Merge branch 'main' into la-fusion-de-l'enfer
84
enginecustom/Light.ps
Normal file
@ -0,0 +1,84 @@
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
// Filename: light.ps
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
/////////////
|
||||
// DEFINES //
|
||||
/////////////
|
||||
#define NUM_LIGHTS 4
|
||||
|
||||
/////////////
|
||||
// GLOBALS //
|
||||
/////////////
|
||||
Texture2D shaderTexture : register(t0);
|
||||
SamplerState SampleType : register(s0);
|
||||
cbuffer LightBuffer
|
||||
{
|
||||
float4 ambientColor;
|
||||
float3 lightDirection;
|
||||
float padding;
|
||||
float specularPower;
|
||||
float4 specularColor;
|
||||
};
|
||||
|
||||
cbuffer LightColorBuffer
|
||||
{
|
||||
float4 diffuseColor[NUM_LIGHTS];
|
||||
};
|
||||
|
||||
|
||||
//////////////
|
||||
// TYPEDEFS //
|
||||
//////////////
|
||||
struct PixelInputType
|
||||
{
|
||||
float4 position : SV_POSITION;
|
||||
float2 tex : TEXCOORD0;
|
||||
float3 normal : NORMAL;
|
||||
float3 lightPos[NUM_LIGHTS] : TEXCOORD1;
|
||||
};
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
// Pixel Shader
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
float4 LightPixelShader(PixelInputType input) : SV_TARGET
|
||||
{
|
||||
float4 textureColor;
|
||||
float3 lightDir;
|
||||
float4 color;
|
||||
float3 reflection;
|
||||
float4 specular;
|
||||
float lightIntensity[NUM_LIGHTS];
|
||||
float4 colorArray[NUM_LIGHTS];
|
||||
float4 colorSum;
|
||||
int i;
|
||||
|
||||
// Sample the pixel color from the texture using the sampler at this texture coordinate location.
|
||||
textureColor = shaderTexture.Sample(SampleType, input.tex);
|
||||
|
||||
for(i=0; i<NUM_LIGHTS; i++)
|
||||
{
|
||||
// Calculate the different amounts of light on this pixel based on the positions of the lights.
|
||||
lightIntensity[i] = saturate(dot(input.normal, input.lightPos[i]));
|
||||
|
||||
// Determine the diffuse color amount of each of the four lights.
|
||||
colorArray[i] = diffuseColor[i] * lightIntensity[i];
|
||||
}
|
||||
|
||||
// Initialize the sum of colors.
|
||||
colorSum = float4(0.0f, 0.0f, 0.0f, 1.0f);
|
||||
|
||||
// Add all of the light colors up.
|
||||
for(i=0; i<NUM_LIGHTS; i++)
|
||||
{
|
||||
colorSum.r += colorArray[i].r;
|
||||
colorSum.g += colorArray[i].g;
|
||||
colorSum.b += colorArray[i].b;
|
||||
}
|
||||
|
||||
// Multiply the texture pixel by the combination of all four light colors to get the final result.
|
||||
color = saturate(colorSum) * textureColor;
|
||||
|
||||
return color;
|
||||
}
|
89
enginecustom/Light.vs
Normal file
@ -0,0 +1,89 @@
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
// Filename: light.vs
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
/////////////
|
||||
// DEFINES //
|
||||
/////////////
|
||||
#define NUM_LIGHTS 4
|
||||
|
||||
/////////////
|
||||
// GLOBALS //
|
||||
/////////////
|
||||
cbuffer MatrixBuffer
|
||||
{
|
||||
matrix worldMatrix;
|
||||
matrix viewMatrix;
|
||||
matrix projectionMatrix;
|
||||
};
|
||||
|
||||
cbuffer CameraBuffer
|
||||
{
|
||||
float3 cameraPosition;
|
||||
float padding;
|
||||
};
|
||||
|
||||
cbuffer LightPositionBuffer
|
||||
{
|
||||
float4 lightPosition[NUM_LIGHTS];
|
||||
};
|
||||
|
||||
//////////////
|
||||
// TYPEDEFS //
|
||||
//////////////
|
||||
struct VertexInputType
|
||||
{
|
||||
float4 position : POSITION;
|
||||
float2 tex : TEXCOORD0;
|
||||
float3 normal : NORMAL;
|
||||
};
|
||||
|
||||
struct PixelInputType
|
||||
{
|
||||
float4 position : SV_POSITION;
|
||||
float2 tex : TEXCOORD0;
|
||||
float3 normal : NORMAL;
|
||||
float3 lightPos[NUM_LIGHTS] : TEXCOORD1;
|
||||
};
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
// Vertex Shader
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
PixelInputType LightVertexShader(VertexInputType input)
|
||||
{
|
||||
PixelInputType output;
|
||||
float4 worldPosition;
|
||||
int i;
|
||||
|
||||
// Change the position vector to be 4 units for proper matrix calculations.
|
||||
input.position.w = 1.0f;
|
||||
|
||||
// Calculate the position of the vertex against the world, view, and projection matrices.
|
||||
output.position = mul(input.position, worldMatrix);
|
||||
output.position = mul(output.position, viewMatrix);
|
||||
output.position = mul(output.position, projectionMatrix);
|
||||
|
||||
// Store the texture coordinates for the pixel shader.
|
||||
output.tex = input.tex;
|
||||
|
||||
// Calculate the normal vector against the world matrix only.
|
||||
output.normal = mul(input.normal, (float3x3)worldMatrix);
|
||||
|
||||
// Normalize the normal vector.
|
||||
output.normal = normalize(output.normal);
|
||||
|
||||
// Calculate the position of the vertex in the world.
|
||||
worldPosition = mul(input.position, worldMatrix);
|
||||
|
||||
for(i=0; i<NUM_LIGHTS; i++)
|
||||
{
|
||||
// Determine the light positions based on the position of the lights and the position of the vertex in the world.
|
||||
output.lightPos[i] = lightPosition[i].xyz - worldPosition.xyz;
|
||||
|
||||
// Normalize the light position vectors.
|
||||
output.lightPos[i] = normalize(output.lightPos[i]);
|
||||
}
|
||||
|
||||
return output;
|
||||
}
|
91
enginecustom/Lightclass.cpp
Normal file
@ -0,0 +1,91 @@
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
// Filename: lightclass.cpp
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
#include "lightclass.h"
|
||||
|
||||
|
||||
LightClass::LightClass()
|
||||
{
|
||||
}
|
||||
|
||||
|
||||
LightClass::LightClass(const LightClass& other)
|
||||
{
|
||||
}
|
||||
|
||||
|
||||
LightClass::~LightClass()
|
||||
{
|
||||
}
|
||||
|
||||
void LightClass::SetAmbientColor(float red, float green, float blue, float alpha)
|
||||
{
|
||||
m_ambientColor = XMFLOAT4(red, green, blue, alpha);
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
|
||||
void LightClass::SetDiffuseColor(float red, float green, float blue, float alpha)
|
||||
{
|
||||
m_diffuseColor = XMFLOAT4(red, green, blue, alpha);
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
void LightClass::SetDirection(float x, float y, float z)
|
||||
{
|
||||
m_direction = XMFLOAT3(x, y, z);
|
||||
return;
|
||||
}
|
||||
|
||||
void LightClass::SetSpecularColor(float red, float green, float blue, float alpha)
|
||||
{
|
||||
m_specularColor = XMFLOAT4(red, green, blue, alpha);
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
void LightClass::SetSpecularPower(float power)
|
||||
{
|
||||
m_specularPower = power;
|
||||
return;
|
||||
}
|
||||
|
||||
void LightClass::SetPosition(float x, float y, float z)
|
||||
{
|
||||
m_position = XMFLOAT4(x, y, z, 1.0f);
|
||||
return;
|
||||
}
|
||||
|
||||
XMFLOAT4 LightClass::GetAmbientColor()
|
||||
{
|
||||
return m_ambientColor;
|
||||
}
|
||||
|
||||
|
||||
XMFLOAT4 LightClass::GetDiffuseColor()
|
||||
{
|
||||
return m_diffuseColor;
|
||||
}
|
||||
|
||||
XMFLOAT3 LightClass::GetDirection()
|
||||
{
|
||||
return m_direction;
|
||||
}
|
||||
|
||||
XMFLOAT4 LightClass::GetSpecularColor()
|
||||
{
|
||||
return m_specularColor;
|
||||
}
|
||||
|
||||
|
||||
float LightClass::GetSpecularPower()
|
||||
{
|
||||
return m_specularPower;
|
||||
}
|
||||
|
||||
XMFLOAT4 LightClass::GetPosition()
|
||||
{
|
||||
return m_position;
|
||||
}
|
49
enginecustom/Lightclass.h
Normal file
@ -0,0 +1,49 @@
|
||||
#pragma once
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
// Filename: lightclass.h
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
#ifndef _LIGHTCLASS_H_
|
||||
#define _LIGHTCLASS_H_
|
||||
|
||||
|
||||
//////////////
|
||||
// INCLUDES //
|
||||
//////////////
|
||||
#include <directxmath.h>
|
||||
using namespace DirectX;
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
// Class name: LightClass
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
class LightClass
|
||||
{
|
||||
public:
|
||||
LightClass();
|
||||
LightClass(const LightClass&);
|
||||
~LightClass();
|
||||
|
||||
void SetAmbientColor(float, float, float, float);
|
||||
void SetDiffuseColor(float, float, float, float);
|
||||
void SetDirection(float, float, float);
|
||||
void SetSpecularColor(float, float, float, float);
|
||||
void SetSpecularPower(float);
|
||||
void SetPosition(float, float, float);
|
||||
|
||||
XMFLOAT4 GetAmbientColor();
|
||||
XMFLOAT4 GetDiffuseColor();
|
||||
XMFLOAT3 GetDirection();
|
||||
XMFLOAT4 GetSpecularColor();
|
||||
float GetSpecularPower();
|
||||
XMFLOAT4 GetPosition();
|
||||
|
||||
private:
|
||||
XMFLOAT4 m_ambientColor;
|
||||
XMFLOAT4 m_diffuseColor;
|
||||
XMFLOAT3 m_direction;
|
||||
XMFLOAT4 m_specularColor;
|
||||
float m_specularPower;
|
||||
XMFLOAT4 m_position;
|
||||
};
|
||||
|
||||
#endif
|
516
enginecustom/Lightshaderclass.cpp
Normal file
@ -0,0 +1,516 @@
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
// Filename: lightshaderclass.cpp
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
#include "lightshaderclass.h"
|
||||
|
||||
|
||||
LightShaderClass::LightShaderClass()
|
||||
{
|
||||
m_vertexShader = 0;
|
||||
m_pixelShader = 0;
|
||||
m_layout = 0;
|
||||
m_sampleState = 0;
|
||||
m_matrixBuffer = 0;
|
||||
m_cameraBuffer = 0;
|
||||
m_lightBuffer = 0;
|
||||
m_lightColorBuffer = 0;
|
||||
m_lightPositionBuffer = 0;
|
||||
}
|
||||
|
||||
|
||||
LightShaderClass::LightShaderClass(const LightShaderClass& other)
|
||||
{
|
||||
}
|
||||
|
||||
|
||||
LightShaderClass::~LightShaderClass()
|
||||
{
|
||||
}
|
||||
|
||||
|
||||
bool LightShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
|
||||
{
|
||||
wchar_t vsFilename[128];
|
||||
wchar_t psFilename[128];
|
||||
int error;
|
||||
bool result;
|
||||
|
||||
// Set the filename of the vertex shader.
|
||||
error = wcscpy_s(vsFilename, 128, L"light.vs");
|
||||
if (error != 0)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Set the filename of the pixel shader.
|
||||
error = wcscpy_s(psFilename, 128, L"light.ps");
|
||||
if (error != 0)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
// Initialize the vertex and pixel shaders.
|
||||
result = InitializeShader(device, hwnd, vsFilename, psFilename);
|
||||
if (!result)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
void LightShaderClass::Shutdown()
|
||||
{
|
||||
// Shutdown the vertex and pixel shaders as well as the related objects.
|
||||
ShutdownShader();
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
bool LightShaderClass::Render(ID3D11DeviceContext* deviceContext, int indexCount, XMMATRIX worldMatrix, XMMATRIX viewMatrix, XMMATRIX projectionMatrix,
|
||||
ID3D11ShaderResourceView* texture, XMFLOAT4 diffuseColor[], XMFLOAT4 lightPosition[])
|
||||
{
|
||||
bool result;
|
||||
|
||||
|
||||
// Set the shader parameters that it will use for rendering.
|
||||
result = SetShaderParameters(deviceContext, worldMatrix, viewMatrix, projectionMatrix, texture, diffuseColor, lightPosition);
|
||||
if(!result)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Now render the prepared buffers with the shader.
|
||||
RenderShader(deviceContext, indexCount);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
bool LightShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR* vsFilename, WCHAR* psFilename)
|
||||
{
|
||||
HRESULT result;
|
||||
ID3D10Blob* errorMessage;
|
||||
ID3D10Blob* vertexShaderBuffer;
|
||||
ID3D10Blob* pixelShaderBuffer;
|
||||
D3D11_INPUT_ELEMENT_DESC polygonLayout[3];
|
||||
unsigned int numElements;
|
||||
D3D11_SAMPLER_DESC samplerDesc;
|
||||
D3D11_BUFFER_DESC matrixBufferDesc;
|
||||
D3D11_BUFFER_DESC cameraBufferDesc;
|
||||
D3D11_BUFFER_DESC lightColorBufferDesc;
|
||||
D3D11_BUFFER_DESC lightPositionBufferDesc;
|
||||
|
||||
|
||||
// Initialize the pointers this function will use to null.
|
||||
errorMessage = 0;
|
||||
vertexShaderBuffer = 0;
|
||||
pixelShaderBuffer = 0;
|
||||
|
||||
// Compile the vertex shader code.
|
||||
result = D3DCompileFromFile(vsFilename, NULL, NULL, "LightVertexShader", "vs_5_0", D3D10_SHADER_ENABLE_STRICTNESS, 0, &vertexShaderBuffer, &errorMessage);
|
||||
if (FAILED(result))
|
||||
{
|
||||
// If the shader failed to compile it should have writen something to the error message.
|
||||
if (errorMessage)
|
||||
{
|
||||
OutputShaderErrorMessage(errorMessage, hwnd, vsFilename);
|
||||
}
|
||||
// If there was nothing in the error message then it simply could not find the shader file itself.
|
||||
else
|
||||
{
|
||||
MessageBox(hwnd, vsFilename, L"Missing Shader File", MB_OK);
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
// Compile the pixel shader code.
|
||||
result = D3DCompileFromFile(psFilename, NULL, NULL, "LightPixelShader", "ps_5_0", D3D10_SHADER_ENABLE_STRICTNESS, 0, &pixelShaderBuffer, &errorMessage);
|
||||
if (FAILED(result))
|
||||
{
|
||||
// If the shader failed to compile it should have writen something to the error message.
|
||||
if (errorMessage)
|
||||
{
|
||||
OutputShaderErrorMessage(errorMessage, hwnd, psFilename);
|
||||
}
|
||||
// If there was nothing in the error message then it simply could not find the file itself.
|
||||
else
|
||||
{
|
||||
MessageBox(hwnd, psFilename, L"Missing Shader File", MB_OK);
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
// Create the vertex shader from the buffer.
|
||||
result = device->CreateVertexShader(vertexShaderBuffer->GetBufferPointer(), vertexShaderBuffer->GetBufferSize(), NULL, &m_vertexShader);
|
||||
if (FAILED(result))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Create the pixel shader from the buffer.
|
||||
result = device->CreatePixelShader(pixelShaderBuffer->GetBufferPointer(), pixelShaderBuffer->GetBufferSize(), NULL, &m_pixelShader);
|
||||
if (FAILED(result))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Create the vertex input layout description.
|
||||
// This setup needs to match the VertexType stucture in the ModelClass and in the shader.
|
||||
polygonLayout[0].SemanticName = "POSITION";
|
||||
polygonLayout[0].SemanticIndex = 0;
|
||||
polygonLayout[0].Format = DXGI_FORMAT_R32G32B32_FLOAT;
|
||||
polygonLayout[0].InputSlot = 0;
|
||||
polygonLayout[0].AlignedByteOffset = 0;
|
||||
polygonLayout[0].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
|
||||
polygonLayout[0].InstanceDataStepRate = 0;
|
||||
|
||||
polygonLayout[1].SemanticName = "TEXCOORD";
|
||||
polygonLayout[1].SemanticIndex = 0;
|
||||
polygonLayout[1].Format = DXGI_FORMAT_R32G32_FLOAT;
|
||||
polygonLayout[1].InputSlot = 0;
|
||||
polygonLayout[1].AlignedByteOffset = D3D11_APPEND_ALIGNED_ELEMENT;
|
||||
polygonLayout[1].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
|
||||
polygonLayout[1].InstanceDataStepRate = 0;
|
||||
|
||||
polygonLayout[2].SemanticName = "NORMAL";
|
||||
polygonLayout[2].SemanticIndex = 0;
|
||||
polygonLayout[2].Format = DXGI_FORMAT_R32G32B32_FLOAT;
|
||||
polygonLayout[2].InputSlot = 0;
|
||||
polygonLayout[2].AlignedByteOffset = D3D11_APPEND_ALIGNED_ELEMENT;
|
||||
polygonLayout[2].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
|
||||
polygonLayout[2].InstanceDataStepRate = 0;
|
||||
|
||||
// Get a count of the elements in the layout.
|
||||
numElements = sizeof(polygonLayout) / sizeof(polygonLayout[0]);
|
||||
|
||||
// Create the vertex input layout.
|
||||
result = device->CreateInputLayout(polygonLayout, numElements, vertexShaderBuffer->GetBufferPointer(), vertexShaderBuffer->GetBufferSize(),
|
||||
&m_layout);
|
||||
if (FAILED(result))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Release the vertex shader buffer and pixel shader buffer since they are no longer needed.
|
||||
vertexShaderBuffer->Release();
|
||||
vertexShaderBuffer = 0;
|
||||
|
||||
pixelShaderBuffer->Release();
|
||||
pixelShaderBuffer = 0;
|
||||
|
||||
// Create a texture sampler state description.
|
||||
samplerDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
|
||||
samplerDesc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP;
|
||||
samplerDesc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP;
|
||||
samplerDesc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP;
|
||||
samplerDesc.MipLODBias = 0.0f;
|
||||
samplerDesc.MaxAnisotropy = 1;
|
||||
samplerDesc.ComparisonFunc = D3D11_COMPARISON_ALWAYS;
|
||||
samplerDesc.BorderColor[0] = 0;
|
||||
samplerDesc.BorderColor[1] = 0;
|
||||
samplerDesc.BorderColor[2] = 0;
|
||||
samplerDesc.BorderColor[3] = 0;
|
||||
samplerDesc.MinLOD = 0;
|
||||
samplerDesc.MaxLOD = D3D11_FLOAT32_MAX;
|
||||
|
||||
// Create the texture sampler state.
|
||||
result = device->CreateSamplerState(&samplerDesc, &m_sampleState);
|
||||
if (FAILED(result))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Setup the description of the dynamic matrix constant buffer that is in the vertex shader.
|
||||
matrixBufferDesc.Usage = D3D11_USAGE_DYNAMIC;
|
||||
matrixBufferDesc.ByteWidth = sizeof(MatrixBufferType);
|
||||
matrixBufferDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
|
||||
matrixBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
|
||||
matrixBufferDesc.MiscFlags = 0;
|
||||
matrixBufferDesc.StructureByteStride = 0;
|
||||
|
||||
// Create the constant buffer pointer so we can access the vertex shader constant buffer from within this class.
|
||||
result = device->CreateBuffer(&matrixBufferDesc, NULL, &m_matrixBuffer);
|
||||
if (FAILED(result))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
|
||||
|
||||
// Setup the description of the camera dynamic constant buffer that is in the vertex shader.
|
||||
cameraBufferDesc.Usage = D3D11_USAGE_DYNAMIC;
|
||||
cameraBufferDesc.ByteWidth = sizeof(CameraBufferType);
|
||||
cameraBufferDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
|
||||
cameraBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
|
||||
cameraBufferDesc.MiscFlags = 0;
|
||||
cameraBufferDesc.StructureByteStride = 0;
|
||||
|
||||
// Create the camera constant buffer pointer so we can access the vertex shader constant buffer from within this class.
|
||||
result = device->CreateBuffer(&cameraBufferDesc, NULL, &m_cameraBuffer);
|
||||
if (FAILED(result))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Setup the description of the dynamic constant buffer that is in the pixel shader.
|
||||
lightColorBufferDesc.Usage = D3D11_USAGE_DYNAMIC;
|
||||
lightColorBufferDesc.ByteWidth = sizeof(LightColorBufferType);
|
||||
lightColorBufferDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
|
||||
lightColorBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
|
||||
lightColorBufferDesc.MiscFlags = 0;
|
||||
lightColorBufferDesc.StructureByteStride = 0;
|
||||
|
||||
// Create the constant buffer pointer so we can access the pixel shader constant buffer from within this class.
|
||||
result = device->CreateBuffer(&lightColorBufferDesc, NULL, &m_lightColorBuffer);
|
||||
if (FAILED(result))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Setup the description of the dynamic constant buffer that is in the vertex shader.
|
||||
lightPositionBufferDesc.Usage = D3D11_USAGE_DYNAMIC;
|
||||
lightPositionBufferDesc.ByteWidth = sizeof(LightPositionBufferType);
|
||||
lightPositionBufferDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
|
||||
lightPositionBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
|
||||
lightPositionBufferDesc.MiscFlags = 0;
|
||||
lightPositionBufferDesc.StructureByteStride = 0;
|
||||
|
||||
// Create the constant buffer pointer so we can access the vertex shader constant buffer from within this class.
|
||||
result = device->CreateBuffer(&lightPositionBufferDesc, NULL, &m_lightPositionBuffer);
|
||||
if (FAILED(result))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
void LightShaderClass::ShutdownShader()
|
||||
{
|
||||
// Release the light constant buffers.
|
||||
if (m_lightColorBuffer)
|
||||
{
|
||||
m_lightColorBuffer->Release();
|
||||
m_lightColorBuffer = 0;
|
||||
}
|
||||
|
||||
if (m_lightPositionBuffer)
|
||||
{
|
||||
m_lightPositionBuffer->Release();
|
||||
m_lightPositionBuffer = 0;
|
||||
}
|
||||
|
||||
// Release the light constant buffer.
|
||||
if (m_lightBuffer)
|
||||
{
|
||||
m_lightBuffer->Release();
|
||||
m_lightBuffer = 0;
|
||||
}
|
||||
|
||||
// Release the camera constant buffer.
|
||||
if (m_cameraBuffer)
|
||||
{
|
||||
m_cameraBuffer->Release();
|
||||
m_cameraBuffer = 0;
|
||||
}
|
||||
|
||||
// Release the matrix constant buffer.
|
||||
if (m_matrixBuffer)
|
||||
{
|
||||
m_matrixBuffer->Release();
|
||||
m_matrixBuffer = 0;
|
||||
}
|
||||
|
||||
// Release the sampler state.
|
||||
if (m_sampleState)
|
||||
{
|
||||
m_sampleState->Release();
|
||||
m_sampleState = 0;
|
||||
}
|
||||
|
||||
// Release the layout.
|
||||
if (m_layout)
|
||||
{
|
||||
m_layout->Release();
|
||||
m_layout = 0;
|
||||
}
|
||||
|
||||
// Release the pixel shader.
|
||||
if (m_pixelShader)
|
||||
{
|
||||
m_pixelShader->Release();
|
||||
m_pixelShader = 0;
|
||||
}
|
||||
|
||||
// Release the vertex shader.
|
||||
if (m_vertexShader)
|
||||
{
|
||||
m_vertexShader->Release();
|
||||
m_vertexShader = 0;
|
||||
}
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
void LightShaderClass::OutputShaderErrorMessage(ID3D10Blob* errorMessage, HWND hwnd, WCHAR* shaderFilename)
|
||||
{
|
||||
char* compileErrors;
|
||||
unsigned __int64 bufferSize, i;
|
||||
ofstream fout;
|
||||
|
||||
|
||||
// Get a pointer to the error message text buffer.
|
||||
compileErrors = (char*)(errorMessage->GetBufferPointer());
|
||||
|
||||
// Get the length of the message.
|
||||
bufferSize = errorMessage->GetBufferSize();
|
||||
|
||||
// Open a file to write the error message to.
|
||||
fout.open("shader-error.txt");
|
||||
|
||||
// Write out the error message.
|
||||
for (i = 0; i < bufferSize; i++)
|
||||
{
|
||||
fout << compileErrors[i];
|
||||
}
|
||||
|
||||
// Close the file.
|
||||
fout.close();
|
||||
|
||||
// Release the error message.
|
||||
errorMessage->Release();
|
||||
errorMessage = 0;
|
||||
|
||||
// Pop a message up on the screen to notify the user to check the text file for compile errors.
|
||||
MessageBox(hwnd, L"Error compiling shader. Check shader-error.txt for message.", shaderFilename, MB_OK);
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
bool LightShaderClass::SetShaderParameters(ID3D11DeviceContext* deviceContext, XMMATRIX worldMatrix, XMMATRIX viewMatrix, XMMATRIX projectionMatrix,
|
||||
ID3D11ShaderResourceView* texture, XMFLOAT4 diffuseColor[], XMFLOAT4 lightPosition[])
|
||||
{
|
||||
HRESULT result;
|
||||
D3D11_MAPPED_SUBRESOURCE mappedResource;
|
||||
unsigned int bufferNumber;
|
||||
MatrixBufferType* dataPtr;
|
||||
LightPositionBufferType* dataPtr2;
|
||||
LightColorBufferType* dataPtr3;
|
||||
|
||||
// Transpose the matrices to prepare them for the shader.
|
||||
worldMatrix = XMMatrixTranspose(worldMatrix);
|
||||
viewMatrix = XMMatrixTranspose(viewMatrix);
|
||||
projectionMatrix = XMMatrixTranspose(projectionMatrix);
|
||||
|
||||
// Lock the constant buffer so it can be written to.
|
||||
result = deviceContext->Map(m_matrixBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
|
||||
if (FAILED(result))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Get a pointer to the data in the constant buffer.
|
||||
dataPtr = (MatrixBufferType*)mappedResource.pData;
|
||||
|
||||
// Copy the matrices into the constant buffer.
|
||||
dataPtr->world = worldMatrix;
|
||||
dataPtr->view = viewMatrix;
|
||||
dataPtr->projection = projectionMatrix;
|
||||
|
||||
// Unlock the constant buffer.
|
||||
deviceContext->Unmap(m_matrixBuffer, 0);
|
||||
|
||||
// Set the position of the constant buffer in the vertex shader.
|
||||
bufferNumber = 0;
|
||||
|
||||
// Now set the constant buffer in the vertex shader with the updated values.
|
||||
deviceContext->VSSetConstantBuffers(bufferNumber, 1, &m_matrixBuffer);
|
||||
|
||||
// Lock the camera constant buffer so it can be written to.
|
||||
result = deviceContext->Map(m_cameraBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
|
||||
if (FAILED(result))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Lock the light position constant buffer so it can be written to.
|
||||
result = deviceContext->Map(m_lightPositionBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
|
||||
if (FAILED(result))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Get a pointer to the data in the constant buffer.
|
||||
dataPtr2 = (LightPositionBufferType*)mappedResource.pData;
|
||||
|
||||
// Copy the light position variables into the constant buffer.
|
||||
dataPtr2->lightPosition[0] = lightPosition[0];
|
||||
dataPtr2->lightPosition[1] = lightPosition[1];
|
||||
dataPtr2->lightPosition[2] = lightPosition[2];
|
||||
dataPtr2->lightPosition[3] = lightPosition[3];
|
||||
|
||||
// Unlock the constant buffer.
|
||||
deviceContext->Unmap(m_lightPositionBuffer, 0);
|
||||
|
||||
// Set the position of the constant buffer in the vertex shader.
|
||||
bufferNumber = 1;
|
||||
|
||||
// Finally set the constant buffer in the vertex shader with the updated values.
|
||||
deviceContext->VSSetConstantBuffers(bufferNumber, 1, &m_lightPositionBuffer);
|
||||
|
||||
// Set shader texture resource in the pixel shader.
|
||||
deviceContext->PSSetShaderResources(0, 1, &texture);
|
||||
|
||||
// Lock the light color constant buffer so it can be written to.
|
||||
result = deviceContext->Map(m_lightColorBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
|
||||
if (FAILED(result))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Get a pointer to the data in the constant buffer.
|
||||
dataPtr3 = (LightColorBufferType*)mappedResource.pData;
|
||||
|
||||
// Copy the light color variables into the constant buffer.
|
||||
dataPtr3->diffuseColor[0] = diffuseColor[0];
|
||||
dataPtr3->diffuseColor[1] = diffuseColor[1];
|
||||
dataPtr3->diffuseColor[2] = diffuseColor[2];
|
||||
dataPtr3->diffuseColor[3] = diffuseColor[3];
|
||||
|
||||
// Unlock the constant buffer.
|
||||
deviceContext->Unmap(m_lightColorBuffer, 0);
|
||||
|
||||
// Set the position of the constant buffer in the pixel shader.
|
||||
bufferNumber = 0;
|
||||
|
||||
// Finally set the constant buffer in the pixel shader with the updated values.
|
||||
deviceContext->PSSetConstantBuffers(bufferNumber, 1, &m_lightColorBuffer);
|
||||
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
void LightShaderClass::RenderShader(ID3D11DeviceContext* deviceContext, int indexCount)
|
||||
{
|
||||
// Set the vertex input layout.
|
||||
deviceContext->IASetInputLayout(m_layout);
|
||||
|
||||
// Set the vertex and pixel shaders that will be used to render this triangle.
|
||||
deviceContext->VSSetShader(m_vertexShader, NULL, 0);
|
||||
deviceContext->PSSetShader(m_pixelShader, NULL, 0);
|
||||
|
||||
// Set the sampler state in the pixel shader.
|
||||
deviceContext->PSSetSamplers(0, 1, &m_sampleState);
|
||||
|
||||
// Render the triangle.
|
||||
deviceContext->DrawIndexed(indexCount, 0, 0);
|
||||
|
||||
return;
|
||||
}
|
92
enginecustom/Lightshaderclass.h
Normal file
@ -0,0 +1,92 @@
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
// Filename: lightshaderclass.h
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
#ifndef _LIGHTSHADERCLASS_H_
|
||||
#define _LIGHTSHADERCLASS_H_
|
||||
|
||||
|
||||
/////////////
|
||||
// GLOBALS //
|
||||
/////////////
|
||||
const int NUM_LIGHTS = 4;
|
||||
|
||||
//////////////
|
||||
// INCLUDES //
|
||||
//////////////
|
||||
#include <d3d11.h>
|
||||
#include <d3dcompiler.h>
|
||||
#include <directxmath.h>
|
||||
#include <fstream>
|
||||
using namespace DirectX;
|
||||
using namespace std;
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
// Class name: LightShaderClass
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
class LightShaderClass
|
||||
{
|
||||
private:
|
||||
struct MatrixBufferType
|
||||
{
|
||||
XMMATRIX world;
|
||||
XMMATRIX view;
|
||||
XMMATRIX projection;
|
||||
};
|
||||
|
||||
struct CameraBufferType
|
||||
{
|
||||
XMFLOAT3 cameraPosition;
|
||||
float padding;
|
||||
};
|
||||
|
||||
struct LightBufferType
|
||||
{
|
||||
XMFLOAT4 ambientColor;
|
||||
XMFLOAT4 diffuseColor;
|
||||
XMFLOAT3 lightDirection;
|
||||
float padding; // Added extra padding so structure is a multiple of 16 for CreateBuffer function requirements.
|
||||
float specularPower;
|
||||
XMFLOAT4 specularColor;
|
||||
};
|
||||
|
||||
struct LightColorBufferType
|
||||
{
|
||||
XMFLOAT4 diffuseColor[NUM_LIGHTS];
|
||||
};
|
||||
|
||||
struct LightPositionBufferType
|
||||
{
|
||||
XMFLOAT4 lightPosition[NUM_LIGHTS];
|
||||
};
|
||||
|
||||
public:
|
||||
LightShaderClass();
|
||||
LightShaderClass(const LightShaderClass&);
|
||||
~LightShaderClass();
|
||||
|
||||
bool Initialize(ID3D11Device*, HWND);
|
||||
void Shutdown();
|
||||
bool Render(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, XMFLOAT4[], XMFLOAT4[]);
|
||||
|
||||
private:
|
||||
bool InitializeShader(ID3D11Device*, HWND, WCHAR*, WCHAR*);
|
||||
void ShutdownShader();
|
||||
void OutputShaderErrorMessage(ID3D10Blob*, HWND, WCHAR*);
|
||||
|
||||
bool SetShaderParameters(ID3D11DeviceContext*, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, XMFLOAT4[], XMFLOAT4[]);
|
||||
void RenderShader(ID3D11DeviceContext*, int);
|
||||
|
||||
private:
|
||||
ID3D11VertexShader* m_vertexShader;
|
||||
ID3D11PixelShader* m_pixelShader;
|
||||
ID3D11InputLayout* m_layout;
|
||||
ID3D11SamplerState* m_sampleState;
|
||||
ID3D11Buffer* m_matrixBuffer;
|
||||
ID3D11Buffer* m_cameraBuffer;
|
||||
ID3D11Buffer* m_lightBuffer;
|
||||
ID3D11Buffer* m_lightColorBuffer;
|
||||
ID3D11Buffer* m_lightPositionBuffer;
|
||||
};
|
||||
|
||||
#endif
|
45
enginecustom/Multitexture.ps
Normal file
@ -0,0 +1,45 @@
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
// Filename: multitexture.ps
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
|
||||
/////////////
|
||||
// GLOBALS //
|
||||
/////////////
|
||||
|
||||
Texture2D shaderTexture1 : register(t0);
|
||||
Texture2D shaderTexture2 : register(t1);
|
||||
SamplerState SampleType : register(s0);
|
||||
|
||||
|
||||
//////////////
|
||||
// TYPEDEFS //
|
||||
//////////////
|
||||
struct PixelInputType
|
||||
{
|
||||
float4 position : SV_POSITION;
|
||||
float2 tex : TEXCOORD0;
|
||||
};
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
// Pixel Shader
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
float4 MultiTexturePixelShader(PixelInputType input) : SV_TARGET
|
||||
{
|
||||
float4 color1;
|
||||
float4 color2;
|
||||
float4 blendColor;
|
||||
|
||||
// Sample the pixel color from the textures using the sampler at this texture coordinate location.
|
||||
color1 = shaderTexture1.Sample(SampleType, input.tex);
|
||||
color2 = shaderTexture2.Sample(SampleType, input.tex);
|
||||
|
||||
// Combine the two textures together.
|
||||
blendColor = color1 * color2 * 2.0;
|
||||
|
||||
// Saturate the final color.
|
||||
blendColor = saturate(blendColor);
|
||||
|
||||
return blendColor;
|
||||
}
|
54
enginecustom/Multitexture.vs
Normal file
@ -0,0 +1,54 @@
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
// Filename: multitexture.vs
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
|
||||
/////////////
|
||||
// GLOBALS //
|
||||
/////////////
|
||||
cbuffer MatrixBuffer
|
||||
{
|
||||
matrix worldMatrix;
|
||||
matrix viewMatrix;
|
||||
matrix projectionMatrix;
|
||||
};
|
||||
|
||||
|
||||
//////////////
|
||||
// TYPEDEFS //
|
||||
//////////////
|
||||
struct VertexInputType
|
||||
{
|
||||
float4 position : POSITION;
|
||||
float2 tex : TEXCOORD0;
|
||||
float3 normal : NORMAL;
|
||||
};
|
||||
|
||||
struct PixelInputType
|
||||
{
|
||||
float4 position : SV_POSITION;
|
||||
float2 tex : TEXCOORD0;
|
||||
};
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
// Vertex Shader
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
PixelInputType MultiTextureVertexShader(VertexInputType input)
|
||||
{
|
||||
PixelInputType output;
|
||||
|
||||
|
||||
// Change the position vector to be 4 units for proper matrix calculations.
|
||||
input.position.w = 1.0f;
|
||||
|
||||
// Calculate the position of the vertex against the world, view, and projection matrices.
|
||||
output.position = mul(input.position, worldMatrix);
|
||||
output.position = mul(output.position, viewMatrix);
|
||||
output.position = mul(output.position, projectionMatrix);
|
||||
|
||||
// Store the texture coordinates for the pixel shader.
|
||||
output.tex = input.tex;
|
||||
|
||||
return output;
|
||||
}
|
373
enginecustom/Multitextureshaderclass.cpp
Normal file
@ -0,0 +1,373 @@
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
// Filename: multitextureshaderclass.cpp
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
#include "multitextureshaderclass.h"
|
||||
|
||||
|
||||
MultiTextureShaderClass::MultiTextureShaderClass()
|
||||
{
|
||||
m_vertexShader = 0;
|
||||
m_pixelShader = 0;
|
||||
m_layout = 0;
|
||||
m_matrixBuffer = 0;
|
||||
m_sampleState = 0;
|
||||
}
|
||||
|
||||
|
||||
MultiTextureShaderClass::MultiTextureShaderClass(const MultiTextureShaderClass& other)
|
||||
{
|
||||
}
|
||||
|
||||
|
||||
MultiTextureShaderClass::~MultiTextureShaderClass()
|
||||
{
|
||||
}
|
||||
|
||||
|
||||
bool MultiTextureShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
|
||||
{
|
||||
bool result;
|
||||
wchar_t vsFilename[128];
|
||||
wchar_t psFilename[128];
|
||||
int error;
|
||||
|
||||
// Set the filename of the vertex shader.
|
||||
error = wcscpy_s(vsFilename, 128, L"multitexture.vs");
|
||||
if (error != 0)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Set the filename of the pixel shader.
|
||||
error = wcscpy_s(psFilename, 128, L"multitexture.ps");
|
||||
if (error != 0)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Initialize the vertex and pixel shaders.
|
||||
result = InitializeShader(device, hwnd, vsFilename, psFilename);
|
||||
if (!result)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void MultiTextureShaderClass::Shutdown()
|
||||
{
|
||||
// Shutdown the vertex and pixel shaders as well as the related objects.
|
||||
ShutdownShader();
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
bool MultiTextureShaderClass::Render(ID3D11DeviceContext* deviceContext, int indexCount, XMMATRIX worldMatrix, XMMATRIX viewMatrix,
|
||||
XMMATRIX projectionMatrix, ID3D11ShaderResourceView* texture1, ID3D11ShaderResourceView* texture2)
|
||||
{
|
||||
bool result;
|
||||
|
||||
|
||||
// Set the shader parameters that it will use for rendering.
|
||||
result = SetShaderParameters(deviceContext, worldMatrix, viewMatrix, projectionMatrix, texture1, texture2);
|
||||
if (!result)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Now render the prepared buffers with the shader.
|
||||
RenderShader(deviceContext, indexCount);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool MultiTextureShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR* vsFilename, WCHAR* psFilename)
|
||||
{
|
||||
HRESULT result;
|
||||
ID3D10Blob* errorMessage;
|
||||
ID3D10Blob* vertexShaderBuffer;
|
||||
ID3D10Blob* pixelShaderBuffer;
|
||||
D3D11_INPUT_ELEMENT_DESC polygonLayout[3];
|
||||
unsigned int numElements;
|
||||
D3D11_BUFFER_DESC matrixBufferDesc;
|
||||
D3D11_SAMPLER_DESC samplerDesc;
|
||||
|
||||
|
||||
// Initialize the pointers this function will use to null.
|
||||
errorMessage = 0;
|
||||
vertexShaderBuffer = 0;
|
||||
pixelShaderBuffer = 0;
|
||||
|
||||
// Compile the vertex shader code.
|
||||
result = D3DCompileFromFile(vsFilename, NULL, NULL, "MultiTextureVertexShader", "vs_5_0", D3D10_SHADER_ENABLE_STRICTNESS, 0,
|
||||
&vertexShaderBuffer, &errorMessage);
|
||||
if (FAILED(result))
|
||||
{
|
||||
// If the shader failed to compile it should have writen something to the error message.
|
||||
if (errorMessage)
|
||||
{
|
||||
OutputShaderErrorMessage(errorMessage, hwnd, vsFilename);
|
||||
}
|
||||
// If there was nothing in the error message then it simply could not find the shader file itself.
|
||||
else
|
||||
{
|
||||
MessageBox(hwnd, vsFilename, L"Missing Shader File", MB_OK);
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
// Compile the pixel shader code.
|
||||
result = D3DCompileFromFile(psFilename, NULL, NULL, "MultiTexturePixelShader", "ps_5_0", D3D10_SHADER_ENABLE_STRICTNESS, 0,
|
||||
&pixelShaderBuffer, &errorMessage);
|
||||
if (FAILED(result))
|
||||
{
|
||||
// If the shader failed to compile it should have writen something to the error message.
|
||||
if (errorMessage)
|
||||
{
|
||||
OutputShaderErrorMessage(errorMessage, hwnd, psFilename);
|
||||
}
|
||||
// If there was nothing in the error message then it simply could not find the file itself.
|
||||
else
|
||||
{
|
||||
MessageBox(hwnd, psFilename, L"Missing Shader File", MB_OK);
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
// Create the vertex shader from the buffer.
|
||||
result = device->CreateVertexShader(vertexShaderBuffer->GetBufferPointer(), vertexShaderBuffer->GetBufferSize(), NULL, &m_vertexShader);
|
||||
if (FAILED(result))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Create the pixel shader from the buffer.
|
||||
result = device->CreatePixelShader(pixelShaderBuffer->GetBufferPointer(), pixelShaderBuffer->GetBufferSize(), NULL, &m_pixelShader);
|
||||
if (FAILED(result))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Create the vertex input layout description.
|
||||
polygonLayout[0].SemanticName = "POSITION";
|
||||
polygonLayout[0].SemanticIndex = 0;
|
||||
polygonLayout[0].Format = DXGI_FORMAT_R32G32B32_FLOAT;
|
||||
polygonLayout[0].InputSlot = 0;
|
||||
polygonLayout[0].AlignedByteOffset = 0;
|
||||
polygonLayout[0].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
|
||||
polygonLayout[0].InstanceDataStepRate = 0;
|
||||
|
||||
polygonLayout[1].SemanticName = "TEXCOORD";
|
||||
polygonLayout[1].SemanticIndex = 0;
|
||||
polygonLayout[1].Format = DXGI_FORMAT_R32G32_FLOAT;
|
||||
polygonLayout[1].InputSlot = 0;
|
||||
polygonLayout[1].AlignedByteOffset = D3D11_APPEND_ALIGNED_ELEMENT;
|
||||
polygonLayout[1].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
|
||||
polygonLayout[1].InstanceDataStepRate = 0;
|
||||
|
||||
polygonLayout[2].SemanticName = "NORMAL";
|
||||
polygonLayout[2].SemanticIndex = 0;
|
||||
polygonLayout[2].Format = DXGI_FORMAT_R32G32B32_FLOAT;
|
||||
polygonLayout[2].InputSlot = 0;
|
||||
polygonLayout[2].AlignedByteOffset = D3D11_APPEND_ALIGNED_ELEMENT;
|
||||
polygonLayout[2].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
|
||||
polygonLayout[2].InstanceDataStepRate = 0;
|
||||
|
||||
// Get a count of the elements in the layout.
|
||||
numElements = sizeof(polygonLayout) / sizeof(polygonLayout[0]);
|
||||
|
||||
// Create the vertex input layout.
|
||||
result = device->CreateInputLayout(polygonLayout, numElements, vertexShaderBuffer->GetBufferPointer(),
|
||||
vertexShaderBuffer->GetBufferSize(), &m_layout);
|
||||
if (FAILED(result))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Release the vertex shader buffer and pixel shader buffer since they are no longer needed.
|
||||
vertexShaderBuffer->Release();
|
||||
vertexShaderBuffer = 0;
|
||||
|
||||
pixelShaderBuffer->Release();
|
||||
pixelShaderBuffer = 0;
|
||||
|
||||
// Setup the description of the dynamic matrix constant buffer that is in the vertex shader.
|
||||
matrixBufferDesc.Usage = D3D11_USAGE_DYNAMIC;
|
||||
matrixBufferDesc.ByteWidth = sizeof(MatrixBufferType);
|
||||
matrixBufferDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
|
||||
matrixBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
|
||||
matrixBufferDesc.MiscFlags = 0;
|
||||
matrixBufferDesc.StructureByteStride = 0;
|
||||
|
||||
// Create the constant buffer pointer so we can access the vertex shader constant buffer from within this class.
|
||||
result = device->CreateBuffer(&matrixBufferDesc, NULL, &m_matrixBuffer);
|
||||
if (FAILED(result))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Create a texture sampler state description.
|
||||
samplerDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
|
||||
samplerDesc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP;
|
||||
samplerDesc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP;
|
||||
samplerDesc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP;
|
||||
samplerDesc.MipLODBias = 0.0f;
|
||||
samplerDesc.MaxAnisotropy = 1;
|
||||
samplerDesc.ComparisonFunc = D3D11_COMPARISON_ALWAYS;
|
||||
samplerDesc.BorderColor[0] = 0;
|
||||
samplerDesc.BorderColor[1] = 0;
|
||||
samplerDesc.BorderColor[2] = 0;
|
||||
samplerDesc.BorderColor[3] = 0;
|
||||
samplerDesc.MinLOD = 0;
|
||||
samplerDesc.MaxLOD = D3D11_FLOAT32_MAX;
|
||||
|
||||
// Create the texture sampler state.
|
||||
result = device->CreateSamplerState(&samplerDesc, &m_sampleState);
|
||||
if (FAILED(result))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void MultiTextureShaderClass::ShutdownShader()
|
||||
{
|
||||
// Release the sampler state.
|
||||
if (m_sampleState)
|
||||
{
|
||||
m_sampleState->Release();
|
||||
m_sampleState = 0;
|
||||
}
|
||||
|
||||
// Release the matrix constant buffer.
|
||||
if (m_matrixBuffer)
|
||||
{
|
||||
m_matrixBuffer->Release();
|
||||
m_matrixBuffer = 0;
|
||||
}
|
||||
|
||||
// Release the layout.
|
||||
if (m_layout)
|
||||
{
|
||||
m_layout->Release();
|
||||
m_layout = 0;
|
||||
}
|
||||
|
||||
// Release the pixel shader.
|
||||
if (m_pixelShader)
|
||||
{
|
||||
m_pixelShader->Release();
|
||||
m_pixelShader = 0;
|
||||
}
|
||||
|
||||
// Release the vertex shader.
|
||||
if (m_vertexShader)
|
||||
{
|
||||
m_vertexShader->Release();
|
||||
m_vertexShader = 0;
|
||||
}
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
void MultiTextureShaderClass::OutputShaderErrorMessage(ID3D10Blob* errorMessage, HWND hwnd, WCHAR* shaderFilename)
|
||||
{
|
||||
char* compileErrors;
|
||||
unsigned long long bufferSize, i;
|
||||
ofstream fout;
|
||||
|
||||
|
||||
// Get a pointer to the error message text buffer.
|
||||
compileErrors = (char*)(errorMessage->GetBufferPointer());
|
||||
|
||||
// Get the length of the message.
|
||||
bufferSize = errorMessage->GetBufferSize();
|
||||
|
||||
// Open a file to write the error message to.
|
||||
fout.open("shader-error.txt");
|
||||
|
||||
// Write out the error message.
|
||||
for (i = 0; i < bufferSize; i++)
|
||||
{
|
||||
fout << compileErrors[i];
|
||||
}
|
||||
|
||||
// Close the file.
|
||||
fout.close();
|
||||
|
||||
// Release the error message.
|
||||
errorMessage->Release();
|
||||
errorMessage = 0;
|
||||
|
||||
// Pop a message up on the screen to notify the user to check the text file for compile errors.
|
||||
MessageBox(hwnd, L"Error compiling shader. Check shader-error.txt for message.", shaderFilename, MB_OK);
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
bool MultiTextureShaderClass::SetShaderParameters(ID3D11DeviceContext* deviceContext, XMMATRIX worldMatrix, XMMATRIX viewMatrix,
|
||||
XMMATRIX projectionMatrix, ID3D11ShaderResourceView* texture1, ID3D11ShaderResourceView* texture2)
|
||||
{
|
||||
HRESULT result;
|
||||
D3D11_MAPPED_SUBRESOURCE mappedResource;
|
||||
MatrixBufferType* dataPtr;
|
||||
unsigned int bufferNumber;
|
||||
|
||||
|
||||
// Transpose the matrices to prepare them for the shader.
|
||||
worldMatrix = XMMatrixTranspose(worldMatrix);
|
||||
viewMatrix = XMMatrixTranspose(viewMatrix);
|
||||
projectionMatrix = XMMatrixTranspose(projectionMatrix);
|
||||
|
||||
// Lock the constant buffer so it can be written to.
|
||||
result = deviceContext->Map(m_matrixBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
|
||||
if (FAILED(result))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Get a pointer to the data in the constant buffer.
|
||||
dataPtr = (MatrixBufferType*)mappedResource.pData;
|
||||
|
||||
// Copy the matrices into the constant buffer.
|
||||
dataPtr->world = worldMatrix;
|
||||
dataPtr->view = viewMatrix;
|
||||
dataPtr->projection = projectionMatrix;
|
||||
|
||||
// Unlock the constant buffer.
|
||||
deviceContext->Unmap(m_matrixBuffer, 0);
|
||||
|
||||
// Set the position of the constant buffer in the vertex shader.
|
||||
bufferNumber = 0;
|
||||
|
||||
// Finally set the constant buffer in the vertex shader with the updated values.
|
||||
deviceContext->VSSetConstantBuffers(bufferNumber, 1, &m_matrixBuffer);
|
||||
|
||||
// Set shader texture resources in the pixel shader.
|
||||
deviceContext->PSSetShaderResources(0, 1, &texture1);
|
||||
deviceContext->PSSetShaderResources(1, 1, &texture2);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void MultiTextureShaderClass::RenderShader(ID3D11DeviceContext* deviceContext, int indexCount)
|
||||
{
|
||||
// Set the vertex input layout.
|
||||
deviceContext->IASetInputLayout(m_layout);
|
||||
|
||||
// Set the vertex and pixel shaders that will be used to render this triangle.
|
||||
deviceContext->VSSetShader(m_vertexShader, NULL, 0);
|
||||
deviceContext->PSSetShader(m_pixelShader, NULL, 0);
|
||||
|
||||
// Set the sampler state in the pixel shader.
|
||||
deviceContext->PSSetSamplers(0, 1, &m_sampleState);
|
||||
|
||||
// Render the triangle.
|
||||
deviceContext->DrawIndexed(indexCount, 0, 0);
|
||||
|
||||
return;
|
||||
}
|
57
enginecustom/Multitextureshaderclass.h
Normal file
@ -0,0 +1,57 @@
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
// Filename: multitextureshaderclass.h
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
#ifndef _MULTITEXTURESHADERCLASS_H_
|
||||
#define _MULTITEXTURESHADERCLASS_H_
|
||||
|
||||
|
||||
//////////////
|
||||
// INCLUDES //
|
||||
//////////////
|
||||
#include <d3d11.h>
|
||||
#include <d3dcompiler.h>
|
||||
#include <directxmath.h>
|
||||
#include <fstream>
|
||||
using namespace DirectX;
|
||||
using namespace std;
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
// Class name: MultiTextureShaderClass
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
class MultiTextureShaderClass
|
||||
{
|
||||
private:
|
||||
struct MatrixBufferType
|
||||
{
|
||||
XMMATRIX world;
|
||||
XMMATRIX view;
|
||||
XMMATRIX projection;
|
||||
};
|
||||
|
||||
public:
|
||||
MultiTextureShaderClass();
|
||||
MultiTextureShaderClass(const MultiTextureShaderClass&);
|
||||
~MultiTextureShaderClass();
|
||||
|
||||
bool Initialize(ID3D11Device*, HWND);
|
||||
void Shutdown();
|
||||
bool Render(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, ID3D11ShaderResourceView*);
|
||||
|
||||
private:
|
||||
bool InitializeShader(ID3D11Device*, HWND, WCHAR*, WCHAR*);
|
||||
void ShutdownShader();
|
||||
void OutputShaderErrorMessage(ID3D10Blob*, HWND, WCHAR*);
|
||||
|
||||
bool SetShaderParameters(ID3D11DeviceContext*, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, ID3D11ShaderResourceView*);
|
||||
void RenderShader(ID3D11DeviceContext*, int);
|
||||
|
||||
private:
|
||||
ID3D11VertexShader* m_vertexShader;
|
||||
ID3D11PixelShader* m_pixelShader;
|
||||
ID3D11InputLayout* m_layout;
|
||||
ID3D11Buffer* m_matrixBuffer;
|
||||
ID3D11SamplerState* m_sampleState;
|
||||
};
|
||||
|
||||
#endif
|
421
enginecustom/Spriteclass.cpp
Normal file
@ -0,0 +1,421 @@
|
||||
#include "spriteclass.h"
|
||||
|
||||
|
||||
SpriteClass::SpriteClass()
|
||||
{
|
||||
m_vertexBuffer = 0;
|
||||
m_indexBuffer = 0;
|
||||
m_Textures = 0;
|
||||
}
|
||||
|
||||
|
||||
SpriteClass::SpriteClass(const SpriteClass& other)
|
||||
{
|
||||
}
|
||||
|
||||
|
||||
SpriteClass::~SpriteClass()
|
||||
{
|
||||
}
|
||||
|
||||
bool SpriteClass::Initialize(ID3D11Device* device, ID3D11DeviceContext* deviceContext, int screenWidth, int screenHeight, char* spriteFilename, int renderX, int renderY)
|
||||
{
|
||||
bool result;
|
||||
|
||||
|
||||
// Store the screen size.
|
||||
m_screenWidth = screenWidth;
|
||||
m_screenHeight = screenHeight;
|
||||
|
||||
// Store where the sprite should be rendered to.
|
||||
m_renderX = renderX;
|
||||
m_renderY = renderY;
|
||||
|
||||
// Initialize the frame time for this sprite object.
|
||||
m_frameTime = 0;
|
||||
|
||||
// Initialize the vertex and index buffer that hold the geometry for the sprite bitmap.
|
||||
result = InitializeBuffers(device);
|
||||
if (!result)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Load the textures for this sprite.
|
||||
result = LoadTextures(device, deviceContext, spriteFilename);
|
||||
if (!result)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
void SpriteClass::Shutdown()
|
||||
{
|
||||
// Release the textures used for this sprite.
|
||||
ReleaseTextures();
|
||||
|
||||
// Release the vertex and index buffers.
|
||||
ShutdownBuffers();
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
bool SpriteClass::Render(ID3D11DeviceContext* deviceContext)
|
||||
{
|
||||
bool result;
|
||||
|
||||
|
||||
// Update the buffers if the position of the sprite has changed from its original position.
|
||||
result = UpdateBuffers(deviceContext);
|
||||
if (!result)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Put the vertex and index buffers on the graphics pipeline to prepare them for drawing.
|
||||
RenderBuffers(deviceContext);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void SpriteClass::Update(float frameTime)
|
||||
{
|
||||
// Increment the frame time each frame.
|
||||
m_frameTime += frameTime;
|
||||
|
||||
// Check if the frame time has reached the cycle time.
|
||||
if (m_frameTime >= m_cycleTime)
|
||||
{
|
||||
// If it has then reset the frame time and cycle to the next sprite in the texture array.
|
||||
m_frameTime -= m_cycleTime;
|
||||
|
||||
m_currentTexture++;
|
||||
|
||||
// If we are at the last sprite texture then go back to the beginning of the texture array to the first texture again.
|
||||
if (m_currentTexture == m_textureCount)
|
||||
{
|
||||
m_currentTexture = 0;
|
||||
}
|
||||
}
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
int SpriteClass::GetIndexCount()
|
||||
{
|
||||
return m_indexCount;
|
||||
}
|
||||
|
||||
ID3D11ShaderResourceView* SpriteClass::GetTexture()
|
||||
{
|
||||
return m_Textures[m_currentTexture].GetTexture();
|
||||
}
|
||||
|
||||
|
||||
bool SpriteClass::InitializeBuffers(ID3D11Device* device)
|
||||
{
|
||||
VertexType* vertices;
|
||||
unsigned long* indices;
|
||||
D3D11_BUFFER_DESC vertexBufferDesc, indexBufferDesc;
|
||||
D3D11_SUBRESOURCE_DATA vertexData, indexData;
|
||||
HRESULT result;
|
||||
int i;
|
||||
|
||||
|
||||
// Initialize the previous rendering position to negative one.
|
||||
m_prevPosX = -1;
|
||||
m_prevPosY = -1;
|
||||
|
||||
// Set the number of vertices in the vertex array.
|
||||
m_vertexCount = 6;
|
||||
|
||||
// Set the number of indices in the index array.
|
||||
m_indexCount = m_vertexCount;
|
||||
|
||||
// Create the vertex array.
|
||||
vertices = new VertexType[m_vertexCount];
|
||||
|
||||
// Create the index array.
|
||||
indices = new unsigned long[m_indexCount];
|
||||
|
||||
// Initialize vertex array to zeros at first.
|
||||
memset(vertices, 0, (sizeof(VertexType) * m_vertexCount));
|
||||
|
||||
// Load the index array with data.
|
||||
for (i = 0; i < m_indexCount; i++)
|
||||
{
|
||||
indices[i] = i;
|
||||
}
|
||||
|
||||
// Set up the description of the dynamic vertex buffer.
|
||||
vertexBufferDesc.Usage = D3D11_USAGE_DYNAMIC;
|
||||
vertexBufferDesc.ByteWidth = sizeof(VertexType) * m_vertexCount;
|
||||
vertexBufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
|
||||
vertexBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
|
||||
vertexBufferDesc.MiscFlags = 0;
|
||||
vertexBufferDesc.StructureByteStride = 0;
|
||||
|
||||
// Give the subresource structure a pointer to the vertex data.
|
||||
vertexData.pSysMem = vertices;
|
||||
vertexData.SysMemPitch = 0;
|
||||
vertexData.SysMemSlicePitch = 0;
|
||||
|
||||
// Now finally create the vertex buffer.
|
||||
result = device->CreateBuffer(&vertexBufferDesc, &vertexData, &m_vertexBuffer);
|
||||
if (FAILED(result))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Set up the description of the index buffer.
|
||||
indexBufferDesc.Usage = D3D11_USAGE_DEFAULT;
|
||||
indexBufferDesc.ByteWidth = sizeof(unsigned long) * m_indexCount;
|
||||
indexBufferDesc.BindFlags = D3D11_BIND_INDEX_BUFFER;
|
||||
indexBufferDesc.CPUAccessFlags = 0;
|
||||
indexBufferDesc.MiscFlags = 0;
|
||||
indexBufferDesc.StructureByteStride = 0;
|
||||
|
||||
// Give the subresource structure a pointer to the index data.
|
||||
indexData.pSysMem = indices;
|
||||
indexData.SysMemPitch = 0;
|
||||
indexData.SysMemSlicePitch = 0;
|
||||
|
||||
// Create the index buffer.
|
||||
result = device->CreateBuffer(&indexBufferDesc, &indexData, &m_indexBuffer);
|
||||
if (FAILED(result))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Release the arrays now that the vertex and index buffers have been created and loaded.
|
||||
delete[] vertices;
|
||||
vertices = 0;
|
||||
|
||||
delete[] indices;
|
||||
indices = 0;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
void SpriteClass::ShutdownBuffers()
|
||||
{
|
||||
// Release the index buffer.
|
||||
if (m_indexBuffer)
|
||||
{
|
||||
m_indexBuffer->Release();
|
||||
m_indexBuffer = 0;
|
||||
}
|
||||
|
||||
// Release the vertex buffer.
|
||||
if (m_vertexBuffer)
|
||||
{
|
||||
m_vertexBuffer->Release();
|
||||
m_vertexBuffer = 0;
|
||||
}
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
bool SpriteClass::UpdateBuffers(ID3D11DeviceContext* deviceContent)
|
||||
{
|
||||
float left, right, top, bottom;
|
||||
VertexType* vertices;
|
||||
D3D11_MAPPED_SUBRESOURCE mappedResource;
|
||||
VertexType* dataPtr;
|
||||
HRESULT result;
|
||||
|
||||
|
||||
// If the position we are rendering this bitmap to hasn't changed then don't update the vertex buffer.
|
||||
if ((m_prevPosX == m_renderX) && (m_prevPosY == m_renderY))
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
// If the rendering location has changed then store the new position and update the vertex buffer.
|
||||
m_prevPosX = m_renderX;
|
||||
m_prevPosY = m_renderY;
|
||||
|
||||
// Create the vertex array.
|
||||
vertices = new VertexType[m_vertexCount];
|
||||
|
||||
// Calculate the screen coordinates of the left side of the bitmap.
|
||||
left = (float)((m_screenWidth / 2) * -1) + (float)m_renderX;
|
||||
|
||||
// Calculate the screen coordinates of the right side of the bitmap.
|
||||
right = left + (float)m_bitmapWidth;
|
||||
|
||||
// Calculate the screen coordinates of the top of the bitmap.
|
||||
top = (float)(m_screenHeight / 2) - (float)m_renderY;
|
||||
|
||||
// Calculate the screen coordinates of the bottom of the bitmap.
|
||||
bottom = top - (float)m_bitmapHeight;
|
||||
|
||||
// Load the vertex array with data.
|
||||
// First triangle.
|
||||
vertices[0].position = XMFLOAT3(left, top, 0.0f); // Top left.
|
||||
vertices[0].texture = XMFLOAT2(0.0f, 0.0f);
|
||||
|
||||
vertices[1].position = XMFLOAT3(right, bottom, 0.0f); // Bottom right.
|
||||
vertices[1].texture = XMFLOAT2(1.0f, 1.0f);
|
||||
|
||||
vertices[2].position = XMFLOAT3(left, bottom, 0.0f); // Bottom left.
|
||||
vertices[2].texture = XMFLOAT2(0.0f, 1.0f);
|
||||
|
||||
// Second triangle.
|
||||
vertices[3].position = XMFLOAT3(left, top, 0.0f); // Top left.
|
||||
vertices[3].texture = XMFLOAT2(0.0f, 0.0f);
|
||||
|
||||
vertices[4].position = XMFLOAT3(right, top, 0.0f); // Top right.
|
||||
vertices[4].texture = XMFLOAT2(1.0f, 0.0f);
|
||||
|
||||
vertices[5].position = XMFLOAT3(right, bottom, 0.0f); // Bottom right.
|
||||
vertices[5].texture = XMFLOAT2(1.0f, 1.0f);
|
||||
|
||||
// Lock the vertex buffer.
|
||||
result = deviceContent->Map(m_vertexBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
|
||||
if (FAILED(result))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Get a pointer to the data in the constant buffer.
|
||||
dataPtr = (VertexType*)mappedResource.pData;
|
||||
|
||||
// Copy the data into the vertex buffer.
|
||||
memcpy(dataPtr, (void*)vertices, (sizeof(VertexType) * m_vertexCount));
|
||||
|
||||
// Unlock the vertex buffer.
|
||||
deviceContent->Unmap(m_vertexBuffer, 0);
|
||||
|
||||
// Release the pointer reference.
|
||||
dataPtr = 0;
|
||||
|
||||
// Release the vertex array as it is no longer needed.
|
||||
delete[] vertices;
|
||||
vertices = 0;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
void SpriteClass::RenderBuffers(ID3D11DeviceContext* deviceContext)
|
||||
{
|
||||
unsigned int stride;
|
||||
unsigned int offset;
|
||||
|
||||
|
||||
// Set vertex buffer stride and offset.
|
||||
stride = sizeof(VertexType);
|
||||
offset = 0;
|
||||
|
||||
// Set the vertex buffer to active in the input assembler so it can be rendered.
|
||||
deviceContext->IASetVertexBuffers(0, 1, &m_vertexBuffer, &stride, &offset);
|
||||
|
||||
// Set the index buffer to active in the input assembler so it can be rendered.
|
||||
deviceContext->IASetIndexBuffer(m_indexBuffer, DXGI_FORMAT_R32_UINT, 0);
|
||||
|
||||
// Set the type of primitive that should be rendered from this vertex buffer, in this case triangles.
|
||||
deviceContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
bool SpriteClass::LoadTextures(ID3D11Device* device, ID3D11DeviceContext* deviceContext, char* filename)
|
||||
{
|
||||
char textureFilename[128];
|
||||
std::ifstream fin;
|
||||
int i, j;
|
||||
char input;
|
||||
bool result;
|
||||
|
||||
|
||||
// Open the sprite info data file.
|
||||
fin.open(filename);
|
||||
if (fin.fail())
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Read in the number of textures.
|
||||
fin >> m_textureCount;
|
||||
|
||||
// Create and initialize the texture array with the texture count from the file.
|
||||
m_Textures = new TextureClass[m_textureCount];
|
||||
|
||||
// Read to start of next line.
|
||||
fin.get(input);
|
||||
|
||||
// Read in each texture file name.
|
||||
for (i = 0; i < m_textureCount; i++)
|
||||
{
|
||||
j = 0;
|
||||
fin.get(input);
|
||||
while (input != '\n')
|
||||
{
|
||||
textureFilename[j] = input;
|
||||
j++;
|
||||
fin.get(input);
|
||||
}
|
||||
textureFilename[j] = '\0';
|
||||
|
||||
// Once you have the filename then load the texture in the texture array.
|
||||
result = m_Textures[i].Initialize(device, deviceContext, textureFilename);
|
||||
if (!result)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
// Read in the cycle time.
|
||||
fin >> m_cycleTime;
|
||||
|
||||
// Convert the integer milliseconds to float representation.
|
||||
m_cycleTime = m_cycleTime * 0.001f;
|
||||
|
||||
// Close the file.
|
||||
fin.close();
|
||||
|
||||
// Get the dimensions of the first texture and use that as the dimensions of the 2D sprite images.
|
||||
m_bitmapWidth = m_Textures[0].GetWidth();
|
||||
m_bitmapHeight = m_Textures[0].GetHeight();
|
||||
|
||||
// Set the starting texture in the cycle to be the first one in the list.
|
||||
m_currentTexture = 0;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void SpriteClass::ReleaseTextures()
|
||||
{
|
||||
int i;
|
||||
|
||||
|
||||
// Release the texture objects.
|
||||
if (m_Textures)
|
||||
{
|
||||
for (i = 0; i < m_textureCount; i++)
|
||||
{
|
||||
m_Textures[i].Shutdown();
|
||||
}
|
||||
|
||||
delete[] m_Textures;
|
||||
m_Textures = 0;
|
||||
}
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
void SpriteClass::SetRenderLocation(int x, int y)
|
||||
{
|
||||
m_renderX = x;
|
||||
m_renderY = y;
|
||||
return;
|
||||
}
|
63
enginecustom/Spriteclass.h
Normal file
@ -0,0 +1,63 @@
|
||||
#ifndef _SPRITECLASS_H_
|
||||
#define _SPRITECLASS_H_
|
||||
|
||||
|
||||
//////////////
|
||||
// INCLUDES //
|
||||
//////////////
|
||||
#include <directxmath.h>
|
||||
#include <fstream>
|
||||
using namespace DirectX;
|
||||
|
||||
|
||||
///////////////////////
|
||||
// MY CLASS INCLUDES //
|
||||
///////////////////////
|
||||
#include "textureclass.h"
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
// Class name: SpriteClass
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
class SpriteClass
|
||||
{
|
||||
private:
|
||||
struct VertexType
|
||||
{
|
||||
XMFLOAT3 position;
|
||||
XMFLOAT2 texture;
|
||||
};
|
||||
|
||||
public:
|
||||
SpriteClass();
|
||||
SpriteClass(const SpriteClass&);
|
||||
~SpriteClass();
|
||||
|
||||
bool Initialize(ID3D11Device*, ID3D11DeviceContext*, int, int, char*, int, int);
|
||||
void Shutdown();
|
||||
bool Render(ID3D11DeviceContext*);
|
||||
void Update(float);
|
||||
|
||||
int GetIndexCount();
|
||||
ID3D11ShaderResourceView* GetTexture();
|
||||
|
||||
void SetRenderLocation(int, int);
|
||||
|
||||
private:
|
||||
bool InitializeBuffers(ID3D11Device*);
|
||||
void ShutdownBuffers();
|
||||
bool UpdateBuffers(ID3D11DeviceContext*);
|
||||
void RenderBuffers(ID3D11DeviceContext*);
|
||||
|
||||
bool LoadTextures(ID3D11Device*, ID3D11DeviceContext*, char*);
|
||||
void ReleaseTextures();
|
||||
|
||||
private:
|
||||
ID3D11Buffer* m_vertexBuffer, * m_indexBuffer;
|
||||
int m_vertexCount, m_indexCount, m_screenWidth, m_screenHeight, m_bitmapWidth, m_bitmapHeight, m_renderX, m_renderY, m_prevPosX, m_prevPosY;
|
||||
TextureClass* m_Textures;
|
||||
float m_frameTime, m_cycleTime;
|
||||
int m_currentTexture, m_textureCount;
|
||||
};
|
||||
|
||||
#endif
|
@ -282,9 +282,9 @@ void SystemClass::InitializeWindows(int& screenWidth, int& screenHeight)
|
||||
}
|
||||
else
|
||||
{
|
||||
// If windowed then set it to 800x600 resolution.
|
||||
screenWidth = 800;
|
||||
screenHeight = 600;
|
||||
// If windowed then set it to 1600x900 resolution.
|
||||
screenWidth = 1600;
|
||||
screenHeight = 900;
|
||||
|
||||
// Place the window in the middle of the screen.
|
||||
posX = (GetSystemMetrics(SM_CXSCREEN) - screenWidth) / 2;
|
||||
|
63
enginecustom/Timerclass.cpp
Normal file
@ -0,0 +1,63 @@
|
||||
#include "timerclass.h"
|
||||
|
||||
|
||||
TimerClass::TimerClass()
|
||||
{
|
||||
}
|
||||
|
||||
|
||||
TimerClass::TimerClass(const TimerClass& other)
|
||||
{
|
||||
}
|
||||
|
||||
|
||||
TimerClass::~TimerClass()
|
||||
{
|
||||
}
|
||||
|
||||
bool TimerClass::Initialize()
|
||||
{
|
||||
INT64 frequency;
|
||||
|
||||
|
||||
// Get the cycles per second speed for this system.
|
||||
QueryPerformanceFrequency((LARGE_INTEGER*)&frequency);
|
||||
if (frequency == 0)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Store it in floating point.
|
||||
m_frequency = (float)frequency;
|
||||
|
||||
// Get the initial start time.
|
||||
QueryPerformanceCounter((LARGE_INTEGER*)&m_startTime);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void TimerClass::Frame()
|
||||
{
|
||||
INT64 currentTime;
|
||||
INT64 elapsedTicks;
|
||||
|
||||
|
||||
// Query the current time.
|
||||
QueryPerformanceCounter((LARGE_INTEGER*)¤tTime);
|
||||
|
||||
// Calculate the difference in time since the last time we queried for the current time.
|
||||
elapsedTicks = currentTime - m_startTime;
|
||||
|
||||
// Calculate the frame time.
|
||||
m_frameTime = (float)elapsedTicks / m_frequency;
|
||||
|
||||
// Restart the timer.
|
||||
m_startTime = currentTime;
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
float TimerClass::GetTime()
|
||||
{
|
||||
return m_frameTime;
|
||||
}
|
32
enginecustom/Timerclass.h
Normal file
@ -0,0 +1,32 @@
|
||||
#ifndef _TIMERCLASS_H_
|
||||
#define _TIMERCLASS_H_
|
||||
|
||||
|
||||
//////////////
|
||||
// INCLUDES //
|
||||
//////////////
|
||||
#include <windows.h>
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
// Class name: TimerClass
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
class TimerClass
|
||||
{
|
||||
public:
|
||||
TimerClass();
|
||||
TimerClass(const TimerClass&);
|
||||
~TimerClass();
|
||||
|
||||
bool Initialize();
|
||||
void Frame();
|
||||
|
||||
float GetTime();
|
||||
|
||||
private:
|
||||
float m_frequency;
|
||||
INT64 m_startTime;
|
||||
float m_frameTime;
|
||||
};
|
||||
|
||||
#endif
|
@ -3,10 +3,23 @@
|
||||
ApplicationClass::ApplicationClass()
|
||||
{
|
||||
m_Direct3D = 0;
|
||||
m_Camera = 0;
|
||||
m_Camera = 0;
|
||||
m_MultiTextureShader = 0;
|
||||
m_Model = 0;
|
||||
m_LightShader = 0;
|
||||
m_Light = 0;
|
||||
m_TextureShader = 0;
|
||||
m_Bitmap = 0;
|
||||
m_Sprite = 0;
|
||||
m_Timer = 0;
|
||||
m_Lights = 0;
|
||||
m_FontShader = 0;
|
||||
m_Font = 0;
|
||||
m_TextString1 = 0;
|
||||
m_TextString2 = 0;
|
||||
m_TextString3 = 0;
|
||||
m_Fps = 0;
|
||||
m_FpsString = 0;
|
||||
}
|
||||
|
||||
|
||||
@ -22,8 +35,12 @@ ApplicationClass::~ApplicationClass()
|
||||
|
||||
bool ApplicationClass::Initialize(int screenWidth, int screenHeight, HWND hwnd)
|
||||
{
|
||||
char testString1[32], testString2[32], testString3[32];
|
||||
char modelFilename[128];
|
||||
char textureFilename[128];
|
||||
char textureFilename1[128], textureFilename2[128];
|
||||
char bitmapFilename[128];
|
||||
char spriteFilename[128];
|
||||
char fpsString[32];
|
||||
bool result;
|
||||
|
||||
// Create the Direct3D object.
|
||||
@ -48,25 +65,131 @@ bool ApplicationClass::Initialize(int screenWidth, int screenHeight, HWND hwnd)
|
||||
}
|
||||
|
||||
// Set the initial position of the camera.
|
||||
m_Camera->SetPosition(0.0f, 0.0f, -10.0f);
|
||||
m_Camera->SetPosition(0.0f, 0.0f, -12.0f);
|
||||
m_Camera->SetRotation(0.0f, 0.0f, 0.0f);
|
||||
|
||||
// Create and initialize the font shader object.
|
||||
m_FontShader = new FontShaderClass;
|
||||
|
||||
result = m_FontShader->Initialize(m_Direct3D->GetDevice(), hwnd);
|
||||
if (!result)
|
||||
{
|
||||
MessageBox(hwnd, L"Could not initialize the font shader object.", L"Error", MB_OK);
|
||||
return false;
|
||||
}
|
||||
|
||||
// Create and initialize the font object.
|
||||
m_Font = new FontClass;
|
||||
|
||||
result = m_Font->Initialize(m_Direct3D->GetDevice(), m_Direct3D->GetDeviceContext(), 0);
|
||||
if (!result)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Set the strings we want to display.
|
||||
strcpy_s(testString1, "Yo");
|
||||
strcpy_s(testString2, "Les");
|
||||
strcpy_s(testString3, "Noobs !");
|
||||
|
||||
// Create and initialize the first text object.
|
||||
m_TextString1 = new TextClass;
|
||||
|
||||
result = m_TextString1->Initialize(m_Direct3D->GetDevice(), m_Direct3D->GetDeviceContext(), screenWidth, screenHeight, 32, m_Font, testString1, 25, screenHeight / 2 - m_Font->GetFontHeight(), 1.0f, 1.0f, 1.0f);
|
||||
if (!result)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Create and initialize the second text object.
|
||||
m_TextString2 = new TextClass;
|
||||
|
||||
result = m_TextString2->Initialize(m_Direct3D->GetDevice(), m_Direct3D->GetDeviceContext(), screenWidth, screenHeight, 32, m_Font, testString2, 250, screenHeight / 2 - m_Font->GetFontHeight(), 0.0f, 1.0f, 1.0f);
|
||||
if (!result)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Create and initialize the second text object.
|
||||
m_TextString3 = new TextClass;
|
||||
|
||||
result = m_TextString3->Initialize(m_Direct3D->GetDevice(), m_Direct3D->GetDeviceContext(), screenWidth, screenHeight, 32, m_Font, testString3, screenWidth / 2 - m_Font->GetSentencePixelLength(testString3), screenHeight / 2 - m_Font->GetFontHeight(), 1.0f, 1.0f, 0.0f);
|
||||
if (!result)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Create and initialize the texture shader object.
|
||||
m_TextureShader = new TextureShaderClass;
|
||||
|
||||
result = m_TextureShader->Initialize(m_Direct3D->GetDevice(), hwnd);
|
||||
if (!result)
|
||||
{
|
||||
MessageBox(hwnd, L"Could not initialize the texture shader object.", L"Error", MB_OK);
|
||||
return false;
|
||||
}
|
||||
|
||||
// Set the sprite info file we will be using.
|
||||
strcpy_s(spriteFilename, "sprite_data_01.txt");
|
||||
|
||||
// Create and initialize the sprite object.
|
||||
m_Sprite = new SpriteClass;
|
||||
|
||||
result = m_Sprite->Initialize(m_Direct3D->GetDevice(), m_Direct3D->GetDeviceContext(), screenWidth, screenHeight, spriteFilename, 50, 50);
|
||||
if (!result)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Create and initialize the timer object.
|
||||
m_Timer = new TimerClass;
|
||||
|
||||
result = m_Timer->Initialize();
|
||||
if (!result)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Set the file name of the bitmap file.
|
||||
strcpy_s(bitmapFilename, "stone01.tga");
|
||||
|
||||
// Create and initialize the bitmap object.
|
||||
m_Bitmap = new BitmapClass;
|
||||
|
||||
result = m_Bitmap->Initialize(m_Direct3D->GetDevice(), m_Direct3D->GetDeviceContext(), screenWidth, screenHeight, bitmapFilename, 50, 50);
|
||||
if (!result)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Create and initialize the multitexture shader object.
|
||||
m_MultiTextureShader = new MultiTextureShaderClass;
|
||||
|
||||
result = m_MultiTextureShader->Initialize(m_Direct3D->GetDevice(), hwnd);
|
||||
if (!result)
|
||||
{
|
||||
MessageBox(hwnd, L"Could not initialize the multitexture shader object.", L"Error", MB_OK);
|
||||
return false;
|
||||
}
|
||||
|
||||
// Set the file name of the model.
|
||||
strcpy_s(modelFilename, "cube.txt");
|
||||
|
||||
// Set the name of the texture file that we will be loading.
|
||||
strcpy_s(textureFilename, "stone01.tga");
|
||||
// Set the file name of the textures.
|
||||
strcpy_s(textureFilename1, "stone01.tga");
|
||||
strcpy_s(textureFilename2, "moss01.tga");
|
||||
|
||||
// Create and initialize the model object.
|
||||
m_Model = new ModelClass;
|
||||
|
||||
result = m_Model->Initialize(m_Direct3D->GetDevice(), m_Direct3D->GetDeviceContext(), modelFilename, textureFilename);
|
||||
result = m_Model->Initialize(m_Direct3D->GetDevice(), m_Direct3D->GetDeviceContext(), modelFilename, textureFilename1, textureFilename2);
|
||||
if (!result)
|
||||
{
|
||||
MessageBox(hwnd, L"Could not initialize the model object.", L"Error", MB_OK);
|
||||
return false;
|
||||
}
|
||||
|
||||
|
||||
// Create and initialize the light shader object.
|
||||
m_LightShader = new LightShaderClass;
|
||||
|
||||
@ -76,6 +199,7 @@ bool ApplicationClass::Initialize(int screenWidth, int screenHeight, HWND hwnd)
|
||||
MessageBox(hwnd, L"Could not initialize the light shader object.", L"Error", MB_OK);
|
||||
return false;
|
||||
}
|
||||
|
||||
// Set the number of lights we will use.
|
||||
m_numLights = 4;
|
||||
|
||||
@ -94,11 +218,25 @@ bool ApplicationClass::Initialize(int screenWidth, int screenHeight, HWND hwnd)
|
||||
|
||||
m_Lights[3].SetDiffuseColor(1.0f, 1.0f, 1.0f, 1.0f); // White
|
||||
m_Lights[3].SetPosition(3.0f, 1.0f, -3.0f);
|
||||
// Create and initialize the light object.
|
||||
m_Light = new LightClass;
|
||||
|
||||
m_Light->SetDiffuseColor(1.0f, 1.0f, 1.0f, 1.0f);
|
||||
m_Light->SetDirection(0.0f, -1.0f, 1.0f);
|
||||
// Create and initialize the fps object.
|
||||
m_Fps = new FpsClass();
|
||||
|
||||
m_Fps->Initialize();
|
||||
|
||||
// Set the initial fps and fps string.
|
||||
m_previousFps = -1;
|
||||
strcpy_s(fpsString, "Fps: 0");
|
||||
|
||||
// Create and initialize the text object for the fps string.
|
||||
m_FpsString = new TextClass;
|
||||
|
||||
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)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
|
||||
return true;
|
||||
}
|
||||
@ -106,11 +244,88 @@ bool ApplicationClass::Initialize(int screenWidth, int screenHeight, HWND hwnd)
|
||||
|
||||
void ApplicationClass::Shutdown()
|
||||
{
|
||||
// Release the light object.
|
||||
if (m_Lights)
|
||||
// Release the text object for the fps string.
|
||||
if (m_FpsString)
|
||||
{
|
||||
delete m_Lights;
|
||||
m_Lights = 0;
|
||||
m_FpsString->Shutdown();
|
||||
delete m_FpsString;
|
||||
m_FpsString = 0;
|
||||
}
|
||||
|
||||
// Release the fps object.
|
||||
if (m_Fps)
|
||||
{
|
||||
delete m_Fps;
|
||||
m_Fps = 0;
|
||||
}
|
||||
|
||||
|
||||
// Release the text string objects.
|
||||
if (m_TextString3)
|
||||
{
|
||||
m_TextString3->Shutdown();
|
||||
delete m_TextString3;
|
||||
m_TextString3 = 0;
|
||||
}
|
||||
|
||||
if (m_TextString2)
|
||||
{
|
||||
m_TextString2->Shutdown();
|
||||
delete m_TextString2;
|
||||
m_TextString2 = 0;
|
||||
}
|
||||
|
||||
if (m_TextString1)
|
||||
{
|
||||
m_TextString1->Shutdown();
|
||||
delete m_TextString1;
|
||||
m_TextString1 = 0;
|
||||
}
|
||||
|
||||
// Release the font object.
|
||||
if (m_Font)
|
||||
{
|
||||
m_Font->Shutdown();
|
||||
delete m_Font;
|
||||
m_Font = 0;
|
||||
}
|
||||
|
||||
// Release the font shader object.
|
||||
if (m_FontShader)
|
||||
{
|
||||
m_FontShader->Shutdown();
|
||||
delete m_FontShader;
|
||||
m_FontShader = 0;
|
||||
}
|
||||
|
||||
// Release the timer object.
|
||||
if (m_Timer)
|
||||
{
|
||||
delete m_Timer;
|
||||
m_Timer = 0;
|
||||
}
|
||||
|
||||
// Release the sprite object.
|
||||
if (m_Sprite)
|
||||
{
|
||||
m_Sprite->Shutdown();
|
||||
delete m_Sprite;
|
||||
m_Sprite = 0;
|
||||
}
|
||||
|
||||
// Release the light objects.
|
||||
if(m_Lights)
|
||||
{
|
||||
delete [] m_Lights;
|
||||
m_Lights = 0;
|
||||
}
|
||||
|
||||
// Release the light shader object.
|
||||
if (m_LightShader)
|
||||
{
|
||||
m_LightShader->Shutdown();
|
||||
delete m_LightShader;
|
||||
m_LightShader = 0;
|
||||
}
|
||||
|
||||
// Release the light shader object.
|
||||
@ -129,20 +344,27 @@ void ApplicationClass::Shutdown()
|
||||
m_Model = 0;
|
||||
}
|
||||
|
||||
// Release the camera object.
|
||||
if (m_Camera)
|
||||
// Release the multitexture shader object.
|
||||
if (m_MultiTextureShader)
|
||||
{
|
||||
delete m_Camera;
|
||||
m_Camera = 0;
|
||||
}
|
||||
m_MultiTextureShader->Shutdown();
|
||||
delete m_MultiTextureShader;
|
||||
m_MultiTextureShader = 0;
|
||||
// Release the bitmap object.
|
||||
if (m_Bitmap)
|
||||
{
|
||||
m_Bitmap->Shutdown();
|
||||
delete m_Bitmap;
|
||||
m_Bitmap = 0;
|
||||
}
|
||||
|
||||
// Release the D3D object.
|
||||
if (m_Direct3D)
|
||||
{
|
||||
m_Direct3D->Shutdown();
|
||||
delete m_Direct3D;
|
||||
m_Direct3D = 0;
|
||||
}
|
||||
// Release the texture shader object.
|
||||
if (m_TextureShader)
|
||||
{
|
||||
m_TextureShader->Shutdown();
|
||||
delete m_TextureShader;
|
||||
m_TextureShader = 0;
|
||||
}
|
||||
|
||||
// Liberez la memoire pour chaque cube
|
||||
for (auto cube : m_cubes)
|
||||
@ -160,15 +382,43 @@ void ApplicationClass::Shutdown()
|
||||
}
|
||||
m_terrainChunk.clear();
|
||||
|
||||
|
||||
// Release the camera object.
|
||||
if (m_Camera)
|
||||
{
|
||||
delete m_Camera;
|
||||
m_Camera = 0;
|
||||
}
|
||||
|
||||
// Release the D3D object.
|
||||
if (m_Direct3D)
|
||||
{
|
||||
m_Direct3D->Shutdown();
|
||||
delete m_Direct3D;
|
||||
m_Direct3D = 0;
|
||||
}
|
||||
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
bool ApplicationClass::Frame()
|
||||
{
|
||||
float frameTime;
|
||||
static float rotation = 0.0f;
|
||||
static float x = 2.f;
|
||||
static float y = 0.f;
|
||||
static float z = 0.f;
|
||||
bool result;
|
||||
|
||||
// Update the frames per second each frame.
|
||||
result = UpdateFps();
|
||||
if (!result)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Update the rotation variable each frame.
|
||||
rotation -= 0.0174532925f * speed;
|
||||
if (rotation < 0.0f)
|
||||
@ -176,20 +426,38 @@ bool ApplicationClass::Frame()
|
||||
rotation += 360.0f;
|
||||
}
|
||||
|
||||
// Update the x position variable each frame.
|
||||
x -= 0.0174532925f * 0.54672f;
|
||||
|
||||
y -= 0.0174532925f * 0.8972f;
|
||||
|
||||
// Update the z position variable each frame.
|
||||
z -= 0.0174532925f * 0.8972f;
|
||||
|
||||
|
||||
// Render the graphics scene.
|
||||
result = Render(rotation);
|
||||
result = Render(rotation, x, y, z);
|
||||
if (!result)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Update the system stats.
|
||||
m_Timer->Frame();
|
||||
|
||||
// Get the current frame time.
|
||||
frameTime = m_Timer->GetTime();
|
||||
|
||||
// Update the sprite object using the frame time.
|
||||
m_Sprite->Update(frameTime);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
bool ApplicationClass::Render(float rotation)
|
||||
bool ApplicationClass::Render(float rotation, float x, float y, float z)
|
||||
{
|
||||
XMMATRIX worldMatrix, rotateMatrix, translateMatrix, scaleMatrix, srMatrix, viewMatrix, projectionMatrix;;
|
||||
XMMATRIX worldMatrix, viewMatrix, orthoMatrix, projectionMatrix, rotateMatrix, translateMatrix, scaleMatrix, srMatrix;
|
||||
XMFLOAT4 diffuseColor[4], lightPosition[4];
|
||||
int i;
|
||||
bool result;
|
||||
@ -204,6 +472,112 @@ bool ApplicationClass::Render(float rotation)
|
||||
m_Direct3D->GetWorldMatrix(worldMatrix);
|
||||
viewMatrix = m_Camera->GetViewMatrix();
|
||||
m_Direct3D->GetProjectionMatrix(projectionMatrix);
|
||||
m_Direct3D->GetOrthoMatrix(orthoMatrix);
|
||||
|
||||
// Disable the Z buffer and enable alpha blending for 2D rendering.
|
||||
m_Direct3D->TurnZBufferOff();
|
||||
m_Direct3D->EnableAlphaBlending();
|
||||
|
||||
// Render the fps text string using the font shader.
|
||||
m_FpsString->Render(m_Direct3D->GetDeviceContext());
|
||||
|
||||
result = m_FontShader->Render(m_Direct3D->GetDeviceContext(), m_FpsString->GetIndexCount(), worldMatrix, viewMatrix, orthoMatrix,
|
||||
m_Font->GetTexture(), m_FpsString->GetPixelColor());
|
||||
if (!result)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Render the first text string using the font shader.
|
||||
m_TextString1->Render(m_Direct3D->GetDeviceContext());
|
||||
|
||||
result = m_FontShader->Render(m_Direct3D->GetDeviceContext(), m_TextString1->GetIndexCount(), worldMatrix, viewMatrix, orthoMatrix,
|
||||
m_Font->GetTexture(), m_TextString1->GetPixelColor());
|
||||
if (!result)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Render the second text string using the font shader.
|
||||
m_TextString2->Render(m_Direct3D->GetDeviceContext());
|
||||
|
||||
result = m_FontShader->Render(m_Direct3D->GetDeviceContext(), m_TextString2->GetIndexCount(), worldMatrix, viewMatrix, orthoMatrix,
|
||||
m_Font->GetTexture(), m_TextString2->GetPixelColor());
|
||||
if (!result)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Render the second text string using the font shader.
|
||||
m_TextString3->Render(m_Direct3D->GetDeviceContext());
|
||||
|
||||
result = m_FontShader->Render(m_Direct3D->GetDeviceContext(), m_TextString3->GetIndexCount(), worldMatrix, viewMatrix, orthoMatrix,
|
||||
m_Font->GetTexture(), m_TextString3->GetPixelColor());
|
||||
if (!result)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Put the sprite vertex and index buffers on the graphics pipeline to prepare them for drawing.
|
||||
result = m_Sprite->Render(m_Direct3D->GetDeviceContext());
|
||||
if (!result)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Render the sprite with the texture shader.
|
||||
result = m_TextureShader->Render(m_Direct3D->GetDeviceContext(), m_Sprite->GetIndexCount(), worldMatrix, viewMatrix, orthoMatrix, m_Sprite->GetTexture());
|
||||
if (!result)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Put the bitmap vertex and index buffers on the graphics pipeline to prepare them for drawing.
|
||||
result = m_Bitmap->Render(m_Direct3D->GetDeviceContext());
|
||||
if (!result)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
m_Bitmap->SetRenderLocation(1200, 50);
|
||||
|
||||
// Render the bitmap with the texture shader.
|
||||
result = m_TextureShader->Render(m_Direct3D->GetDeviceContext(), m_Bitmap->GetIndexCount(), worldMatrix, viewMatrix, orthoMatrix, m_Bitmap->GetTexture());
|
||||
if (!result)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Get the light properties.
|
||||
for (i = 0; i < m_numLights; i++)
|
||||
{
|
||||
// Create the diffuse color array from the four light colors.
|
||||
diffuseColor[i] = m_Lights[i].GetDiffuseColor();
|
||||
|
||||
// Create the light position array from the four light positions.
|
||||
lightPosition[i] = m_Lights[i].GetPosition();
|
||||
}
|
||||
|
||||
|
||||
|
||||
scaleMatrix = XMMatrixScaling(0.5f, 0.5f, 0.5f); // Build the scaling matrix.
|
||||
rotateMatrix = XMMatrixRotationY(rotation); // Build the rotation matrix.
|
||||
translateMatrix = XMMatrixTranslation(x, y, z); // Build the translation matrix.
|
||||
|
||||
// Multiply the scale, rotation, and translation matrices together to create the final world transformation matrix.
|
||||
srMatrix = XMMatrixMultiply(scaleMatrix, rotateMatrix);
|
||||
worldMatrix = XMMatrixMultiply(srMatrix, translateMatrix);
|
||||
|
||||
// Render the model using the multitexture shader.
|
||||
m_Model->Render(m_Direct3D->GetDeviceContext());
|
||||
|
||||
scaleMatrix = XMMatrixScaling(2.0f, 2.0f, 2.0f); // Build the scaling matrix.
|
||||
rotateMatrix = XMMatrixRotationY(-rotation); // Build the rotation matrix.
|
||||
translateMatrix = XMMatrixTranslation(-x, -y, -z); // Build the translation matrix.
|
||||
|
||||
// Multiply the scale, rotation, and translation matrices together to create the final world transformation matrix.
|
||||
srMatrix = XMMatrixMultiply(scaleMatrix, rotateMatrix);
|
||||
worldMatrix = XMMatrixMultiply(srMatrix, translateMatrix);
|
||||
|
||||
// Get the light properties.
|
||||
for (i = 0; i < m_numLights; i++)
|
||||
@ -217,7 +591,15 @@ bool ApplicationClass::Render(float rotation)
|
||||
// Put the model vertex and index buffers on the graphics pipeline to prepare them for drawing.
|
||||
m_Model->Render(m_Direct3D->GetDeviceContext());
|
||||
|
||||
|
||||
// Render the model using the light shader.
|
||||
result = m_LightShader->Render(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix, m_Model->GetTexture(0),
|
||||
diffuseColor, lightPosition);
|
||||
|
||||
if (!result)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
for (auto cube : m_cubes)
|
||||
{
|
||||
cube->Render(m_Direct3D->GetDeviceContext());
|
||||
@ -236,7 +618,7 @@ bool ApplicationClass::Render(float rotation)
|
||||
srMatrix = XMMatrixMultiply(scaleMatrix, rotateMatrix);
|
||||
worldMatrix = XMMatrixMultiply(srMatrix, translateMatrix);
|
||||
|
||||
result = m_LightShader->Render(m_Direct3D->GetDeviceContext(), cube->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix, cube->GetTexture(),
|
||||
result = m_LightShader->Render(m_Direct3D->GetDeviceContext(), cube->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix, cube->GetTexture(0),
|
||||
diffuseColor, lightPosition);
|
||||
if (!result)
|
||||
{
|
||||
@ -256,7 +638,7 @@ bool ApplicationClass::Render(float rotation)
|
||||
srMatrix = XMMatrixMultiply(scaleMatrix, rotateMatrix);
|
||||
worldMatrix = XMMatrixMultiply(srMatrix, translateMatrix);
|
||||
|
||||
result = m_LightShader->Render(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix, m_Model->GetTexture(),
|
||||
result = m_LightShader->Render(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix, m_Model->GetTexture(0),
|
||||
diffuseColor, lightPosition);
|
||||
if (!result)
|
||||
{
|
||||
@ -264,6 +646,17 @@ bool ApplicationClass::Render(float rotation)
|
||||
}
|
||||
}
|
||||
|
||||
// Render the model using the multitexture shader.
|
||||
result = m_MultiTextureShader->Render(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix,
|
||||
m_Model->GetTexture(0), m_Model->GetTexture(1));
|
||||
if (!result)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Enable the Z buffer and disable alpha blending now that 2D rendering is complete.
|
||||
m_Direct3D->TurnZBufferOn();
|
||||
m_Direct3D->DisableAlphaBlending();
|
||||
|
||||
// Present the rendered scene to the screen.
|
||||
m_Direct3D->EndScene();
|
||||
@ -308,8 +701,6 @@ void ApplicationClass::GenerateTerrain()
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
void ApplicationClass::AddCube()
|
||||
{
|
||||
char modelFilename[128];
|
||||
@ -348,4 +739,72 @@ void ApplicationClass::DeleteTerrain()
|
||||
delete cube;
|
||||
}
|
||||
m_terrainChunk.clear();
|
||||
bool ApplicationClass::UpdateFps()
|
||||
{
|
||||
int fps;
|
||||
char tempString[16], finalString[16];
|
||||
float red, green, blue;
|
||||
bool result;
|
||||
|
||||
|
||||
// Update the fps each frame.
|
||||
m_Fps->Frame();
|
||||
|
||||
// Get the current fps.
|
||||
fps = m_Fps->GetFps();
|
||||
|
||||
// Check if the fps from the previous frame was the same, if so don't need to update the text string.
|
||||
if (m_previousFps == fps)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
// Store the fps for checking next frame.
|
||||
m_previousFps = fps;
|
||||
|
||||
// Truncate the fps to below 100,000.
|
||||
if (fps > 99999)
|
||||
{
|
||||
fps = 99999;
|
||||
}
|
||||
|
||||
// Convert the fps integer to string format.
|
||||
sprintf_s(tempString, "%d", fps);
|
||||
|
||||
// Setup the fps string.
|
||||
strcpy_s(finalString, "Fps: ");
|
||||
strcat_s(finalString, tempString);
|
||||
|
||||
// If fps is 60 or above set the fps color to green.
|
||||
if (fps >= 60)
|
||||
{
|
||||
red = 0.0f;
|
||||
green = 1.0f;
|
||||
blue = 0.0f;
|
||||
}
|
||||
|
||||
// If fps is below 60 set the fps color to yellow.
|
||||
if (fps < 60)
|
||||
{
|
||||
red = 1.0f;
|
||||
green = 1.0f;
|
||||
blue = 0.0f;
|
||||
}
|
||||
|
||||
// If fps is below 30 set the fps color to red.
|
||||
if (fps < 30)
|
||||
{
|
||||
red = 1.0f;
|
||||
green = 0.0f;
|
||||
blue = 0.0f;
|
||||
}
|
||||
|
||||
// Update the sentence vertex buffer with the new string information.
|
||||
result = m_FpsString->UpdateText(m_Direct3D->GetDeviceContext(), m_Font, finalString, 10, 10, red, green, blue);
|
||||
if (!result)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
@ -12,6 +12,15 @@
|
||||
#include "lightclass.h"
|
||||
#include <vector>
|
||||
|
||||
#include "multitextureshaderclass.h"
|
||||
#include "bitmapclass.h"
|
||||
#include "textureshaderclass.h"
|
||||
#include "spriteclass.h"
|
||||
#include "timerclass.h"
|
||||
#include "fontshaderclass.h"
|
||||
#include "fontclass.h"
|
||||
#include "textclass.h"
|
||||
#include "fpsclass.h"
|
||||
|
||||
/////////////
|
||||
// GLOBALS //
|
||||
@ -55,21 +64,32 @@ public:
|
||||
|
||||
|
||||
private:
|
||||
bool Render(float);
|
||||
|
||||
bool Render(float, float, float, float);
|
||||
bool UpdateFps();
|
||||
private:
|
||||
D3DClass* m_Direct3D;
|
||||
CameraClass* m_Camera;
|
||||
ModelClass* m_Model;
|
||||
IDXGISwapChain* m_swapChain;
|
||||
LightShaderClass* m_LightShader;
|
||||
LightClass* m_Light;
|
||||
float speed = 0.1f;
|
||||
Object* m_SelectedObject;
|
||||
LightClass* m_Lights;
|
||||
int m_numLights;
|
||||
std::vector<Object*> m_cubes;
|
||||
std::vector<Object*> m_terrainChunk;
|
||||
LightShaderClass* m_LightShader;
|
||||
LightClass* m_Light;
|
||||
MultiTextureShaderClass* m_MultiTextureShader;
|
||||
ModelClass* m_Model;
|
||||
TextureShaderClass* m_TextureShader;
|
||||
BitmapClass* m_Bitmap;
|
||||
SpriteClass* m_Sprite;
|
||||
TimerClass* m_Timer;
|
||||
LightClass* m_Lights;
|
||||
int m_numLights;
|
||||
FontShaderClass* m_FontShader;
|
||||
FontClass* m_Font;
|
||||
TextClass *m_TextString1, *m_TextString2, *m_TextString3;
|
||||
FpsClass* m_Fps;
|
||||
TextClass* m_FpsString;
|
||||
int m_previousFps;
|
||||
};
|
||||
|
||||
#endif
|
333
enginecustom/bitmapclass.cpp
Normal file
@ -0,0 +1,333 @@
|
||||
#include "bitmapclass.h"
|
||||
|
||||
BitmapClass::BitmapClass()
|
||||
{
|
||||
m_vertexBuffer = 0;
|
||||
m_indexBuffer = 0;
|
||||
m_Texture = 0;
|
||||
}
|
||||
|
||||
|
||||
BitmapClass::BitmapClass(const BitmapClass& other)
|
||||
{
|
||||
}
|
||||
|
||||
|
||||
BitmapClass::~BitmapClass()
|
||||
{
|
||||
}
|
||||
|
||||
|
||||
bool BitmapClass::Initialize(ID3D11Device* device, ID3D11DeviceContext* deviceContext, int screenWidth, int screenHeight, char* textureFilename, int renderX, int renderY)
|
||||
{
|
||||
bool result;
|
||||
|
||||
// Store the screen size.
|
||||
m_screenWidth = screenWidth;
|
||||
m_screenHeight = screenHeight;
|
||||
|
||||
// Store where the bitmap should be rendered to.
|
||||
m_renderX = renderX;
|
||||
m_renderY = renderY;
|
||||
|
||||
// Initialize the vertex and index buffer that hold the geometry for the bitmap quad.
|
||||
result = InitializeBuffers(device);
|
||||
if (!result)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Load the texture for this bitmap.
|
||||
result = LoadTexture(device, deviceContext, textureFilename);
|
||||
if (!result)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void BitmapClass::Shutdown()
|
||||
{
|
||||
// Release the bitmap texture.
|
||||
ReleaseTexture();
|
||||
|
||||
// Release the vertex and index buffers.
|
||||
ShutdownBuffers();
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
bool BitmapClass::Render(ID3D11DeviceContext* deviceContext)
|
||||
{
|
||||
bool result;
|
||||
|
||||
|
||||
// Update the buffers if the position of the bitmap has changed from its original position.
|
||||
result = UpdateBuffers(deviceContext);
|
||||
if (!result)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Put the vertex and index buffers on the graphics pipeline to prepare them for drawing.
|
||||
RenderBuffers(deviceContext);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
int BitmapClass::GetIndexCount()
|
||||
{
|
||||
return m_indexCount;
|
||||
}
|
||||
|
||||
ID3D11ShaderResourceView* BitmapClass::GetTexture()
|
||||
{
|
||||
return m_Texture->GetTexture();
|
||||
}
|
||||
|
||||
bool BitmapClass::InitializeBuffers(ID3D11Device* device)
|
||||
{
|
||||
VertexType* vertices;
|
||||
unsigned long* indices;
|
||||
D3D11_BUFFER_DESC vertexBufferDesc, indexBufferDesc;
|
||||
D3D11_SUBRESOURCE_DATA vertexData, indexData;
|
||||
HRESULT result;
|
||||
int i;
|
||||
|
||||
// Initialize the previous rendering position to negative one.
|
||||
m_prevPosX = -1;
|
||||
m_prevPosY = -1;
|
||||
|
||||
// Set the number of vertices in the vertex array.
|
||||
m_vertexCount = 6;
|
||||
|
||||
// Set the number of indices in the index array.
|
||||
m_indexCount = m_vertexCount;
|
||||
|
||||
// Create the vertex array.
|
||||
vertices = new VertexType[m_vertexCount];
|
||||
|
||||
// Create the index array.
|
||||
indices = new unsigned long[m_indexCount];
|
||||
|
||||
// Initialize vertex array to zeros at first.
|
||||
memset(vertices, 0, (sizeof(VertexType) * m_vertexCount));
|
||||
|
||||
// Load the index array with data.
|
||||
for (i = 0; i < m_indexCount; i++)
|
||||
{
|
||||
indices[i] = i;
|
||||
}
|
||||
|
||||
// Set up the description of the dynamic vertex buffer.
|
||||
vertexBufferDesc.Usage = D3D11_USAGE_DYNAMIC;
|
||||
vertexBufferDesc.ByteWidth = sizeof(VertexType) * m_vertexCount;
|
||||
vertexBufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
|
||||
vertexBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
|
||||
vertexBufferDesc.MiscFlags = 0;
|
||||
vertexBufferDesc.StructureByteStride = 0;
|
||||
|
||||
// Give the subresource structure a pointer to the vertex data.
|
||||
vertexData.pSysMem = vertices;
|
||||
vertexData.SysMemPitch = 0;
|
||||
vertexData.SysMemSlicePitch = 0;
|
||||
|
||||
// Now finally create the vertex buffer.
|
||||
result = device->CreateBuffer(&vertexBufferDesc, &vertexData, &m_vertexBuffer);
|
||||
if (FAILED(result))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Set up the description of the index buffer.
|
||||
indexBufferDesc.Usage = D3D11_USAGE_DEFAULT;
|
||||
indexBufferDesc.ByteWidth = sizeof(unsigned long) * m_indexCount;
|
||||
indexBufferDesc.BindFlags = D3D11_BIND_INDEX_BUFFER;
|
||||
indexBufferDesc.CPUAccessFlags = 0;
|
||||
indexBufferDesc.MiscFlags = 0;
|
||||
indexBufferDesc.StructureByteStride = 0;
|
||||
|
||||
// Give the subresource structure a pointer to the index data.
|
||||
indexData.pSysMem = indices;
|
||||
indexData.SysMemPitch = 0;
|
||||
indexData.SysMemSlicePitch = 0;
|
||||
|
||||
// Create the index buffer.
|
||||
result = device->CreateBuffer(&indexBufferDesc, &indexData, &m_indexBuffer);
|
||||
if (FAILED(result))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Release the arrays now that the vertex and index buffers have been created and loaded.
|
||||
delete[] vertices;
|
||||
vertices = 0;
|
||||
|
||||
delete[] indices;
|
||||
indices = 0;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void BitmapClass::ShutdownBuffers()
|
||||
{
|
||||
// Release the index buffer.
|
||||
if (m_indexBuffer)
|
||||
{
|
||||
m_indexBuffer->Release();
|
||||
m_indexBuffer = 0;
|
||||
}
|
||||
|
||||
// Release the vertex buffer.
|
||||
if (m_vertexBuffer)
|
||||
{
|
||||
m_vertexBuffer->Release();
|
||||
m_vertexBuffer = 0;
|
||||
}
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
bool BitmapClass::UpdateBuffers(ID3D11DeviceContext* deviceContent)
|
||||
{
|
||||
float left, right, top, bottom;
|
||||
VertexType* vertices;
|
||||
D3D11_MAPPED_SUBRESOURCE mappedResource;
|
||||
VertexType* dataPtr;
|
||||
HRESULT result;
|
||||
|
||||
// If the position we are rendering this bitmap to hasn't changed then don't update the vertex buffer.
|
||||
if ((m_prevPosX == m_renderX) && (m_prevPosY == m_renderY))
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
// If the rendering location has changed then store the new position and update the vertex buffer.
|
||||
m_prevPosX = m_renderX;
|
||||
m_prevPosY = m_renderY;
|
||||
|
||||
// Create the vertex array.
|
||||
vertices = new VertexType[m_vertexCount];
|
||||
|
||||
// Calculate the screen coordinates of the left side of the bitmap.
|
||||
left = (float)((m_screenWidth / 2) * -1) + (float)m_renderX;
|
||||
|
||||
// Calculate the screen coordinates of the right side of the bitmap.
|
||||
right = left + (float)m_bitmapWidth;
|
||||
|
||||
// Calculate the screen coordinates of the top of the bitmap.
|
||||
top = (float)(m_screenHeight / 2) - (float)m_renderY;
|
||||
|
||||
// Calculate the screen coordinates of the bottom of the bitmap.
|
||||
bottom = top - (float)m_bitmapHeight;
|
||||
|
||||
// Load the vertex array with data.
|
||||
// First triangle.
|
||||
vertices[0].position = XMFLOAT3(left, top, 0.0f); // Top left.
|
||||
vertices[0].texture = XMFLOAT2(0.0f, 0.0f);
|
||||
|
||||
vertices[1].position = XMFLOAT3(right, bottom, 0.0f); // Bottom right.
|
||||
vertices[1].texture = XMFLOAT2(1.0f, 1.0f);
|
||||
|
||||
vertices[2].position = XMFLOAT3(left, bottom, 0.0f); // Bottom left.
|
||||
vertices[2].texture = XMFLOAT2(0.0f, 1.0f);
|
||||
|
||||
// Second triangle.
|
||||
vertices[3].position = XMFLOAT3(left, top, 0.0f); // Top left.
|
||||
vertices[3].texture = XMFLOAT2(0.0f, 0.0f);
|
||||
|
||||
vertices[4].position = XMFLOAT3(right, top, 0.0f); // Top right.
|
||||
vertices[4].texture = XMFLOAT2(1.0f, 0.0f);
|
||||
|
||||
vertices[5].position = XMFLOAT3(right, bottom, 0.0f); // Bottom right.
|
||||
vertices[5].texture = XMFLOAT2(1.0f, 1.0f);
|
||||
|
||||
// Lock the vertex buffer.
|
||||
result = deviceContent->Map(m_vertexBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
|
||||
if (FAILED(result))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Get a pointer to the data in the constant buffer.
|
||||
dataPtr = (VertexType*)mappedResource.pData;
|
||||
|
||||
// Copy the data into the vertex buffer.
|
||||
memcpy(dataPtr, (void*)vertices, (sizeof(VertexType) * m_vertexCount));
|
||||
|
||||
// Unlock the vertex buffer.
|
||||
deviceContent->Unmap(m_vertexBuffer, 0);
|
||||
|
||||
// Release the pointer reference.
|
||||
dataPtr = 0;
|
||||
|
||||
// Release the vertex array as it is no longer needed.
|
||||
delete[] vertices;
|
||||
vertices = 0;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void BitmapClass::RenderBuffers(ID3D11DeviceContext* deviceContext)
|
||||
{
|
||||
unsigned int stride;
|
||||
unsigned int offset;
|
||||
|
||||
|
||||
// Set vertex buffer stride and offset.
|
||||
stride = sizeof(VertexType);
|
||||
offset = 0;
|
||||
|
||||
// Set the vertex buffer to active in the input assembler so it can be rendered.
|
||||
deviceContext->IASetVertexBuffers(0, 1, &m_vertexBuffer, &stride, &offset);
|
||||
|
||||
// Set the index buffer to active in the input assembler so it can be rendered.
|
||||
deviceContext->IASetIndexBuffer(m_indexBuffer, DXGI_FORMAT_R32_UINT, 0);
|
||||
|
||||
// Set the type of primitive that should be rendered from this vertex buffer, in this case triangles.
|
||||
deviceContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
bool BitmapClass::LoadTexture(ID3D11Device* device, ID3D11DeviceContext* deviceContext, char* filename)
|
||||
{
|
||||
bool result;
|
||||
|
||||
|
||||
// Create and initialize the texture object.
|
||||
m_Texture = new TextureClass;
|
||||
|
||||
result = m_Texture->Initialize(device, deviceContext, filename);
|
||||
if (!result)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Store the size in pixels that this bitmap should be rendered at.
|
||||
m_bitmapWidth = m_Texture->GetWidth();
|
||||
m_bitmapHeight = m_Texture->GetHeight();
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void BitmapClass::ReleaseTexture()
|
||||
{
|
||||
// Release the texture object.
|
||||
if (m_Texture)
|
||||
{
|
||||
m_Texture->Shutdown();
|
||||
delete m_Texture;
|
||||
m_Texture = 0;
|
||||
}
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
void BitmapClass::SetRenderLocation(int x, int y)
|
||||
{
|
||||
m_renderX = x;
|
||||
m_renderY = y;
|
||||
return;
|
||||
}
|
58
enginecustom/bitmapclass.h
Normal file
@ -0,0 +1,58 @@
|
||||
#ifndef _BITMAPCLASS_H_
|
||||
#define _BITMAPCLASS_H_
|
||||
|
||||
|
||||
//////////////
|
||||
// INCLUDES //
|
||||
//////////////
|
||||
#include <directxmath.h>
|
||||
using namespace DirectX;
|
||||
|
||||
|
||||
///////////////////////
|
||||
// MY CLASS INCLUDES //
|
||||
///////////////////////
|
||||
#include "textureclass.h"
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
// Class name: BitmapClass
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
class BitmapClass
|
||||
{
|
||||
private:
|
||||
struct VertexType
|
||||
{
|
||||
XMFLOAT3 position;
|
||||
XMFLOAT2 texture;
|
||||
};
|
||||
|
||||
public:
|
||||
BitmapClass();
|
||||
BitmapClass(const BitmapClass&);
|
||||
~BitmapClass();
|
||||
|
||||
bool Initialize(ID3D11Device*, ID3D11DeviceContext*, int, int, char*, int, int);
|
||||
void Shutdown();
|
||||
bool Render(ID3D11DeviceContext*);
|
||||
|
||||
int GetIndexCount();
|
||||
ID3D11ShaderResourceView* GetTexture();
|
||||
|
||||
void SetRenderLocation(int, int);
|
||||
|
||||
private:
|
||||
bool InitializeBuffers(ID3D11Device*);
|
||||
void ShutdownBuffers();
|
||||
bool UpdateBuffers(ID3D11DeviceContext*);
|
||||
void RenderBuffers(ID3D11DeviceContext*);
|
||||
|
||||
bool LoadTexture(ID3D11Device*, ID3D11DeviceContext*, char*);
|
||||
void ReleaseTexture();
|
||||
private:
|
||||
ID3D11Buffer* m_vertexBuffer, * m_indexBuffer;
|
||||
int m_vertexCount, m_indexCount, m_screenWidth, m_screenHeight, m_bitmapWidth, m_bitmapHeight, m_renderX, m_renderY, m_prevPosX, m_prevPosY;
|
||||
TextureClass* m_Texture;
|
||||
};
|
||||
|
||||
#endif
|
@ -37,4 +37,4 @@ Data:
|
||||
-1.0 -1.0 1.0 0.0 1.0 0.0 -1.0 0.0
|
||||
-1.0 -1.0 1.0 0.0 1.0 0.0 -1.0 0.0
|
||||
1.0 -1.0 -1.0 1.0 0.0 0.0 -1.0 0.0
|
||||
1.0 -1.0 1.0 1.0 1.0 0.0 -1.0 0.0
|
||||
1.0 -1.0 1.0 1.0 1.0 0.0 -1.0 0.0
|
||||
|
@ -14,6 +14,9 @@ D3DClass::D3DClass()
|
||||
m_depthStencilState = 0;
|
||||
m_depthStencilView = 0;
|
||||
m_rasterState = 0;
|
||||
m_depthDisabledStencilState = 0;
|
||||
m_alphaEnableBlendingState = 0;
|
||||
m_alphaDisableBlendingState = 0;
|
||||
}
|
||||
|
||||
|
||||
@ -46,7 +49,8 @@ bool D3DClass::Initialize(int screenWidth, int screenHeight, bool vsync, HWND hw
|
||||
D3D11_DEPTH_STENCIL_VIEW_DESC depthStencilViewDesc;
|
||||
D3D11_RASTERIZER_DESC rasterDesc;
|
||||
float fieldOfView, screenAspect;
|
||||
|
||||
D3D11_DEPTH_STENCIL_DESC depthDisabledStencilDesc;
|
||||
D3D11_BLEND_DESC blendStateDescription;
|
||||
|
||||
// Store the vsync setting.
|
||||
m_vsync_enabled = vsync;
|
||||
@ -346,6 +350,63 @@ bool D3DClass::Initialize(int screenWidth, int screenHeight, bool vsync, HWND hw
|
||||
// Create an orthographic projection matrix for 2D rendering.
|
||||
m_orthoMatrix = XMMatrixOrthographicLH((float)screenWidth, (float)screenHeight, screenNear, screenDepth);
|
||||
|
||||
// Clear the second depth stencil state before setting the parameters.
|
||||
ZeroMemory(&depthDisabledStencilDesc, sizeof(depthDisabledStencilDesc));
|
||||
|
||||
// Now create a second depth stencil state which turns off the Z buffer for 2D rendering. The only difference is
|
||||
// that DepthEnable is set to false, all other parameters are the same as the other depth stencil state.
|
||||
depthDisabledStencilDesc.DepthEnable = false;
|
||||
depthDisabledStencilDesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
|
||||
depthDisabledStencilDesc.DepthFunc = D3D11_COMPARISON_LESS;
|
||||
depthDisabledStencilDesc.StencilEnable = true;
|
||||
depthDisabledStencilDesc.StencilReadMask = 0xFF;
|
||||
depthDisabledStencilDesc.StencilWriteMask = 0xFF;
|
||||
depthDisabledStencilDesc.FrontFace.StencilFailOp = D3D11_STENCIL_OP_KEEP;
|
||||
depthDisabledStencilDesc.FrontFace.StencilDepthFailOp = D3D11_STENCIL_OP_INCR;
|
||||
depthDisabledStencilDesc.FrontFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
|
||||
depthDisabledStencilDesc.FrontFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
|
||||
depthDisabledStencilDesc.BackFace.StencilFailOp = D3D11_STENCIL_OP_KEEP;
|
||||
depthDisabledStencilDesc.BackFace.StencilDepthFailOp = D3D11_STENCIL_OP_DECR;
|
||||
depthDisabledStencilDesc.BackFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
|
||||
depthDisabledStencilDesc.BackFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
|
||||
|
||||
// Create the state using the device.
|
||||
result = m_device->CreateDepthStencilState(&depthDisabledStencilDesc, &m_depthDisabledStencilState);
|
||||
if (FAILED(result))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Clear the blend state description.
|
||||
ZeroMemory(&blendStateDescription, sizeof(D3D11_BLEND_DESC));
|
||||
|
||||
// Create an alpha enabled blend state description.
|
||||
blendStateDescription.RenderTarget[0].BlendEnable = TRUE;
|
||||
blendStateDescription.RenderTarget[0].SrcBlend = D3D11_BLEND_ONE;
|
||||
blendStateDescription.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC_ALPHA;
|
||||
blendStateDescription.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD;
|
||||
blendStateDescription.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ONE;
|
||||
blendStateDescription.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO;
|
||||
blendStateDescription.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
|
||||
blendStateDescription.RenderTarget[0].RenderTargetWriteMask = 0x0f;
|
||||
|
||||
// Create the blend state using the description.
|
||||
result = m_device->CreateBlendState(&blendStateDescription, &m_alphaEnableBlendingState);
|
||||
if (FAILED(result))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Modify the description to create an alpha disabled blend state description.
|
||||
blendStateDescription.RenderTarget[0].BlendEnable = FALSE;
|
||||
|
||||
// Create the blend state using the description.
|
||||
result = m_device->CreateBlendState(&blendStateDescription, &m_alphaDisableBlendingState);
|
||||
if (FAILED(result))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
@ -358,6 +419,24 @@ void D3DClass::Shutdown()
|
||||
m_swapChain->SetFullscreenState(false, NULL);
|
||||
}
|
||||
|
||||
if (m_alphaEnableBlendingState)
|
||||
{
|
||||
m_alphaEnableBlendingState->Release();
|
||||
m_alphaEnableBlendingState = 0;
|
||||
}
|
||||
|
||||
if (m_alphaDisableBlendingState)
|
||||
{
|
||||
m_alphaDisableBlendingState->Release();
|
||||
m_alphaDisableBlendingState = 0;
|
||||
}
|
||||
|
||||
if (m_depthDisabledStencilState)
|
||||
{
|
||||
m_depthDisabledStencilState->Release();
|
||||
m_depthDisabledStencilState = 0;
|
||||
}
|
||||
|
||||
if (m_rasterState)
|
||||
{
|
||||
m_rasterState->Release();
|
||||
@ -598,4 +677,51 @@ void D3DClass::ResizeSwapChain(int newWidth, int newHeight)
|
||||
m_viewport.Width = static_cast<float>(newWidth);
|
||||
m_viewport.Height = static_cast<float>(newHeight);
|
||||
m_deviceContext->RSSetViewports(1, &m_viewport);
|
||||
}
|
||||
}
|
||||
|
||||
void D3DClass::TurnZBufferOn()
|
||||
{
|
||||
m_deviceContext->OMSetDepthStencilState(m_depthStencilState, 1);
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
void D3DClass::TurnZBufferOff()
|
||||
{
|
||||
m_deviceContext->OMSetDepthStencilState(m_depthDisabledStencilState, 1);
|
||||
return;
|
||||
}
|
||||
|
||||
void D3DClass::EnableAlphaBlending()
|
||||
{
|
||||
float blendFactor[4];
|
||||
|
||||
|
||||
// Setup the blend factor.
|
||||
blendFactor[0] = 0.0f;
|
||||
blendFactor[1] = 0.0f;
|
||||
blendFactor[2] = 0.0f;
|
||||
blendFactor[3] = 0.0f;
|
||||
|
||||
// Turn on the alpha blending.
|
||||
m_deviceContext->OMSetBlendState(m_alphaEnableBlendingState, blendFactor, 0xffffffff);
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
void D3DClass::DisableAlphaBlending()
|
||||
{
|
||||
float blendFactor[4];
|
||||
|
||||
|
||||
// Setup the blend factor.
|
||||
blendFactor[0] = 0.0f;
|
||||
blendFactor[1] = 0.0f;
|
||||
blendFactor[2] = 0.0f;
|
||||
blendFactor[3] = 0.0f;
|
||||
|
||||
// Turn off the alpha blending.
|
||||
m_deviceContext->OMSetBlendState(m_alphaDisableBlendingState, blendFactor, 0xffffffff);
|
||||
|
||||
return;
|
||||
}
|
||||
|
@ -16,11 +16,13 @@
|
||||
//////////////
|
||||
// INCLUDES //
|
||||
//////////////
|
||||
#include <d3d11.h>
|
||||
#include <directxmath.h>
|
||||
#include "imguiManager.h"
|
||||
using namespace DirectX;
|
||||
#include "d3d11.h"
|
||||
#include "fontshaderclass.h"
|
||||
#include "fontclass.h"
|
||||
#include "textclass.h"
|
||||
|
||||
using namespace DirectX;
|
||||
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
// Class name: D3DClass
|
||||
@ -56,6 +58,12 @@ public:
|
||||
|
||||
void ReleaseResources();
|
||||
void ResetResources(int newWidth, int newHeight);
|
||||
|
||||
void TurnZBufferOn();
|
||||
void TurnZBufferOff();
|
||||
|
||||
void EnableAlphaBlending();
|
||||
void DisableAlphaBlending();
|
||||
|
||||
private:
|
||||
bool m_vsync_enabled;
|
||||
@ -72,6 +80,9 @@ private:
|
||||
XMMATRIX m_worldMatrix;
|
||||
XMMATRIX m_orthoMatrix;
|
||||
D3D11_VIEWPORT m_viewport;
|
||||
ID3D11DepthStencilState* m_depthDisabledStencilState;
|
||||
ID3D11BlendState* m_alphaEnableBlendingState;
|
||||
ID3D11BlendState* m_alphaDisableBlendingState;
|
||||
};
|
||||
|
||||
#endif
|
@ -21,6 +21,7 @@
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClCompile Include="applicationclass.cpp" />
|
||||
<ClCompile Include="bitmapclass.cpp" />
|
||||
<ClCompile Include="Cameraclass.cpp" />
|
||||
<ClCompile Include="Colorshaderclass.cpp" />
|
||||
<ClCompile Include="d3dclass.cpp" />
|
||||
@ -32,18 +33,26 @@
|
||||
<ClCompile Include="include\imgui_draw.cpp" />
|
||||
<ClCompile Include="include\imgui_tables.cpp" />
|
||||
<ClCompile Include="include\imgui_widgets.cpp" />
|
||||
<ClCompile Include="fontclass.cpp" />
|
||||
<ClCompile Include="fontshaderclass.cpp" />
|
||||
<ClCompile Include="fpsclass.cpp" />
|
||||
<ClCompile Include="inputclass.cpp" />
|
||||
<ClCompile Include="lightclass.cpp" />
|
||||
<ClCompile Include="lightshaderclass.cpp" />
|
||||
<ClCompile Include="Lightclass.cpp" />
|
||||
<ClCompile Include="Lightshaderclass.cpp" />
|
||||
<ClCompile Include="Main.cpp" />
|
||||
<ClCompile Include="modelclass.cpp" />
|
||||
<ClCompile Include="object.cpp" />
|
||||
<ClCompile Include="Multitextureshaderclass.cpp" />
|
||||
<ClCompile Include="Spriteclass.cpp" />
|
||||
<ClCompile Include="Systemclass.cpp" />
|
||||
<ClCompile Include="textclass.cpp" />
|
||||
<ClCompile Include="textureclass.cpp" />
|
||||
<ClCompile Include="textureshaderclass.cpp" />
|
||||
<ClCompile Include="Timerclass.cpp" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClInclude Include="..\..\dx11win10tut06_src\source\lightclass.h" />
|
||||
<ClInclude Include="applicationclass.h" />
|
||||
<ClInclude Include="bitmapclass.h" />
|
||||
<ClInclude Include="Cameraclass.h" />
|
||||
<ClInclude Include="Colorshaderclass.h" />
|
||||
<ClInclude Include="d3dclass.h" />
|
||||
@ -56,17 +65,32 @@
|
||||
<ClInclude Include="include\imstb_rectpack.h" />
|
||||
<ClInclude Include="include\imstb_textedit.h" />
|
||||
<ClInclude Include="include\imstb_truetype.h" />
|
||||
<ClInclude Include="fontclass.h" />
|
||||
<ClInclude Include="fontshaderclass.h" />
|
||||
<ClInclude Include="fpsclass.h" />
|
||||
<ClInclude Include="inputclass.h" />
|
||||
<ClInclude Include="lightclass.h" />
|
||||
<ClInclude Include="lightshaderclass.h" />
|
||||
<ClInclude Include="modelclass.h" />
|
||||
<ClInclude Include="object.h" />
|
||||
<ClInclude Include="Multitextureshaderclass.h" />
|
||||
<ClInclude Include="Spriteclass.h" />
|
||||
<ClInclude Include="systemclass.h" />
|
||||
<ClInclude Include="textclass.h" />
|
||||
<ClInclude Include="textureclass.h" />
|
||||
<ClInclude Include="textureshaderclass.h" />
|
||||
<ClInclude Include="Timerclass.h" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<None Include="font.ps" />
|
||||
<None Include="font.vs" />
|
||||
<None Include="light.ps" />
|
||||
<None Include="light.vs" />
|
||||
<None Include="Multitexture.ps" />
|
||||
<None Include="Multitexture.vs" />
|
||||
<None Include="packages.config" />
|
||||
<None Include="texture.ps" />
|
||||
<None Include="texture.vs" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<None Include="Color.ps">
|
||||
@ -88,11 +112,18 @@
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<Image Include="..\..\..\..\Downloads\grass.tga" />
|
||||
<Image Include="font01.tga" />
|
||||
<Image Include="moss01.tga" />
|
||||
<Image Include="papier.tga" />
|
||||
<Image Include="stone01.tga" />
|
||||
<Image Include="wall.tga" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<Text Include="..\..\..\..\Downloads\chunk.txt" />
|
||||
<Text Include="cube.txt" />
|
||||
<Text Include="font01.txt" />
|
||||
<Text Include="plane.txt" />
|
||||
<Text Include="sphere.txt" />
|
||||
</ItemGroup>
|
||||
<PropertyGroup Label="Globals">
|
||||
<VCProjectVersion>17.0</VCProjectVersion>
|
||||
|
47
enginecustom/font.ps
Normal file
@ -0,0 +1,47 @@
|
||||
/////////////
|
||||
// GLOBALS //
|
||||
/////////////
|
||||
Texture2D shaderTexture : register(t0);
|
||||
SamplerState SampleType : register(s0);
|
||||
|
||||
cbuffer PixelBuffer
|
||||
{
|
||||
float4 pixelColor;
|
||||
};
|
||||
|
||||
|
||||
//////////////
|
||||
// TYPEDEFS //
|
||||
//////////////
|
||||
struct PixelInputType
|
||||
{
|
||||
float4 position : SV_POSITION;
|
||||
float2 tex : TEXCOORD0;
|
||||
};
|
||||
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
// Pixel Shader
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
float4 FontPixelShader(PixelInputType input) : SV_TARGET
|
||||
{
|
||||
float4 color;
|
||||
|
||||
|
||||
// Sample the texture pixel at this location.
|
||||
color = shaderTexture.Sample(SampleType, input.tex);
|
||||
|
||||
// If the color is black on the texture then treat this pixel as transparent.
|
||||
if(color.r == 0.0f)
|
||||
{
|
||||
color.a = 0.0f;
|
||||
}
|
||||
|
||||
// If the color is other than black on the texture then this is a pixel in the font so draw it using the font pixel color.
|
||||
else
|
||||
{
|
||||
color.a = 1.0f;
|
||||
color = color * pixelColor;
|
||||
}
|
||||
|
||||
return color;
|
||||
}
|
48
enginecustom/font.vs
Normal file
@ -0,0 +1,48 @@
|
||||
/////////////
|
||||
// GLOBALS //
|
||||
/////////////
|
||||
cbuffer MatrixBuffer
|
||||
{
|
||||
matrix worldMatrix;
|
||||
matrix viewMatrix;
|
||||
matrix projectionMatrix;
|
||||
};
|
||||
|
||||
|
||||
//////////////
|
||||
// TYPEDEFS //
|
||||
//////////////
|
||||
struct VertexInputType
|
||||
{
|
||||
float4 position : POSITION;
|
||||
float2 tex : TEXCOORD0;
|
||||
};
|
||||
|
||||
struct PixelInputType
|
||||
{
|
||||
float4 position : SV_POSITION;
|
||||
float2 tex : TEXCOORD0;
|
||||
};
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
// Vertex Shader
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
PixelInputType FontVertexShader(VertexInputType input)
|
||||
{
|
||||
PixelInputType output;
|
||||
|
||||
|
||||
// Change the position vector to be 4 units for proper matrix calculations.
|
||||
input.position.w = 1.0f;
|
||||
|
||||
// Calculate the position of the vertex against the world, view, and projection matrices.
|
||||
output.position = mul(input.position, worldMatrix);
|
||||
output.position = mul(output.position, viewMatrix);
|
||||
output.position = mul(output.position, projectionMatrix);
|
||||
|
||||
// Store the texture coordinates for the pixel shader.
|
||||
output.tex = input.tex;
|
||||
|
||||
return output;
|
||||
}
|
BIN
enginecustom/font01.tga
Normal file
After Width: | Height: | Size: 128 KiB |
95
enginecustom/font01.txt
Normal file
@ -0,0 +1,95 @@
|
||||
32 0.0 0.0 0
|
||||
33 ! 0.0 0.00390625 4
|
||||
34 " 0.0048828125 0.0107421875 6
|
||||
35 # 0.01171875 0.025390625 14
|
||||
36 $ 0.0263671875 0.0390625 13
|
||||
37 % 0.0400390625 0.0546875 15
|
||||
38 & 0.0556640625 0.0693359375 14
|
||||
39 ' 0.0703125 0.0732421875 3
|
||||
40 ( 0.07421875 0.0791015625 5
|
||||
41 ) 0.080078125 0.0849609375 5
|
||||
42 * 0.0859375 0.091796875 6
|
||||
43 + 0.0927734375 0.103515625 11
|
||||
44 , 0.1044921875 0.107421875 3
|
||||
45 - 0.1083984375 0.1142578125 6
|
||||
46 . 0.115234375 0.1181640625 3
|
||||
47 / 0.119140625 0.126953125 8
|
||||
48 0 0.1279296875 0.1416015625 14
|
||||
49 1 0.142578125 0.146484375 4
|
||||
50 2 0.1474609375 0.1591796875 12
|
||||
51 3 0.16015625 0.1708984375 11
|
||||
52 4 0.171875 0.1845703125 13
|
||||
53 5 0.185546875 0.1962890625 11
|
||||
54 6 0.197265625 0.2099609375 13
|
||||
55 7 0.2109375 0.22265625 12
|
||||
56 8 0.2236328125 0.236328125 13
|
||||
57 9 0.2373046875 0.2490234375 12
|
||||
58 : 0.25 0.2529296875 3
|
||||
59 ; 0.25390625 0.2568359375 3
|
||||
60 < 0.2578125 0.267578125 10
|
||||
61 = 0.2685546875 0.279296875 11
|
||||
62 > 0.2802734375 0.2900390625 10
|
||||
63 ? 0.291015625 0.302734375 12
|
||||
64 @ 0.3037109375 0.3173828125 14
|
||||
65 A 0.318359375 0.33203125 14
|
||||
66 B 0.3330078125 0.3447265625 12
|
||||
67 C 0.345703125 0.3564453125 11
|
||||
68 D 0.357421875 0.3701171875 13
|
||||
69 E 0.37109375 0.3818359375 11
|
||||
70 F 0.3828125 0.3935546875 11
|
||||
71 G 0.39453125 0.40625 12
|
||||
72 H 0.4072265625 0.41796875 11
|
||||
73 I 0.4189453125 0.421875 3
|
||||
74 J 0.4228515625 0.4326171875 10
|
||||
75 K 0.43359375 0.4443359375 11
|
||||
76 L 0.4453125 0.4541015625 9
|
||||
77 M 0.455078125 0.4697265625 15
|
||||
78 N 0.470703125 0.482421875 12
|
||||
79 O 0.4833984375 0.49609375 13
|
||||
80 P 0.4970703125 0.5078125 12
|
||||
81 Q 0.509765625 0.5224609375 13
|
||||
82 R 0.5234375 0.53515625 12
|
||||
83 S 0.5361328125 0.548828125 13
|
||||
84 T 0.5498046875 0.5615234375 12
|
||||
85 U 0.5625 0.57421875 12
|
||||
86 V 0.5751953125 0.5888671875 14
|
||||
87 W 0.58984375 0.609375 20
|
||||
88 X 0.6103515625 0.6220703125 12
|
||||
89 Y 0.623046875 0.6357421875 13
|
||||
90 Z 0.63671875 0.6474609375 11
|
||||
91 [ 0.6484375 0.654296875 6
|
||||
92 \ 0.6552734375 0.6630859375 8
|
||||
93 ] 0.6640625 0.6689453125 5
|
||||
94 ^ 0.669921875 0.6806640625 11
|
||||
95 _ 0.681640625 0.6904296875 9
|
||||
96 ` 0.69140625 0.6962890625 5
|
||||
97 a 0.697265625 0.70703125 10
|
||||
98 b 0.7080078125 0.7177734375 10
|
||||
99 c 0.71875 0.7275390625 9
|
||||
100 d 0.728515625 0.73828125 10
|
||||
101 e 0.7392578125 0.748046875 9
|
||||
102 f 0.7490234375 0.755859375 7
|
||||
103 g 0.7568359375 0.7666015625 10
|
||||
104 h 0.767578125 0.7763671875 9
|
||||
105 i 0.77734375 0.7802734375 3
|
||||
106 j 0.78125 0.7861328125 5
|
||||
107 k 0.787109375 0.796875 10
|
||||
108 l 0.7978515625 0.80078125 3
|
||||
109 m 0.8017578125 0.8154296875 14
|
||||
110 n 0.81640625 0.826171875 10
|
||||
111 o 0.8271484375 0.8369140625 10
|
||||
112 p 0.837890625 0.84765625 10
|
||||
113 q 0.8486328125 0.8583984375 10
|
||||
114 r 0.859375 0.8671875 8
|
||||
115 s 0.8681640625 0.8779296875 10
|
||||
116 t 0.87890625 0.8857421875 7
|
||||
117 u 0.88671875 0.8955078125 9
|
||||
118 v 0.896484375 0.908203125 12
|
||||
119 w 0.9091796875 0.9248046875 16
|
||||
120 x 0.92578125 0.935546875 10
|
||||
121 y 0.9365234375 0.9453125 9
|
||||
122 z 0.9462890625 0.9560546875 10
|
||||
123 { 0.95703125 0.9638671875 7
|
||||
124 | 0.96484375 0.966796875 2
|
||||
125 } 0.9677734375 0.974609375 7
|
||||
126 ~ 0.9755859375 0.986328125 11
|
252
enginecustom/fontclass.cpp
Normal file
@ -0,0 +1,252 @@
|
||||
#include "fontclass.h"
|
||||
|
||||
FontClass::FontClass()
|
||||
{
|
||||
m_Font = 0;
|
||||
m_Texture = 0;
|
||||
}
|
||||
|
||||
|
||||
FontClass::FontClass(const FontClass& other)
|
||||
{
|
||||
}
|
||||
|
||||
|
||||
FontClass::~FontClass()
|
||||
{
|
||||
}
|
||||
|
||||
bool FontClass::Initialize(ID3D11Device* device, ID3D11DeviceContext* deviceContext, int fontChoice)
|
||||
{
|
||||
char fontFilename[128];
|
||||
char fontTextureFilename[128];
|
||||
bool result;
|
||||
|
||||
// Choose one of the available fonts, and default to the first font otherwise.
|
||||
switch (fontChoice)
|
||||
{
|
||||
case 0:
|
||||
{
|
||||
strcpy_s(fontFilename, "font01.txt");
|
||||
strcpy_s(fontTextureFilename, "font01.tga");
|
||||
m_fontHeight = 32.0f;
|
||||
m_spaceSize = 3;
|
||||
break;
|
||||
}
|
||||
default:
|
||||
{
|
||||
strcpy_s(fontFilename, "font01.txt");
|
||||
strcpy_s(fontTextureFilename, "font01.tga");
|
||||
m_fontHeight = 32.0f;
|
||||
m_spaceSize = 3;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
// Load in the text file containing the font data.
|
||||
result = LoadFontData(fontFilename);
|
||||
if (!result)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Load the texture that has the font characters on it.
|
||||
result = LoadTexture(device, deviceContext, fontTextureFilename);
|
||||
if (!result)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void FontClass::Shutdown()
|
||||
{
|
||||
// Release the font texture.
|
||||
ReleaseTexture();
|
||||
|
||||
// Release the font data.
|
||||
ReleaseFontData();
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
bool FontClass::LoadFontData(char* filename)
|
||||
{
|
||||
std::ifstream fin;
|
||||
int i;
|
||||
char temp;
|
||||
|
||||
// Create the font spacing buffer.
|
||||
m_Font = new FontType[95];
|
||||
|
||||
// Read in the font size and spacing between chars.
|
||||
fin.open(filename);
|
||||
if (fin.fail())
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Read in the 95 used ascii characters for text.
|
||||
for (i = 0; i < 95; i++)
|
||||
{
|
||||
fin.get(temp);
|
||||
while (temp != ' ')
|
||||
{
|
||||
fin.get(temp);
|
||||
}
|
||||
fin.get(temp);
|
||||
while (temp != ' ')
|
||||
{
|
||||
fin.get(temp);
|
||||
}
|
||||
|
||||
fin >> m_Font[i].left;
|
||||
fin >> m_Font[i].right;
|
||||
fin >> m_Font[i].size;
|
||||
}
|
||||
|
||||
// Close the file.
|
||||
fin.close();
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void FontClass::ReleaseFontData()
|
||||
{
|
||||
// Release the font data array.
|
||||
if (m_Font)
|
||||
{
|
||||
delete[] m_Font;
|
||||
m_Font = 0;
|
||||
}
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
bool FontClass::LoadTexture(ID3D11Device* device, ID3D11DeviceContext* deviceContext, char* filename)
|
||||
{
|
||||
bool result;
|
||||
|
||||
|
||||
// Create and initialize the font texture object.
|
||||
m_Texture = new TextureClass;
|
||||
|
||||
result = m_Texture->Initialize(device, deviceContext, filename);
|
||||
if (!result)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void FontClass::ReleaseTexture()
|
||||
{
|
||||
// Release the texture object.
|
||||
if (m_Texture)
|
||||
{
|
||||
m_Texture->Shutdown();
|
||||
delete m_Texture;
|
||||
m_Texture = 0;
|
||||
}
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
ID3D11ShaderResourceView* FontClass::GetTexture()
|
||||
{
|
||||
return m_Texture->GetTexture();
|
||||
}
|
||||
|
||||
void FontClass::BuildVertexArray(void* vertices, char* sentence, float drawX, float drawY)
|
||||
{
|
||||
VertexType* vertexPtr;
|
||||
int numLetters, index, i, letter;
|
||||
|
||||
|
||||
// Coerce the input vertices into a VertexType structure.
|
||||
vertexPtr = (VertexType*)vertices;
|
||||
|
||||
// Get the number of letters in the sentence.
|
||||
numLetters = (int)strlen(sentence);
|
||||
|
||||
// Initialize the index to the vertex array.
|
||||
index = 0;
|
||||
|
||||
// Draw each letter onto a quad.
|
||||
for (i = 0; i < numLetters; i++)
|
||||
{
|
||||
letter = ((int)sentence[i]) - 32;
|
||||
|
||||
// If the letter is a space then just move over three pixels.
|
||||
if (letter == 0)
|
||||
{
|
||||
drawX = drawX + m_spaceSize;
|
||||
}
|
||||
else
|
||||
{
|
||||
// First triangle in quad.
|
||||
vertexPtr[index].position = XMFLOAT3(drawX, drawY, 0.0f); // Top left.
|
||||
vertexPtr[index].texture = XMFLOAT2(m_Font[letter].left, 0.0f);
|
||||
index++;
|
||||
|
||||
vertexPtr[index].position = XMFLOAT3((drawX + m_Font[letter].size), (drawY - m_fontHeight), 0.0f); // Bottom right.
|
||||
vertexPtr[index].texture = XMFLOAT2(m_Font[letter].right, 1.0f);
|
||||
index++;
|
||||
|
||||
vertexPtr[index].position = XMFLOAT3(drawX, (drawY - m_fontHeight), 0.0f); // Bottom left.
|
||||
vertexPtr[index].texture = XMFLOAT2(m_Font[letter].left, 1.0f);
|
||||
index++;
|
||||
|
||||
// Second triangle in quad.
|
||||
vertexPtr[index].position = XMFLOAT3(drawX, drawY, 0.0f); // Top left.
|
||||
vertexPtr[index].texture = XMFLOAT2(m_Font[letter].left, 0.0f);
|
||||
index++;
|
||||
|
||||
vertexPtr[index].position = XMFLOAT3(drawX + m_Font[letter].size, drawY, 0.0f); // Top right.
|
||||
vertexPtr[index].texture = XMFLOAT2(m_Font[letter].right, 0.0f);
|
||||
index++;
|
||||
|
||||
vertexPtr[index].position = XMFLOAT3((drawX + m_Font[letter].size), (drawY - m_fontHeight), 0.0f); // Bottom right.
|
||||
vertexPtr[index].texture = XMFLOAT2(m_Font[letter].right, 1.0f);
|
||||
index++;
|
||||
|
||||
// Update the x location for drawing by the size of the letter and one pixel.
|
||||
drawX = drawX + m_Font[letter].size + 1.0f;
|
||||
}
|
||||
}
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
int FontClass::GetSentencePixelLength(char* sentence)
|
||||
{
|
||||
int pixelLength, numLetters, i, letter;
|
||||
|
||||
|
||||
pixelLength = 0;
|
||||
numLetters = (int)strlen(sentence);
|
||||
|
||||
for (i = 0; i < numLetters; i++)
|
||||
{
|
||||
letter = ((int)sentence[i]) - 32;
|
||||
|
||||
// If the letter is a space then count it as three pixels.
|
||||
if (letter == 0)
|
||||
{
|
||||
pixelLength += m_spaceSize;
|
||||
}
|
||||
else
|
||||
{
|
||||
pixelLength += (m_Font[letter].size + 1);
|
||||
}
|
||||
}
|
||||
|
||||
return pixelLength;
|
||||
}
|
||||
|
||||
int FontClass::GetFontHeight()
|
||||
{
|
||||
return (int)m_fontHeight;
|
||||
}
|
64
enginecustom/fontclass.h
Normal file
@ -0,0 +1,64 @@
|
||||
#ifndef _FONTCLASS_H_
|
||||
#define _FONTCLASS_H_
|
||||
|
||||
|
||||
//////////////
|
||||
// INCLUDES //
|
||||
//////////////
|
||||
#include <directxmath.h>
|
||||
#include <fstream>
|
||||
using namespace DirectX;
|
||||
|
||||
|
||||
///////////////////////
|
||||
// MY CLASS INCLUDES //
|
||||
///////////////////////
|
||||
#include "textureclass.h"
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
// Class name: FontClass
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
class FontClass
|
||||
{
|
||||
private:
|
||||
struct FontType
|
||||
{
|
||||
float left, right;
|
||||
int size;
|
||||
};
|
||||
|
||||
struct VertexType
|
||||
{
|
||||
XMFLOAT3 position;
|
||||
XMFLOAT2 texture;
|
||||
};
|
||||
|
||||
public:
|
||||
FontClass();
|
||||
FontClass(const FontClass&);
|
||||
~FontClass();
|
||||
|
||||
bool Initialize(ID3D11Device*, ID3D11DeviceContext*, int);
|
||||
void Shutdown();
|
||||
|
||||
ID3D11ShaderResourceView* GetTexture();
|
||||
|
||||
void BuildVertexArray(void*, char*, float, float);
|
||||
int GetSentencePixelLength(char*);
|
||||
int GetFontHeight();
|
||||
|
||||
private:
|
||||
bool LoadFontData(char*);
|
||||
void ReleaseFontData();
|
||||
bool LoadTexture(ID3D11Device*, ID3D11DeviceContext*, char*);
|
||||
void ReleaseTexture();
|
||||
|
||||
private:
|
||||
FontType* m_Font;
|
||||
TextureClass* m_Texture;
|
||||
float m_fontHeight;
|
||||
int m_spaceSize;
|
||||
};
|
||||
|
||||
#endif
|
408
enginecustom/fontshaderclass.cpp
Normal file
@ -0,0 +1,408 @@
|
||||
#include "fontshaderclass.h"
|
||||
|
||||
|
||||
FontShaderClass::FontShaderClass()
|
||||
{
|
||||
m_vertexShader = 0;
|
||||
m_pixelShader = 0;
|
||||
m_layout = 0;
|
||||
m_matrixBuffer = 0;
|
||||
m_sampleState = 0;
|
||||
m_pixelBuffer = 0;
|
||||
}
|
||||
|
||||
|
||||
FontShaderClass::FontShaderClass(const FontShaderClass& other)
|
||||
{
|
||||
}
|
||||
|
||||
|
||||
FontShaderClass::~FontShaderClass()
|
||||
{
|
||||
}
|
||||
|
||||
|
||||
bool FontShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
|
||||
{
|
||||
bool result;
|
||||
wchar_t vsFilename[128];
|
||||
wchar_t psFilename[128];
|
||||
int error;
|
||||
|
||||
// Set the filename of the vertex shader.
|
||||
error = wcscpy_s(vsFilename, 128, L"font.vs");
|
||||
if (error != 0)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Set the filename of the pixel shader.
|
||||
error = wcscpy_s(psFilename, 128, L"font.ps");
|
||||
if (error != 0)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Initialize the vertex and pixel shaders.
|
||||
result = InitializeShader(device, hwnd, vsFilename, psFilename);
|
||||
if (!result)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void FontShaderClass::Shutdown()
|
||||
{
|
||||
// Shutdown the vertex and pixel shaders as well as the related objects.
|
||||
ShutdownShader();
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
bool FontShaderClass::Render(ID3D11DeviceContext* deviceContext, int indexCount, XMMATRIX worldMatrix, XMMATRIX viewMatrix,
|
||||
XMMATRIX projectionMatrix, ID3D11ShaderResourceView* texture, XMFLOAT4 pixelColor)
|
||||
{
|
||||
bool result;
|
||||
|
||||
|
||||
// Set the shader parameters that it will use for rendering.
|
||||
result = SetShaderParameters(deviceContext, worldMatrix, viewMatrix, projectionMatrix, texture, pixelColor);
|
||||
if (!result)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Now render the prepared buffers with the shader.
|
||||
RenderShader(deviceContext, indexCount);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool FontShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR* vsFilename, WCHAR* psFilename)
|
||||
{
|
||||
HRESULT result;
|
||||
ID3D10Blob* errorMessage;
|
||||
ID3D10Blob* vertexShaderBuffer;
|
||||
ID3D10Blob* pixelShaderBuffer;
|
||||
D3D11_INPUT_ELEMENT_DESC polygonLayout[2];
|
||||
unsigned int numElements;
|
||||
D3D11_BUFFER_DESC matrixBufferDesc;
|
||||
D3D11_SAMPLER_DESC samplerDesc;
|
||||
D3D11_BUFFER_DESC pixelBufferDesc;
|
||||
|
||||
|
||||
// Initialize the pointers this function will use to null.
|
||||
errorMessage = 0;
|
||||
vertexShaderBuffer = 0;
|
||||
pixelShaderBuffer = 0;
|
||||
|
||||
// Compile the vertex shader code.
|
||||
result = D3DCompileFromFile(vsFilename, NULL, NULL, "FontVertexShader", "vs_5_0", D3D10_SHADER_ENABLE_STRICTNESS, 0,
|
||||
&vertexShaderBuffer, &errorMessage);
|
||||
if (FAILED(result))
|
||||
{
|
||||
// If the shader failed to compile it should have writen something to the error message.
|
||||
if (errorMessage)
|
||||
{
|
||||
OutputShaderErrorMessage(errorMessage, hwnd, vsFilename);
|
||||
}
|
||||
// If there was nothing in the error message then it simply could not find the shader file itself.
|
||||
else
|
||||
{
|
||||
MessageBox(hwnd, vsFilename, L"Missing Shader File", MB_OK);
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
// Compile the pixel shader code.
|
||||
result = D3DCompileFromFile(psFilename, NULL, NULL, "FontPixelShader", "ps_5_0", D3D10_SHADER_ENABLE_STRICTNESS, 0,
|
||||
&pixelShaderBuffer, &errorMessage);
|
||||
if (FAILED(result))
|
||||
{
|
||||
// If the shader failed to compile it should have writen something to the error message.
|
||||
if (errorMessage)
|
||||
{
|
||||
OutputShaderErrorMessage(errorMessage, hwnd, psFilename);
|
||||
}
|
||||
// If there was nothing in the error message then it simply could not find the file itself.
|
||||
else
|
||||
{
|
||||
MessageBox(hwnd, psFilename, L"Missing Shader File", MB_OK);
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
// Create the vertex shader from the buffer.
|
||||
result = device->CreateVertexShader(vertexShaderBuffer->GetBufferPointer(), vertexShaderBuffer->GetBufferSize(), NULL, &m_vertexShader);
|
||||
if (FAILED(result))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Create the pixel shader from the buffer.
|
||||
result = device->CreatePixelShader(pixelShaderBuffer->GetBufferPointer(), pixelShaderBuffer->GetBufferSize(), NULL, &m_pixelShader);
|
||||
if (FAILED(result))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Create the vertex input layout description.
|
||||
polygonLayout[0].SemanticName = "POSITION";
|
||||
polygonLayout[0].SemanticIndex = 0;
|
||||
polygonLayout[0].Format = DXGI_FORMAT_R32G32B32_FLOAT;
|
||||
polygonLayout[0].InputSlot = 0;
|
||||
polygonLayout[0].AlignedByteOffset = 0;
|
||||
polygonLayout[0].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
|
||||
polygonLayout[0].InstanceDataStepRate = 0;
|
||||
|
||||
polygonLayout[1].SemanticName = "TEXCOORD";
|
||||
polygonLayout[1].SemanticIndex = 0;
|
||||
polygonLayout[1].Format = DXGI_FORMAT_R32G32_FLOAT;
|
||||
polygonLayout[1].InputSlot = 0;
|
||||
polygonLayout[1].AlignedByteOffset = D3D11_APPEND_ALIGNED_ELEMENT;
|
||||
polygonLayout[1].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
|
||||
polygonLayout[1].InstanceDataStepRate = 0;
|
||||
|
||||
// Get a count of the elements in the layout.
|
||||
numElements = sizeof(polygonLayout) / sizeof(polygonLayout[0]);
|
||||
|
||||
// Create the vertex input layout.
|
||||
result = device->CreateInputLayout(polygonLayout, numElements, vertexShaderBuffer->GetBufferPointer(),
|
||||
vertexShaderBuffer->GetBufferSize(), &m_layout);
|
||||
if (FAILED(result))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Release the vertex shader buffer and pixel shader buffer since they are no longer needed.
|
||||
vertexShaderBuffer->Release();
|
||||
vertexShaderBuffer = 0;
|
||||
|
||||
pixelShaderBuffer->Release();
|
||||
pixelShaderBuffer = 0;
|
||||
|
||||
// Setup the description of the dynamic matrix constant buffer that is in the vertex shader.
|
||||
matrixBufferDesc.Usage = D3D11_USAGE_DYNAMIC;
|
||||
matrixBufferDesc.ByteWidth = sizeof(MatrixBufferType);
|
||||
matrixBufferDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
|
||||
matrixBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
|
||||
matrixBufferDesc.MiscFlags = 0;
|
||||
matrixBufferDesc.StructureByteStride = 0;
|
||||
|
||||
// Create the constant buffer pointer so we can access the vertex shader constant buffer from within this class.
|
||||
result = device->CreateBuffer(&matrixBufferDesc, NULL, &m_matrixBuffer);
|
||||
if (FAILED(result))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Create a texture sampler state description.
|
||||
samplerDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
|
||||
samplerDesc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP;
|
||||
samplerDesc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP;
|
||||
samplerDesc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP;
|
||||
samplerDesc.MipLODBias = 0.0f;
|
||||
samplerDesc.MaxAnisotropy = 1;
|
||||
samplerDesc.ComparisonFunc = D3D11_COMPARISON_ALWAYS;
|
||||
samplerDesc.BorderColor[0] = 0;
|
||||
samplerDesc.BorderColor[1] = 0;
|
||||
samplerDesc.BorderColor[2] = 0;
|
||||
samplerDesc.BorderColor[3] = 0;
|
||||
samplerDesc.MinLOD = 0;
|
||||
samplerDesc.MaxLOD = D3D11_FLOAT32_MAX;
|
||||
|
||||
// Create the texture sampler state.
|
||||
result = device->CreateSamplerState(&samplerDesc, &m_sampleState);
|
||||
if (FAILED(result))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Setup the description of the dynamic pixel constant buffer that is in the pixel shader.
|
||||
pixelBufferDesc.Usage = D3D11_USAGE_DYNAMIC;
|
||||
pixelBufferDesc.ByteWidth = sizeof(PixelBufferType);
|
||||
pixelBufferDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
|
||||
pixelBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
|
||||
pixelBufferDesc.MiscFlags = 0;
|
||||
pixelBufferDesc.StructureByteStride = 0;
|
||||
|
||||
// Create the pixel constant buffer pointer so we can access the pixel shader constant buffer from within this class.
|
||||
result = device->CreateBuffer(&pixelBufferDesc, NULL, &m_pixelBuffer);
|
||||
if (FAILED(result))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void FontShaderClass::ShutdownShader()
|
||||
{
|
||||
// Release the pixel constant buffer.
|
||||
if (m_pixelBuffer)
|
||||
{
|
||||
m_pixelBuffer->Release();
|
||||
m_pixelBuffer = 0;
|
||||
}
|
||||
|
||||
// Release the sampler state.
|
||||
if (m_sampleState)
|
||||
{
|
||||
m_sampleState->Release();
|
||||
m_sampleState = 0;
|
||||
}
|
||||
|
||||
// Release the matrix constant buffer.
|
||||
if (m_matrixBuffer)
|
||||
{
|
||||
m_matrixBuffer->Release();
|
||||
m_matrixBuffer = 0;
|
||||
}
|
||||
|
||||
// Release the layout.
|
||||
if (m_layout)
|
||||
{
|
||||
m_layout->Release();
|
||||
m_layout = 0;
|
||||
}
|
||||
|
||||
// Release the pixel shader.
|
||||
if (m_pixelShader)
|
||||
{
|
||||
m_pixelShader->Release();
|
||||
m_pixelShader = 0;
|
||||
}
|
||||
|
||||
// Release the vertex shader.
|
||||
if (m_vertexShader)
|
||||
{
|
||||
m_vertexShader->Release();
|
||||
m_vertexShader = 0;
|
||||
}
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
void FontShaderClass::OutputShaderErrorMessage(ID3D10Blob* errorMessage, HWND hwnd, WCHAR* shaderFilename)
|
||||
{
|
||||
char* compileErrors;
|
||||
unsigned long long bufferSize, i;
|
||||
ofstream fout;
|
||||
|
||||
|
||||
// Get a pointer to the error message text buffer.
|
||||
compileErrors = (char*)(errorMessage->GetBufferPointer());
|
||||
|
||||
// Get the length of the message.
|
||||
bufferSize = errorMessage->GetBufferSize();
|
||||
|
||||
// Open a file to write the error message to.
|
||||
fout.open("shader-error.txt");
|
||||
|
||||
// Write out the error message.
|
||||
for (i = 0; i < bufferSize; i++)
|
||||
{
|
||||
fout << compileErrors[i];
|
||||
}
|
||||
|
||||
// Close the file.
|
||||
fout.close();
|
||||
|
||||
// Release the error message.
|
||||
errorMessage->Release();
|
||||
errorMessage = 0;
|
||||
|
||||
// Pop a message up on the screen to notify the user to check the text file for compile errors.
|
||||
MessageBox(hwnd, L"Error compiling shader. Check shader-error.txt for message.", shaderFilename, MB_OK);
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
bool FontShaderClass::SetShaderParameters(ID3D11DeviceContext* deviceContext, XMMATRIX worldMatrix, XMMATRIX viewMatrix,
|
||||
XMMATRIX projectionMatrix, ID3D11ShaderResourceView* texture, XMFLOAT4 pixelColor)
|
||||
{
|
||||
HRESULT result;
|
||||
D3D11_MAPPED_SUBRESOURCE mappedResource;
|
||||
MatrixBufferType* dataPtr;
|
||||
unsigned int bufferNumber;
|
||||
PixelBufferType* dataPtr2;
|
||||
|
||||
|
||||
// Transpose the matrices to prepare them for the shader.
|
||||
worldMatrix = XMMatrixTranspose(worldMatrix);
|
||||
viewMatrix = XMMatrixTranspose(viewMatrix);
|
||||
projectionMatrix = XMMatrixTranspose(projectionMatrix);
|
||||
|
||||
// Lock the constant buffer so it can be written to.
|
||||
result = deviceContext->Map(m_matrixBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
|
||||
if (FAILED(result))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Get a pointer to the data in the constant buffer.
|
||||
dataPtr = (MatrixBufferType*)mappedResource.pData;
|
||||
|
||||
// Copy the matrices into the constant buffer.
|
||||
dataPtr->world = worldMatrix;
|
||||
dataPtr->view = viewMatrix;
|
||||
dataPtr->projection = projectionMatrix;
|
||||
|
||||
// Unlock the constant buffer.
|
||||
deviceContext->Unmap(m_matrixBuffer, 0);
|
||||
|
||||
// Set the position of the constant buffer in the vertex shader.
|
||||
bufferNumber = 0;
|
||||
|
||||
// Finally set the constant buffer in the vertex shader with the updated values.
|
||||
deviceContext->VSSetConstantBuffers(bufferNumber, 1, &m_matrixBuffer);
|
||||
|
||||
// Set shader texture resource in the pixel shader.
|
||||
deviceContext->PSSetShaderResources(0, 1, &texture);
|
||||
|
||||
// Lock the pixel constant buffer so it can be written to.
|
||||
result = deviceContext->Map(m_pixelBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
|
||||
if (FAILED(result))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Get a pointer to the data in the pixel constant buffer.
|
||||
dataPtr2 = (PixelBufferType*)mappedResource.pData;
|
||||
|
||||
// Copy the pixel color into the pixel constant buffer.
|
||||
dataPtr2->pixelColor = pixelColor;
|
||||
|
||||
// Unlock the pixel constant buffer.
|
||||
deviceContext->Unmap(m_pixelBuffer, 0);
|
||||
|
||||
// Set the position of the pixel constant buffer in the pixel shader.
|
||||
bufferNumber = 0;
|
||||
|
||||
// Now set the pixel constant buffer in the pixel shader with the updated value.
|
||||
deviceContext->PSSetConstantBuffers(bufferNumber, 1, &m_pixelBuffer);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void FontShaderClass::RenderShader(ID3D11DeviceContext* deviceContext, int indexCount)
|
||||
{
|
||||
// Set the vertex input layout.
|
||||
deviceContext->IASetInputLayout(m_layout);
|
||||
|
||||
// Set the vertex and pixel shaders that will be used to render this triangle.
|
||||
deviceContext->VSSetShader(m_vertexShader, NULL, 0);
|
||||
deviceContext->PSSetShader(m_pixelShader, NULL, 0);
|
||||
|
||||
// Set the sampler state in the pixel shader.
|
||||
deviceContext->PSSetSamplers(0, 1, &m_sampleState);
|
||||
|
||||
// Render the triangle.
|
||||
deviceContext->DrawIndexed(indexCount, 0, 0);
|
||||
|
||||
return;
|
||||
}
|
60
enginecustom/fontshaderclass.h
Normal file
@ -0,0 +1,60 @@
|
||||
#ifndef _FONTSHADERCLASS_H_
|
||||
#define _FONTSHADERCLASS_H_
|
||||
|
||||
|
||||
//////////////
|
||||
// INCLUDES //
|
||||
//////////////
|
||||
#include <d3d11.h>
|
||||
#include <d3dcompiler.h>
|
||||
#include <directxmath.h>
|
||||
#include <fstream>
|
||||
using namespace DirectX;
|
||||
using namespace std;
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
// Class name: FontShaderClass
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
class FontShaderClass
|
||||
{
|
||||
private:
|
||||
struct MatrixBufferType
|
||||
{
|
||||
XMMATRIX world;
|
||||
XMMATRIX view;
|
||||
XMMATRIX projection;
|
||||
};
|
||||
|
||||
struct PixelBufferType
|
||||
{
|
||||
XMFLOAT4 pixelColor;
|
||||
};
|
||||
|
||||
public:
|
||||
FontShaderClass();
|
||||
FontShaderClass(const FontShaderClass&);
|
||||
~FontShaderClass();
|
||||
|
||||
bool Initialize(ID3D11Device*, HWND);
|
||||
void Shutdown();
|
||||
bool Render(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, XMFLOAT4);
|
||||
|
||||
private:
|
||||
bool InitializeShader(ID3D11Device*, HWND, WCHAR*, WCHAR*);
|
||||
void ShutdownShader();
|
||||
void OutputShaderErrorMessage(ID3D10Blob*, HWND, WCHAR*);
|
||||
|
||||
bool SetShaderParameters(ID3D11DeviceContext*, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, XMFLOAT4);
|
||||
void RenderShader(ID3D11DeviceContext*, int);
|
||||
|
||||
private:
|
||||
ID3D11VertexShader* m_vertexShader;
|
||||
ID3D11PixelShader* m_pixelShader;
|
||||
ID3D11InputLayout* m_layout;
|
||||
ID3D11Buffer* m_matrixBuffer;
|
||||
ID3D11SamplerState* m_sampleState;
|
||||
ID3D11Buffer* m_pixelBuffer;
|
||||
};
|
||||
|
||||
#endif
|
46
enginecustom/fpsclass.cpp
Normal file
@ -0,0 +1,46 @@
|
||||
#include "fpsclass.h"
|
||||
|
||||
|
||||
FpsClass::FpsClass()
|
||||
{
|
||||
}
|
||||
|
||||
|
||||
FpsClass::FpsClass(const FpsClass& other)
|
||||
{
|
||||
}
|
||||
|
||||
|
||||
FpsClass::~FpsClass()
|
||||
{
|
||||
}
|
||||
|
||||
void FpsClass::Initialize()
|
||||
{
|
||||
m_fps = 0;
|
||||
m_count = 0;
|
||||
|
||||
m_startTime = timeGetTime();
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
void FpsClass::Frame()
|
||||
{
|
||||
m_count++;
|
||||
|
||||
if (timeGetTime() >= (m_startTime + 1000))
|
||||
{
|
||||
m_fps = m_count;
|
||||
m_count = 0;
|
||||
|
||||
m_startTime = timeGetTime();
|
||||
}
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
int FpsClass::GetFps()
|
||||
{
|
||||
return m_fps;
|
||||
}
|
36
enginecustom/fpsclass.h
Normal file
@ -0,0 +1,36 @@
|
||||
#ifndef _FPSCLASS_H_
|
||||
#define _FPSCLASS_H_
|
||||
|
||||
|
||||
/////////////
|
||||
// LINKING //
|
||||
/////////////
|
||||
#pragma comment(lib, "winmm.lib")
|
||||
|
||||
|
||||
//////////////
|
||||
// INCLUDES //
|
||||
//////////////
|
||||
#include <windows.h>
|
||||
#include <mmsystem.h>
|
||||
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
// Class name: FpsClass
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
class FpsClass
|
||||
{
|
||||
public:
|
||||
FpsClass();
|
||||
FpsClass(const FpsClass&);
|
||||
~FpsClass();
|
||||
|
||||
void Initialize();
|
||||
void Frame();
|
||||
int GetFps();
|
||||
|
||||
private:
|
||||
int m_fps, m_count;
|
||||
unsigned long m_startTime;
|
||||
};
|
||||
|
||||
#endif
|
@ -2,18 +2,24 @@
|
||||
// Filename: light.ps
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
|
||||
/////////////
|
||||
// DEFINES //
|
||||
/////////////
|
||||
#define NUM_LIGHTS 4
|
||||
|
||||
|
||||
/////////////
|
||||
// GLOBALS //
|
||||
/////////////
|
||||
Texture2D shaderTexture : register(t0);
|
||||
SamplerState SampleType : register(s0);
|
||||
cbuffer LightBuffer
|
||||
{
|
||||
float4 ambientColor;
|
||||
float3 lightDirection;
|
||||
float padding;
|
||||
float specularPower;
|
||||
float4 specularColor;
|
||||
};
|
||||
|
||||
cbuffer LightColorBuffer
|
||||
{
|
||||
@ -38,27 +44,29 @@ struct PixelInputType
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
float4 LightPixelShader(PixelInputType input) : SV_TARGET
|
||||
{
|
||||
float4 textureColor;
|
||||
float lightIntensity[NUM_LIGHTS];
|
||||
float4 colorArray[NUM_LIGHTS];
|
||||
float4 colorSum;
|
||||
float4 textureColor;
|
||||
float3 lightDir;
|
||||
float4 color;
|
||||
int i;
|
||||
float3 reflection;
|
||||
float4 specular;
|
||||
float lightIntensity[NUM_LIGHTS];
|
||||
float4 colorArray[NUM_LIGHTS];
|
||||
float4 colorSum;
|
||||
int i;
|
||||
|
||||
|
||||
// Sample the texture pixel at this location.
|
||||
// Sample the pixel color from the texture using the sampler at this texture coordinate location.
|
||||
textureColor = shaderTexture.Sample(SampleType, input.tex);
|
||||
|
||||
for(i=0; i<NUM_LIGHTS; i++)
|
||||
{
|
||||
// Calculate the different amounts of light on this pixel based on the positions of the lights.
|
||||
lightIntensity[i] = saturate(dot(input.normal, input.lightPos[i]));
|
||||
for(i=0; i<NUM_LIGHTS; i++)
|
||||
{
|
||||
// Calculate the different amounts of light on this pixel based on the positions of the lights.
|
||||
lightIntensity[i] = saturate(dot(input.normal, input.lightPos[i]));
|
||||
|
||||
// Determine the diffuse color amount of each of the four lights.
|
||||
colorArray[i] = diffuseColor[i] * lightIntensity[i];
|
||||
}
|
||||
// Determine the diffuse color amount of each of the four lights.
|
||||
colorArray[i] = diffuseColor[i] * lightIntensity[i];
|
||||
}
|
||||
|
||||
// Initialize the sum of colors.
|
||||
// Initialize the sum of colors.
|
||||
colorSum = float4(0.0f, 0.0f, 0.0f, 1.0f);
|
||||
|
||||
// Add all of the light colors up.
|
||||
@ -69,8 +77,8 @@ float4 LightPixelShader(PixelInputType input) : SV_TARGET
|
||||
colorSum.b += colorArray[i].b;
|
||||
}
|
||||
|
||||
// Multiply the texture pixel by the combination of all four light colors to get the final result.
|
||||
// Multiply the texture pixel by the combination of all four light colors to get the final result.
|
||||
color = saturate(colorSum) * textureColor;
|
||||
|
||||
return color;
|
||||
}
|
||||
return color;
|
||||
}
|
@ -2,21 +2,25 @@
|
||||
// Filename: light.vs
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
|
||||
/////////////
|
||||
// DEFINES //
|
||||
/////////////
|
||||
#define NUM_LIGHTS 4
|
||||
|
||||
|
||||
/////////////
|
||||
// GLOBALS //
|
||||
/////////////
|
||||
cbuffer MatrixBuffer
|
||||
{
|
||||
matrix worldMatrix;
|
||||
matrix viewMatrix;
|
||||
matrix projectionMatrix;
|
||||
matrix worldMatrix;
|
||||
matrix viewMatrix;
|
||||
matrix projectionMatrix;
|
||||
};
|
||||
|
||||
cbuffer CameraBuffer
|
||||
{
|
||||
float3 cameraPosition;
|
||||
float padding;
|
||||
};
|
||||
|
||||
cbuffer LightPositionBuffer
|
||||
@ -24,7 +28,6 @@ cbuffer LightPositionBuffer
|
||||
float4 lightPosition[NUM_LIGHTS];
|
||||
};
|
||||
|
||||
|
||||
//////////////
|
||||
// TYPEDEFS //
|
||||
//////////////
|
||||
@ -32,16 +35,16 @@ struct VertexInputType
|
||||
{
|
||||
float4 position : POSITION;
|
||||
float2 tex : TEXCOORD0;
|
||||
float3 normal : NORMAL;
|
||||
float3 normal : NORMAL;
|
||||
};
|
||||
|
||||
struct PixelInputType
|
||||
{
|
||||
float4 position : SV_POSITION;
|
||||
float2 tex : TEXCOORD0;
|
||||
float3 normal : NORMAL;
|
||||
float3 lightPos[NUM_LIGHTS] : TEXCOORD1;
|
||||
};
|
||||
float3 normal : NORMAL;
|
||||
float3 lightPos[NUM_LIGHTS] : TEXCOORD1;
|
||||
};
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
@ -51,37 +54,36 @@ PixelInputType LightVertexShader(VertexInputType input)
|
||||
{
|
||||
PixelInputType output;
|
||||
float4 worldPosition;
|
||||
int i;
|
||||
int i;
|
||||
|
||||
|
||||
// Change the position vector to be 4 units for proper matrix calculations.
|
||||
// Change the position vector to be 4 units for proper matrix calculations.
|
||||
input.position.w = 1.0f;
|
||||
|
||||
// Calculate the position of the vertex against the world, view, and projection matrices.
|
||||
// Calculate the position of the vertex against the world, view, and projection matrices.
|
||||
output.position = mul(input.position, worldMatrix);
|
||||
output.position = mul(output.position, viewMatrix);
|
||||
output.position = mul(output.position, projectionMatrix);
|
||||
|
||||
// Store the texture coordinates for the pixel shader.
|
||||
output.tex = input.tex;
|
||||
// Store the texture coordinates for the pixel shader.
|
||||
output.tex = input.tex;
|
||||
|
||||
// Calculate the normal vector against the world matrix only.
|
||||
// Calculate the normal vector against the world matrix only.
|
||||
output.normal = mul(input.normal, (float3x3)worldMatrix);
|
||||
|
||||
// Normalize the normal vector.
|
||||
output.normal = normalize(output.normal);
|
||||
|
||||
// Calculate the position of the vertex in the world.
|
||||
// Calculate the position of the vertex in the world.
|
||||
worldPosition = mul(input.position, worldMatrix);
|
||||
|
||||
for(i=0; i<NUM_LIGHTS; i++)
|
||||
{
|
||||
// Determine the light positions based on the position of the lights and the position of the vertex in the world.
|
||||
output.lightPos[i] = lightPosition[i].xyz - worldPosition.xyz;
|
||||
for(i=0; i<NUM_LIGHTS; i++)
|
||||
{
|
||||
// Determine the light positions based on the position of the lights and the position of the vertex in the world.
|
||||
output.lightPos[i] = lightPosition[i].xyz - worldPosition.xyz;
|
||||
|
||||
// Normalize the light position vectors.
|
||||
output.lightPos[i] = normalize(output.lightPos[i]);
|
||||
}
|
||||
// Normalize the light position vectors.
|
||||
output.lightPos[i] = normalize(output.lightPos[i]);
|
||||
}
|
||||
|
||||
return output;
|
||||
}
|
@ -24,29 +24,38 @@ void LightClass::SetAmbientColor(float red, float green, float blue, float alpha
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
|
||||
void LightClass::SetDiffuseColor(float red, float green, float blue, float alpha)
|
||||
{
|
||||
m_diffuseColor = XMFLOAT4(red, green, blue, alpha);
|
||||
return;
|
||||
m_diffuseColor = XMFLOAT4(red, green, blue, alpha);
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
void LightClass::SetDirection(float x, float y, float z)
|
||||
{
|
||||
m_direction = XMFLOAT3(x, y, z);
|
||||
return;
|
||||
m_direction = XMFLOAT3(x, y, z);
|
||||
return;
|
||||
}
|
||||
|
||||
void LightClass::SetSpecularColor(float red, float green, float blue, float alpha)
|
||||
{
|
||||
m_specularColor = XMFLOAT4(red, green, blue, alpha);
|
||||
return;
|
||||
m_specularColor = XMFLOAT4(red, green, blue, alpha);
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
void LightClass::SetSpecularPower(float power)
|
||||
{
|
||||
m_specularPower = power;
|
||||
return;
|
||||
}
|
||||
|
||||
void LightClass::SetPosition(float x, float y, float z)
|
||||
{
|
||||
m_position = XMFLOAT4(x, y, z, 1.0f);
|
||||
return;
|
||||
m_position = XMFLOAT4(x, y, z, 1.0f);
|
||||
return;
|
||||
}
|
||||
|
||||
XMFLOAT4 LightClass::GetAmbientColor()
|
||||
@ -57,29 +66,26 @@ XMFLOAT4 LightClass::GetAmbientColor()
|
||||
|
||||
XMFLOAT4 LightClass::GetDiffuseColor()
|
||||
{
|
||||
return m_diffuseColor;
|
||||
return m_diffuseColor;
|
||||
}
|
||||
|
||||
|
||||
XMFLOAT3 LightClass::GetDirection()
|
||||
{
|
||||
return m_direction;
|
||||
return m_direction;
|
||||
}
|
||||
|
||||
|
||||
XMFLOAT4 LightClass::GetSpecularColor()
|
||||
{
|
||||
return m_specularColor;
|
||||
return m_specularColor;
|
||||
}
|
||||
|
||||
|
||||
float LightClass::GetSpecularPower()
|
||||
{
|
||||
return m_specularPower;
|
||||
return m_specularPower;
|
||||
}
|
||||
|
||||
|
||||
XMFLOAT4 LightClass::GetPosition()
|
||||
{
|
||||
return m_position;
|
||||
return m_position;
|
||||
}
|
||||
|
@ -1,3 +1,4 @@
|
||||
#pragma once
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
// Filename: lightclass.h
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
@ -18,9 +19,9 @@ using namespace DirectX;
|
||||
class LightClass
|
||||
{
|
||||
public:
|
||||
LightClass();
|
||||
LightClass(const LightClass&);
|
||||
~LightClass();
|
||||
LightClass();
|
||||
LightClass(const LightClass&);
|
||||
~LightClass();
|
||||
|
||||
void SetAmbientColor(float, float, float, float);
|
||||
void SetDiffuseColor(float, float, float, float);
|
||||
@ -28,13 +29,14 @@ public:
|
||||
void SetSpecularColor(float, float, float, float);
|
||||
void SetSpecularPower(float);
|
||||
void SetPosition(float, float, float);
|
||||
|
||||
|
||||
XMFLOAT4 GetAmbientColor();
|
||||
XMFLOAT4 GetDiffuseColor();
|
||||
XMFLOAT3 GetDirection();
|
||||
XMFLOAT4 GetSpecularColor();
|
||||
float GetSpecularPower();
|
||||
XMFLOAT4 GetPosition();
|
||||
|
||||
private:
|
||||
XMFLOAT4 m_ambientColor;
|
||||
XMFLOAT4 m_diffuseColor;
|
||||
|
@ -6,15 +6,15 @@
|
||||
|
||||
LightShaderClass::LightShaderClass()
|
||||
{
|
||||
m_vertexShader = 0;
|
||||
m_pixelShader = 0;
|
||||
m_layout = 0;
|
||||
m_sampleState = 0;
|
||||
m_matrixBuffer = 0;
|
||||
m_lightBuffer = 0;
|
||||
|
||||
m_lightColorBuffer = 0;
|
||||
m_lightPositionBuffer = 0;
|
||||
m_vertexShader = 0;
|
||||
m_pixelShader = 0;
|
||||
m_layout = 0;
|
||||
m_sampleState = 0;
|
||||
m_matrixBuffer = 0;
|
||||
m_cameraBuffer = 0;
|
||||
m_lightBuffer = 0;
|
||||
m_lightColorBuffer = 0;
|
||||
m_lightPositionBuffer = 0;
|
||||
}
|
||||
|
||||
|
||||
@ -30,181 +30,178 @@ LightShaderClass::~LightShaderClass()
|
||||
|
||||
bool LightShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
|
||||
{
|
||||
wchar_t vsFilename[128];
|
||||
wchar_t psFilename[128];
|
||||
int error;
|
||||
bool result;
|
||||
|
||||
wchar_t vsFilename[128];
|
||||
wchar_t psFilename[128];
|
||||
int error;
|
||||
bool result;
|
||||
|
||||
// Set the filename of the vertex shader.
|
||||
error = wcscpy_s(vsFilename, 128, L"../enginecustom/light.vs");
|
||||
error = wcscpy_s(vsFilename, 128, L"light.vs");
|
||||
if (error != 0)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Set the filename of the pixel shader.
|
||||
error = wcscpy_s(psFilename, 128, L"../enginecustom/light.ps");
|
||||
error = wcscpy_s(psFilename, 128, L"light.ps");
|
||||
if (error != 0)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
// Initialize the vertex and pixel shaders.
|
||||
result = InitializeShader(device, hwnd, vsFilename, psFilename);
|
||||
if (!result)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Initialize the vertex and pixel shaders.
|
||||
result = InitializeShader(device, hwnd, vsFilename, psFilename);
|
||||
if(!result)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
void LightShaderClass::Shutdown()
|
||||
{
|
||||
// Shutdown the vertex and pixel shaders as well as the related objects.
|
||||
ShutdownShader();
|
||||
// Shutdown the vertex and pixel shaders as well as the related objects.
|
||||
ShutdownShader();
|
||||
|
||||
return;
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
bool LightShaderClass::Render(ID3D11DeviceContext* deviceContext, int indexCount, XMMATRIX worldMatrix, XMMATRIX viewMatrix, XMMATRIX projectionMatrix,
|
||||
ID3D11ShaderResourceView* texture, XMFLOAT4 diffuseColor[], XMFLOAT4 lightPosition[])
|
||||
ID3D11ShaderResourceView* texture, XMFLOAT4 diffuseColor[], XMFLOAT4 lightPosition[])
|
||||
{
|
||||
bool result;
|
||||
bool result;
|
||||
|
||||
|
||||
// Set the shader parameters that it will use for rendering.
|
||||
result = SetShaderParameters(deviceContext, worldMatrix, viewMatrix, projectionMatrix, texture, diffuseColor, lightPosition);
|
||||
result = SetShaderParameters(deviceContext, worldMatrix, viewMatrix, projectionMatrix, texture, diffuseColor, lightPosition);
|
||||
if(!result)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Now render the prepared buffers with the shader.
|
||||
RenderShader(deviceContext, indexCount);
|
||||
// Now render the prepared buffers with the shader.
|
||||
RenderShader(deviceContext, indexCount);
|
||||
|
||||
return true;
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
bool LightShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR* vsFilename, WCHAR* psFilename)
|
||||
{
|
||||
HRESULT result;
|
||||
ID3D10Blob* errorMessage;
|
||||
ID3D10Blob* vertexShaderBuffer;
|
||||
ID3D10Blob* pixelShaderBuffer;
|
||||
D3D11_INPUT_ELEMENT_DESC polygonLayout[3];
|
||||
unsigned int numElements;
|
||||
HRESULT result;
|
||||
ID3D10Blob* errorMessage;
|
||||
ID3D10Blob* vertexShaderBuffer;
|
||||
ID3D10Blob* pixelShaderBuffer;
|
||||
D3D11_INPUT_ELEMENT_DESC polygonLayout[3];
|
||||
unsigned int numElements;
|
||||
D3D11_SAMPLER_DESC samplerDesc;
|
||||
D3D11_BUFFER_DESC matrixBufferDesc;
|
||||
D3D11_BUFFER_DESC lightBufferDesc;
|
||||
D3D11_BUFFER_DESC lightColorBufferDesc;
|
||||
D3D11_BUFFER_DESC lightPositionBufferDesc;
|
||||
D3D11_BUFFER_DESC matrixBufferDesc;
|
||||
D3D11_BUFFER_DESC cameraBufferDesc;
|
||||
D3D11_BUFFER_DESC lightColorBufferDesc;
|
||||
D3D11_BUFFER_DESC lightPositionBufferDesc;
|
||||
|
||||
|
||||
// Initialize the pointers this function will use to null.
|
||||
errorMessage = 0;
|
||||
vertexShaderBuffer = 0;
|
||||
pixelShaderBuffer = 0;
|
||||
// Initialize the pointers this function will use to null.
|
||||
errorMessage = 0;
|
||||
vertexShaderBuffer = 0;
|
||||
pixelShaderBuffer = 0;
|
||||
|
||||
// Compile the vertex shader code.
|
||||
result = D3DCompileFromFile(vsFilename, NULL, NULL, "LightVertexShader", "vs_5_0", D3D10_SHADER_ENABLE_STRICTNESS, 0, &vertexShaderBuffer, &errorMessage);
|
||||
if(FAILED(result))
|
||||
{
|
||||
// If the shader failed to compile it should have writen something to the error message.
|
||||
if(errorMessage)
|
||||
{
|
||||
OutputShaderErrorMessage(errorMessage, hwnd, vsFilename);
|
||||
}
|
||||
// If there was nothing in the error message then it simply could not find the shader file itself.
|
||||
else
|
||||
{
|
||||
MessageBox(hwnd, vsFilename, L"Missing Shader File", MB_OK);
|
||||
}
|
||||
result = D3DCompileFromFile(vsFilename, NULL, NULL, "LightVertexShader", "vs_5_0", D3D10_SHADER_ENABLE_STRICTNESS, 0, &vertexShaderBuffer, &errorMessage);
|
||||
if (FAILED(result))
|
||||
{
|
||||
// If the shader failed to compile it should have writen something to the error message.
|
||||
if (errorMessage)
|
||||
{
|
||||
OutputShaderErrorMessage(errorMessage, hwnd, vsFilename);
|
||||
}
|
||||
// If there was nothing in the error message then it simply could not find the shader file itself.
|
||||
else
|
||||
{
|
||||
MessageBox(hwnd, vsFilename, L"Missing Shader File", MB_OK);
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
// Compile the pixel shader code.
|
||||
result = D3DCompileFromFile(psFilename, NULL, NULL, "LightPixelShader", "ps_5_0", D3D10_SHADER_ENABLE_STRICTNESS, 0, &pixelShaderBuffer, &errorMessage);
|
||||
if(FAILED(result))
|
||||
{
|
||||
// If the shader failed to compile it should have writen something to the error message.
|
||||
if(errorMessage)
|
||||
{
|
||||
OutputShaderErrorMessage(errorMessage, hwnd, psFilename);
|
||||
}
|
||||
// If there was nothing in the error message then it simply could not find the file itself.
|
||||
else
|
||||
{
|
||||
MessageBox(hwnd, psFilename, L"Missing Shader File", MB_OK);
|
||||
}
|
||||
result = D3DCompileFromFile(psFilename, NULL, NULL, "LightPixelShader", "ps_5_0", D3D10_SHADER_ENABLE_STRICTNESS, 0, &pixelShaderBuffer, &errorMessage);
|
||||
if (FAILED(result))
|
||||
{
|
||||
// If the shader failed to compile it should have writen something to the error message.
|
||||
if (errorMessage)
|
||||
{
|
||||
OutputShaderErrorMessage(errorMessage, hwnd, psFilename);
|
||||
}
|
||||
// If there was nothing in the error message then it simply could not find the file itself.
|
||||
else
|
||||
{
|
||||
MessageBox(hwnd, psFilename, L"Missing Shader File", MB_OK);
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
// Create the vertex shader from the buffer.
|
||||
result = device->CreateVertexShader(vertexShaderBuffer->GetBufferPointer(), vertexShaderBuffer->GetBufferSize(), NULL, &m_vertexShader);
|
||||
if(FAILED(result))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
if (FAILED(result))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Create the pixel shader from the buffer.
|
||||
result = device->CreatePixelShader(pixelShaderBuffer->GetBufferPointer(), pixelShaderBuffer->GetBufferSize(), NULL, &m_pixelShader);
|
||||
if(FAILED(result))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
if (FAILED(result))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Create the vertex input layout description.
|
||||
// This setup needs to match the VertexType stucture in the ModelClass and in the shader.
|
||||
polygonLayout[0].SemanticName = "POSITION";
|
||||
polygonLayout[0].SemanticIndex = 0;
|
||||
polygonLayout[0].Format = DXGI_FORMAT_R32G32B32_FLOAT;
|
||||
polygonLayout[0].InputSlot = 0;
|
||||
polygonLayout[0].AlignedByteOffset = 0;
|
||||
polygonLayout[0].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
|
||||
polygonLayout[0].InstanceDataStepRate = 0;
|
||||
// Create the vertex input layout description.
|
||||
// This setup needs to match the VertexType stucture in the ModelClass and in the shader.
|
||||
polygonLayout[0].SemanticName = "POSITION";
|
||||
polygonLayout[0].SemanticIndex = 0;
|
||||
polygonLayout[0].Format = DXGI_FORMAT_R32G32B32_FLOAT;
|
||||
polygonLayout[0].InputSlot = 0;
|
||||
polygonLayout[0].AlignedByteOffset = 0;
|
||||
polygonLayout[0].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
|
||||
polygonLayout[0].InstanceDataStepRate = 0;
|
||||
|
||||
polygonLayout[1].SemanticName = "TEXCOORD";
|
||||
polygonLayout[1].SemanticIndex = 0;
|
||||
polygonLayout[1].Format = DXGI_FORMAT_R32G32_FLOAT;
|
||||
polygonLayout[1].InputSlot = 0;
|
||||
polygonLayout[1].AlignedByteOffset = D3D11_APPEND_ALIGNED_ELEMENT;
|
||||
polygonLayout[1].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
|
||||
polygonLayout[1].InstanceDataStepRate = 0;
|
||||
polygonLayout[1].SemanticName = "TEXCOORD";
|
||||
polygonLayout[1].SemanticIndex = 0;
|
||||
polygonLayout[1].Format = DXGI_FORMAT_R32G32_FLOAT;
|
||||
polygonLayout[1].InputSlot = 0;
|
||||
polygonLayout[1].AlignedByteOffset = D3D11_APPEND_ALIGNED_ELEMENT;
|
||||
polygonLayout[1].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
|
||||
polygonLayout[1].InstanceDataStepRate = 0;
|
||||
|
||||
polygonLayout[2].SemanticName = "NORMAL";
|
||||
polygonLayout[2].SemanticIndex = 0;
|
||||
polygonLayout[2].Format = DXGI_FORMAT_R32G32B32_FLOAT;
|
||||
polygonLayout[2].InputSlot = 0;
|
||||
polygonLayout[2].AlignedByteOffset = D3D11_APPEND_ALIGNED_ELEMENT;
|
||||
polygonLayout[2].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
|
||||
polygonLayout[2].InstanceDataStepRate = 0;
|
||||
polygonLayout[2].SemanticName = "NORMAL";
|
||||
polygonLayout[2].SemanticIndex = 0;
|
||||
polygonLayout[2].Format = DXGI_FORMAT_R32G32B32_FLOAT;
|
||||
polygonLayout[2].InputSlot = 0;
|
||||
polygonLayout[2].AlignedByteOffset = D3D11_APPEND_ALIGNED_ELEMENT;
|
||||
polygonLayout[2].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
|
||||
polygonLayout[2].InstanceDataStepRate = 0;
|
||||
|
||||
// Get a count of the elements in the layout.
|
||||
// Get a count of the elements in the layout.
|
||||
numElements = sizeof(polygonLayout) / sizeof(polygonLayout[0]);
|
||||
|
||||
// Create the vertex input layout.
|
||||
result = device->CreateInputLayout(polygonLayout, numElements, vertexShaderBuffer->GetBufferPointer(), vertexShaderBuffer->GetBufferSize(),
|
||||
&m_layout);
|
||||
if(FAILED(result))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
// Create the vertex input layout.
|
||||
result = device->CreateInputLayout(polygonLayout, numElements, vertexShaderBuffer->GetBufferPointer(), vertexShaderBuffer->GetBufferSize(),
|
||||
&m_layout);
|
||||
if (FAILED(result))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Release the vertex shader buffer and pixel shader buffer since they are no longer needed.
|
||||
vertexShaderBuffer->Release();
|
||||
vertexShaderBuffer = 0;
|
||||
// Release the vertex shader buffer and pixel shader buffer since they are no longer needed.
|
||||
vertexShaderBuffer->Release();
|
||||
vertexShaderBuffer = 0;
|
||||
|
||||
pixelShaderBuffer->Release();
|
||||
pixelShaderBuffer = 0;
|
||||
pixelShaderBuffer->Release();
|
||||
pixelShaderBuffer = 0;
|
||||
|
||||
// Create a texture sampler state description.
|
||||
// Create a texture sampler state description.
|
||||
samplerDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
|
||||
samplerDesc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP;
|
||||
samplerDesc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP;
|
||||
@ -213,289 +210,307 @@ bool LightShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR*
|
||||
samplerDesc.MaxAnisotropy = 1;
|
||||
samplerDesc.ComparisonFunc = D3D11_COMPARISON_ALWAYS;
|
||||
samplerDesc.BorderColor[0] = 0;
|
||||
samplerDesc.BorderColor[1] = 0;
|
||||
samplerDesc.BorderColor[2] = 0;
|
||||
samplerDesc.BorderColor[3] = 0;
|
||||
samplerDesc.BorderColor[1] = 0;
|
||||
samplerDesc.BorderColor[2] = 0;
|
||||
samplerDesc.BorderColor[3] = 0;
|
||||
samplerDesc.MinLOD = 0;
|
||||
samplerDesc.MaxLOD = D3D11_FLOAT32_MAX;
|
||||
|
||||
// Create the texture sampler state.
|
||||
// Create the texture sampler state.
|
||||
result = device->CreateSamplerState(&samplerDesc, &m_sampleState);
|
||||
if(FAILED(result))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
if (FAILED(result))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Setup the description of the dynamic matrix constant buffer that is in the vertex shader.
|
||||
// Setup the description of the dynamic matrix constant buffer that is in the vertex shader.
|
||||
matrixBufferDesc.Usage = D3D11_USAGE_DYNAMIC;
|
||||
matrixBufferDesc.ByteWidth = sizeof(MatrixBufferType);
|
||||
matrixBufferDesc.ByteWidth = sizeof(MatrixBufferType);
|
||||
matrixBufferDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
|
||||
matrixBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
|
||||
matrixBufferDesc.MiscFlags = 0;
|
||||
matrixBufferDesc.StructureByteStride = 0;
|
||||
matrixBufferDesc.StructureByteStride = 0;
|
||||
|
||||
// Create the constant buffer pointer so we can access the vertex shader constant buffer from within this class.
|
||||
result = device->CreateBuffer(&matrixBufferDesc, NULL, &m_matrixBuffer);
|
||||
if(FAILED(result))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
// Setup the description of the dynamic constant buffer that is in the pixel shader.
|
||||
lightColorBufferDesc.Usage = D3D11_USAGE_DYNAMIC;
|
||||
lightColorBufferDesc.ByteWidth = sizeof(LightColorBufferType);
|
||||
lightColorBufferDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
|
||||
lightColorBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
|
||||
lightColorBufferDesc.MiscFlags = 0;
|
||||
lightColorBufferDesc.StructureByteStride = 0;
|
||||
// Create the constant buffer pointer so we can access the vertex shader constant buffer from within this class.
|
||||
result = device->CreateBuffer(&matrixBufferDesc, NULL, &m_matrixBuffer);
|
||||
if (FAILED(result))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Create the constant buffer pointer so we can access the pixel shader constant buffer from within this class.
|
||||
result = device->CreateBuffer(&lightColorBufferDesc, NULL, &m_lightColorBuffer);
|
||||
if (FAILED(result))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
// Setup the description of the dynamic constant buffer that is in the vertex shader.
|
||||
lightPositionBufferDesc.Usage = D3D11_USAGE_DYNAMIC;
|
||||
lightPositionBufferDesc.ByteWidth = sizeof(LightPositionBufferType);
|
||||
lightPositionBufferDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
|
||||
lightPositionBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
|
||||
lightPositionBufferDesc.MiscFlags = 0;
|
||||
lightPositionBufferDesc.StructureByteStride = 0;
|
||||
|
||||
// Create the constant buffer pointer so we can access the vertex shader constant buffer from within this class.
|
||||
result = device->CreateBuffer(&lightPositionBufferDesc, NULL, &m_lightPositionBuffer);
|
||||
if (FAILED(result))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Setup the description of the light dynamic constant buffer that is in the pixel shader.
|
||||
// Note that ByteWidth always needs to be a multiple of 16 if using D3D11_BIND_CONSTANT_BUFFER or CreateBuffer will fail.
|
||||
lightBufferDesc.Usage = D3D11_USAGE_DYNAMIC;
|
||||
lightBufferDesc.ByteWidth = sizeof(LightBufferType);
|
||||
lightBufferDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
|
||||
lightBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
|
||||
lightBufferDesc.MiscFlags = 0;
|
||||
lightBufferDesc.StructureByteStride = 0;
|
||||
// Setup the description of the camera dynamic constant buffer that is in the vertex shader.
|
||||
cameraBufferDesc.Usage = D3D11_USAGE_DYNAMIC;
|
||||
cameraBufferDesc.ByteWidth = sizeof(CameraBufferType);
|
||||
cameraBufferDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
|
||||
cameraBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
|
||||
cameraBufferDesc.MiscFlags = 0;
|
||||
cameraBufferDesc.StructureByteStride = 0;
|
||||
|
||||
// Create the constant buffer pointer so we can access the vertex shader constant buffer from within this class.
|
||||
result = device->CreateBuffer(&lightBufferDesc, NULL, &m_lightBuffer);
|
||||
if(FAILED(result))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
// Create the camera constant buffer pointer so we can access the vertex shader constant buffer from within this class.
|
||||
result = device->CreateBuffer(&cameraBufferDesc, NULL, &m_cameraBuffer);
|
||||
if (FAILED(result))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
// Setup the description of the dynamic constant buffer that is in the pixel shader.
|
||||
lightColorBufferDesc.Usage = D3D11_USAGE_DYNAMIC;
|
||||
lightColorBufferDesc.ByteWidth = sizeof(LightColorBufferType);
|
||||
lightColorBufferDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
|
||||
lightColorBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
|
||||
lightColorBufferDesc.MiscFlags = 0;
|
||||
lightColorBufferDesc.StructureByteStride = 0;
|
||||
|
||||
// Create the constant buffer pointer so we can access the pixel shader constant buffer from within this class.
|
||||
result = device->CreateBuffer(&lightColorBufferDesc, NULL, &m_lightColorBuffer);
|
||||
if (FAILED(result))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Setup the description of the dynamic constant buffer that is in the vertex shader.
|
||||
lightPositionBufferDesc.Usage = D3D11_USAGE_DYNAMIC;
|
||||
lightPositionBufferDesc.ByteWidth = sizeof(LightPositionBufferType);
|
||||
lightPositionBufferDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
|
||||
lightPositionBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
|
||||
lightPositionBufferDesc.MiscFlags = 0;
|
||||
lightPositionBufferDesc.StructureByteStride = 0;
|
||||
|
||||
// Create the constant buffer pointer so we can access the vertex shader constant buffer from within this class.
|
||||
result = device->CreateBuffer(&lightPositionBufferDesc, NULL, &m_lightPositionBuffer);
|
||||
if (FAILED(result))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
void LightShaderClass::ShutdownShader()
|
||||
{
|
||||
// Release the light constant buffers.
|
||||
if (m_lightColorBuffer)
|
||||
{
|
||||
m_lightColorBuffer->Release();
|
||||
m_lightColorBuffer = 0;
|
||||
}
|
||||
// Release the light constant buffers.
|
||||
if (m_lightColorBuffer)
|
||||
{
|
||||
m_lightColorBuffer->Release();
|
||||
m_lightColorBuffer = 0;
|
||||
}
|
||||
|
||||
if (m_lightPositionBuffer)
|
||||
{
|
||||
m_lightPositionBuffer->Release();
|
||||
m_lightPositionBuffer = 0;
|
||||
}
|
||||
// Release the light constant buffer.
|
||||
if(m_lightBuffer)
|
||||
{
|
||||
m_lightBuffer->Release();
|
||||
m_lightBuffer = 0;
|
||||
}
|
||||
if (m_lightPositionBuffer)
|
||||
{
|
||||
m_lightPositionBuffer->Release();
|
||||
m_lightPositionBuffer = 0;
|
||||
}
|
||||
|
||||
// Release the matrix constant buffer.
|
||||
if(m_matrixBuffer)
|
||||
{
|
||||
m_matrixBuffer->Release();
|
||||
m_matrixBuffer = 0;
|
||||
}
|
||||
// Release the light constant buffer.
|
||||
if (m_lightBuffer)
|
||||
{
|
||||
m_lightBuffer->Release();
|
||||
m_lightBuffer = 0;
|
||||
}
|
||||
|
||||
// Release the sampler state.
|
||||
if(m_sampleState)
|
||||
{
|
||||
m_sampleState->Release();
|
||||
m_sampleState = 0;
|
||||
}
|
||||
// Release the camera constant buffer.
|
||||
if (m_cameraBuffer)
|
||||
{
|
||||
m_cameraBuffer->Release();
|
||||
m_cameraBuffer = 0;
|
||||
}
|
||||
|
||||
// Release the layout.
|
||||
if(m_layout)
|
||||
{
|
||||
m_layout->Release();
|
||||
m_layout = 0;
|
||||
}
|
||||
// Release the matrix constant buffer.
|
||||
if (m_matrixBuffer)
|
||||
{
|
||||
m_matrixBuffer->Release();
|
||||
m_matrixBuffer = 0;
|
||||
}
|
||||
|
||||
// Release the pixel shader.
|
||||
if(m_pixelShader)
|
||||
{
|
||||
m_pixelShader->Release();
|
||||
m_pixelShader = 0;
|
||||
}
|
||||
// Release the sampler state.
|
||||
if (m_sampleState)
|
||||
{
|
||||
m_sampleState->Release();
|
||||
m_sampleState = 0;
|
||||
}
|
||||
|
||||
// Release the vertex shader.
|
||||
if(m_vertexShader)
|
||||
{
|
||||
m_vertexShader->Release();
|
||||
m_vertexShader = 0;
|
||||
}
|
||||
// Release the layout.
|
||||
if (m_layout)
|
||||
{
|
||||
m_layout->Release();
|
||||
m_layout = 0;
|
||||
}
|
||||
|
||||
return;
|
||||
// Release the pixel shader.
|
||||
if (m_pixelShader)
|
||||
{
|
||||
m_pixelShader->Release();
|
||||
m_pixelShader = 0;
|
||||
}
|
||||
|
||||
// Release the vertex shader.
|
||||
if (m_vertexShader)
|
||||
{
|
||||
m_vertexShader->Release();
|
||||
m_vertexShader = 0;
|
||||
}
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
void LightShaderClass::OutputShaderErrorMessage(ID3D10Blob* errorMessage, HWND hwnd, WCHAR* shaderFilename)
|
||||
{
|
||||
char* compileErrors;
|
||||
unsigned __int64 bufferSize, i;
|
||||
ofstream fout;
|
||||
char* compileErrors;
|
||||
unsigned __int64 bufferSize, i;
|
||||
ofstream fout;
|
||||
|
||||
|
||||
// Get a pointer to the error message text buffer.
|
||||
compileErrors = (char*)(errorMessage->GetBufferPointer());
|
||||
// Get a pointer to the error message text buffer.
|
||||
compileErrors = (char*)(errorMessage->GetBufferPointer());
|
||||
|
||||
// Get the length of the message.
|
||||
bufferSize = errorMessage->GetBufferSize();
|
||||
// Get the length of the message.
|
||||
bufferSize = errorMessage->GetBufferSize();
|
||||
|
||||
// Open a file to write the error message to.
|
||||
fout.open("shader-error.txt");
|
||||
// Open a file to write the error message to.
|
||||
fout.open("shader-error.txt");
|
||||
|
||||
// Write out the error message.
|
||||
for(i=0; i<bufferSize; i++)
|
||||
{
|
||||
fout << compileErrors[i];
|
||||
}
|
||||
// Write out the error message.
|
||||
for (i = 0; i < bufferSize; i++)
|
||||
{
|
||||
fout << compileErrors[i];
|
||||
}
|
||||
|
||||
// Close the file.
|
||||
fout.close();
|
||||
// Close the file.
|
||||
fout.close();
|
||||
|
||||
// Release the error message.
|
||||
errorMessage->Release();
|
||||
errorMessage = 0;
|
||||
// Release the error message.
|
||||
errorMessage->Release();
|
||||
errorMessage = 0;
|
||||
|
||||
// Pop a message up on the screen to notify the user to check the text file for compile errors.
|
||||
MessageBox(hwnd, L"Error compiling shader. Check shader-error.txt for message.", shaderFilename, MB_OK);
|
||||
// Pop a message up on the screen to notify the user to check the text file for compile errors.
|
||||
MessageBox(hwnd, L"Error compiling shader. Check shader-error.txt for message.", shaderFilename, MB_OK);
|
||||
|
||||
return;
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
bool LightShaderClass::SetShaderParameters(ID3D11DeviceContext* deviceContext, XMMATRIX worldMatrix, XMMATRIX viewMatrix, XMMATRIX projectionMatrix,
|
||||
ID3D11ShaderResourceView* texture, XMFLOAT4 diffuseColor[], XMFLOAT4 lightPosition[])
|
||||
ID3D11ShaderResourceView* texture, XMFLOAT4 diffuseColor[], XMFLOAT4 lightPosition[])
|
||||
{
|
||||
HRESULT result;
|
||||
D3D11_MAPPED_SUBRESOURCE mappedResource;
|
||||
unsigned int bufferNumber;
|
||||
MatrixBufferType* dataPtr;
|
||||
LightPositionBufferType* dataPtr2;
|
||||
LightColorBufferType* dataPtr3;
|
||||
HRESULT result;
|
||||
D3D11_MAPPED_SUBRESOURCE mappedResource;
|
||||
unsigned int bufferNumber;
|
||||
MatrixBufferType* dataPtr;
|
||||
LightPositionBufferType* dataPtr2;
|
||||
LightColorBufferType* dataPtr3;
|
||||
|
||||
// Transpose the matrices to prepare them for the shader.
|
||||
worldMatrix = XMMatrixTranspose(worldMatrix);
|
||||
viewMatrix = XMMatrixTranspose(viewMatrix);
|
||||
projectionMatrix = XMMatrixTranspose(projectionMatrix);
|
||||
|
||||
// Lock the constant buffer so it can be written to.
|
||||
result = deviceContext->Map(m_matrixBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
|
||||
if (FAILED(result))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Get a pointer to the data in the constant buffer.
|
||||
dataPtr = (MatrixBufferType*)mappedResource.pData;
|
||||
|
||||
// Copy the matrices into the constant buffer.
|
||||
dataPtr->world = worldMatrix;
|
||||
dataPtr->view = viewMatrix;
|
||||
dataPtr->projection = projectionMatrix;
|
||||
|
||||
// Unlock the constant buffer.
|
||||
deviceContext->Unmap(m_matrixBuffer, 0);
|
||||
|
||||
// Set the position of the constant buffer in the vertex shader.
|
||||
bufferNumber = 0;
|
||||
|
||||
// Now set the constant buffer in the vertex shader with the updated values.
|
||||
deviceContext->VSSetConstantBuffers(bufferNumber, 1, &m_matrixBuffer);
|
||||
|
||||
// Lock the camera constant buffer so it can be written to.
|
||||
result = deviceContext->Map(m_cameraBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
|
||||
if (FAILED(result))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Lock the light position constant buffer so it can be written to.
|
||||
result = deviceContext->Map(m_lightPositionBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
|
||||
if (FAILED(result))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Get a pointer to the data in the constant buffer.
|
||||
dataPtr2 = (LightPositionBufferType*)mappedResource.pData;
|
||||
|
||||
// Copy the light position variables into the constant buffer.
|
||||
dataPtr2->lightPosition[0] = lightPosition[0];
|
||||
dataPtr2->lightPosition[1] = lightPosition[1];
|
||||
dataPtr2->lightPosition[2] = lightPosition[2];
|
||||
dataPtr2->lightPosition[3] = lightPosition[3];
|
||||
|
||||
// Unlock the constant buffer.
|
||||
deviceContext->Unmap(m_lightPositionBuffer, 0);
|
||||
|
||||
// Set the position of the constant buffer in the vertex shader.
|
||||
bufferNumber = 1;
|
||||
|
||||
// Finally set the constant buffer in the vertex shader with the updated values.
|
||||
deviceContext->VSSetConstantBuffers(bufferNumber, 1, &m_lightPositionBuffer);
|
||||
|
||||
// Set shader texture resource in the pixel shader.
|
||||
deviceContext->PSSetShaderResources(0, 1, &texture);
|
||||
|
||||
// Lock the light color constant buffer so it can be written to.
|
||||
result = deviceContext->Map(m_lightColorBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
|
||||
if (FAILED(result))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Get a pointer to the data in the constant buffer.
|
||||
dataPtr3 = (LightColorBufferType*)mappedResource.pData;
|
||||
|
||||
// Copy the light color variables into the constant buffer.
|
||||
dataPtr3->diffuseColor[0] = diffuseColor[0];
|
||||
dataPtr3->diffuseColor[1] = diffuseColor[1];
|
||||
dataPtr3->diffuseColor[2] = diffuseColor[2];
|
||||
dataPtr3->diffuseColor[3] = diffuseColor[3];
|
||||
|
||||
// Unlock the constant buffer.
|
||||
deviceContext->Unmap(m_lightColorBuffer, 0);
|
||||
|
||||
// Set the position of the constant buffer in the pixel shader.
|
||||
bufferNumber = 0;
|
||||
|
||||
// Finally set the constant buffer in the pixel shader with the updated values.
|
||||
deviceContext->PSSetConstantBuffers(bufferNumber, 1, &m_lightColorBuffer);
|
||||
|
||||
|
||||
// Transpose the matrices to prepare them for the shader.
|
||||
worldMatrix = XMMatrixTranspose(worldMatrix);
|
||||
viewMatrix = XMMatrixTranspose(viewMatrix);
|
||||
projectionMatrix = XMMatrixTranspose(projectionMatrix);
|
||||
|
||||
// Lock the constant buffer so it can be written to.
|
||||
result = deviceContext->Map(m_matrixBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
|
||||
if (FAILED(result))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Get a pointer to the data in the constant buffer.
|
||||
dataPtr = (MatrixBufferType*)mappedResource.pData;
|
||||
|
||||
// Copy the matrices into the constant buffer.
|
||||
dataPtr->world = worldMatrix;
|
||||
dataPtr->view = viewMatrix;
|
||||
dataPtr->projection = projectionMatrix;
|
||||
|
||||
// Unlock the constant buffer.
|
||||
deviceContext->Unmap(m_matrixBuffer, 0);
|
||||
|
||||
// Set the position of the constant buffer in the vertex shader.
|
||||
bufferNumber = 0;
|
||||
|
||||
// Now set the constant buffer in the vertex shader with the updated values.
|
||||
deviceContext->VSSetConstantBuffers(bufferNumber, 1, &m_matrixBuffer);
|
||||
|
||||
// Lock the light position constant buffer so it can be written to.
|
||||
result = deviceContext->Map(m_lightPositionBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
|
||||
if (FAILED(result))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Get a pointer to the data in the constant buffer.
|
||||
dataPtr2 = (LightPositionBufferType*)mappedResource.pData;
|
||||
|
||||
// Copy the light position variables into the constant buffer.
|
||||
dataPtr2->lightPosition[0] = lightPosition[0];
|
||||
dataPtr2->lightPosition[1] = lightPosition[1];
|
||||
dataPtr2->lightPosition[2] = lightPosition[2];
|
||||
dataPtr2->lightPosition[3] = lightPosition[3];
|
||||
|
||||
// Unlock the constant buffer.
|
||||
deviceContext->Unmap(m_lightPositionBuffer, 0);
|
||||
|
||||
// Set the position of the constant buffer in the vertex shader.
|
||||
bufferNumber = 1;
|
||||
|
||||
// Finally set the constant buffer in the vertex shader with the updated values.
|
||||
deviceContext->VSSetConstantBuffers(bufferNumber, 1, &m_lightPositionBuffer);
|
||||
|
||||
// Set shader texture resource in the pixel shader.
|
||||
deviceContext->PSSetShaderResources(0, 1, &texture);
|
||||
|
||||
// Lock the light color constant buffer so it can be written to.
|
||||
result = deviceContext->Map(m_lightColorBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
|
||||
if (FAILED(result))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Get a pointer to the data in the constant buffer.
|
||||
dataPtr3 = (LightColorBufferType*)mappedResource.pData;
|
||||
|
||||
// Copy the light color variables into the constant buffer.
|
||||
dataPtr3->diffuseColor[0] = diffuseColor[0];
|
||||
dataPtr3->diffuseColor[1] = diffuseColor[1];
|
||||
dataPtr3->diffuseColor[2] = diffuseColor[2];
|
||||
dataPtr3->diffuseColor[3] = diffuseColor[3];
|
||||
|
||||
// Unlock the constant buffer.
|
||||
deviceContext->Unmap(m_lightColorBuffer, 0);
|
||||
|
||||
// Set the position of the constant buffer in the pixel shader.
|
||||
bufferNumber = 0;
|
||||
|
||||
// Finally set the constant buffer in the pixel shader with the updated values.
|
||||
deviceContext->PSSetConstantBuffers(bufferNumber, 1, &m_lightColorBuffer);
|
||||
|
||||
return true;
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
void LightShaderClass::RenderShader(ID3D11DeviceContext* deviceContext, int indexCount)
|
||||
{
|
||||
// Set the vertex input layout.
|
||||
deviceContext->IASetInputLayout(m_layout);
|
||||
// Set the vertex input layout.
|
||||
deviceContext->IASetInputLayout(m_layout);
|
||||
|
||||
// Set the vertex and pixel shaders that will be used to render this triangle.
|
||||
deviceContext->VSSetShader(m_vertexShader, NULL, 0);
|
||||
deviceContext->PSSetShader(m_pixelShader, NULL, 0);
|
||||
|
||||
// Set the sampler state in the pixel shader.
|
||||
deviceContext->PSSetSamplers(0, 1, &m_sampleState);
|
||||
// Set the sampler state in the pixel shader.
|
||||
deviceContext->PSSetSamplers(0, 1, &m_sampleState);
|
||||
|
||||
// Render the triangle.
|
||||
deviceContext->DrawIndexed(indexCount, 0, 0);
|
||||
// Render the triangle.
|
||||
deviceContext->DrawIndexed(indexCount, 0, 0);
|
||||
|
||||
return;
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
@ -4,12 +4,12 @@
|
||||
#ifndef _LIGHTSHADERCLASS_H_
|
||||
#define _LIGHTSHADERCLASS_H_
|
||||
|
||||
|
||||
/////////////
|
||||
// GLOBALS //
|
||||
/////////////
|
||||
const int NUM_LIGHTS = 4;
|
||||
|
||||
|
||||
//////////////
|
||||
// INCLUDES //
|
||||
//////////////
|
||||
@ -27,58 +27,66 @@ using namespace std;
|
||||
class LightShaderClass
|
||||
{
|
||||
private:
|
||||
struct MatrixBufferType
|
||||
{
|
||||
XMMATRIX world;
|
||||
XMMATRIX view;
|
||||
XMMATRIX projection;
|
||||
};
|
||||
struct LightColorBufferType
|
||||
{
|
||||
XMFLOAT4 diffuseColor[NUM_LIGHTS];
|
||||
};
|
||||
|
||||
struct LightPositionBufferType
|
||||
{
|
||||
XMFLOAT4 lightPosition[NUM_LIGHTS];
|
||||
};
|
||||
struct MatrixBufferType
|
||||
{
|
||||
XMMATRIX world;
|
||||
XMMATRIX view;
|
||||
XMMATRIX projection;
|
||||
};
|
||||
|
||||
struct CameraBufferType
|
||||
{
|
||||
XMFLOAT3 cameraPosition;
|
||||
float padding;
|
||||
};
|
||||
|
||||
struct LightBufferType
|
||||
{
|
||||
XMFLOAT4 ambientColor;
|
||||
XMFLOAT4 diffuseColor;
|
||||
XMFLOAT3 lightDirection;
|
||||
float padding; // Added extra padding so structure is a multiple of 16 for CreateBuffer function requirements.
|
||||
float specularPower;
|
||||
XMFLOAT4 specularColor;
|
||||
};
|
||||
|
||||
struct LightColorBufferType
|
||||
{
|
||||
XMFLOAT4 diffuseColor[NUM_LIGHTS];
|
||||
};
|
||||
|
||||
struct LightPositionBufferType
|
||||
{
|
||||
XMFLOAT4 lightPosition[NUM_LIGHTS];
|
||||
};
|
||||
|
||||
public:
|
||||
LightShaderClass();
|
||||
LightShaderClass(const LightShaderClass&);
|
||||
~LightShaderClass();
|
||||
LightShaderClass();
|
||||
LightShaderClass(const LightShaderClass&);
|
||||
~LightShaderClass();
|
||||
|
||||
bool Initialize(ID3D11Device*, HWND);
|
||||
void Shutdown();
|
||||
bool Render(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, XMFLOAT4[], XMFLOAT4[]);
|
||||
|
||||
bool Render(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, XMFLOAT4[], XMFLOAT4[]);
|
||||
|
||||
private:
|
||||
bool InitializeShader(ID3D11Device*, HWND, WCHAR*, WCHAR*);
|
||||
void ShutdownShader();
|
||||
void OutputShaderErrorMessage(ID3D10Blob*, HWND, WCHAR*);
|
||||
bool InitializeShader(ID3D11Device*, HWND, WCHAR*, WCHAR*);
|
||||
void ShutdownShader();
|
||||
void OutputShaderErrorMessage(ID3D10Blob*, HWND, WCHAR*);
|
||||
|
||||
bool SetShaderParameters(ID3D11DeviceContext*, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, XMFLOAT4[], XMFLOAT4[]);
|
||||
bool SetShaderParameters(ID3D11DeviceContext*, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, XMFLOAT4[], XMFLOAT4[]);
|
||||
void RenderShader(ID3D11DeviceContext*, int);
|
||||
|
||||
private:
|
||||
ID3D11VertexShader* m_vertexShader;
|
||||
ID3D11PixelShader* m_pixelShader;
|
||||
ID3D11InputLayout* m_layout;
|
||||
ID3D11SamplerState* m_sampleState;
|
||||
ID3D11Buffer* m_matrixBuffer;
|
||||
ID3D11Buffer* m_lightBuffer;
|
||||
|
||||
ID3D11Buffer* m_lightColorBuffer;
|
||||
ID3D11Buffer* m_lightPositionBuffer;
|
||||
ID3D11VertexShader* m_vertexShader;
|
||||
ID3D11PixelShader* m_pixelShader;
|
||||
ID3D11InputLayout* m_layout;
|
||||
ID3D11SamplerState* m_sampleState;
|
||||
ID3D11Buffer* m_matrixBuffer;
|
||||
ID3D11Buffer* m_cameraBuffer;
|
||||
ID3D11Buffer* m_lightBuffer;
|
||||
ID3D11Buffer* m_lightColorBuffer;
|
||||
ID3D11Buffer* m_lightPositionBuffer;
|
||||
};
|
||||
|
||||
#endif
|
@ -5,7 +5,7 @@ ModelClass::ModelClass()
|
||||
{
|
||||
m_vertexBuffer = 0;
|
||||
m_indexBuffer = 0;
|
||||
m_Texture = 0;
|
||||
m_Textures = 0;
|
||||
m_model = 0;
|
||||
}
|
||||
|
||||
@ -19,7 +19,7 @@ ModelClass::~ModelClass()
|
||||
{
|
||||
}
|
||||
|
||||
bool ModelClass::Initialize(ID3D11Device* device, ID3D11DeviceContext* deviceContext, char* modelFilename, char* textureFilename)
|
||||
bool ModelClass::Initialize(ID3D11Device* device, ID3D11DeviceContext* deviceContext, char* modelFilename, char* textureFilename1, char* textureFilename2)
|
||||
{
|
||||
bool result;
|
||||
|
||||
@ -36,8 +36,8 @@ bool ModelClass::Initialize(ID3D11Device* device, ID3D11DeviceContext* deviceCon
|
||||
{
|
||||
return false;
|
||||
}
|
||||
// Load the texture for this model.
|
||||
result = LoadTexture(device, deviceContext, textureFilename);
|
||||
// Load the textures for this model.
|
||||
result = LoadTextures(device, deviceContext, textureFilename1, textureFilename2);
|
||||
if (!result)
|
||||
{
|
||||
return false;
|
||||
@ -49,8 +49,8 @@ bool ModelClass::Initialize(ID3D11Device* device, ID3D11DeviceContext* deviceCon
|
||||
|
||||
void ModelClass::Shutdown()
|
||||
{
|
||||
// Release the model texture.
|
||||
ReleaseTexture();
|
||||
// Release the model textures.
|
||||
ReleaseTextures();
|
||||
|
||||
// Shutdown the vertex and index buffers.
|
||||
ShutdownBuffers();
|
||||
@ -76,9 +76,9 @@ int ModelClass::GetIndexCount()
|
||||
return m_indexCount;
|
||||
}
|
||||
|
||||
ID3D11ShaderResourceView* ModelClass::GetTexture()
|
||||
ID3D11ShaderResourceView* ModelClass::GetTexture(int index)
|
||||
{
|
||||
return m_Texture->GetTexture();
|
||||
return m_Textures[index].GetTexture();
|
||||
}
|
||||
|
||||
|
||||
@ -89,7 +89,7 @@ bool ModelClass::InitializeBuffers(ID3D11Device* device)
|
||||
D3D11_BUFFER_DESC vertexBufferDesc, indexBufferDesc;
|
||||
D3D11_SUBRESOURCE_DATA vertexData, indexData;
|
||||
HRESULT result;
|
||||
|
||||
int i;
|
||||
|
||||
// Create the vertex array.
|
||||
vertices = new VertexType[m_vertexCount];
|
||||
@ -98,7 +98,7 @@ bool ModelClass::InitializeBuffers(ID3D11Device* device)
|
||||
indices = new unsigned long[m_indexCount];
|
||||
|
||||
// Load the vertex array and index array with data.
|
||||
for (int i = 0; i < m_vertexCount; i++)
|
||||
for (i = 0; i < m_vertexCount; i++)
|
||||
{
|
||||
vertices[i].position = XMFLOAT3(m_model[i].x, m_model[i].y, m_model[i].z);
|
||||
vertices[i].texture = XMFLOAT2(m_model[i].tu, m_model[i].tv);
|
||||
@ -107,31 +107,6 @@ bool ModelClass::InitializeBuffers(ID3D11Device* device)
|
||||
indices[i] = i;
|
||||
}
|
||||
|
||||
|
||||
//// Create the vertex array.
|
||||
//vertices = new VertexType[m_vertexCount];
|
||||
|
||||
//// Create the index array.
|
||||
//indices = new unsigned long[m_indexCount];
|
||||
|
||||
//// Load the vertex array with data.
|
||||
//vertices[0].position = XMFLOAT3(-1.0f, -1.0f, 0.0f); // Bottom left.
|
||||
//vertices[0].texture = XMFLOAT2(0.0f, 1.0f);
|
||||
//vertices[0].normal = XMFLOAT3(0.0f, 0.0f, -1.0f);
|
||||
|
||||
//vertices[1].position = XMFLOAT3(0.0f, 1.0f, 0.0f); // Top middle.
|
||||
//vertices[1].texture = XMFLOAT2(0.5f, 0.0f);
|
||||
//vertices[1].normal = XMFLOAT3(0.0f, 0.0f, -1.0f);
|
||||
|
||||
//vertices[2].position = XMFLOAT3(1.0f, -1.0f, 0.0f); // Bottom right.
|
||||
//vertices[2].texture = XMFLOAT2(1.0f, 1.0f);
|
||||
//vertices[2].normal = XMFLOAT3(0.0f, 0.0f, -1.0f);
|
||||
|
||||
//// Load the index array with data.
|
||||
//indices[0] = 0; // Bottom left.
|
||||
//indices[1] = 1; // Top middle.
|
||||
//indices[2] = 2; // Bottom right.
|
||||
|
||||
// Set up the description of the static vertex buffer.
|
||||
vertexBufferDesc.Usage = D3D11_USAGE_DEFAULT;
|
||||
vertexBufferDesc.ByteWidth = sizeof(VertexType) * m_vertexCount;
|
||||
@ -225,15 +200,21 @@ void ModelClass::RenderBuffers(ID3D11DeviceContext* deviceContext)
|
||||
return;
|
||||
}
|
||||
|
||||
bool ModelClass::LoadTexture(ID3D11Device* device, ID3D11DeviceContext* deviceContext, char* filename)
|
||||
bool ModelClass::LoadTextures(ID3D11Device* device, ID3D11DeviceContext* deviceContext, char* filename1, char* filename2)
|
||||
{
|
||||
bool result;
|
||||
|
||||
|
||||
// Create and initialize the texture object.
|
||||
m_Texture = new TextureClass;
|
||||
// Create and initialize the texture object array.
|
||||
m_Textures = new TextureClass[2];
|
||||
|
||||
result = m_Texture->Initialize(device, deviceContext, filename);
|
||||
result = m_Textures[0].Initialize(device, deviceContext, filename1);
|
||||
if (!result)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
result = m_Textures[1].Initialize(device, deviceContext, filename2);
|
||||
if (!result)
|
||||
{
|
||||
return false;
|
||||
@ -242,14 +223,16 @@ bool ModelClass::LoadTexture(ID3D11Device* device, ID3D11DeviceContext* deviceCo
|
||||
return true;
|
||||
}
|
||||
|
||||
void ModelClass::ReleaseTexture()
|
||||
void ModelClass::ReleaseTextures()
|
||||
{
|
||||
// Release the texture object.
|
||||
if (m_Texture)
|
||||
// Release the texture object array.
|
||||
if (m_Textures)
|
||||
{
|
||||
m_Texture->Shutdown();
|
||||
delete m_Texture;
|
||||
m_Texture = 0;
|
||||
m_Textures[0].Shutdown();
|
||||
m_Textures[1].Shutdown();
|
||||
|
||||
delete[] m_Textures;
|
||||
m_Textures = 0;
|
||||
}
|
||||
|
||||
return;
|
||||
|
@ -8,7 +8,9 @@
|
||||
#include <d3d11.h>
|
||||
#include <directxmath.h>
|
||||
#include <fstream>
|
||||
#include <sstream>
|
||||
#include <vector>
|
||||
#include <string>
|
||||
using namespace DirectX;
|
||||
using namespace std;
|
||||
|
||||
@ -39,35 +41,50 @@ protected:
|
||||
float nx, ny, nz;
|
||||
};
|
||||
|
||||
struct Vertex {
|
||||
float x, y, z;
|
||||
};
|
||||
|
||||
struct Texture {
|
||||
float u, v;
|
||||
};
|
||||
|
||||
struct Normal {
|
||||
float nx, ny, nz;
|
||||
};
|
||||
|
||||
struct Face {
|
||||
int v1, v2, v3;
|
||||
int t1, t2, t3;
|
||||
int n1, n2, n3;
|
||||
};
|
||||
|
||||
public:
|
||||
ModelClass();
|
||||
ModelClass(const ModelClass&);
|
||||
~ModelClass();
|
||||
|
||||
bool Initialize(ID3D11Device*, ID3D11DeviceContext*, char*, char*);
|
||||
bool Initialize(ID3D11Device*, ID3D11DeviceContext*, char*, char*, char*);
|
||||
void Shutdown();
|
||||
void Render(ID3D11DeviceContext*);
|
||||
|
||||
int GetIndexCount();
|
||||
|
||||
ID3D11ShaderResourceView* GetTexture();
|
||||
ID3D11ShaderResourceView* GetTexture(int);
|
||||
|
||||
private:
|
||||
bool InitializeBuffers(ID3D11Device*);
|
||||
void ShutdownBuffers();
|
||||
void RenderBuffers(ID3D11DeviceContext*);
|
||||
bool LoadTexture(ID3D11Device*, ID3D11DeviceContext*, char*);
|
||||
void ReleaseTexture();
|
||||
bool LoadTextures(ID3D11Device*, ID3D11DeviceContext*, char*, char*);
|
||||
void ReleaseTextures();
|
||||
|
||||
bool LoadModel(char*);
|
||||
void ReleaseModel();
|
||||
|
||||
private:
|
||||
ID3D11Buffer* m_vertexBuffer, * m_indexBuffer;
|
||||
TextureClass* m_Texture;
|
||||
|
||||
protected:
|
||||
int m_vertexCount, m_indexCount;
|
||||
TextureClass* m_Textures;
|
||||
ModelType* m_model;
|
||||
int m_vertexCount, m_indexCount;
|
||||
};
|
||||
|
BIN
enginecustom/moss01.tga
Normal file
After Width: | Height: | Size: 4.0 MiB |
BIN
enginecustom/papier.tga
Normal file
After Width: | Height: | Size: 1020 KiB |
3754
enginecustom/plane.txt
Normal file
14704
enginecustom/sphere.txt
Normal file
BIN
enginecustom/sprite01.tga
Normal file
After Width: | Height: | Size: 16 KiB |
BIN
enginecustom/sprite02.tga
Normal file
After Width: | Height: | Size: 16 KiB |
BIN
enginecustom/sprite03.tga
Normal file
After Width: | Height: | Size: 16 KiB |
BIN
enginecustom/sprite04.tga
Normal file
After Width: | Height: | Size: 16 KiB |
6
enginecustom/sprite_data_01.txt
Normal file
@ -0,0 +1,6 @@
|
||||
4
|
||||
sprite01.tga
|
||||
sprite02.tga
|
||||
sprite03.tga
|
||||
sprite04.tga
|
||||
250
|
250
enginecustom/textclass.cpp
Normal file
@ -0,0 +1,250 @@
|
||||
#include "textclass.h"
|
||||
|
||||
|
||||
TextClass::TextClass()
|
||||
{
|
||||
m_vertexBuffer = 0;
|
||||
m_indexBuffer = 0;
|
||||
}
|
||||
|
||||
|
||||
TextClass::TextClass(const TextClass& other)
|
||||
{
|
||||
}
|
||||
|
||||
|
||||
TextClass::~TextClass()
|
||||
{
|
||||
}
|
||||
|
||||
bool TextClass::Initialize(ID3D11Device* device, ID3D11DeviceContext* deviceContext, int screenWidth, int screenHeight, int maxLength, FontClass* Font, char* text,
|
||||
int positionX, int positionY, float red, float green, float blue)
|
||||
{
|
||||
bool result;
|
||||
|
||||
|
||||
// Store the screen width and height.
|
||||
m_screenWidth = screenWidth;
|
||||
m_screenHeight = screenHeight;
|
||||
|
||||
// Store the maximum length of the sentence.
|
||||
m_maxLength = maxLength;
|
||||
|
||||
// Initalize the sentence.
|
||||
result = InitializeBuffers(device, deviceContext, Font, text, positionX, positionY, red, green, blue);
|
||||
if (!result)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void TextClass::Shutdown()
|
||||
{
|
||||
// Release the vertex and index buffers.
|
||||
ShutdownBuffers();
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
void TextClass::Render(ID3D11DeviceContext* deviceContext)
|
||||
{
|
||||
// Put the vertex and index buffers on the graphics pipeline to prepare them for drawing.
|
||||
RenderBuffers(deviceContext);
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
int TextClass::GetIndexCount()
|
||||
{
|
||||
return m_indexCount;
|
||||
}
|
||||
|
||||
bool TextClass::InitializeBuffers(ID3D11Device* device, ID3D11DeviceContext* deviceContext, FontClass* Font, char* text, int positionX, int positionY, float red, float green, float blue)
|
||||
{
|
||||
VertexType* vertices;
|
||||
unsigned long* indices;
|
||||
D3D11_BUFFER_DESC vertexBufferDesc, indexBufferDesc;
|
||||
D3D11_SUBRESOURCE_DATA vertexData, indexData;
|
||||
HRESULT result;
|
||||
int i;
|
||||
|
||||
// Set the vertex and index count.
|
||||
m_vertexCount = 6 * m_maxLength;
|
||||
m_indexCount = m_vertexCount;
|
||||
|
||||
// Create the vertex array.
|
||||
vertices = new VertexType[m_vertexCount];
|
||||
|
||||
// Create the index array.
|
||||
indices = new unsigned long[m_indexCount];
|
||||
|
||||
// Initialize vertex array to zeros at first.
|
||||
memset(vertices, 0, (sizeof(VertexType) * m_vertexCount));
|
||||
|
||||
// Initialize the index array.
|
||||
for (i = 0; i < m_indexCount; i++)
|
||||
{
|
||||
indices[i] = i;
|
||||
}
|
||||
|
||||
// Set up the description of the dynamic vertex buffer.
|
||||
vertexBufferDesc.Usage = D3D11_USAGE_DYNAMIC;
|
||||
vertexBufferDesc.ByteWidth = sizeof(VertexType) * m_vertexCount;
|
||||
vertexBufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
|
||||
vertexBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
|
||||
vertexBufferDesc.MiscFlags = 0;
|
||||
vertexBufferDesc.StructureByteStride = 0;
|
||||
|
||||
// Give the subresource structure a pointer to the vertex data.
|
||||
vertexData.pSysMem = vertices;
|
||||
vertexData.SysMemPitch = 0;
|
||||
vertexData.SysMemSlicePitch = 0;
|
||||
|
||||
// Create the vertex buffer.
|
||||
result = device->CreateBuffer(&vertexBufferDesc, &vertexData, &m_vertexBuffer);
|
||||
if (FAILED(result))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Set up the description of the static index buffer.
|
||||
indexBufferDesc.Usage = D3D11_USAGE_DEFAULT;
|
||||
indexBufferDesc.ByteWidth = sizeof(unsigned long) * m_indexCount;
|
||||
indexBufferDesc.BindFlags = D3D11_BIND_INDEX_BUFFER;
|
||||
indexBufferDesc.CPUAccessFlags = 0;
|
||||
indexBufferDesc.MiscFlags = 0;
|
||||
indexBufferDesc.StructureByteStride = 0;
|
||||
|
||||
// Give the subresource structure a pointer to the index data.
|
||||
indexData.pSysMem = indices;
|
||||
indexData.SysMemPitch = 0;
|
||||
indexData.SysMemSlicePitch = 0;
|
||||
|
||||
// Create the index buffer.
|
||||
result = device->CreateBuffer(&indexBufferDesc, &indexData, &m_indexBuffer);
|
||||
if (FAILED(result))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Release the vertex array as it is no longer needed.
|
||||
delete[] vertices;
|
||||
vertices = 0;
|
||||
|
||||
// Release the index array as it is no longer needed.
|
||||
delete[] indices;
|
||||
indices = 0;
|
||||
|
||||
// Now add the text data to the sentence buffers.
|
||||
result = UpdateText(deviceContext, Font, text, positionX, positionY, red, green, blue);
|
||||
if (!result)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void TextClass::ShutdownBuffers()
|
||||
{
|
||||
// Release the index buffer.
|
||||
if (m_indexBuffer)
|
||||
{
|
||||
m_indexBuffer->Release();
|
||||
m_indexBuffer = 0;
|
||||
}
|
||||
|
||||
// Release the vertex buffer.
|
||||
if (m_vertexBuffer)
|
||||
{
|
||||
m_vertexBuffer->Release();
|
||||
m_vertexBuffer = 0;
|
||||
}
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
bool TextClass::UpdateText(ID3D11DeviceContext* deviceContext, FontClass* Font, char* text, int positionX, int positionY, float red, float green, float blue)
|
||||
{
|
||||
int numLetters;
|
||||
VertexType* vertices;
|
||||
float drawX, drawY;
|
||||
HRESULT result;
|
||||
D3D11_MAPPED_SUBRESOURCE mappedResource;
|
||||
VertexType* verticesPtr;
|
||||
|
||||
// Store the color of the sentence.
|
||||
m_pixelColor = XMFLOAT4(red, green, blue, 1.0f);
|
||||
|
||||
// Get the number of letters in the sentence.
|
||||
numLetters = (int)strlen(text);
|
||||
|
||||
// Check for possible buffer overflow.
|
||||
if (numLetters > m_maxLength)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Create the vertex array.
|
||||
vertices = new VertexType[m_vertexCount];
|
||||
|
||||
// Initialize vertex array to zeros at first.
|
||||
memset(vertices, 0, (sizeof(VertexType) * m_vertexCount));
|
||||
|
||||
// Calculate the X and Y pixel position on the screen to start drawing to.
|
||||
drawX = (float)(((m_screenWidth / 2) * -1) + positionX);
|
||||
drawY = (float)((m_screenHeight / 2) - positionY);
|
||||
|
||||
// Use the font class to build the vertex array from the sentence text and sentence draw location.
|
||||
Font->BuildVertexArray((void*)vertices, text, drawX, drawY);
|
||||
|
||||
// Lock the vertex buffer so it can be written to.
|
||||
result = deviceContext->Map(m_vertexBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
|
||||
if (FAILED(result))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Get a pointer to the data in the vertex buffer.
|
||||
verticesPtr = (VertexType*)mappedResource.pData;
|
||||
|
||||
// Copy the data into the vertex buffer.
|
||||
memcpy(verticesPtr, (void*)vertices, (sizeof(VertexType) * m_vertexCount));
|
||||
|
||||
// Unlock the vertex buffer.
|
||||
deviceContext->Unmap(m_vertexBuffer, 0);
|
||||
|
||||
// Release the vertex array as it is no longer needed.
|
||||
delete[] vertices;
|
||||
vertices = 0;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void TextClass::RenderBuffers(ID3D11DeviceContext* deviceContext)
|
||||
{
|
||||
unsigned int stride, offset;
|
||||
|
||||
|
||||
// Set vertex buffer stride and offset.
|
||||
stride = sizeof(VertexType);
|
||||
offset = 0;
|
||||
|
||||
// Set the vertex buffer to active in the input assembler so it can be rendered.
|
||||
deviceContext->IASetVertexBuffers(0, 1, &m_vertexBuffer, &stride, &offset);
|
||||
|
||||
// Set the index buffer to active in the input assembler so it can be rendered.
|
||||
deviceContext->IASetIndexBuffer(m_indexBuffer, DXGI_FORMAT_R32_UINT, 0);
|
||||
|
||||
// Set the type of primitive that should be rendered from this vertex buffer, in this case triangles.
|
||||
deviceContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
XMFLOAT4 TextClass::GetPixelColor()
|
||||
{
|
||||
return m_pixelColor;
|
||||
}
|
48
enginecustom/textclass.h
Normal file
@ -0,0 +1,48 @@
|
||||
#ifndef _TEXTCLASS_H_
|
||||
#define _TEXTCLASS_H_
|
||||
|
||||
|
||||
///////////////////////
|
||||
// MY CLASS INCLUDES //
|
||||
///////////////////////
|
||||
#include "fontclass.h"
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
// Class name: TextClass
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
class TextClass
|
||||
{
|
||||
private:
|
||||
struct VertexType
|
||||
{
|
||||
XMFLOAT3 position;
|
||||
XMFLOAT2 texture;
|
||||
};
|
||||
|
||||
public:
|
||||
TextClass();
|
||||
TextClass(const TextClass&);
|
||||
~TextClass();
|
||||
|
||||
bool Initialize(ID3D11Device*, ID3D11DeviceContext*, int, int, int, FontClass*, char*, int, int, float, float, float);
|
||||
void Shutdown();
|
||||
void Render(ID3D11DeviceContext*);
|
||||
|
||||
int GetIndexCount();
|
||||
|
||||
bool UpdateText(ID3D11DeviceContext*, FontClass*, char*, int, int, float, float, float);
|
||||
XMFLOAT4 GetPixelColor();
|
||||
|
||||
private:
|
||||
bool InitializeBuffers(ID3D11Device*, ID3D11DeviceContext*, FontClass*, char*, int, int, float, float, float);
|
||||
void ShutdownBuffers();
|
||||
void RenderBuffers(ID3D11DeviceContext*);
|
||||
|
||||
private:
|
||||
ID3D11Buffer* m_vertexBuffer, * m_indexBuffer;
|
||||
int m_screenWidth, m_screenHeight, m_maxLength, m_vertexCount, m_indexCount;
|
||||
XMFLOAT4 m_pixelColor;
|
||||
};
|
||||
|
||||
#endif
|
28
enginecustom/texture.ps
Normal file
@ -0,0 +1,28 @@
|
||||
/////////////
|
||||
// GLOBALS //
|
||||
/////////////
|
||||
Texture2D shaderTexture : register(t0);
|
||||
SamplerState SampleType : register(s0);
|
||||
|
||||
//////////////
|
||||
// TYPEDEFS //
|
||||
//////////////
|
||||
struct PixelInputType
|
||||
{
|
||||
float4 position : SV_POSITION;
|
||||
float2 tex : TEXCOORD0;
|
||||
};
|
||||
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
// Pixel Shader
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
float4 TexturePixelShader(PixelInputType input) : SV_TARGET
|
||||
{
|
||||
float4 textureColor;
|
||||
|
||||
|
||||
// Sample the pixel color from the texture using the sampler at this texture coordinate location.
|
||||
textureColor = shaderTexture.Sample(SampleType, input.tex);
|
||||
|
||||
return textureColor;
|
||||
}
|
47
enginecustom/texture.vs
Normal file
@ -0,0 +1,47 @@
|
||||
/////////////
|
||||
// GLOBALS //
|
||||
/////////////
|
||||
cbuffer MatrixBuffer
|
||||
{
|
||||
matrix worldMatrix;
|
||||
matrix viewMatrix;
|
||||
matrix projectionMatrix;
|
||||
};
|
||||
|
||||
//////////////
|
||||
// TYPEDEFS //
|
||||
//////////////
|
||||
struct VertexInputType
|
||||
{
|
||||
float4 position : POSITION;
|
||||
float2 tex : TEXCOORD0;
|
||||
};
|
||||
|
||||
struct PixelInputType
|
||||
{
|
||||
float4 position : SV_POSITION;
|
||||
float2 tex : TEXCOORD0;
|
||||
};
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
// Vertex Shader
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
PixelInputType TextureVertexShader(VertexInputType input)
|
||||
{
|
||||
PixelInputType output;
|
||||
|
||||
|
||||
// Change the position vector to be 4 units for proper matrix calculations.
|
||||
input.position.w = 1.0f;
|
||||
|
||||
// Calculate the position of the vertex against the world, view, and projection matrices.
|
||||
output.position = mul(input.position, worldMatrix);
|
||||
output.position = mul(output.position, viewMatrix);
|
||||
output.position = mul(output.position, projectionMatrix);
|
||||
|
||||
// Store the texture coordinates for the pixel shader.
|
||||
output.tex = input.tex;
|
||||
|
||||
return output;
|
||||
}
|
357
enginecustom/textureshaderclass.cpp
Normal file
@ -0,0 +1,357 @@
|
||||
#include "textureshaderclass.h"
|
||||
|
||||
|
||||
TextureShaderClass::TextureShaderClass()
|
||||
{
|
||||
m_vertexShader = 0;
|
||||
m_pixelShader = 0;
|
||||
m_layout = 0;
|
||||
m_matrixBuffer = 0;
|
||||
m_sampleState = 0;
|
||||
}
|
||||
|
||||
|
||||
TextureShaderClass::TextureShaderClass(const TextureShaderClass& other)
|
||||
{
|
||||
}
|
||||
|
||||
|
||||
TextureShaderClass::~TextureShaderClass()
|
||||
{
|
||||
}
|
||||
|
||||
|
||||
bool TextureShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
|
||||
{
|
||||
bool result;
|
||||
wchar_t vsFilename[128];
|
||||
wchar_t psFilename[128];
|
||||
int error;
|
||||
// Set the filename of the vertex shader.
|
||||
error = wcscpy_s(vsFilename, 128, L"texture.vs");
|
||||
if (error != 0)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Set the filename of the pixel shader.
|
||||
error = wcscpy_s(psFilename, 128, L"texture.ps");
|
||||
if (error != 0)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Initialize the vertex and pixel shaders.
|
||||
result = InitializeShader(device, hwnd, vsFilename, psFilename);
|
||||
if (!result)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void TextureShaderClass::Shutdown()
|
||||
{
|
||||
// Shutdown the vertex and pixel shaders as well as the related objects.
|
||||
ShutdownShader();
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
bool TextureShaderClass::Render(ID3D11DeviceContext* deviceContext, int indexCount, XMMATRIX worldMatrix, XMMATRIX viewMatrix,
|
||||
XMMATRIX projectionMatrix, ID3D11ShaderResourceView* texture)
|
||||
{
|
||||
bool result;
|
||||
|
||||
|
||||
// Set the shader parameters that it will use for rendering.
|
||||
result = SetShaderParameters(deviceContext, worldMatrix, viewMatrix, projectionMatrix, texture);
|
||||
if (!result)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Now render the prepared buffers with the shader.
|
||||
RenderShader(deviceContext, indexCount);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool TextureShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR* vsFilename, WCHAR* psFilename)
|
||||
{
|
||||
HRESULT result;
|
||||
ID3D10Blob* errorMessage;
|
||||
ID3D10Blob* vertexShaderBuffer;
|
||||
ID3D10Blob* pixelShaderBuffer;
|
||||
D3D11_INPUT_ELEMENT_DESC polygonLayout[2];
|
||||
unsigned int numElements;
|
||||
D3D11_BUFFER_DESC matrixBufferDesc;
|
||||
D3D11_SAMPLER_DESC samplerDesc;
|
||||
|
||||
|
||||
// Initialize the pointers this function will use to null.
|
||||
errorMessage = 0;
|
||||
vertexShaderBuffer = 0;
|
||||
pixelShaderBuffer = 0;
|
||||
// Compile the vertex shader code.
|
||||
result = D3DCompileFromFile(vsFilename, NULL, NULL, "TextureVertexShader", "vs_5_0", D3D10_SHADER_ENABLE_STRICTNESS, 0,
|
||||
&vertexShaderBuffer, &errorMessage);
|
||||
if (FAILED(result))
|
||||
{
|
||||
// If the shader failed to compile it should have writen something to the error message.
|
||||
if (errorMessage)
|
||||
{
|
||||
OutputShaderErrorMessage(errorMessage, hwnd, vsFilename);
|
||||
}
|
||||
// If there was nothing in the error message then it simply could not find the shader file itself.
|
||||
else
|
||||
{
|
||||
MessageBox(hwnd, vsFilename, L"Missing Shader File", MB_OK);
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
// Compile the pixel shader code.
|
||||
result = D3DCompileFromFile(psFilename, NULL, NULL, "TexturePixelShader", "ps_5_0", D3D10_SHADER_ENABLE_STRICTNESS, 0,
|
||||
&pixelShaderBuffer, &errorMessage);
|
||||
if (FAILED(result))
|
||||
{
|
||||
// If the shader failed to compile it should have writen something to the error message.
|
||||
if (errorMessage)
|
||||
{
|
||||
OutputShaderErrorMessage(errorMessage, hwnd, psFilename);
|
||||
}
|
||||
// If there was nothing in the error message then it simply could not find the file itself.
|
||||
else
|
||||
{
|
||||
MessageBox(hwnd, psFilename, L"Missing Shader File", MB_OK);
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
// Create the vertex shader from the buffer.
|
||||
result = device->CreateVertexShader(vertexShaderBuffer->GetBufferPointer(), vertexShaderBuffer->GetBufferSize(), NULL, &m_vertexShader);
|
||||
if (FAILED(result))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Create the pixel shader from the buffer.
|
||||
result = device->CreatePixelShader(pixelShaderBuffer->GetBufferPointer(), pixelShaderBuffer->GetBufferSize(), NULL, &m_pixelShader);
|
||||
if (FAILED(result))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
// Create the vertex input layout description.
|
||||
// This setup needs to match the VertexType stucture in the ModelClass and in the shader.
|
||||
polygonLayout[0].SemanticName = "POSITION";
|
||||
polygonLayout[0].SemanticIndex = 0;
|
||||
polygonLayout[0].Format = DXGI_FORMAT_R32G32B32_FLOAT;
|
||||
polygonLayout[0].InputSlot = 0;
|
||||
polygonLayout[0].AlignedByteOffset = 0;
|
||||
polygonLayout[0].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
|
||||
polygonLayout[0].InstanceDataStepRate = 0;
|
||||
|
||||
polygonLayout[1].SemanticName = "TEXCOORD";
|
||||
polygonLayout[1].SemanticIndex = 0;
|
||||
polygonLayout[1].Format = DXGI_FORMAT_R32G32_FLOAT;
|
||||
polygonLayout[1].InputSlot = 0;
|
||||
polygonLayout[1].AlignedByteOffset = D3D11_APPEND_ALIGNED_ELEMENT;
|
||||
polygonLayout[1].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
|
||||
polygonLayout[1].InstanceDataStepRate = 0;
|
||||
|
||||
// Get a count of the elements in the layout.
|
||||
numElements = sizeof(polygonLayout) / sizeof(polygonLayout[0]);
|
||||
|
||||
// Create the vertex input layout.
|
||||
result = device->CreateInputLayout(polygonLayout, numElements, vertexShaderBuffer->GetBufferPointer(),
|
||||
vertexShaderBuffer->GetBufferSize(), &m_layout);
|
||||
if (FAILED(result))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Release the vertex shader buffer and pixel shader buffer since they are no longer needed.
|
||||
vertexShaderBuffer->Release();
|
||||
vertexShaderBuffer = 0;
|
||||
|
||||
pixelShaderBuffer->Release();
|
||||
pixelShaderBuffer = 0;
|
||||
|
||||
// Setup the description of the dynamic matrix constant buffer that is in the vertex shader.
|
||||
matrixBufferDesc.Usage = D3D11_USAGE_DYNAMIC;
|
||||
matrixBufferDesc.ByteWidth = sizeof(MatrixBufferType);
|
||||
matrixBufferDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
|
||||
matrixBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
|
||||
matrixBufferDesc.MiscFlags = 0;
|
||||
matrixBufferDesc.StructureByteStride = 0;
|
||||
|
||||
// Create the constant buffer pointer so we can access the vertex shader constant buffer from within this class.
|
||||
result = device->CreateBuffer(&matrixBufferDesc, NULL, &m_matrixBuffer);
|
||||
if (FAILED(result))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
// Create a texture sampler state description.
|
||||
samplerDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
|
||||
samplerDesc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP;
|
||||
samplerDesc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP;
|
||||
samplerDesc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP;
|
||||
samplerDesc.MipLODBias = 0.0f;
|
||||
samplerDesc.MaxAnisotropy = 1;
|
||||
samplerDesc.ComparisonFunc = D3D11_COMPARISON_ALWAYS;
|
||||
samplerDesc.BorderColor[0] = 0;
|
||||
samplerDesc.BorderColor[1] = 0;
|
||||
samplerDesc.BorderColor[2] = 0;
|
||||
samplerDesc.BorderColor[3] = 0;
|
||||
samplerDesc.MinLOD = 0;
|
||||
samplerDesc.MaxLOD = D3D11_FLOAT32_MAX;
|
||||
|
||||
// Create the texture sampler state.
|
||||
result = device->CreateSamplerState(&samplerDesc, &m_sampleState);
|
||||
if (FAILED(result))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void TextureShaderClass::ShutdownShader()
|
||||
{
|
||||
|
||||
// Release the sampler state.
|
||||
if (m_sampleState)
|
||||
{
|
||||
m_sampleState->Release();
|
||||
m_sampleState = 0;
|
||||
}
|
||||
|
||||
// Release the matrix constant buffer.
|
||||
if (m_matrixBuffer)
|
||||
{
|
||||
m_matrixBuffer->Release();
|
||||
m_matrixBuffer = 0;
|
||||
}
|
||||
|
||||
// Release the layout.
|
||||
if (m_layout)
|
||||
{
|
||||
m_layout->Release();
|
||||
m_layout = 0;
|
||||
}
|
||||
|
||||
// Release the pixel shader.
|
||||
if (m_pixelShader)
|
||||
{
|
||||
m_pixelShader->Release();
|
||||
m_pixelShader = 0;
|
||||
}
|
||||
|
||||
// Release the vertex shader.
|
||||
if (m_vertexShader)
|
||||
{
|
||||
m_vertexShader->Release();
|
||||
m_vertexShader = 0;
|
||||
}
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
void TextureShaderClass::OutputShaderErrorMessage(ID3D10Blob* errorMessage, HWND hwnd, WCHAR* shaderFilename)
|
||||
{
|
||||
char* compileErrors;
|
||||
unsigned long long bufferSize, i;
|
||||
ofstream fout;
|
||||
|
||||
|
||||
// Get a pointer to the error message text buffer.
|
||||
compileErrors = (char*)(errorMessage->GetBufferPointer());
|
||||
|
||||
// Get the length of the message.
|
||||
bufferSize = errorMessage->GetBufferSize();
|
||||
|
||||
// Open a file to write the error message to.
|
||||
fout.open("shader-error.txt");
|
||||
|
||||
// Write out the error message.
|
||||
for (i = 0; i < bufferSize; i++)
|
||||
{
|
||||
fout << compileErrors[i];
|
||||
}
|
||||
|
||||
// Close the file.
|
||||
fout.close();
|
||||
|
||||
// Release the error message.
|
||||
errorMessage->Release();
|
||||
errorMessage = 0;
|
||||
|
||||
// Pop a message up on the screen to notify the user to check the text file for compile errors.
|
||||
MessageBox(hwnd, L"Error compiling shader. Check shader-error.txt for message.", shaderFilename, MB_OK);
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
bool TextureShaderClass::SetShaderParameters(ID3D11DeviceContext* deviceContext, XMMATRIX worldMatrix, XMMATRIX viewMatrix,
|
||||
XMMATRIX projectionMatrix, ID3D11ShaderResourceView* texture)
|
||||
{
|
||||
HRESULT result;
|
||||
D3D11_MAPPED_SUBRESOURCE mappedResource;
|
||||
MatrixBufferType* dataPtr;
|
||||
unsigned int bufferNumber;
|
||||
|
||||
|
||||
// Transpose the matrices to prepare them for the shader.
|
||||
worldMatrix = XMMatrixTranspose(worldMatrix);
|
||||
viewMatrix = XMMatrixTranspose(viewMatrix);
|
||||
projectionMatrix = XMMatrixTranspose(projectionMatrix);
|
||||
|
||||
// Lock the constant buffer so it can be written to.
|
||||
result = deviceContext->Map(m_matrixBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
|
||||
if (FAILED(result))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Get a pointer to the data in the constant buffer.
|
||||
dataPtr = (MatrixBufferType*)mappedResource.pData;
|
||||
|
||||
// Copy the matrices into the constant buffer.
|
||||
dataPtr->world = worldMatrix;
|
||||
dataPtr->view = viewMatrix;
|
||||
dataPtr->projection = projectionMatrix;
|
||||
|
||||
// Unlock the constant buffer.
|
||||
deviceContext->Unmap(m_matrixBuffer, 0);
|
||||
|
||||
// Set the position of the constant buffer in the vertex shader.
|
||||
bufferNumber = 0;
|
||||
|
||||
// Finanly set the constant buffer in the vertex shader with the updated values.
|
||||
deviceContext->VSSetConstantBuffers(bufferNumber, 1, &m_matrixBuffer);
|
||||
// Set shader texture resource in the pixel shader.
|
||||
deviceContext->PSSetShaderResources(0, 1, &texture);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void TextureShaderClass::RenderShader(ID3D11DeviceContext* deviceContext, int indexCount)
|
||||
{
|
||||
// Set the vertex input layout.
|
||||
deviceContext->IASetInputLayout(m_layout);
|
||||
|
||||
// Set the vertex and pixel shaders that will be used to render this triangle.
|
||||
deviceContext->VSSetShader(m_vertexShader, NULL, 0);
|
||||
deviceContext->PSSetShader(m_pixelShader, NULL, 0);
|
||||
// Set the sampler state in the pixel shader.
|
||||
deviceContext->PSSetSamplers(0, 1, &m_sampleState);
|
||||
|
||||
// Render the triangle.
|
||||
deviceContext->DrawIndexed(indexCount, 0, 0);
|
||||
|
||||
return;
|
||||
}
|
54
enginecustom/textureshaderclass.h
Normal file
@ -0,0 +1,54 @@
|
||||
#ifndef _TEXTURESHADERCLASS_H_
|
||||
#define _TEXTURESHADERCLASS_H_
|
||||
|
||||
|
||||
//////////////
|
||||
// INCLUDES //
|
||||
//////////////
|
||||
#include <d3d11.h>
|
||||
#include <d3dcompiler.h>
|
||||
#include <directxmath.h>
|
||||
#include <fstream>
|
||||
using namespace DirectX;
|
||||
using namespace std;
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
// Class name: TextureShaderClass
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
class TextureShaderClass
|
||||
{
|
||||
private:
|
||||
struct MatrixBufferType
|
||||
{
|
||||
XMMATRIX world;
|
||||
XMMATRIX view;
|
||||
XMMATRIX projection;
|
||||
};
|
||||
|
||||
public:
|
||||
TextureShaderClass();
|
||||
TextureShaderClass(const TextureShaderClass&);
|
||||
~TextureShaderClass();
|
||||
|
||||
bool Initialize(ID3D11Device*, HWND);
|
||||
void Shutdown();
|
||||
bool Render(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*);
|
||||
|
||||
private:
|
||||
bool InitializeShader(ID3D11Device*, HWND, WCHAR*, WCHAR*);
|
||||
void ShutdownShader();
|
||||
void OutputShaderErrorMessage(ID3D10Blob*, HWND, WCHAR*);
|
||||
|
||||
bool SetShaderParameters(ID3D11DeviceContext*, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*);
|
||||
void RenderShader(ID3D11DeviceContext*, int);
|
||||
|
||||
private:
|
||||
ID3D11VertexShader* m_vertexShader;
|
||||
ID3D11PixelShader* m_pixelShader;
|
||||
ID3D11InputLayout* m_layout;
|
||||
ID3D11Buffer* m_matrixBuffer;
|
||||
ID3D11SamplerState* m_sampleState;
|
||||
};
|
||||
|
||||
#endif
|
BIN
enginecustom/wall.tga
Normal file
After Width: | Height: | Size: 768 KiB |