Specular lighting
This commit is contained in:
parent
abc0f158ae
commit
563fea3d75
@ -23,7 +23,7 @@ ApplicationClass::ApplicationClass()
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m_Fps = 0;
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m_FpsString = 0;
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m_NormalMapShader = 0;
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m_SpecMapShader = 0;
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}
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@ -74,6 +74,16 @@ bool ApplicationClass::Initialize(int screenWidth, int screenHeight, HWND hwnd)
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m_Camera->SetPosition(0.0f, 0.0f, -12.0f);
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m_Camera->SetRotation(0.0f, 0.0f, 0.0f);
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// Create and initialize the specular map shader object.
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m_SpecMapShader = new SpecMapShaderClass;
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result = m_SpecMapShader->Initialize(m_Direct3D->GetDevice(), hwnd);
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if (!result)
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{
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MessageBox(hwnd, L"Could not initialize the specular map shader object.", L"Error", MB_OK);
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return false;
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}
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// Create and initialize the normal map shader object.
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m_NormalMapShader = new NormalMapShaderClass;
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@ -221,6 +231,7 @@ bool ApplicationClass::Initialize(int screenWidth, int screenHeight, HWND hwnd)
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strcpy_s(textureFilename1, "stone01.tga");
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strcpy_s(textureFilename2, "normal01.tga");
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strcpy_s(textureFilename3, "alpha01.tga");
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// A FAIRE: Ajouter une nouvelle texture pour le multitexturing
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// Create and initialize the model object.
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m_Model = new ModelClass;
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@ -248,6 +259,8 @@ bool ApplicationClass::Initialize(int screenWidth, int screenHeight, HWND hwnd)
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m_Light->SetDiffuseColor(1.0f, 1.0f, 1.0f, 1.0f);
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m_Light->SetDirection(0.0f, 0.0f, 1.0f);
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m_Light->SetSpecularColor(1.0f, 1.0f, 1.0f, 1.0f);
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m_Light->SetSpecularPower(16.0f);
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// Set the number of lights we will use.
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m_numLights = 4;
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@ -414,6 +427,14 @@ void ApplicationClass::Shutdown()
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m_Model = 0;
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}
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// Release the specular map shader object.
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if (m_SpecMapShader)
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{
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m_SpecMapShader->Shutdown();
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delete m_SpecMapShader;
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m_SpecMapShader = 0;
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}
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// Release the normal map shader object.
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if (m_NormalMapShader)
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{
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@ -704,9 +725,18 @@ bool ApplicationClass::Render(float rotation, float x, float y, float z)
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return false;
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}*/
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//Normal Mapping
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result = m_NormalMapShader->Render(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix,
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m_Model->GetTexture(0), m_Model->GetTexture(1), m_Light->GetDirection(), m_Light->GetDiffuseColor());
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////Normal Mapping
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//result = m_NormalMapShader->Render(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix,
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// m_Model->GetTexture(0), m_Model->GetTexture(1), m_Light->GetDirection(), m_Light->GetDiffuseColor());
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//if (!result)
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//{
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// return false;
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//}
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//Specular Mapping
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result = m_SpecMapShader->Render(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix,
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m_Model->GetTexture(0), m_Model->GetTexture(1), m_Model->GetTexture(2), m_Light->GetDirection(), m_Light->GetDiffuseColor(),
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m_Camera->GetPosition(), m_Light->GetSpecularColor(), m_Light->GetSpecularPower());
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if (!result)
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{
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return false;
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@ -23,6 +23,7 @@
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#include "fpsclass.h"
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#include "inputclass.h"
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#include "normalmapshaderclass.h"
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#include "specmapshaderclass.h"
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/////////////
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@ -76,6 +77,7 @@ private:
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TextClass* m_FpsString;
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int m_previousFps;
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NormalMapShaderClass* m_NormalMapShader;
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SpecMapShaderClass* m_SpecMapShader;
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};
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#endif
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@ -37,6 +37,7 @@
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<ClCompile Include="modelclass.cpp" />
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<ClCompile Include="Multitextureshaderclass.cpp" />
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<ClCompile Include="normalmapshaderclass.cpp" />
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<ClCompile Include="specmapshaderclass.cpp" />
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<ClCompile Include="Spriteclass.cpp" />
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<ClCompile Include="Systemclass.cpp" />
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<ClCompile Include="textclass.cpp" />
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@ -61,6 +62,7 @@
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<ClInclude Include="modelclass.h" />
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<ClInclude Include="Multitextureshaderclass.h" />
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<ClInclude Include="normalmapshaderclass.h" />
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<ClInclude Include="specmapshaderclass.h" />
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<ClInclude Include="Spriteclass.h" />
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<ClInclude Include="systemclass.h" />
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<ClInclude Include="textclass.h" />
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@ -82,6 +84,8 @@
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<None Include="normalmap.ps" />
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<None Include="normalmap.vs" />
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<None Include="packages.config" />
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<None Include="specmap.ps" />
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<None Include="specmap.vs" />
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<None Include="texture.ps" />
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<None Include="texture.vs" />
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</ItemGroup>
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@ -96,6 +96,9 @@
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<ClCompile Include="normalmapshaderclass.cpp">
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<Filter>Fichiers sources</Filter>
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</ClCompile>
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<ClCompile Include="specmapshaderclass.cpp">
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<Filter>Fichiers sources</Filter>
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</ClCompile>
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</ItemGroup>
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<ItemGroup>
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<ClInclude Include="applicationclass.h">
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@ -164,6 +167,9 @@
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<ClInclude Include="normalmapshaderclass.h">
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<Filter>Fichiers d%27en-tête</Filter>
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</ClInclude>
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<ClInclude Include="specmapshaderclass.h">
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<Filter>Fichiers d%27en-tête</Filter>
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</ClInclude>
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</ItemGroup>
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<ItemGroup>
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<Image Include="font01.tga">
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@ -244,6 +250,12 @@
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<None Include="normalmap.ps">
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<Filter>shader</Filter>
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</None>
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<None Include="specmap.vs">
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<Filter>shader</Filter>
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</None>
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<None Include="specmap.ps">
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<Filter>shader</Filter>
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</None>
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</ItemGroup>
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<ItemGroup>
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<Text Include="font01.txt">
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@ -19,8 +19,7 @@ ModelClass::~ModelClass()
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{
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}
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bool ModelClass::Initialize(ID3D11Device* device, ID3D11DeviceContext* deviceContext, char* modelFilename, char* textureFilename1, char* textureFilename2,
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char* textureFilename3)
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bool ModelClass::Initialize(ID3D11Device* device, ID3D11DeviceContext* deviceContext, char* modelFilename, char* textureFilename1, char* textureFilename2, char* textureFilename3)
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{
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bool result;
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93
enginecustom/specmap.ps
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93
enginecustom/specmap.ps
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@ -0,0 +1,93 @@
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/////////////
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// GLOBALS //
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/////////////
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Texture2D shaderTexture1 : register(t0);
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Texture2D shaderTexture2 : register(t1);
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Texture2D shaderTexture3 : register(t2);
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SamplerState SampleType : register(s0);
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cbuffer LightBuffer
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{
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float4 diffuseColor;
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float4 specularColor;
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float specularPower;
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float3 lightDirection;
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};
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//////////////
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// TYPEDEFS //
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//////////////
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struct PixelInputType
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{
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float4 position : SV_POSITION;
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float2 tex : TEXCOORD0;
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float3 normal : NORMAL;
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float3 tangent : TANGENT;
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float3 binormal : BINORMAL;
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float3 viewDirection : TEXCOORD1;
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};
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////////////////////////////////////////////////////////////////////////////////
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// Pixel Shader
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////////////////////////////////////////////////////////////////////////////////
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float4 SpecMapPixelShader(PixelInputType input) : SV_TARGET
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{
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float4 textureColor;
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float4 bumpMap;
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float3 bumpNormal;
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float3 lightDir;
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float lightIntensity;
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float4 color;
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float4 specularIntensity;
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float3 reflection;
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float4 specular;
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// Sample the pixel color from the color texture at this location.
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textureColor = shaderTexture1.Sample(SampleType, input.tex);
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// Sample the pixel from the normal map.
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bumpMap = shaderTexture2.Sample(SampleType, input.tex);
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// Expand the range of the normal value from (0, +1) to (-1, +1).
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bumpMap = (bumpMap * 2.0f) - 1.0f;
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// Calculate the normal from the data in the normal map.
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bumpNormal = (bumpMap.x * input.tangent) + (bumpMap.y * input.binormal) + (bumpMap.z * input.normal);
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// Normalize the resulting bump normal.
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bumpNormal = normalize(bumpNormal);
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// Invert the light direction for calculations.
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lightDir = -lightDirection;
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// Calculate the amount of light on this pixel based on the normal map value.
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lightIntensity = saturate(dot(bumpNormal, lightDir));
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// Determine the final amount of diffuse color based on the diffuse color combined with the light intensity.
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color = saturate(diffuseColor * lightIntensity);
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// Combine the final light color with the texture color.
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color = color * textureColor;
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if(lightIntensity > 0.0f)
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{
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// Sample the pixel from the specular map texture.
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specularIntensity = shaderTexture3.Sample(SampleType, input.tex);
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// Calculate the reflection vector based on the light intensity, normal vector, and light direction.
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reflection = normalize(2 * lightIntensity * bumpNormal - lightDir);
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// Determine the amount of specular light based on the reflection vector, viewing direction, and specular power.
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specular = pow(saturate(dot(reflection, input.viewDirection)), specularPower);
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// Use the specular map to determine the intensity of specular light at this pixel.
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specular = specular * specularIntensity;
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// Add the specular component last to the output color.
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color = saturate(color + specular);
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}
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return color;
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}
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enginecustom/specmap.vs
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83
enginecustom/specmap.vs
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@ -0,0 +1,83 @@
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/////////////
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// GLOBALS //
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/////////////
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cbuffer MatrixBuffer
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{
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matrix worldMatrix;
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matrix viewMatrix;
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matrix projectionMatrix;
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};
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cbuffer CameraBuffer
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{
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float3 cameraPosition;
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float padding;
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};
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//////////////
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// TYPEDEFS //
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//////////////
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struct VertexInputType
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{
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float4 position : POSITION;
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float2 tex : TEXCOORD0;
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float3 normal : NORMAL;
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float3 tangent : TANGENT;
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float3 binormal : BINORMAL;
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};
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struct PixelInputType
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{
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float4 position : SV_POSITION;
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float2 tex : TEXCOORD0;
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float3 normal : NORMAL;
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float3 tangent : TANGENT;
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float3 binormal : BINORMAL;
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float3 viewDirection : TEXCOORD1;
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};
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////////////////////////////////////////////////////////////////////////////////
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// Vertex Shader
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////////////////////////////////////////////////////////////////////////////////
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PixelInputType SpecMapVertexShader(VertexInputType input)
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{
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PixelInputType output;
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float4 worldPosition;
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// Change the position vector to be 4 units for proper matrix calculations.
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input.position.w = 1.0f;
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// Calculate the position of the vertex against the world, view, and projection matrices.
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output.position = mul(input.position, worldMatrix);
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output.position = mul(output.position, viewMatrix);
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output.position = mul(output.position, projectionMatrix);
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// Store the texture coordinates for the pixel shader.
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output.tex = input.tex;
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// Calculate the normal vector against the world matrix only and then normalize the final value.
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output.normal = mul(input.normal, (float3x3)worldMatrix);
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output.normal = normalize(output.normal);
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// Calculate the tangent vector against the world matrix only and then normalize the final value.
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output.tangent = mul(input.tangent, (float3x3)worldMatrix);
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output.tangent = normalize(output.tangent);
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// Calculate the binormal vector against the world matrix only and then normalize the final value.
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output.binormal = mul(input.binormal, (float3x3)worldMatrix);
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output.binormal = normalize(output.binormal);
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// Calculate the position of the vertex in the world.
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worldPosition = mul(input.position, worldMatrix);
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// Determine the viewing direction based on the position of the camera and the position of the vertex in the world.
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output.viewDirection = cameraPosition.xyz - worldPosition.xyz;
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// Normalize the viewing direction vector.
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output.viewDirection = normalize(output.viewDirection);
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return output;
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}
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492
enginecustom/specmapshaderclass.cpp
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492
enginecustom/specmapshaderclass.cpp
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#include "specmapshaderclass.h"
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SpecMapShaderClass::SpecMapShaderClass()
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{
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m_vertexShader = 0;
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m_pixelShader = 0;
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m_layout = 0;
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m_matrixBuffer = 0;
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m_sampleState = 0;
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m_lightBuffer = 0;
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m_cameraBuffer = 0;
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}
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SpecMapShaderClass::SpecMapShaderClass(const SpecMapShaderClass& other)
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{
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}
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SpecMapShaderClass::~SpecMapShaderClass()
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{
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}
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bool SpecMapShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
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{
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bool result;
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wchar_t vsFilename[128];
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wchar_t psFilename[128];
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int error;
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// Set the filename of the vertex shader.
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error = wcscpy_s(vsFilename, 128, L"specmap.vs");
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if (error != 0)
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{
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return false;
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}
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// Set the filename of the pixel shader.
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error = wcscpy_s(psFilename, 128, L"specmap.ps");
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if (error != 0)
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{
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return false;
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}
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// Initialize the vertex and pixel shaders.
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result = InitializeShader(device, hwnd, vsFilename, psFilename);
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if (!result)
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{
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return false;
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}
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return true;
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}
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void SpecMapShaderClass::Shutdown()
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{
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// Shutdown the vertex and pixel shaders as well as the related objects.
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ShutdownShader();
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return;
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}
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bool SpecMapShaderClass::Render(ID3D11DeviceContext* deviceContext, int indexCount, XMMATRIX worldMatrix, XMMATRIX viewMatrix, XMMATRIX projectionMatrix,
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ID3D11ShaderResourceView* texture1, ID3D11ShaderResourceView* texture2, ID3D11ShaderResourceView* texture3,
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XMFLOAT3 lightDirection, XMFLOAT4 diffuseColor, XMFLOAT3 cameraPosition, XMFLOAT4 specularColor, float specularPower)
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{
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bool result;
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// Set the shader parameters that it will use for rendering.
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result = SetShaderParameters(deviceContext, worldMatrix, viewMatrix, projectionMatrix, texture1, texture2, texture3, lightDirection, diffuseColor,
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cameraPosition, specularColor, specularPower);
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if (!result)
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{
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return false;
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}
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// Now render the prepared buffers with the shader.
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RenderShader(deviceContext, indexCount);
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return true;
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}
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bool SpecMapShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR* vsFilename, WCHAR* psFilename)
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{
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HRESULT result;
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ID3D10Blob* errorMessage;
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ID3D10Blob* vertexShaderBuffer;
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ID3D10Blob* pixelShaderBuffer;
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D3D11_INPUT_ELEMENT_DESC polygonLayout[5];
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unsigned int numElements;
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D3D11_BUFFER_DESC matrixBufferDesc;
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D3D11_SAMPLER_DESC samplerDesc;
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D3D11_BUFFER_DESC lightBufferDesc;
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D3D11_BUFFER_DESC cameraBufferDesc;
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// Initialize the pointers this function will use to null.
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errorMessage = 0;
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vertexShaderBuffer = 0;
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pixelShaderBuffer = 0;
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// Compile the vertex shader code.
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result = D3DCompileFromFile(vsFilename, NULL, NULL, "SpecMapVertexShader", "vs_5_0", D3D10_SHADER_ENABLE_STRICTNESS, 0,
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&vertexShaderBuffer, &errorMessage);
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if (FAILED(result))
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{
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// If the shader failed to compile it should have writen something to the error message.
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if (errorMessage)
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{
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OutputShaderErrorMessage(errorMessage, hwnd, vsFilename);
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}
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// If there was nothing in the error message then it simply could not find the shader file itself.
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else
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{
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MessageBox(hwnd, vsFilename, L"Missing Shader File", MB_OK);
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}
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return false;
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}
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// Compile the pixel shader code.
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result = D3DCompileFromFile(psFilename, NULL, NULL, "SpecMapPixelShader", "ps_5_0", D3D10_SHADER_ENABLE_STRICTNESS, 0,
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&pixelShaderBuffer, &errorMessage);
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if (FAILED(result))
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{
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// If the shader failed to compile it should have writen something to the error message.
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if (errorMessage)
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{
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OutputShaderErrorMessage(errorMessage, hwnd, psFilename);
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}
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// If there was nothing in the error message then it simply could not find the file itself.
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else
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{
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MessageBox(hwnd, psFilename, L"Missing Shader File", MB_OK);
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}
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|
||||
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;
|
||||
|
||||
polygonLayout[3].SemanticName = "TANGENT";
|
||||
polygonLayout[3].SemanticIndex = 0;
|
||||
polygonLayout[3].Format = DXGI_FORMAT_R32G32B32_FLOAT;
|
||||
polygonLayout[3].InputSlot = 0;
|
||||
polygonLayout[3].AlignedByteOffset = D3D11_APPEND_ALIGNED_ELEMENT;
|
||||
polygonLayout[3].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
|
||||
polygonLayout[3].InstanceDataStepRate = 0;
|
||||
|
||||
polygonLayout[4].SemanticName = "BINORMAL";
|
||||
polygonLayout[4].SemanticIndex = 0;
|
||||
polygonLayout[4].Format = DXGI_FORMAT_R32G32B32_FLOAT;
|
||||
polygonLayout[4].InputSlot = 0;
|
||||
polygonLayout[4].AlignedByteOffset = D3D11_APPEND_ALIGNED_ELEMENT;
|
||||
polygonLayout[4].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
|
||||
polygonLayout[4].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 light dynamic constant buffer that is in the pixel shader.
|
||||
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;
|
||||
|
||||
// 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;
|
||||
}
|
||||
|
||||
// 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;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
void SpecMapShaderClass::ShutdownShader()
|
||||
{
|
||||
// Release the camera constant buffer.
|
||||
if (m_cameraBuffer)
|
||||
{
|
||||
m_cameraBuffer->Release();
|
||||
m_cameraBuffer = 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 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 SpecMapShaderClass::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 SpecMapShaderClass::SetShaderParameters(ID3D11DeviceContext* deviceContext, XMMATRIX worldMatrix, XMMATRIX viewMatrix, XMMATRIX projectionMatrix,
|
||||
ID3D11ShaderResourceView* texture1, ID3D11ShaderResourceView* texture2, ID3D11ShaderResourceView* texture3,
|
||||
XMFLOAT3 lightDirection, XMFLOAT4 diffuseColor, XMFLOAT3 cameraPosition, XMFLOAT4 specularColor, float specularPower)
|
||||
{
|
||||
HRESULT result;
|
||||
D3D11_MAPPED_SUBRESOURCE mappedResource;
|
||||
MatrixBufferType* dataPtr;
|
||||
unsigned int bufferNumber;
|
||||
LightBufferType* dataPtr2;
|
||||
CameraBufferType* 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;
|
||||
|
||||
// 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);
|
||||
deviceContext->PSSetShaderResources(2, 1, &texture3);
|
||||
|
||||
// Lock the light constant buffer so it can be written to.
|
||||
result = deviceContext->Map(m_lightBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
|
||||
if (FAILED(result))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Get a pointer to the data in the constant buffer.
|
||||
dataPtr2 = (LightBufferType*)mappedResource.pData;
|
||||
|
||||
// Copy the lighting variables into the constant buffer.
|
||||
dataPtr2->diffuseColor = diffuseColor;
|
||||
dataPtr2->lightDirection = lightDirection;
|
||||
dataPtr2->specularColor = specularColor;
|
||||
dataPtr2->specularPower = specularPower;
|
||||
|
||||
// Unlock the constant buffer.
|
||||
deviceContext->Unmap(m_lightBuffer, 0);
|
||||
|
||||
// Set the position of the light constant buffer in the pixel shader.
|
||||
bufferNumber = 0;
|
||||
|
||||
// Finally set the light constant buffer in the pixel shader with the updated values.
|
||||
deviceContext->PSSetConstantBuffers(bufferNumber, 1, &m_lightBuffer);
|
||||
|
||||
// Lock the camera constant buffer so it can be written to.
|
||||
result = deviceContext->Map(m_cameraBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
|
||||
if (FAILED(result))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Get a pointer to the data in the constant buffer.
|
||||
dataPtr3 = (CameraBufferType*)mappedResource.pData;
|
||||
|
||||
// Copy the camera position into the constant buffer.
|
||||
dataPtr3->cameraPosition = cameraPosition;
|
||||
|
||||
// Unlock the camera constant buffer.
|
||||
deviceContext->Unmap(m_cameraBuffer, 0);
|
||||
|
||||
// Set the position of the camera constant buffer in the vertex shader as the second buffer.
|
||||
bufferNumber = 1;
|
||||
|
||||
// Now set the camera constant buffer in the vertex shader with the updated values.
|
||||
deviceContext->VSSetConstantBuffers(bufferNumber, 1, &m_cameraBuffer);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
void SpecMapShaderClass::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 model.
|
||||
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 model.
|
||||
deviceContext->DrawIndexed(indexCount, 0, 0);
|
||||
|
||||
return;
|
||||
}
|
72
enginecustom/specmapshaderclass.h
Normal file
72
enginecustom/specmapshaderclass.h
Normal file
@ -0,0 +1,72 @@
|
||||
#ifndef _SPECMAPSHADERCLASS_H_
|
||||
#define _SPECMAPSHADERCLASS_H_
|
||||
|
||||
|
||||
//////////////
|
||||
// INCLUDES //
|
||||
//////////////
|
||||
#include <d3d11.h>
|
||||
#include <d3dcompiler.h>
|
||||
#include <directxmath.h>
|
||||
#include <fstream>
|
||||
using namespace DirectX;
|
||||
using namespace std;
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
// Class name: SpecMapShaderClass
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
class SpecMapShaderClass
|
||||
{
|
||||
private:
|
||||
struct MatrixBufferType
|
||||
{
|
||||
XMMATRIX world;
|
||||
XMMATRIX view;
|
||||
XMMATRIX projection;
|
||||
};
|
||||
|
||||
struct LightBufferType
|
||||
{
|
||||
XMFLOAT4 diffuseColor;
|
||||
XMFLOAT4 specularColor;
|
||||
float specularPower;
|
||||
XMFLOAT3 lightDirection;
|
||||
};
|
||||
|
||||
struct CameraBufferType
|
||||
{
|
||||
XMFLOAT3 cameraPosition;
|
||||
float padding;
|
||||
};
|
||||
|
||||
public:
|
||||
SpecMapShaderClass();
|
||||
SpecMapShaderClass(const SpecMapShaderClass&);
|
||||
~SpecMapShaderClass();
|
||||
|
||||
bool Initialize(ID3D11Device*, HWND);
|
||||
void Shutdown();
|
||||
bool Render(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, ID3D11ShaderResourceView*, ID3D11ShaderResourceView*,
|
||||
XMFLOAT3, XMFLOAT4, XMFLOAT3, XMFLOAT4, float);
|
||||
|
||||
private:
|
||||
bool InitializeShader(ID3D11Device*, HWND, WCHAR*, WCHAR*);
|
||||
void ShutdownShader();
|
||||
void OutputShaderErrorMessage(ID3D10Blob*, HWND, WCHAR*);
|
||||
|
||||
bool SetShaderParameters(ID3D11DeviceContext*, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, ID3D11ShaderResourceView*, ID3D11ShaderResourceView*,
|
||||
XMFLOAT3, XMFLOAT4, XMFLOAT3, XMFLOAT4, float);
|
||||
void RenderShader(ID3D11DeviceContext*, int);
|
||||
|
||||
private:
|
||||
ID3D11VertexShader* m_vertexShader;
|
||||
ID3D11PixelShader* m_pixelShader;
|
||||
ID3D11InputLayout* m_layout;
|
||||
ID3D11Buffer* m_matrixBuffer;
|
||||
ID3D11SamplerState* m_sampleState;
|
||||
ID3D11Buffer* m_lightBuffer;
|
||||
ID3D11Buffer* m_cameraBuffer;
|
||||
};
|
||||
|
||||
#endif
|
Loading…
x
Reference in New Issue
Block a user