debut de texture translation
This commit is contained in:
parent
e860992342
commit
5a27827ee2
13
enginecustom/Translate.xaml
Normal file
13
enginecustom/Translate.xaml
Normal file
@ -0,0 +1,13 @@
|
|||||||
|
<Page
|
||||||
|
x:Class="enginecustom.Translate"
|
||||||
|
xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
|
||||||
|
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
|
||||||
|
xmlns:local="using:enginecustom"
|
||||||
|
xmlns:d="http://schemas.microsoft.com/expression/blend/2008"
|
||||||
|
xmlns:mc="http://schemas.openxmlformats.org/markup-compatibility/2006"
|
||||||
|
mc:Ignorable="d">
|
||||||
|
|
||||||
|
<StackPanel Orientation="Horizontal" HorizontalAlignment="Center" VerticalAlignment="Center">
|
||||||
|
<Button x:Name="Button" Click="ClickHandler">Click Me</Button>
|
||||||
|
</StackPanel>
|
||||||
|
</Page>
|
@ -29,7 +29,7 @@
|
|||||||
#include "frustumclass.h"
|
#include "frustumclass.h"
|
||||||
#include "rendertextureclass.h"
|
#include "rendertextureclass.h"
|
||||||
#include "displayplaneclass.h"
|
#include "displayplaneclass.h"
|
||||||
|
#include "translateshaderclass.h"
|
||||||
|
|
||||||
|
|
||||||
/////////////
|
/////////////
|
||||||
@ -94,6 +94,7 @@ private:
|
|||||||
RenderTextureClass* m_RenderTexture;
|
RenderTextureClass* m_RenderTexture;
|
||||||
DisplayPlaneClass* m_DisplayPlane;
|
DisplayPlaneClass* m_DisplayPlane;
|
||||||
float m_screenWidth, m_screenHeight;
|
float m_screenWidth, m_screenHeight;
|
||||||
|
TranslateShaderClass* m_TranslateShader;
|
||||||
};
|
};
|
||||||
|
|
||||||
#endif
|
#endif
|
||||||
|
@ -49,6 +49,11 @@
|
|||||||
<ClCompile Include="textureclass.cpp" />
|
<ClCompile Include="textureclass.cpp" />
|
||||||
<ClCompile Include="textureshaderclass.cpp" />
|
<ClCompile Include="textureshaderclass.cpp" />
|
||||||
<ClCompile Include="Timerclass.cpp" />
|
<ClCompile Include="Timerclass.cpp" />
|
||||||
|
<ClCompile Include="translate.cpp">
|
||||||
|
<DependentUpon>translate.vs</DependentUpon>
|
||||||
|
<SubType>Code</SubType>
|
||||||
|
</ClCompile>
|
||||||
|
<ClCompile Include="translateshaderclass.cpp" />
|
||||||
</ItemGroup>
|
</ItemGroup>
|
||||||
<ItemGroup>
|
<ItemGroup>
|
||||||
<ClInclude Include="alphamapshaderclass.h" />
|
<ClInclude Include="alphamapshaderclass.h" />
|
||||||
@ -79,6 +84,11 @@
|
|||||||
<ClInclude Include="textureclass.h" />
|
<ClInclude Include="textureclass.h" />
|
||||||
<ClInclude Include="textureshaderclass.h" />
|
<ClInclude Include="textureshaderclass.h" />
|
||||||
<ClInclude Include="Timerclass.h" />
|
<ClInclude Include="Timerclass.h" />
|
||||||
|
<ClInclude Include="translate.h">
|
||||||
|
<DependentUpon>translate.vs</DependentUpon>
|
||||||
|
<SubType>Code</SubType>
|
||||||
|
</ClInclude>
|
||||||
|
<ClInclude Include="translateshaderclass.h" />
|
||||||
</ItemGroup>
|
</ItemGroup>
|
||||||
<ItemGroup>
|
<ItemGroup>
|
||||||
<None Include="alphamap.ps" />
|
<None Include="alphamap.ps" />
|
||||||
@ -135,6 +145,19 @@
|
|||||||
<Text Include="sphere.txt" />
|
<Text Include="sphere.txt" />
|
||||||
<Text Include="square.txt" />
|
<Text Include="square.txt" />
|
||||||
</ItemGroup>
|
</ItemGroup>
|
||||||
|
<ItemGroup>
|
||||||
|
<Midl Include="translate.ps">
|
||||||
|
<SubType>Designer</SubType>
|
||||||
|
</Midl>
|
||||||
|
<Midl Include="translate.vs">
|
||||||
|
<SubType>Designer</SubType>
|
||||||
|
</Midl>
|
||||||
|
</ItemGroup>
|
||||||
|
<ItemGroup>
|
||||||
|
<Page Include="Translate.xaml">
|
||||||
|
<SubType>Designer</SubType>
|
||||||
|
</Page>
|
||||||
|
</ItemGroup>
|
||||||
<PropertyGroup Label="Globals">
|
<PropertyGroup Label="Globals">
|
||||||
<VCProjectVersion>17.0</VCProjectVersion>
|
<VCProjectVersion>17.0</VCProjectVersion>
|
||||||
<Keyword>Win32Proj</Keyword>
|
<Keyword>Win32Proj</Keyword>
|
||||||
|
18
enginecustom/translate.cpp
Normal file
18
enginecustom/translate.cpp
Normal file
@ -0,0 +1,18 @@
|
|||||||
|
#include "pch.h"
|
||||||
|
#include "Translate.h"
|
||||||
|
#if __has_include("Translate.g.cpp")
|
||||||
|
#include "Translate.g.cpp"
|
||||||
|
#endif
|
||||||
|
|
||||||
|
namespace winrt::enginecustom::implementation
|
||||||
|
{
|
||||||
|
int32_t Translate::MyProperty()
|
||||||
|
{
|
||||||
|
throw hresult_not_implemented();
|
||||||
|
}
|
||||||
|
|
||||||
|
void Translate::MyProperty(int32_t /*value*/)
|
||||||
|
{
|
||||||
|
throw hresult_not_implemented();
|
||||||
|
}
|
||||||
|
}
|
21
enginecustom/translate.h
Normal file
21
enginecustom/translate.h
Normal file
@ -0,0 +1,21 @@
|
|||||||
|
#pragma once
|
||||||
|
|
||||||
|
#include "Translate.g.h"
|
||||||
|
|
||||||
|
namespace winrt::enginecustom::implementation
|
||||||
|
{
|
||||||
|
struct Translate : TranslateT<Translate>
|
||||||
|
{
|
||||||
|
Translate() = default;
|
||||||
|
|
||||||
|
int32_t MyProperty();
|
||||||
|
void MyProperty(int32_t value);
|
||||||
|
};
|
||||||
|
}
|
||||||
|
|
||||||
|
namespace winrt::enginecustom::factory_implementation
|
||||||
|
{
|
||||||
|
struct Translate : TranslateT<Translate, implementation::Translate>
|
||||||
|
{
|
||||||
|
};
|
||||||
|
}
|
37
enginecustom/translate.ps
Normal file
37
enginecustom/translate.ps
Normal file
@ -0,0 +1,37 @@
|
|||||||
|
/////////////
|
||||||
|
// GLOBALS //
|
||||||
|
/////////////
|
||||||
|
Texture2D shaderTexture : register(t0);
|
||||||
|
SamplerState SampleType : register(s0);
|
||||||
|
|
||||||
|
cbuffer TranslationBuffer
|
||||||
|
{
|
||||||
|
float textureTranslation;
|
||||||
|
};
|
||||||
|
|
||||||
|
|
||||||
|
//////////////
|
||||||
|
// TYPEDEFS //
|
||||||
|
//////////////
|
||||||
|
struct PixelInputType
|
||||||
|
{
|
||||||
|
float4 position : SV_POSITION;
|
||||||
|
float2 tex : TEXCOORD0;
|
||||||
|
};
|
||||||
|
|
||||||
|
////////////////////////////////////////////////////////////////////////////////
|
||||||
|
// Pixel Shader
|
||||||
|
////////////////////////////////////////////////////////////////////////////////
|
||||||
|
float4 TranslatePixelShader(PixelInputType input) : SV_TARGET
|
||||||
|
{
|
||||||
|
float4 textureColor;
|
||||||
|
|
||||||
|
|
||||||
|
// Translate the position where we sample the pixel from.
|
||||||
|
input.tex.x += textureTranslation;
|
||||||
|
|
||||||
|
// Sample the pixel color from the texture using the sampler at this texture coordinate location.
|
||||||
|
textureColor = shaderTexture.Sample(SampleType, input.tex);
|
||||||
|
|
||||||
|
return textureColor;
|
||||||
|
}
|
48
enginecustom/translate.vs
Normal file
48
enginecustom/translate.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 TranslateVertexShader(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;
|
||||||
|
}
|
416
enginecustom/translateshaderclass.cpp
Normal file
416
enginecustom/translateshaderclass.cpp
Normal file
@ -0,0 +1,416 @@
|
|||||||
|
#include "translateshaderclass.h"
|
||||||
|
|
||||||
|
|
||||||
|
TranslateShaderClass::TranslateShaderClass()
|
||||||
|
{
|
||||||
|
m_vertexShader = 0;
|
||||||
|
m_pixelShader = 0;
|
||||||
|
m_layout = 0;
|
||||||
|
m_matrixBuffer = 0;
|
||||||
|
m_sampleState = 0;
|
||||||
|
|
||||||
|
m_translateBuffer = 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
TranslateShaderClass::TranslateShaderClass(const TranslateShaderClass& other)
|
||||||
|
{
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
TranslateShaderClass::~TranslateShaderClass()
|
||||||
|
{
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
bool TranslateShaderClass::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"../Engine/translate.vs");
|
||||||
|
if (error != 0)
|
||||||
|
{
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Set the filename of the pixel shader.
|
||||||
|
error = wcscpy_s(psFilename, 128, L"../Engine/translate.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 TranslateShaderClass::Shutdown()
|
||||||
|
{
|
||||||
|
// Shutdown the vertex and pixel shaders as well as the related objects.
|
||||||
|
ShutdownShader();
|
||||||
|
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
bool TranslateShaderClass::Render(ID3D11DeviceContext * deviceContext, int indexCount, XMMATRIX worldMatrix, XMMATRIX viewMatrix,
|
||||||
|
XMMATRIX projectionMatrix, ID3D11ShaderResourceView * texture, float translation)
|
||||||
|
{
|
||||||
|
bool result;
|
||||||
|
|
||||||
|
|
||||||
|
// Set the shader parameters that it will use for rendering.
|
||||||
|
result = SetShaderParameters(deviceContext, worldMatrix, viewMatrix, projectionMatrix, texture, translation);
|
||||||
|
if (!result)
|
||||||
|
{
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Now render the prepared buffers with the shader.
|
||||||
|
RenderShader(deviceContext, indexCount);
|
||||||
|
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
bool TranslateShaderClass::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 translateBufferDesc;
|
||||||
|
|
||||||
|
|
||||||
|
// 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, "TranslateVertexShader", "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, "TranslatePixelShader", "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 texture translation dynamic constant buffer that is in the pixel shader.
|
||||||
|
translateBufferDesc.Usage = D3D11_USAGE_DYNAMIC;
|
||||||
|
translateBufferDesc.ByteWidth = sizeof(TranslateBufferType);
|
||||||
|
translateBufferDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
|
||||||
|
translateBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
|
||||||
|
translateBufferDesc.MiscFlags = 0;
|
||||||
|
translateBufferDesc.StructureByteStride = 0;
|
||||||
|
|
||||||
|
// Create the constant buffer pointer so we can access the pixel shader constant buffer from within this class.
|
||||||
|
result = device->CreateBuffer(&translateBufferDesc, NULL, &m_translateBuffer);
|
||||||
|
if (FAILED(result))
|
||||||
|
{
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
void TranslateShaderClass::ShutdownShader()
|
||||||
|
{
|
||||||
|
|
||||||
|
// Release the texture translation constant buffer.
|
||||||
|
if (m_translateBuffer)
|
||||||
|
{
|
||||||
|
m_translateBuffer->Release();
|
||||||
|
m_translateBuffer = 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 TranslateShaderClass::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 TranslateShaderClass::SetShaderParameters(ID3D11DeviceContext * deviceContext, XMMATRIX worldMatrix, XMMATRIX viewMatrix,
|
||||||
|
XMMATRIX projectionMatrix, ID3D11ShaderResourceView * texture, float translation)
|
||||||
|
{
|
||||||
|
HRESULT result;
|
||||||
|
D3D11_MAPPED_SUBRESOURCE mappedResource;
|
||||||
|
MatrixBufferType* dataPtr;
|
||||||
|
unsigned int bufferNumber;
|
||||||
|
TranslateBufferType* 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 texture translation constant buffer so it can be written to.
|
||||||
|
result = deviceContext->Map(m_translateBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
|
||||||
|
if (FAILED(result))
|
||||||
|
{
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Get a pointer to the data in the texture translation constant buffer.
|
||||||
|
dataPtr2 = (TranslateBufferType*)mappedResource.pData;
|
||||||
|
|
||||||
|
// Copy the translation value into the texture translation constant buffer.
|
||||||
|
dataPtr2->translation = translation;
|
||||||
|
|
||||||
|
// Unlock the buffer.
|
||||||
|
deviceContext->Unmap(m_translateBuffer, 0);
|
||||||
|
|
||||||
|
// Set the position of the texture translation constant buffer in the pixel shader.
|
||||||
|
bufferNumber = 0;
|
||||||
|
|
||||||
|
// Now set the texture translation constant buffer in the pixel shader with the updated values.
|
||||||
|
deviceContext->PSSetConstantBuffers(bufferNumber, 1, &m_translateBuffer);
|
||||||
|
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
void TranslateShaderClass::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 geometry.
|
||||||
|
deviceContext->DrawIndexed(indexCount, 0, 0);
|
||||||
|
|
||||||
|
return;
|
||||||
|
}
|
62
enginecustom/translateshaderclass.h
Normal file
62
enginecustom/translateshaderclass.h
Normal file
@ -0,0 +1,62 @@
|
|||||||
|
#ifndef _TRANSLATESHADERCLASS_H_
|
||||||
|
#define _TRANSLATESHADERCLASS_H_
|
||||||
|
|
||||||
|
|
||||||
|
//////////////
|
||||||
|
// INCLUDES //
|
||||||
|
//////////////
|
||||||
|
#include <d3d11.h>
|
||||||
|
#include <d3dcompiler.h>
|
||||||
|
#include <directxmath.h>
|
||||||
|
#include <fstream>
|
||||||
|
using namespace DirectX;
|
||||||
|
using namespace std;
|
||||||
|
|
||||||
|
|
||||||
|
////////////////////////////////////////////////////////////////////////////////
|
||||||
|
// Class name: TranslateShaderClass
|
||||||
|
////////////////////////////////////////////////////////////////////////////////
|
||||||
|
class TranslateShaderClass
|
||||||
|
{
|
||||||
|
private:
|
||||||
|
struct MatrixBufferType
|
||||||
|
{
|
||||||
|
XMMATRIX world;
|
||||||
|
XMMATRIX view;
|
||||||
|
XMMATRIX projection;
|
||||||
|
};
|
||||||
|
|
||||||
|
struct TranslateBufferType
|
||||||
|
{
|
||||||
|
float translation;
|
||||||
|
XMFLOAT3 padding;
|
||||||
|
};
|
||||||
|
|
||||||
|
public:
|
||||||
|
TranslateShaderClass();
|
||||||
|
TranslateShaderClass(const TranslateShaderClass&);
|
||||||
|
~TranslateShaderClass();
|
||||||
|
|
||||||
|
bool Initialize(ID3D11Device*, HWND);
|
||||||
|
void Shutdown();
|
||||||
|
bool Render(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, float);
|
||||||
|
|
||||||
|
private:
|
||||||
|
bool InitializeShader(ID3D11Device*, HWND, WCHAR*, WCHAR*);
|
||||||
|
void ShutdownShader();
|
||||||
|
void OutputShaderErrorMessage(ID3D10Blob*, HWND, WCHAR*);
|
||||||
|
|
||||||
|
bool SetShaderParameters(ID3D11DeviceContext*, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, float);
|
||||||
|
void RenderShader(ID3D11DeviceContext*, int);
|
||||||
|
|
||||||
|
private:
|
||||||
|
ID3D11VertexShader* m_vertexShader;
|
||||||
|
ID3D11PixelShader* m_pixelShader;
|
||||||
|
ID3D11InputLayout* m_layout;
|
||||||
|
ID3D11Buffer* m_matrixBuffer;
|
||||||
|
ID3D11SamplerState* m_sampleState;
|
||||||
|
|
||||||
|
ID3D11Buffer* m_translateBuffer;
|
||||||
|
};
|
||||||
|
|
||||||
|
#endif
|
Loading…
x
Reference in New Issue
Block a user