +138,7 @@ bool ModelClass::InitializeBuffers(ID3D11Device* device)
|
||||
result = device->CreateBuffer(&vertexBufferDesc, &vertexData, &m_vertexBuffer);
|
||||
if (FAILED(result))
|
||||
{
|
||||
logger.Log("Failed to create vertex buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Failed to create vertex buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
@ -159,7 +159,7 @@ bool ModelClass::InitializeBuffers(ID3D11Device* device)
|
||||
result = device->CreateBuffer(&indexBufferDesc, &indexData, &m_indexBuffer);
|
||||
if (FAILED(result))
|
||||
{
|
||||
logger.Log("Failed to create index buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Failed to create index buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
@ -170,7 +170,7 @@ bool ModelClass::InitializeBuffers(ID3D11Device* device)
|
||||
delete[] indices;
|
||||
indices = 0;
|
||||
|
||||
logger.Log("Buffers initialized", __FILE__, __LINE__);
|
||||
Logger::Get().Log("Buffers initialized", __FILE__, __LINE__);
|
||||
|
||||
return true;
|
||||
}
|
||||
@ -221,7 +221,7 @@ void ModelClass::RenderBuffers(ID3D11DeviceContext* deviceContext)
|
||||
|
||||
bool ModelClass::LoadTextures(ID3D11Device* device, ID3D11DeviceContext* deviceContext, vector<string> textureFile)
|
||||
{
|
||||
logger.Log("Loading textures", __FILE__, __LINE__);
|
||||
Logger::Get().Log("Loading textures", __FILE__, __LINE__);
|
||||
|
||||
bool result;
|
||||
|
||||
@ -233,19 +233,19 @@ bool ModelClass::LoadTextures(ID3D11Device* device, ID3D11DeviceContext* deviceC
|
||||
result = m_Textures[i].Initialize(device, deviceContext, textureFile[i]);
|
||||
if (!result)
|
||||
{
|
||||
logger.Log("Failed to initialize texture", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Failed to initialize texture", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
logger.Log("Textures loaded", __FILE__, __LINE__);
|
||||
Logger::Get().Log("Textures loaded", __FILE__, __LINE__);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void ModelClass::ReleaseTextures()
|
||||
{
|
||||
logger.Log("Releasing textures", __FILE__, __LINE__);
|
||||
Logger::Get().Log("Releasing textures", __FILE__, __LINE__);
|
||||
|
||||
// Release the texture object array.
|
||||
if (m_Textures)
|
||||
@ -261,14 +261,14 @@ void ModelClass::ReleaseTextures()
|
||||
m_Textures = 0;
|
||||
}
|
||||
|
||||
logger.Log("Textures released", __FILE__, __LINE__);
|
||||
Logger::Get().Log("Textures released", __FILE__, __LINE__);
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
bool ModelClass::LoadModel(char* filename)
|
||||
{
|
||||
logger.Log("Loading model", __FILE__, __LINE__);
|
||||
Logger::Get().Log("Loading model", __FILE__, __LINE__);
|
||||
|
||||
ifstream fin;
|
||||
char input;
|
||||
@ -281,7 +281,7 @@ bool ModelClass::LoadModel(char* filename)
|
||||
// If it could not open the file then exit.
|
||||
if (fin.fail())
|
||||
{
|
||||
logger.Log("Failed to open model file", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Failed to open model file", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
@ -321,14 +321,14 @@ bool ModelClass::LoadModel(char* filename)
|
||||
// Close the model file.
|
||||
fin.close();
|
||||
|
||||
logger.Log("Model loaded", __FILE__, __LINE__);
|
||||
Logger::Get().Log("Model loaded", __FILE__, __LINE__);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void ModelClass::CalculateModelVectors()
|
||||
{
|
||||
logger.Log("Calculating model vectors", __FILE__, __LINE__);
|
||||
Logger::Get().Log("Calculating model vectors", __FILE__, __LINE__);
|
||||
|
||||
int faceCount, i, index;
|
||||
TempVertexType vertex1, vertex2, vertex3;
|
||||
@ -392,14 +392,14 @@ void ModelClass::CalculateModelVectors()
|
||||
m_model[index - 3].bz = binormal.z;
|
||||
}
|
||||
|
||||
logger.Log("Model vectors calculated", __FILE__, __LINE__);
|
||||
Logger::Get().Log("Model vectors calculated", __FILE__, __LINE__);
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
void ModelClass::CalculateTangentBinormal(TempVertexType vertex1, TempVertexType vertex2, TempVertexType vertex3, VectorType& tangent, VectorType& binormal)
|
||||
{
|
||||
logger.Log("Calculating tangent and binormal", __FILE__, __LINE__);
|
||||
Logger::Get().Log("Calculating tangent and binormal", __FILE__, __LINE__);
|
||||
|
||||
float vector1[3], vector2[3];
|
||||
float tuVector[2], tvVector[2];
|
||||
@ -451,14 +451,14 @@ void ModelClass::CalculateTangentBinormal(TempVertexType vertex1, TempVertexType
|
||||
binormal.y = binormal.y / length;
|
||||
binormal.z = binormal.z / length;
|
||||
|
||||
logger.Log("Tangent and binormal calculated", __FILE__, __LINE__);
|
||||
Logger::Get().Log("Tangent and binormal calculated", __FILE__, __LINE__);
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
void ModelClass::ReleaseModel()
|
||||
{
|
||||
logger.Log("Releasing model", __FILE__, __LINE__);
|
||||
Logger::Get().Log("Releasing model", __FILE__, __LINE__);
|
||||
|
||||
if (m_model)
|
||||
{
|
||||
@ -466,7 +466,7 @@ void ModelClass::ReleaseModel()
|
||||
m_model = 0;
|
||||
}
|
||||
|
||||
logger.Log("Model released", __FILE__, __LINE__);
|
||||
Logger::Get().Log("Model released", __FILE__, __LINE__);
|
||||
|
||||
return;
|
||||
}
|
@ -107,8 +107,6 @@ private:
|
||||
int m_vertexCount, m_indexCount;
|
||||
TextureClass* m_Textures;
|
||||
ModelType* m_model;
|
||||
|
||||
Logger logger;
|
||||
};
|
||||
|
||||
#endif
|
@ -24,7 +24,7 @@ NormalMapShaderClass::~NormalMapShaderClass()
|
||||
|
||||
bool NormalMapShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
|
||||
{
|
||||
logger.Log("Initializing normal map shader", __FILE__, __LINE__);
|
||||
Logger::Get().Log("Initializing normal map shader", __FILE__, __LINE__);
|
||||
|
||||
bool result;
|
||||
wchar_t vsFilename[128];
|
||||
@ -35,7 +35,7 @@ bool NormalMapShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
|
||||
error = wcscpy_s(vsFilename, 128, L"normalmap.vs");
|
||||
if (error != 0)
|
||||
{
|
||||
logger.Log("Failed to set the filename of the vertex shader", __FILE__, __LINE__);
|
||||
Logger::Get().Log("Failed to set the filename of the vertex shader", __FILE__, __LINE__);
|
||||
return false;
|
||||
}
|
||||
|
||||
@ -43,7 +43,7 @@ bool NormalMapShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
|
||||
error = wcscpy_s(psFilename, 128, L"normalmap.ps");
|
||||
if (error != 0)
|
||||
{
|
||||
logger.Log("Failed to set the filename of the pixel shader", __FILE__, __LINE__);
|
||||
Logger::Get().Log("Failed to set the filename of the pixel shader", __FILE__, __LINE__);
|
||||
return false;
|
||||
}
|
||||
|
||||
@ -51,7 +51,7 @@ bool NormalMapShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
|
||||
result = InitializeShader(device, hwnd, vsFilename, psFilename);
|
||||
if (!result)
|
||||
{
|
||||
logger.Log("Failed to initialize the vertex and pixel shaders", __FILE__, __LINE__);
|
||||
Logger::Get().Log("Failed to initialize the vertex and pixel shaders", __FILE__, __LINE__);
|
||||
return false;
|
||||
}
|
||||
|
||||
@ -77,7 +77,7 @@ bool NormalMapShaderClass::Render(ID3D11DeviceContext* deviceContext, int indexC
|
||||
result = SetShaderParameters(deviceContext, worldMatrix, viewMatrix, projectionMatrix, texture1, texture2, lightDirection, diffuseColor);
|
||||
if (!result)
|
||||
{
|
||||
logger.Log("Failed to set the shader parameters that will be used for rendering", __FILE__, __LINE__);
|
||||
Logger::Get().Log("Failed to set the shader parameters that will be used for rendering", __FILE__, __LINE__);
|
||||
return false;
|
||||
}
|
||||
|
||||
@ -90,7 +90,7 @@ bool NormalMapShaderClass::Render(ID3D11DeviceContext* deviceContext, int indexC
|
||||
|
||||
bool NormalMapShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR* vsFilename, WCHAR* psFilename)
|
||||
{
|
||||
logger.Log("Initializing normal map shader", __FILE__, __LINE__);
|
||||
Logger::Get().Log("Initializing normal map shader", __FILE__, __LINE__);
|
||||
|
||||
HRESULT result;
|
||||
ID3D10Blob* errorMessage;
|
||||
@ -121,7 +121,7 @@ bool NormalMapShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCH
|
||||
// If there was nothing in the error message then it simply could not find the shader file itself.
|
||||
else
|
||||
{
|
||||
logger.Log("Failed to compile the vertex shader code", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Failed to compile the vertex shader code", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
}
|
||||
|
||||
return false;
|
||||
@ -140,7 +140,7 @@ bool NormalMapShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCH
|
||||
// If there was nothing in the error message then it simply could not find the file itself.
|
||||
else
|
||||
{
|
||||
logger.Log("Failed to compile the pixel shader code", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Failed to compile the pixel shader code", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
}
|
||||
|
||||
return false;
|
||||
@ -150,7 +150,7 @@ bool NormalMapShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCH
|
||||
result = device->CreateVertexShader(vertexShaderBuffer->GetBufferPointer(), vertexShaderBuffer->GetBufferSize(), NULL, &m_vertexShader);
|
||||
if (FAILED(result))
|
||||
{
|
||||
logger.Log("Failed to create the vertex shader from the buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Failed to create the vertex shader from the buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
@ -158,7 +158,7 @@ bool NormalMapShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCH
|
||||
result = device->CreatePixelShader(pixelShaderBuffer->GetBufferPointer(), pixelShaderBuffer->GetBufferSize(), NULL, &m_pixelShader);
|
||||
if (FAILED(result))
|
||||
{
|
||||
logger.Log("Failed to create the pixel shader from the buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Failed to create the pixel shader from the buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
@ -211,7 +211,7 @@ bool NormalMapShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCH
|
||||
vertexShaderBuffer->GetBufferSize(), &m_layout);
|
||||
if (FAILED(result))
|
||||
{
|
||||
logger.Log("Failed to create the vertex input layout", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Failed to create the vertex input layout", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
@ -234,7 +234,7 @@ bool NormalMapShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCH
|
||||
result = device->CreateBuffer(&matrixBufferDesc, NULL, &m_matrixBuffer);
|
||||
if (FAILED(result))
|
||||
{
|
||||
logger.Log("Failed to create the constant buffer pointer", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Failed to create the constant buffer pointer", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
@ -257,7 +257,7 @@ bool NormalMapShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCH
|
||||
result = device->CreateSamplerState(&samplerDesc, &m_sampleState);
|
||||
if (FAILED(result))
|
||||
{
|
||||
logger.Log("Failed to create the texture sampler state", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Failed to create the texture sampler state", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
@ -273,11 +273,11 @@ bool NormalMapShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCH
|
||||
result = device->CreateBuffer(&lightBufferDesc, NULL, &m_lightBuffer);
|
||||
if (FAILED(result))
|
||||
{
|
||||
logger.Log("Failed to create the light constant buffer pointer", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Failed to create the light constant buffer pointer", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
logger.Log("Successfully initialized normal map shader", __FILE__, __LINE__);
|
||||
Logger::Get().Log("Successfully initialized normal map shader", __FILE__, __LINE__);
|
||||
|
||||
return true;
|
||||
}
|
||||
@ -285,7 +285,7 @@ bool NormalMapShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCH
|
||||
|
||||
void NormalMapShaderClass::ShutdownShader()
|
||||
{
|
||||
logger.Log("Shutting down normal map shader", __FILE__, __LINE__);
|
||||
Logger::Get().Log("Shutting down normal map shader", __FILE__, __LINE__);
|
||||
|
||||
// Release the light constant buffer.
|
||||
if (m_lightBuffer)
|
||||
@ -329,7 +329,7 @@ void NormalMapShaderClass::ShutdownShader()
|
||||
m_vertexShader = 0;
|
||||
}
|
||||
|
||||
logger.Log("Successfully shut down normal map shader", __FILE__, __LINE__);
|
||||
Logger::Get().Log("Successfully shut down normal map shader", __FILE__, __LINE__);
|
||||
|
||||
return;
|
||||
}
|
||||
@ -390,7 +390,7 @@ bool NormalMapShaderClass::SetShaderParameters(ID3D11DeviceContext* deviceContex
|
||||
result = deviceContext->Map(m_matrixBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
|
||||
if (FAILED(result))
|
||||
{
|
||||
logger.Log("Failed to lock the constant buffer so it can be written to", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Failed to lock the constant buffer so it can be written to", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
@ -419,7 +419,7 @@ bool NormalMapShaderClass::SetShaderParameters(ID3D11DeviceContext* deviceContex
|
||||
result = deviceContext->Map(m_lightBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
|
||||
if (FAILED(result))
|
||||
{
|
||||
logger.Log("Failed to lock the light constant buffer so it can be written to", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Failed to lock the light constant buffer so it can be written to", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
|
@ -59,7 +59,6 @@ private:
|
||||
ID3D11SamplerState* m_sampleState;
|
||||
ID3D11Buffer* m_lightBuffer;
|
||||
|
||||
Logger logger;
|
||||
};
|
||||
|
||||
#endif
|
@ -21,7 +21,7 @@ ReflectionShaderClass::~ReflectionShaderClass()
|
||||
|
||||
bool ReflectionShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
|
||||
{
|
||||
logger.Log("Initializing reflection shader", __FILE__, __LINE__);
|
||||
Logger::Get().Log("Initializing reflection shader", __FILE__, __LINE__);
|
||||
|
||||
bool result;
|
||||
wchar_t vsFilename[128];
|
||||
@ -32,7 +32,7 @@ bool ReflectionShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
|
||||
error = wcscpy_s(vsFilename, 128, L"../Engine/reflection.vs");
|
||||
if (error != 0)
|
||||
{
|
||||
logger.Log("Error copying string", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Error copying string", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
@ -40,7 +40,7 @@ bool ReflectionShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
|
||||
error = wcscpy_s(psFilename, 128, L"../Engine/reflection.ps");
|
||||
if (error != 0)
|
||||
{
|
||||
logger.Log("Error copying string", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Error copying string", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
@ -48,7 +48,7 @@ bool ReflectionShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
|
||||
result = InitializeShader(device, hwnd, vsFilename, psFilename);
|
||||
if (!result)
|
||||
{
|
||||
logger.Log("Error initializing shader", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Error initializing shader", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
@ -73,7 +73,7 @@ bool ReflectionShaderClass::Render(ID3D11DeviceContext* deviceContext, int index
|
||||
result = SetShaderParameters(deviceContext, worldMatrix, viewMatrix, projectionMatrix, texture, reflectionTexture, reflectionMatrix);
|
||||
if (!result)
|
||||
{
|
||||
logger.Log("Error setting shader parameters", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Error setting shader parameters", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
@ -85,7 +85,7 @@ bool ReflectionShaderClass::Render(ID3D11DeviceContext* deviceContext, int index
|
||||
|
||||
bool ReflectionShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR* vsFilename, WCHAR* psFilename)
|
||||
{
|
||||
logger.Log("Initializing reflection shader", __FILE__, __LINE__);
|
||||
Logger::Get().Log("Initializing reflection shader", __FILE__, __LINE__);
|
||||
|
||||
HRESULT result;
|
||||
ID3D10Blob* errorMessage;
|
||||
@ -116,7 +116,7 @@ bool ReflectionShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WC
|
||||
// If there was nothing in the error message then it simply could not find the shader file itself.
|
||||
else
|
||||
{
|
||||
logger.Log("Error compiling shader", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Error compiling shader", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
}
|
||||
|
||||
return false;
|
||||
@ -134,7 +134,7 @@ bool ReflectionShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WC
|
||||
// If there was nothing in the error message then it simply could not find the file itself.
|
||||
else
|
||||
{
|
||||
logger.Log("Error compiling shader", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Error compiling shader", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
}
|
||||
|
||||
return false;
|
||||
@ -144,7 +144,7 @@ bool ReflectionShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WC
|
||||
result = device->CreateVertexShader(vertexShaderBuffer->GetBufferPointer(), vertexShaderBuffer->GetBufferSize(), NULL, &m_vertexShader);
|
||||
if (FAILED(result))
|
||||
{
|
||||
logger.Log("Error creating vertex shader", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Error creating vertex shader", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
@ -152,7 +152,7 @@ bool ReflectionShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WC
|
||||
result = device->CreatePixelShader(pixelShaderBuffer->GetBufferPointer(), pixelShaderBuffer->GetBufferSize(), NULL, &m_pixelShader);
|
||||
if (FAILED(result))
|
||||
{
|
||||
logger.Log("Error creating pixel shader", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Error creating pixel shader", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
@ -181,7 +181,7 @@ bool ReflectionShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WC
|
||||
vertexShaderBuffer->GetBufferSize(), &m_layout);
|
||||
if (FAILED(result))
|
||||
{
|
||||
logger.Log("Error creating input layout", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Error creating input layout", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
@ -204,7 +204,7 @@ bool ReflectionShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WC
|
||||
result = device->CreateBuffer(&matrixBufferDesc, NULL, &m_matrixBuffer);
|
||||
if (FAILED(result))
|
||||
{
|
||||
logger.Log("Error creating constant buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Error creating constant buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
// Create a texture sampler state description.
|
||||
@ -226,7 +226,7 @@ bool ReflectionShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WC
|
||||
result = device->CreateSamplerState(&samplerDesc, &m_sampleState);
|
||||
if (FAILED(result))
|
||||
{
|
||||
logger.Log("Error creating sampler state", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Error creating sampler state", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
// Setup the description of the reflection dynamic constant buffer that is in the vertex shader.
|
||||
@ -241,18 +241,18 @@ bool ReflectionShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WC
|
||||
result = device->CreateBuffer(&reflectionBufferDesc, NULL, &m_reflectionBuffer);
|
||||
if (FAILED(result))
|
||||
{
|
||||
logger.Log("Error creating constant buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Error creating constant buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
logger.Log("Reflection shader initialized", __FILE__, __LINE__);
|
||||
Logger::Get().Log("Reflection shader initialized", __FILE__, __LINE__);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void ReflectionShaderClass::ShutdownShader()
|
||||
{
|
||||
logger.Log("Shutting down reflection shader", __FILE__, __LINE__);
|
||||
Logger::Get().Log("Shutting down reflection shader", __FILE__, __LINE__);
|
||||
|
||||
// Release the reflection constant buffer.
|
||||
if (m_reflectionBuffer)
|
||||
@ -296,7 +296,7 @@ void ReflectionShaderClass::ShutdownShader()
|
||||
m_vertexShader = 0;
|
||||
}
|
||||
|
||||
logger.Log("Reflection shader shut down", __FILE__, __LINE__);
|
||||
Logger::Get().Log("Reflection shader shut down", __FILE__, __LINE__);
|
||||
|
||||
return;
|
||||
}
|
||||
@ -359,7 +359,7 @@ bool ReflectionShaderClass::SetShaderParameters(ID3D11DeviceContext* deviceConte
|
||||
result = deviceContext->Map(m_matrixBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
|
||||
if (FAILED(result))
|
||||
{
|
||||
logger.Log("Error mapping constant buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Error mapping constant buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
@ -384,7 +384,7 @@ bool ReflectionShaderClass::SetShaderParameters(ID3D11DeviceContext* deviceConte
|
||||
result = deviceContext->Map(m_reflectionBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
|
||||
if (FAILED(result))
|
||||
{
|
||||
logger.Log("Error mapping constant buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Error mapping constant buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
|
@ -60,7 +60,6 @@ private:
|
||||
ID3D11SamplerState* m_sampleState;
|
||||
ID3D11Buffer* m_reflectionBuffer;
|
||||
|
||||
Logger logger;
|
||||
};
|
||||
|
||||
#endif
|
||||
|
@ -21,7 +21,7 @@ RenderTextureClass::~RenderTextureClass()
|
||||
|
||||
bool RenderTextureClass::Initialize(ID3D11Device * device, int textureWidth, int textureHeight, float screenDepth, float screenNear, int format)
|
||||
{
|
||||
logger.Log("Initializing RenderTextureClass", __FILE__, __LINE__);
|
||||
Logger::Get().Log("Initializing RenderTextureClass", __FILE__, __LINE__);
|
||||
|
||||
D3D11_TEXTURE2D_DESC textureDesc;
|
||||
HRESULT result;
|
||||
@ -70,7 +70,7 @@ bool RenderTextureClass::Initialize(ID3D11Device * device, int textureWidth, int
|
||||
result = device->CreateTexture2D(&textureDesc, NULL, &m_renderTargetTexture);
|
||||
if (FAILED(result))
|
||||
{
|
||||
logger.Log("Failed to create render target texture", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Failed to create render target texture", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
@ -83,7 +83,7 @@ bool RenderTextureClass::Initialize(ID3D11Device * device, int textureWidth, int
|
||||
result = device->CreateRenderTargetView(m_renderTargetTexture, &renderTargetViewDesc, &m_renderTargetView);
|
||||
if (FAILED(result))
|
||||
{
|
||||
logger.Log("Failed to create render target view", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Failed to create render target view", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
@ -97,7 +97,7 @@ bool RenderTextureClass::Initialize(ID3D11Device * device, int textureWidth, int
|
||||
result = device->CreateShaderResourceView(m_renderTargetTexture, &shaderResourceViewDesc, &m_shaderResourceView);
|
||||
if (FAILED(result))
|
||||
{
|
||||
logger.Log("Failed to create shader resource view", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Failed to create shader resource view", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
@ -121,7 +121,7 @@ bool RenderTextureClass::Initialize(ID3D11Device * device, int textureWidth, int
|
||||
result = device->CreateTexture2D(&depthBufferDesc, NULL, &m_depthStencilBuffer);
|
||||
if (FAILED(result))
|
||||
{
|
||||
logger.Log("Failed to create depth buffer texture", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Failed to create depth buffer texture", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
@ -137,7 +137,7 @@ bool RenderTextureClass::Initialize(ID3D11Device * device, int textureWidth, int
|
||||
result = device->CreateDepthStencilView(m_depthStencilBuffer, &depthStencilViewDesc, &m_depthStencilView);
|
||||
if (FAILED(result))
|
||||
{
|
||||
logger.Log("Failed to create depth stencil view", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Failed to create depth stencil view", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
@ -155,14 +155,14 @@ bool RenderTextureClass::Initialize(ID3D11Device * device, int textureWidth, int
|
||||
// Create an orthographic projection matrix for 2D rendering.
|
||||
m_orthoMatrix = XMMatrixOrthographicLH((float)textureWidth, (float)textureHeight, screenNear, screenDepth);
|
||||
|
||||
logger.Log("RenderTextureClass initialized", __FILE__, __LINE__);
|
||||
Logger::Get().Log("RenderTextureClass initialized", __FILE__, __LINE__);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void RenderTextureClass::Shutdown()
|
||||
{
|
||||
logger.Log("Shutting down RenderTextureClass", __FILE__, __LINE__);
|
||||
Logger::Get().Log("Shutting down RenderTextureClass", __FILE__, __LINE__);
|
||||
|
||||
if (m_depthStencilView)
|
||||
{
|
||||
@ -194,7 +194,7 @@ void RenderTextureClass::Shutdown()
|
||||
m_renderTargetTexture = 0;
|
||||
}
|
||||
|
||||
logger.Log("RenderTextureClass shut down", __FILE__, __LINE__);
|
||||
Logger::Get().Log("RenderTextureClass shut down", __FILE__, __LINE__);
|
||||
|
||||
return;
|
||||
}
|
||||
|
@ -48,7 +48,6 @@ private:
|
||||
XMMATRIX m_projectionMatrix;
|
||||
XMMATRIX m_orthoMatrix;
|
||||
|
||||
Logger logger;
|
||||
};
|
||||
|
||||
#endif
|
||||
|
@ -26,7 +26,7 @@ ShaderManagerClass::~ShaderManagerClass()
|
||||
|
||||
bool ShaderManagerClass::Initialize(ID3D11Device* device, HWND hwnd)
|
||||
{
|
||||
logger.Log("Initializing ShaderManagerClass", __FILE__, __LINE__);
|
||||
Logger::Get().Log("Initializing ShaderManagerClass", __FILE__, __LINE__);
|
||||
|
||||
bool result;
|
||||
|
||||
@ -36,7 +36,7 @@ bool ShaderManagerClass::Initialize(ID3D11Device* device, HWND hwnd)
|
||||
result = m_TextureShader->Initialize(device, hwnd);
|
||||
if (!result)
|
||||
{
|
||||
logger.Log("Error initializing TextureShaderClass", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Error initializing TextureShaderClass", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
@ -46,7 +46,7 @@ bool ShaderManagerClass::Initialize(ID3D11Device* device, HWND hwnd)
|
||||
result = m_NormalMapShader->Initialize(device, hwnd);
|
||||
if (!result)
|
||||
{
|
||||
logger.Log("Error initializing NormalMapShaderClass", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Error initializing NormalMapShaderClass", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
@ -56,7 +56,7 @@ bool ShaderManagerClass::Initialize(ID3D11Device* device, HWND hwnd)
|
||||
result = m_MultitextureShader->Initialize(device, hwnd);
|
||||
if (!result)
|
||||
{
|
||||
logger.Log("Error initializing MultiTextureShaderClass", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Error initializing MultiTextureShaderClass", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
@ -66,7 +66,7 @@ bool ShaderManagerClass::Initialize(ID3D11Device* device, HWND hwnd)
|
||||
result = m_TranslateShader->Initialize(device, hwnd);
|
||||
if (!result)
|
||||
{
|
||||
logger.Log("Error initializing TranslateShaderClass", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Error initializing TranslateShaderClass", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
@ -76,7 +76,7 @@ bool ShaderManagerClass::Initialize(ID3D11Device* device, HWND hwnd)
|
||||
result = m_AlphaMapShader->Initialize(device, hwnd);
|
||||
if (!result)
|
||||
{
|
||||
logger.Log("Error initializing AlphaMapShaderClass", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Error initializing AlphaMapShaderClass", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
@ -86,7 +86,7 @@ bool ShaderManagerClass::Initialize(ID3D11Device* device, HWND hwnd)
|
||||
result = m_SpecMapShader->Initialize(device, hwnd);
|
||||
if (!result)
|
||||
{
|
||||
logger.Log("Error initializing SpecMapShaderClass", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Error initializing SpecMapShaderClass", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
@ -96,11 +96,11 @@ bool ShaderManagerClass::Initialize(ID3D11Device* device, HWND hwnd)
|
||||
result = m_TransparentShader->Initialize(device, hwnd);
|
||||
if (!result)
|
||||
{
|
||||
logger.Log("Error initializing TransparentShaderClass", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Error initializing TransparentShaderClass", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
logger.Log("ShaderManagerClass initialized", __FILE__, __LINE__);
|
||||
Logger::Get().Log("ShaderManagerClass initialized", __FILE__, __LINE__);
|
||||
// Create and initialize the light shader object.
|
||||
m_LightShader = new LightShaderClass;
|
||||
|
||||
@ -124,7 +124,7 @@ bool ShaderManagerClass::Initialize(ID3D11Device* device, HWND hwnd)
|
||||
|
||||
void ShaderManagerClass::Shutdown()
|
||||
{
|
||||
logger.Log("Shutting down ShaderManagerClass", __FILE__, __LINE__);
|
||||
Logger::Get().Log("Shutting down ShaderManagerClass", __FILE__, __LINE__);
|
||||
|
||||
// Release the normal map shader object.
|
||||
if (m_NormalMapShader)
|
||||
@ -182,7 +182,7 @@ void ShaderManagerClass::Shutdown()
|
||||
m_TransparentShader = 0;
|
||||
}
|
||||
|
||||
logger.Log("ShaderManagerClass shut down", __FILE__, __LINE__);
|
||||
Logger::Get().Log("ShaderManagerClass shut down", __FILE__, __LINE__);
|
||||
// Release the light shader object.
|
||||
if (m_LightShader)
|
||||
{
|
||||
@ -212,7 +212,7 @@ bool ShaderManagerClass::RenderTextureShader(ID3D11DeviceContext* deviceContext,
|
||||
result = m_TextureShader->Render(deviceContext, indexCount, worldMatrix, viewMatrix, projectionMatrix, texture);
|
||||
if (!result)
|
||||
{
|
||||
logger.Log("Error rendering TextureShaderClass", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Error rendering TextureShaderClass", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
@ -228,7 +228,7 @@ bool ShaderManagerClass::RenderNormalMapShader(ID3D11DeviceContext* deviceContex
|
||||
result = m_NormalMapShader->Render(deviceContext, indexCount, worldMatrix, viewMatrix, projectionMatrix, colorTexture, normalTexture, lightDirection, diffuseColor);
|
||||
if (!result)
|
||||
{
|
||||
logger.Log("Error rendering NormalMapShaderClass", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Error rendering NormalMapShaderClass", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
@ -244,7 +244,7 @@ bool ShaderManagerClass::RenderMultitextureShader(ID3D11DeviceContext* deviceCon
|
||||
result = m_MultitextureShader->Render(deviceContext, indexCount, worldMatrix, viewMatrix, projectionMatrix, texture1, texture2);
|
||||
if (!result)
|
||||
{
|
||||
logger.Log("Error rendering MultiTextureShaderClass", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Error rendering MultiTextureShaderClass", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
@ -260,7 +260,7 @@ bool ShaderManagerClass::RenderTranslateShader(ID3D11DeviceContext* deviceContex
|
||||
result = m_TranslateShader->Render(deviceContext, indexCount, worldMatrix, viewMatrix, projectionMatrix, texture1, valeur);
|
||||
if (!result)
|
||||
{
|
||||
logger.Log("Error rendering TranslateShaderClass", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Error rendering TranslateShaderClass", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
@ -276,7 +276,7 @@ bool ShaderManagerClass::RenderAlphaMapShader(ID3D11DeviceContext* deviceContext
|
||||
result = m_AlphaMapShader->Render(deviceContext, indexCount, worldMatrix, viewMatrix, projectionMatrix, texture1, texture2, texture3);
|
||||
if (!result)
|
||||
{
|
||||
logger.Log("Error rendering AlphaMapShaderClass", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Error rendering AlphaMapShaderClass", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
@ -294,7 +294,7 @@ bool ShaderManagerClass::RenderSpecMapShader(ID3D11DeviceContext* deviceContext,
|
||||
diffuseColor, cameraPosition, specularColor, specularPower);
|
||||
if (!result)
|
||||
{
|
||||
logger.Log("Error rendering SpecMapShaderClass", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Error rendering SpecMapShaderClass", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
@ -310,7 +310,7 @@ bool ShaderManagerClass::RenderTransparentShader(ID3D11DeviceContext* deviceCont
|
||||
result = m_TransparentShader->Render(deviceContext, indexCount, worldMatrix, viewMatrix, projectionMatrix, texture1, blendAmount);
|
||||
if (!result)
|
||||
{
|
||||
logger.Log("Error rendering TransparentShaderClass", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Error rendering TransparentShaderClass", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
|
@ -47,7 +47,6 @@ private:
|
||||
SpecMapShaderClass* m_SpecMapShader;
|
||||
TransparentShaderClass* m_TransparentShader;
|
||||
|
||||
Logger logger;
|
||||
LightShaderClass* m_LightShader;
|
||||
LightMapShaderClass* m_LightMapShader;
|
||||
};
|
||||
|
@ -33,7 +33,6 @@ private:
|
||||
LPCWSTR m_applicationName;
|
||||
HINSTANCE m_hinstance;
|
||||
HWND m_hwnd;
|
||||
Logger logger;
|
||||
|
||||
InputClass* m_Input;
|
||||
ApplicationClass* m_Application;
|
||||
|
@ -19,7 +19,7 @@ TextureClass::~TextureClass()
|
||||
|
||||
bool TextureClass::Initialize(ID3D11Device * device, ID3D11DeviceContext * deviceContext, std::string filename)
|
||||
{
|
||||
logger.Log(("Iinitializing texture: %s", filename), __FILE__, __LINE__);
|
||||
Logger::Get().Log(("Iinitializing texture: %s", filename), __FILE__, __LINE__);
|
||||
|
||||
bool result;
|
||||
D3D11_TEXTURE2D_DESC textureDesc;
|
||||
@ -30,7 +30,7 @@ bool TextureClass::Initialize(ID3D11Device * device, ID3D11DeviceContext * devic
|
||||
result = LoadTarga(filename);
|
||||
if (!result)
|
||||
{
|
||||
logger.Log("Failed to load targa data", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Failed to load targa data", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
// Setup the description of the texture.
|
||||
@ -50,7 +50,7 @@ bool TextureClass::Initialize(ID3D11Device * device, ID3D11DeviceContext * devic
|
||||
hResult = device->CreateTexture2D(&textureDesc, NULL, &m_texture);
|
||||
if (FAILED(hResult))
|
||||
{
|
||||
logger.Log("Failed to create texture", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Failed to create texture", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
@ -68,7 +68,7 @@ bool TextureClass::Initialize(ID3D11Device * device, ID3D11DeviceContext * devic
|
||||
hResult = device->CreateShaderResourceView(m_texture, &srvDesc, &m_textureView);
|
||||
if (FAILED(hResult))
|
||||
{
|
||||
logger.Log("Failed to create shader resource view", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Failed to create shader resource view", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
@ -126,7 +126,7 @@ bool TextureClass::LoadTarga(std::string filename)
|
||||
error = fopen_s(&filePtr, filename.c_str(), "rb");
|
||||
if (error != 0)
|
||||
{
|
||||
logger.Log("Failed to open targa file", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Failed to open targa file", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
@ -134,7 +134,7 @@ bool TextureClass::LoadTarga(std::string filename)
|
||||
count = (unsigned int)fread(&targaFileHeader, sizeof(TargaHeader), 1, filePtr);
|
||||
if (count != 1)
|
||||
{
|
||||
logger.Log("Failed to read targa file header", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Failed to read targa file header", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
@ -146,7 +146,7 @@ bool TextureClass::LoadTarga(std::string filename)
|
||||
// Check that it is 32 bit and not 24 bit.
|
||||
if (bpp != 32 && bpp != 24)
|
||||
{
|
||||
logger.Log("Targa file is not 32 or 24 bit", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Targa file is not 32 or 24 bit", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
@ -160,7 +160,7 @@ bool TextureClass::LoadTarga(std::string filename)
|
||||
count = (unsigned int)fread(targaImage, 1, imageSize, filePtr);
|
||||
if (count != imageSize)
|
||||
{
|
||||
logger.Log("Failed to read targa image data", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Failed to read targa image data", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
@ -168,7 +168,7 @@ bool TextureClass::LoadTarga(std::string filename)
|
||||
error = fclose(filePtr);
|
||||
if (error != 0)
|
||||
{
|
||||
logger.Log("Failed to close targa file", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Failed to close targa file", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
@ -198,7 +198,7 @@ bool TextureClass::LoadTarga(std::string filename)
|
||||
}
|
||||
else
|
||||
{
|
||||
logger.Log("Index out of bounds", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Index out of bounds", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
@ -216,7 +216,7 @@ bool TextureClass::LoadTarga(std::string filename)
|
||||
delete[] targaImage;
|
||||
targaImage = 0;
|
||||
|
||||
logger.Log("Targa file loaded", __FILE__, __LINE__);
|
||||
Logger::Get().Log("Targa file loaded", __FILE__, __LINE__);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
@ -47,7 +47,6 @@ private:
|
||||
ID3D11ShaderResourceView* m_textureView;
|
||||
int m_width, m_height;
|
||||
|
||||
Logger logger;
|
||||
};
|
||||
|
||||
#endif
|
||||
|
@ -23,7 +23,7 @@ TextureShaderClass::~TextureShaderClass()
|
||||
|
||||
bool TextureShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
|
||||
{
|
||||
logger.Log("Initializing texture shader", __FILE__, __LINE__);
|
||||
Logger::Get().Log("Initializing texture shader", __FILE__, __LINE__);
|
||||
|
||||
bool result;
|
||||
wchar_t vsFilename[128];
|
||||
@ -33,7 +33,7 @@ bool TextureShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
|
||||
error = wcscpy_s(vsFilename, 128, L"texture.vs");
|
||||
if (error != 0)
|
||||
{
|
||||
logger.Log("Error copying stirng", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Error copying stirng", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
@ -41,7 +41,7 @@ bool TextureShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
|
||||
error = wcscpy_s(psFilename, 128, L"texture.ps");
|
||||
if (error != 0)
|
||||
{
|
||||
logger.Log("Error copying stirng", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Error copying stirng", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
@ -49,11 +49,11 @@ bool TextureShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
|
||||
result = InitializeShader(device, hwnd, vsFilename, psFilename);
|
||||
if (!result)
|
||||
{
|
||||
logger.Log("Error initializing shader", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Error initializing shader", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
logger.Log("Texture shader initialized", __FILE__, __LINE__);
|
||||
Logger::Get().Log("Texture shader initialized", __FILE__, __LINE__);
|
||||
|
||||
return true;
|
||||
}
|
||||
@ -76,7 +76,7 @@ bool TextureShaderClass::Render(ID3D11DeviceContext* deviceContext, int indexCou
|
||||
result = SetShaderParameters(deviceContext, worldMatrix, viewMatrix, projectionMatrix, texture);
|
||||
if (!result)
|
||||
{
|
||||
logger.Log("Error setting shader parameters", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Error setting shader parameters", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
@ -88,7 +88,7 @@ bool TextureShaderClass::Render(ID3D11DeviceContext* deviceContext, int indexCou
|
||||
|
||||
bool TextureShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR* vsFilename, WCHAR* psFilename)
|
||||
{
|
||||
logger.Log("Initializing shader", __FILE__, __LINE__);
|
||||
Logger::Get().Log("Initializing shader", __FILE__, __LINE__);
|
||||
|
||||
HRESULT result;
|
||||
ID3D10Blob* errorMessage;
|
||||
@ -117,7 +117,7 @@ bool TextureShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR
|
||||
// If there was nothing in the error message then it simply could not find the shader file itself.
|
||||
else
|
||||
{
|
||||
logger.Log("Error compiling shader", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Error compiling shader", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
}
|
||||
|
||||
return false;
|
||||
@ -136,7 +136,7 @@ bool TextureShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR
|
||||
// If there was nothing in the error message then it simply could not find the file itself.
|
||||
else
|
||||
{
|
||||
logger.Log("Error compiling shader", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Error compiling shader", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
}
|
||||
|
||||
return false;
|
||||
@ -146,7 +146,7 @@ bool TextureShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR
|
||||
result = device->CreateVertexShader(vertexShaderBuffer->GetBufferPointer(), vertexShaderBuffer->GetBufferSize(), NULL, &m_vertexShader);
|
||||
if (FAILED(result))
|
||||
{
|
||||
logger.Log("Error creating vertex shader", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Error creating vertex shader", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
@ -154,7 +154,7 @@ bool TextureShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR
|
||||
result = device->CreatePixelShader(pixelShaderBuffer->GetBufferPointer(), pixelShaderBuffer->GetBufferSize(), NULL, &m_pixelShader);
|
||||
if (FAILED(result))
|
||||
{
|
||||
logger.Log("Error creating pixel shader", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Error creating pixel shader", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
// Create the vertex input layout description.
|
||||
@ -183,7 +183,7 @@ bool TextureShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR
|
||||
vertexShaderBuffer->GetBufferSize(), &m_layout);
|
||||
if (FAILED(result))
|
||||
{
|
||||
logger.Log("Error creating input layout", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Error creating input layout", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
@ -206,7 +206,7 @@ bool TextureShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR
|
||||
result = device->CreateBuffer(&matrixBufferDesc, NULL, &m_matrixBuffer);
|
||||
if (FAILED(result))
|
||||
{
|
||||
logger.Log("Error creating constant buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Error creating constant buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
// Create a texture sampler state description.
|
||||
@ -228,18 +228,18 @@ bool TextureShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR
|
||||
result = device->CreateSamplerState(&samplerDesc, &m_sampleState);
|
||||
if (FAILED(result))
|
||||
{
|
||||
logger.Log("Error creating sampler state", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Error creating sampler state", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
logger.Log("Shader initialized", __FILE__, __LINE__);
|
||||
Logger::Get().Log("Shader initialized", __FILE__, __LINE__);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void TextureShaderClass::ShutdownShader()
|
||||
{
|
||||
logger.Log("Shutting down shader", __FILE__, __LINE__);
|
||||
Logger::Get().Log("Shutting down shader", __FILE__, __LINE__);
|
||||
|
||||
// Release the sampler state.
|
||||
if (m_sampleState)
|
||||
@ -276,7 +276,7 @@ void TextureShaderClass::ShutdownShader()
|
||||
m_vertexShader = 0;
|
||||
}
|
||||
|
||||
logger.Log("Shader shut down", __FILE__, __LINE__);
|
||||
Logger::Get().Log("Shader shut down", __FILE__, __LINE__);
|
||||
|
||||
return;
|
||||
}
|
||||
@ -334,7 +334,7 @@ bool TextureShaderClass::SetShaderParameters(ID3D11DeviceContext* deviceContext,
|
||||
result = deviceContext->Map(m_matrixBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
|
||||
if (FAILED(result))
|
||||
{
|
||||
logger.Log("Error mapping constant buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Error mapping constant buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
|
@ -51,7 +51,6 @@ private:
|
||||
ID3D11Buffer* m_matrixBuffer;
|
||||
ID3D11SamplerState* m_sampleState;
|
||||
|
||||
Logger logger;
|
||||
};
|
||||
|
||||
#endif
|
@ -24,7 +24,7 @@ TranslateShaderClass::~TranslateShaderClass()
|
||||
|
||||
bool TranslateShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
|
||||
{
|
||||
logger.Log("Initilaizing TranslateShaderClass", __FILE__, __LINE__);
|
||||
Logger::Get().Log("Initilaizing TranslateShaderClass", __FILE__, __LINE__);
|
||||
|
||||
bool result;
|
||||
wchar_t vsFilename[128];
|
||||
@ -35,7 +35,7 @@ bool TranslateShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
|
||||
error = wcscpy_s(vsFilename, 128, L"translate.vs");
|
||||
if (error != 0)
|
||||
{
|
||||
logger.Log("Failed to copy vsFilename", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Failed to copy vsFilename", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
@ -43,7 +43,7 @@ bool TranslateShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
|
||||
error = wcscpy_s(psFilename, 128, L"translate.ps");
|
||||
if (error != 0)
|
||||
{
|
||||
logger.Log("Failed to copy psFilename", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Failed to copy psFilename", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
@ -51,11 +51,11 @@ bool TranslateShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
|
||||
result = InitializeShader(device, hwnd, vsFilename, psFilename);
|
||||
if (!result)
|
||||
{
|
||||
logger.Log("Failed to initialize shader", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Failed to initialize shader", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
logger.Log("TranslateShaderClass initialized", __FILE__, __LINE__);
|
||||
Logger::Get().Log("TranslateShaderClass initialized", __FILE__, __LINE__);
|
||||
|
||||
return true;
|
||||
}
|
||||
@ -79,7 +79,7 @@ bool TranslateShaderClass::Render(ID3D11DeviceContext * deviceContext, int index
|
||||
result = SetShaderParameters(deviceContext, worldMatrix, viewMatrix, projectionMatrix, texture, translation);
|
||||
if (!result)
|
||||
{
|
||||
logger.Log("Failed to set shader parameters", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Failed to set shader parameters", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
@ -92,7 +92,7 @@ bool TranslateShaderClass::Render(ID3D11DeviceContext * deviceContext, int index
|
||||
|
||||
bool TranslateShaderClass::InitializeShader(ID3D11Device * device, HWND hwnd, WCHAR * vsFilename, WCHAR * psFilename)
|
||||
{
|
||||
logger.Log("Initializing translate shader", __FILE__, __LINE__);
|
||||
Logger::Get().Log("Initializing translate shader", __FILE__, __LINE__);
|
||||
|
||||
HRESULT result;
|
||||
ID3D10Blob* errorMessage;
|
||||
@ -123,7 +123,7 @@ bool TranslateShaderClass::InitializeShader(ID3D11Device * device, HWND hwnd, WC
|
||||
// If there was nothing in the error message then it simply could not find the shader file itself.
|
||||
else
|
||||
{
|
||||
logger.Log("Failed to compile shader", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Failed to compile shader", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
}
|
||||
|
||||
return false;
|
||||
@ -142,7 +142,7 @@ bool TranslateShaderClass::InitializeShader(ID3D11Device * device, HWND hwnd, WC
|
||||
// If there was nothing in the error message then it simply could not find the file itself.
|
||||
else
|
||||
{
|
||||
logger.Log("Failed to compile shader", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Failed to compile shader", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
}
|
||||
|
||||
return false;
|
||||
@ -152,7 +152,7 @@ bool TranslateShaderClass::InitializeShader(ID3D11Device * device, HWND hwnd, WC
|
||||
result = device->CreateVertexShader(vertexShaderBuffer->GetBufferPointer(), vertexShaderBuffer->GetBufferSize(), NULL, &m_vertexShader);
|
||||
if (FAILED(result))
|
||||
{
|
||||
logger.Log("Failed to create vertex shader", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Failed to create vertex shader", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
@ -160,7 +160,7 @@ bool TranslateShaderClass::InitializeShader(ID3D11Device * device, HWND hwnd, WC
|
||||
result = device->CreatePixelShader(pixelShaderBuffer->GetBufferPointer(), pixelShaderBuffer->GetBufferSize(), NULL, &m_pixelShader);
|
||||
if (FAILED(result))
|
||||
{
|
||||
logger.Log("Failed to create pixel shader", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Failed to create pixel shader", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
@ -189,7 +189,7 @@ bool TranslateShaderClass::InitializeShader(ID3D11Device * device, HWND hwnd, WC
|
||||
vertexShaderBuffer->GetBufferSize(), &m_layout);
|
||||
if (FAILED(result))
|
||||
{
|
||||
logger.Log("Failed to create input layout", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Failed to create input layout", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
@ -212,7 +212,7 @@ bool TranslateShaderClass::InitializeShader(ID3D11Device * device, HWND hwnd, WC
|
||||
result = device->CreateBuffer(&matrixBufferDesc, NULL, &m_matrixBuffer);
|
||||
if (FAILED(result))
|
||||
{
|
||||
logger.Log("Failed to create matrix buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Failed to create matrix buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
@ -235,7 +235,7 @@ bool TranslateShaderClass::InitializeShader(ID3D11Device * device, HWND hwnd, WC
|
||||
result = device->CreateSamplerState(&samplerDesc, &m_sampleState);
|
||||
if (FAILED(result))
|
||||
{
|
||||
logger.Log("Failed to create sampler state", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Failed to create sampler state", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
@ -251,11 +251,11 @@ bool TranslateShaderClass::InitializeShader(ID3D11Device * device, HWND hwnd, WC
|
||||
result = device->CreateBuffer(&translateBufferDesc, NULL, &m_translateBuffer);
|
||||
if (FAILED(result))
|
||||
{
|
||||
logger.Log("Failed to create translate buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Failed to create translate buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
logger.Log("Translate shader initialized", __FILE__, __LINE__);
|
||||
Logger::Get().Log("Translate shader initialized", __FILE__, __LINE__);
|
||||
|
||||
return true;
|
||||
}
|
||||
@ -263,7 +263,7 @@ bool TranslateShaderClass::InitializeShader(ID3D11Device * device, HWND hwnd, WC
|
||||
|
||||
void TranslateShaderClass::ShutdownShader()
|
||||
{
|
||||
logger.Log("Shutting down translate shader", __FILE__, __LINE__);
|
||||
Logger::Get().Log("Shutting down translate shader", __FILE__, __LINE__);
|
||||
|
||||
// Release the texture translation constant buffer.
|
||||
if (m_translateBuffer)
|
||||
@ -307,7 +307,7 @@ void TranslateShaderClass::ShutdownShader()
|
||||
m_vertexShader = 0;
|
||||
}
|
||||
|
||||
logger.Log("Translate shader shut down", __FILE__, __LINE__);
|
||||
Logger::Get().Log("Translate shader shut down", __FILE__, __LINE__);
|
||||
|
||||
return;
|
||||
}
|
||||
@ -368,7 +368,7 @@ bool TranslateShaderClass::SetShaderParameters(ID3D11DeviceContext * deviceConte
|
||||
result = deviceContext->Map(m_matrixBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
|
||||
if (FAILED(result))
|
||||
{
|
||||
logger.Log("Failed to map matrix buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Failed to map matrix buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
@ -396,7 +396,7 @@ bool TranslateShaderClass::SetShaderParameters(ID3D11DeviceContext * deviceConte
|
||||
result = deviceContext->Map(m_translateBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
|
||||
if (FAILED(result))
|
||||
{
|
||||
logger.Log("Failed to map translate buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Failed to map translate buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
|
@ -58,7 +58,6 @@ private:
|
||||
ID3D11SamplerState* m_sampleState;
|
||||
ID3D11Buffer* m_translateBuffer;
|
||||
|
||||
Logger logger;
|
||||
};
|
||||
|
||||
#endif
|
||||
|
@ -24,7 +24,7 @@ TransparentShaderClass::~TransparentShaderClass()
|
||||
|
||||
bool TransparentShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
|
||||
{
|
||||
logger.Log("Initializing TransparentShaderClass", __FILE__, __LINE__);
|
||||
Logger::Get().Log("Initializing TransparentShaderClass", __FILE__, __LINE__);
|
||||
|
||||
bool result;
|
||||
wchar_t vsFilename[128];
|
||||
@ -35,7 +35,7 @@ bool TransparentShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
|
||||
error = wcscpy_s(vsFilename, 128, L"transparent.vs");
|
||||
if (error != 0)
|
||||
{
|
||||
logger.Log("Failed to copy vertex shader filename", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Failed to copy vertex shader filename", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
@ -43,7 +43,7 @@ bool TransparentShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
|
||||
error = wcscpy_s(psFilename, 128, L"transparent.ps");
|
||||
if (error != 0)
|
||||
{
|
||||
logger.Log("Failed to copy pixel shader filename", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Failed to copy pixel shader filename", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
@ -51,11 +51,11 @@ bool TransparentShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
|
||||
result = InitializeShader(device, hwnd, vsFilename, psFilename);
|
||||
if (!result)
|
||||
{
|
||||
logger.Log("Failed to initialize shader", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Failed to initialize shader", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
logger.Log("TransparentShaderClass initialized", __FILE__, __LINE__);
|
||||
Logger::Get().Log("TransparentShaderClass initialized", __FILE__, __LINE__);
|
||||
|
||||
return true;
|
||||
}
|
||||
@ -79,7 +79,7 @@ bool TransparentShaderClass::Render(ID3D11DeviceContext* deviceContext, int inde
|
||||
result = SetShaderParameters(deviceContext, worldMatrix, viewMatrix, projectionMatrix, texture, blend);
|
||||
if (!result)
|
||||
{
|
||||
logger.Log("Failed to set shader parameters", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Failed to set shader parameters", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
@ -92,7 +92,7 @@ bool TransparentShaderClass::Render(ID3D11DeviceContext* deviceContext, int inde
|
||||
|
||||
bool TransparentShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR* vsFilename, WCHAR* psFilename)
|
||||
{
|
||||
logger.Log("Initializing transparent shader", __FILE__, __LINE__);
|
||||
Logger::Get().Log("Initializing transparent shader", __FILE__, __LINE__);
|
||||
|
||||
HRESULT result;
|
||||
ID3D10Blob* errorMessage;
|
||||
@ -123,7 +123,7 @@ bool TransparentShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, W
|
||||
// If there was nothing in the error message then it simply could not find the shader file itself.
|
||||
else
|
||||
{
|
||||
logger.Log("Failed to compile vertex shader", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Failed to compile vertex shader", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
}
|
||||
|
||||
return false;
|
||||
@ -142,7 +142,7 @@ bool TransparentShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, W
|
||||
// If there was nothing in the error message then it simply could not find the file itself.
|
||||
else
|
||||
{
|
||||
logger.Log("Failed to compile pixel shader", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Failed to compile pixel shader", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
}
|
||||
|
||||
return false;
|
||||
@ -152,7 +152,7 @@ bool TransparentShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, W
|
||||
result = device->CreateVertexShader(vertexShaderBuffer->GetBufferPointer(), vertexShaderBuffer->GetBufferSize(), NULL, &m_vertexShader);
|
||||
if (FAILED(result))
|
||||
{
|
||||
logger.Log("Failed to create vertex shader", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Failed to create vertex shader", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
@ -160,7 +160,7 @@ bool TransparentShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, W
|
||||
result = device->CreatePixelShader(pixelShaderBuffer->GetBufferPointer(), pixelShaderBuffer->GetBufferSize(), NULL, &m_pixelShader);
|
||||
if (FAILED(result))
|
||||
{
|
||||
logger.Log("Failed to create pixel shader", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Failed to create pixel shader", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
@ -189,7 +189,7 @@ bool TransparentShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, W
|
||||
vertexShaderBuffer->GetBufferSize(), &m_layout);
|
||||
if (FAILED(result))
|
||||
{
|
||||
logger.Log("Failed to create input layout", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Failed to create input layout", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
@ -212,7 +212,7 @@ bool TransparentShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, W
|
||||
result = device->CreateBuffer(&matrixBufferDesc, NULL, &m_matrixBuffer);
|
||||
if (FAILED(result))
|
||||
{
|
||||
logger.Log("Failed to create matrix buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Failed to create matrix buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
@ -235,7 +235,7 @@ bool TransparentShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, W
|
||||
result = device->CreateSamplerState(&samplerDesc, &m_sampleState);
|
||||
if (FAILED(result))
|
||||
{
|
||||
logger.Log("Failed to create sampler state", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Failed to create sampler state", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
@ -251,11 +251,11 @@ bool TransparentShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, W
|
||||
result = device->CreateBuffer(&transparentBufferDesc, NULL, &m_transparentBuffer);
|
||||
if (FAILED(result))
|
||||
{
|
||||
logger.Log("Failed to create transparent buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Failed to create transparent buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
logger.Log("Transparent shader initialized", __FILE__, __LINE__);
|
||||
Logger::Get().Log("Transparent shader initialized", __FILE__, __LINE__);
|
||||
|
||||
return true;
|
||||
}
|
||||
@ -263,7 +263,7 @@ bool TransparentShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, W
|
||||
|
||||
void TransparentShaderClass::ShutdownShader()
|
||||
{
|
||||
logger.Log("Shutting down transparent shader", __FILE__, __LINE__);
|
||||
Logger::Get().Log("Shutting down transparent shader", __FILE__, __LINE__);
|
||||
|
||||
// Release the transparent constant buffer.
|
||||
if (m_transparentBuffer)
|
||||
@ -307,7 +307,7 @@ void TransparentShaderClass::ShutdownShader()
|
||||
m_vertexShader = 0;
|
||||
}
|
||||
|
||||
logger.Log("Transparent shader shut down", __FILE__, __LINE__);
|
||||
Logger::Get().Log("Transparent shader shut down", __FILE__, __LINE__);
|
||||
|
||||
return;
|
||||
}
|
||||
@ -367,7 +367,7 @@ bool TransparentShaderClass::SetShaderParameters(ID3D11DeviceContext* deviceCont
|
||||
result = deviceContext->Map(m_matrixBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
|
||||
if (FAILED(result))
|
||||
{
|
||||
logger.Log("Failed to map matrix buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Failed to map matrix buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
@ -395,7 +395,7 @@ bool TransparentShaderClass::SetShaderParameters(ID3D11DeviceContext* deviceCont
|
||||
result = deviceContext->Map(m_transparentBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
|
||||
if (FAILED(result))
|
||||
{
|
||||
logger.Log("Failed to map transparent buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Failed to map transparent buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
|
@ -58,7 +58,6 @@ private:
|
||||
ID3D11SamplerState* m_sampleState;
|
||||
ID3D11Buffer* m_transparentBuffer;
|
||||
|
||||
Logger logger;
|
||||
};
|
||||
|
||||
#endif
|
||||
|
Loading…
x
Reference in New Issue
Block a user