diff --git a/enginecustom/applicationclass.cpp b/enginecustom/applicationclass.cpp index d8c8f81..8ea3373 100644 --- a/enginecustom/applicationclass.cpp +++ b/enginecustom/applicationclass.cpp @@ -23,7 +23,7 @@ ApplicationClass::ApplicationClass() m_Fps = 0; m_FpsString = 0; m_NormalMapShader = 0; - + m_SpecMapShader = 0; } @@ -74,6 +74,16 @@ bool ApplicationClass::Initialize(int screenWidth, int screenHeight, HWND hwnd) m_Camera->SetPosition(0.0f, 0.0f, -12.0f); m_Camera->SetRotation(0.0f, 0.0f, 0.0f); + // Create and initialize the specular map shader object. + m_SpecMapShader = new SpecMapShaderClass; + + result = m_SpecMapShader->Initialize(m_Direct3D->GetDevice(), hwnd); + if (!result) + { + MessageBox(hwnd, L"Could not initialize the specular map shader object.", L"Error", MB_OK); + return false; + } + // Create and initialize the normal map shader object. m_NormalMapShader = new NormalMapShaderClass; @@ -221,6 +231,7 @@ bool ApplicationClass::Initialize(int screenWidth, int screenHeight, HWND hwnd) strcpy_s(textureFilename1, "stone01.tga"); strcpy_s(textureFilename2, "normal01.tga"); strcpy_s(textureFilename3, "alpha01.tga"); + // A FAIRE: Ajouter une nouvelle texture pour le multitexturing // Create and initialize the model object. m_Model = new ModelClass; @@ -248,6 +259,8 @@ bool ApplicationClass::Initialize(int screenWidth, int screenHeight, HWND hwnd) m_Light->SetDiffuseColor(1.0f, 1.0f, 1.0f, 1.0f); m_Light->SetDirection(0.0f, 0.0f, 1.0f); + m_Light->SetSpecularColor(1.0f, 1.0f, 1.0f, 1.0f); + m_Light->SetSpecularPower(16.0f); // Set the number of lights we will use. m_numLights = 4; @@ -414,6 +427,14 @@ void ApplicationClass::Shutdown() m_Model = 0; } + // Release the specular map shader object. + if (m_SpecMapShader) + { + m_SpecMapShader->Shutdown(); + delete m_SpecMapShader; + m_SpecMapShader = 0; + } + // Release the normal map shader object. if (m_NormalMapShader) { @@ -704,9 +725,18 @@ bool ApplicationClass::Render(float rotation, float x, float y, float z) return false; }*/ - //Normal Mapping - result = m_NormalMapShader->Render(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix, - m_Model->GetTexture(0), m_Model->GetTexture(1), m_Light->GetDirection(), m_Light->GetDiffuseColor()); + ////Normal Mapping + //result = m_NormalMapShader->Render(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix, + // m_Model->GetTexture(0), m_Model->GetTexture(1), m_Light->GetDirection(), m_Light->GetDiffuseColor()); + //if (!result) + //{ + // return false; + //} + + //Specular Mapping + result = m_SpecMapShader->Render(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix, + m_Model->GetTexture(0), m_Model->GetTexture(1), m_Model->GetTexture(2), m_Light->GetDirection(), m_Light->GetDiffuseColor(), + m_Camera->GetPosition(), m_Light->GetSpecularColor(), m_Light->GetSpecularPower()); if (!result) { return false; diff --git a/enginecustom/applicationclass.h b/enginecustom/applicationclass.h index 90f5d47..1c3bc25 100644 --- a/enginecustom/applicationclass.h +++ b/enginecustom/applicationclass.h @@ -23,6 +23,7 @@ #include "fpsclass.h" #include "inputclass.h" #include "normalmapshaderclass.h" +#include "specmapshaderclass.h" ///////////// @@ -76,6 +77,7 @@ private: TextClass* m_FpsString; int m_previousFps; NormalMapShaderClass* m_NormalMapShader; + SpecMapShaderClass* m_SpecMapShader; }; #endif diff --git a/enginecustom/enginecustom.vcxproj b/enginecustom/enginecustom.vcxproj index ab41f30..2d54fd5 100644 --- a/enginecustom/enginecustom.vcxproj +++ b/enginecustom/enginecustom.vcxproj @@ -37,6 +37,7 @@ + @@ -61,6 +62,7 @@ + @@ -82,6 +84,8 @@ + + diff --git a/enginecustom/enginecustom.vcxproj.filters b/enginecustom/enginecustom.vcxproj.filters index 5d19cc1..1a53214 100644 --- a/enginecustom/enginecustom.vcxproj.filters +++ b/enginecustom/enginecustom.vcxproj.filters @@ -96,6 +96,9 @@ Fichiers sources + + Fichiers sources + @@ -164,6 +167,9 @@ Fichiers d%27en-tĂȘte + + Fichiers d%27en-tĂȘte + @@ -244,6 +250,12 @@ shader + + shader + + + shader + diff --git a/enginecustom/modelclass.cpp b/enginecustom/modelclass.cpp index ff2f5ce..38dcfa7 100644 --- a/enginecustom/modelclass.cpp +++ b/enginecustom/modelclass.cpp @@ -19,8 +19,7 @@ ModelClass::~ModelClass() { } -bool ModelClass::Initialize(ID3D11Device* device, ID3D11DeviceContext* deviceContext, char* modelFilename, char* textureFilename1, char* textureFilename2, - char* textureFilename3) +bool ModelClass::Initialize(ID3D11Device* device, ID3D11DeviceContext* deviceContext, char* modelFilename, char* textureFilename1, char* textureFilename2, char* textureFilename3) { bool result; diff --git a/enginecustom/specmap.ps b/enginecustom/specmap.ps new file mode 100644 index 0000000..7e49723 --- /dev/null +++ b/enginecustom/specmap.ps @@ -0,0 +1,93 @@ +///////////// +// GLOBALS // +///////////// + +Texture2D shaderTexture1 : register(t0); +Texture2D shaderTexture2 : register(t1); +Texture2D shaderTexture3 : register(t2); +SamplerState SampleType : register(s0); + +cbuffer LightBuffer +{ + float4 diffuseColor; + float4 specularColor; + float specularPower; + float3 lightDirection; +}; + +////////////// +// TYPEDEFS // +////////////// +struct PixelInputType +{ + float4 position : SV_POSITION; + float2 tex : TEXCOORD0; + float3 normal : NORMAL; + float3 tangent : TANGENT; + float3 binormal : BINORMAL; + float3 viewDirection : TEXCOORD1; +}; + + +//////////////////////////////////////////////////////////////////////////////// +// Pixel Shader +//////////////////////////////////////////////////////////////////////////////// +float4 SpecMapPixelShader(PixelInputType input) : SV_TARGET +{ + float4 textureColor; + float4 bumpMap; + float3 bumpNormal; + float3 lightDir; + float lightIntensity; + float4 color; + float4 specularIntensity; + float3 reflection; + float4 specular; + + // Sample the pixel color from the color texture at this location. + textureColor = shaderTexture1.Sample(SampleType, input.tex); + + // Sample the pixel from the normal map. + bumpMap = shaderTexture2.Sample(SampleType, input.tex); + + // Expand the range of the normal value from (0, +1) to (-1, +1). + bumpMap = (bumpMap * 2.0f) - 1.0f; + + // Calculate the normal from the data in the normal map. + bumpNormal = (bumpMap.x * input.tangent) + (bumpMap.y * input.binormal) + (bumpMap.z * input.normal); + + // Normalize the resulting bump normal. + bumpNormal = normalize(bumpNormal); + + // Invert the light direction for calculations. + lightDir = -lightDirection; + + // Calculate the amount of light on this pixel based on the normal map value. + lightIntensity = saturate(dot(bumpNormal, lightDir)); + + // Determine the final amount of diffuse color based on the diffuse color combined with the light intensity. + color = saturate(diffuseColor * lightIntensity); + + // Combine the final light color with the texture color. + color = color * textureColor; + + if(lightIntensity > 0.0f) + { + // Sample the pixel from the specular map texture. + specularIntensity = shaderTexture3.Sample(SampleType, input.tex); + + // Calculate the reflection vector based on the light intensity, normal vector, and light direction. + reflection = normalize(2 * lightIntensity * bumpNormal - lightDir); + + // Determine the amount of specular light based on the reflection vector, viewing direction, and specular power. + specular = pow(saturate(dot(reflection, input.viewDirection)), specularPower); + + // Use the specular map to determine the intensity of specular light at this pixel. + specular = specular * specularIntensity; + + // Add the specular component last to the output color. + color = saturate(color + specular); + } + + return color; +} \ No newline at end of file diff --git a/enginecustom/specmap.vs b/enginecustom/specmap.vs new file mode 100644 index 0000000..2983ab6 --- /dev/null +++ b/enginecustom/specmap.vs @@ -0,0 +1,83 @@ +///////////// +// GLOBALS // +///////////// +cbuffer MatrixBuffer +{ + matrix worldMatrix; + matrix viewMatrix; + matrix projectionMatrix; +}; + +cbuffer CameraBuffer +{ + float3 cameraPosition; + float padding; +}; + + +////////////// +// TYPEDEFS // +////////////// +struct VertexInputType +{ + float4 position : POSITION; + float2 tex : TEXCOORD0; + float3 normal : NORMAL; + float3 tangent : TANGENT; + float3 binormal : BINORMAL; +}; + +struct PixelInputType +{ + float4 position : SV_POSITION; + float2 tex : TEXCOORD0; + float3 normal : NORMAL; + float3 tangent : TANGENT; + float3 binormal : BINORMAL; + float3 viewDirection : TEXCOORD1; +}; + + +//////////////////////////////////////////////////////////////////////////////// +// Vertex Shader +//////////////////////////////////////////////////////////////////////////////// +PixelInputType SpecMapVertexShader(VertexInputType input) +{ + PixelInputType output; + float4 worldPosition; + + + // 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 and then normalize the final value. + output.normal = mul(input.normal, (float3x3)worldMatrix); + output.normal = normalize(output.normal); + + // Calculate the tangent vector against the world matrix only and then normalize the final value. + output.tangent = mul(input.tangent, (float3x3)worldMatrix); + output.tangent = normalize(output.tangent); + + // Calculate the binormal vector against the world matrix only and then normalize the final value. + output.binormal = mul(input.binormal, (float3x3)worldMatrix); + output.binormal = normalize(output.binormal); + + // Calculate the position of the vertex in the world. + worldPosition = mul(input.position, worldMatrix); + + // Determine the viewing direction based on the position of the camera and the position of the vertex in the world. + output.viewDirection = cameraPosition.xyz - worldPosition.xyz; + + // Normalize the viewing direction vector. + output.viewDirection = normalize(output.viewDirection); + + return output; +} diff --git a/enginecustom/specmapshaderclass.cpp b/enginecustom/specmapshaderclass.cpp new file mode 100644 index 0000000..0d1ff07 --- /dev/null +++ b/enginecustom/specmapshaderclass.cpp @@ -0,0 +1,492 @@ +#include "specmapshaderclass.h" + + +SpecMapShaderClass::SpecMapShaderClass() +{ + m_vertexShader = 0; + m_pixelShader = 0; + m_layout = 0; + m_matrixBuffer = 0; + m_sampleState = 0; + m_lightBuffer = 0; + m_cameraBuffer = 0; +} + + +SpecMapShaderClass::SpecMapShaderClass(const SpecMapShaderClass& other) +{ +} + + +SpecMapShaderClass::~SpecMapShaderClass() +{ +} + + +bool SpecMapShaderClass::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"specmap.vs"); + if (error != 0) + { + return false; + } + + // Set the filename of the pixel shader. + error = wcscpy_s(psFilename, 128, L"specmap.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 SpecMapShaderClass::Shutdown() +{ + // Shutdown the vertex and pixel shaders as well as the related objects. + ShutdownShader(); + + return; +} + +bool SpecMapShaderClass::Render(ID3D11DeviceContext* deviceContext, int indexCount, XMMATRIX worldMatrix, XMMATRIX viewMatrix, XMMATRIX projectionMatrix, + ID3D11ShaderResourceView* texture1, ID3D11ShaderResourceView* texture2, ID3D11ShaderResourceView* texture3, + XMFLOAT3 lightDirection, XMFLOAT4 diffuseColor, XMFLOAT3 cameraPosition, XMFLOAT4 specularColor, float specularPower) +{ + bool result; + + + // Set the shader parameters that it will use for rendering. + result = SetShaderParameters(deviceContext, worldMatrix, viewMatrix, projectionMatrix, texture1, texture2, texture3, lightDirection, diffuseColor, + cameraPosition, specularColor, specularPower); + if (!result) + { + return false; + } + + // Now render the prepared buffers with the shader. + RenderShader(deviceContext, indexCount); + + return true; +} + + +bool SpecMapShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR* vsFilename, WCHAR* psFilename) +{ + HRESULT result; + ID3D10Blob* errorMessage; + ID3D10Blob* vertexShaderBuffer; + ID3D10Blob* pixelShaderBuffer; + D3D11_INPUT_ELEMENT_DESC polygonLayout[5]; + unsigned int numElements; + D3D11_BUFFER_DESC matrixBufferDesc; + D3D11_SAMPLER_DESC samplerDesc; + D3D11_BUFFER_DESC lightBufferDesc; + D3D11_BUFFER_DESC cameraBufferDesc; + + + // 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, "SpecMapVertexShader", "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, "SpecMapPixelShader", "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; + + 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; +} \ No newline at end of file diff --git a/enginecustom/specmapshaderclass.h b/enginecustom/specmapshaderclass.h new file mode 100644 index 0000000..e076c88 --- /dev/null +++ b/enginecustom/specmapshaderclass.h @@ -0,0 +1,72 @@ +#ifndef _SPECMAPSHADERCLASS_H_ +#define _SPECMAPSHADERCLASS_H_ + + +////////////// +// INCLUDES // +////////////// +#include +#include +#include +#include +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 \ No newline at end of file