diffuse light
This commit is contained in:
parent
e0d6eb025c
commit
5c9ee0180f
@ -5,7 +5,8 @@ ApplicationClass::ApplicationClass()
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m_Direct3D = 0;
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m_Camera = 0;
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m_Model = 0;
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m_TextureShader = 0;
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m_LightShader = 0;
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m_Light = 0;
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}
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@ -49,7 +50,7 @@ bool ApplicationClass::Initialize(int screenWidth, int screenHeight, HWND hwnd)
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// Set the initial position of the camera.
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m_Camera->SetPosition(0.0f, 0.0f, -5.0f);
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m_Camera->SetRotation(0.0f, 0.0f, 0.0f);
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m_Camera->SetRotation(0.0f, 0.0f, 10.0f);
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// Create and initialize the model object.
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m_Model = new ModelClass;
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@ -62,15 +63,21 @@ bool ApplicationClass::Initialize(int screenWidth, int screenHeight, HWND hwnd)
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MessageBox(hwnd, L"Could not initialize the model object.", L"Error", MB_OK);
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return false;
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}
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// Create and initialize the texture shader object.
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m_TextureShader = new TextureShaderClass;
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result = m_TextureShader->Initialize(m_Direct3D->GetDevice(), hwnd);
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// Create and initialize the light shader object.
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m_LightShader = new LightShaderClass;
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result = m_LightShader->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 texture shader object.", L"Error", MB_OK);
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MessageBox(hwnd, L"Could not initialize the light shader object.", L"Error", MB_OK);
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return false;
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}
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// Create and initialize the light object.
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m_Light = new LightClass;
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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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return true;
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}
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@ -78,12 +85,19 @@ bool ApplicationClass::Initialize(int screenWidth, int screenHeight, HWND hwnd)
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void ApplicationClass::Shutdown()
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{
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// Release the texture shader object.
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if (m_TextureShader)
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// Release the light object.
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if (m_Light)
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{
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m_TextureShader->Shutdown();
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delete m_TextureShader;
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m_TextureShader = 0;
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delete m_Light;
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m_Light = 0;
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}
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// Release the light shader object.
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if (m_LightShader)
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{
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m_LightShader->Shutdown();
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delete m_LightShader;
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m_LightShader = 0;
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}
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// Release the model object.
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@ -115,11 +129,19 @@ void ApplicationClass::Shutdown()
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bool ApplicationClass::Frame()
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{
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static float rotation = 0.0f;
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bool result;
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// Update the rotation variable each frame.
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rotation -= 0.0174532925f * 0.1f;
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if (rotation < 0.0f)
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{
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rotation += 360.0f;
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}
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// Render the graphics scene.
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result = Render();
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result = Render(rotation);
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if (!result)
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{
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return false;
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@ -129,7 +151,7 @@ bool ApplicationClass::Frame()
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}
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bool ApplicationClass::Render()
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bool ApplicationClass::Render(float rotation)
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{
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XMMATRIX worldMatrix, viewMatrix, projectionMatrix;
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bool result;
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@ -145,16 +167,19 @@ bool ApplicationClass::Render()
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m_Direct3D->GetWorldMatrix(worldMatrix);
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m_Camera->GetViewMatrix(viewMatrix);
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m_Direct3D->GetProjectionMatrix(projectionMatrix);
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// Rotate the world matrix by the rotation value so that the triangle will spin.
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worldMatrix = XMMatrixRotationY(rotation);
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// Put the model vertex and index buffers on the graphics pipeline to prepare them for drawing.
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m_Model->Render(m_Direct3D->GetDeviceContext());
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// Render the model using the texture shader.
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result = m_TextureShader->Render(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix, m_Model->GetTexture());
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// Render the model using the light shader.
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result = m_LightShader->Render(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix, m_Model->GetTexture(),
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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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// Present the rendered scene to the screen.
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m_Direct3D->EndScene();
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@ -8,9 +8,8 @@
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#include "d3dclass.h"
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#include "cameraclass.h"
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#include "modelclass.h"
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#include "textureshaderclass.h"
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#include "lightshaderclass.h"
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#include "lightclass.h"
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/////////////
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// GLOBALS //
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@ -36,13 +35,14 @@ public:
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bool Frame();
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private:
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bool Render();
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bool Render(float);
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private:
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D3DClass* m_Direct3D;
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CameraClass* m_Camera;
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ModelClass* m_Model;
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TextureShaderClass* m_TextureShader;
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LightShaderClass* m_LightShader;
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LightClass* m_Light;
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};
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#endif
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@ -25,27 +25,29 @@
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<ClCompile Include="Colorshaderclass.cpp" />
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<ClCompile Include="d3dclass.cpp" />
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<ClCompile Include="inputclass.cpp" />
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<ClCompile Include="lightclass.cpp" />
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<ClCompile Include="lightshaderclass.cpp" />
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<ClCompile Include="Main.cpp" />
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<ClCompile Include="modelclass.cpp" />
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<ClCompile Include="Systemclass.cpp" />
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<ClCompile Include="textureclass.cpp" />
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<ClCompile Include="textureshaderclass.cpp" />
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</ItemGroup>
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<ItemGroup>
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<ClInclude Include="..\..\dx11win10tut06_src\source\lightclass.h" />
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<ClInclude Include="applicationclass.h" />
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<ClInclude Include="Cameraclass.h" />
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<ClInclude Include="Colorshaderclass.h" />
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<ClInclude Include="d3dclass.h" />
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<ClInclude Include="inputclass.h" />
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<ClInclude Include="lightshaderclass.h" />
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<ClInclude Include="modelclass.h" />
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<ClInclude Include="systemclass.h" />
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<ClInclude Include="textureclass.h" />
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<ClInclude Include="textureshaderclass.h" />
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</ItemGroup>
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<ItemGroup>
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<None Include="light.ps" />
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<None Include="light.vs" />
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<None Include="packages.config" />
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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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<ItemGroup>
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<None Include="Color.ps">
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@ -48,10 +48,13 @@
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<ClCompile Include="Cameraclass.cpp">
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<Filter>Fichiers sources</Filter>
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</ClCompile>
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<ClCompile Include="textureshaderclass.cpp">
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<ClCompile Include="textureclass.cpp">
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<Filter>Fichiers sources</Filter>
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</ClCompile>
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<ClCompile Include="textureclass.cpp">
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<ClCompile Include="lightshaderclass.cpp">
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<Filter>Fichiers sources</Filter>
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</ClCompile>
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<ClCompile Include="lightclass.cpp">
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<Filter>Fichiers sources</Filter>
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</ClCompile>
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</ItemGroup>
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@ -77,10 +80,13 @@
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<ClInclude Include="Cameraclass.h">
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<Filter>Fichiers d%27en-tête</Filter>
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</ClInclude>
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<ClInclude Include="textureshaderclass.h">
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<ClInclude Include="textureclass.h">
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<Filter>Fichiers d%27en-tête</Filter>
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</ClInclude>
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<ClInclude Include="textureclass.h">
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<ClInclude Include="..\..\dx11win10tut06_src\source\lightclass.h">
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<Filter>Fichiers d%27en-tête</Filter>
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</ClInclude>
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<ClInclude Include="lightshaderclass.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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@ -92,10 +98,10 @@
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<None Include="Color.vs">
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<Filter>shader</Filter>
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</None>
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<None Include="texture.vs">
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<None Include="light.vs">
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<Filter>texture</Filter>
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</None>
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<None Include="texture.ps">
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<None Include="light.ps">
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<Filter>texture</Filter>
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</None>
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</ItemGroup>
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61
enginecustom/light.ps
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61
enginecustom/light.ps
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@ -0,0 +1,61 @@
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////////////////////////////////////////////////////////////////////////////////
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// Filename: light.ps
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////////////////////////////////////////////////////////////////////////////////
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/////////////
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// GLOBALS //
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/////////////
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Texture2D shaderTexture : register(t0);
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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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float3 lightDirection;
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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 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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};
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////////////////////////////////////////////////////////////////////////////////
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// Pixel Shader
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////////////////////////////////////////////////////////////////////////////////
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float4 LightPixelShader(PixelInputType input) : SV_TARGET
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{
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float4 textureColor;
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float3 lightDir;
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float lightIntensity;
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float4 color;
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// Sample the pixel color from the texture using the sampler at this texture coordinate location.
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textureColor = shaderTexture.Sample(SampleType, input.tex);
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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.
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lightIntensity = saturate(dot(input.normal, lightDir));
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// Change the diffuse color to red (0, 1, 0)
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float3 greenDiffuseColor = float3(1, 0, 0);
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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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// Multiply the texture pixel and the final diffuse color to get the final pixel color result.
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color = color * textureColor;
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return color;
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}
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61
enginecustom/light.vs
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61
enginecustom/light.vs
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@ -0,0 +1,61 @@
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////////////////////////////////////////////////////////////////////////////////
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// Filename: light.vs
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////////////////////////////////////////////////////////////////////////////////
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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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//////////////
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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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};
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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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};
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////////////////////////////////////////////////////////////////////////////////
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// Vertex Shader
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////////////////////////////////////////////////////////////////////////////////
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PixelInputType LightVertexShader(VertexInputType input)
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{
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PixelInputType output;
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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.
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output.normal = mul(input.normal, (float3x3)worldMatrix);
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// Normalize the normal vector.
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output.normal = normalize(output.normal);
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return output;
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}
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45
enginecustom/lightclass.cpp
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45
enginecustom/lightclass.cpp
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////////////////////////////////////////////////////////////////////////////////
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// Filename: lightclass.cpp
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////////////////////////////////////////////////////////////////////////////////
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#include "lightclass.h"
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LightClass::LightClass()
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{
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}
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LightClass::LightClass(const LightClass& other)
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{
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}
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LightClass::~LightClass()
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{
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}
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void LightClass::SetDiffuseColor(float red, float green, float blue, float alpha)
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{
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m_diffuseColor = XMFLOAT4(red, green, blue, alpha);
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return;
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}
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void LightClass::SetDirection(float x, float y, float z)
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{
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m_direction = XMFLOAT3(x, y, z);
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return;
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}
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XMFLOAT4 LightClass::GetDiffuseColor()
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{
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return m_diffuseColor;
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}
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XMFLOAT3 LightClass::GetDirection()
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{
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return m_direction;
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}
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36
enginecustom/lightclass.h
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36
enginecustom/lightclass.h
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////////////////////////////////////////////////////////////////////////////////
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// Filename: lightclass.h
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////////////////////////////////////////////////////////////////////////////////
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#ifndef _LIGHTCLASS_H_
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#define _LIGHTCLASS_H_
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//////////////
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// INCLUDES //
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//////////////
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#include <directxmath.h>
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using namespace DirectX;
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////////////////////////////////////////////////////////////////////////////////
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// Class name: LightClass
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////////////////////////////////////////////////////////////////////////////////
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class LightClass
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{
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public:
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LightClass();
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LightClass(const LightClass&);
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~LightClass();
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void SetDiffuseColor(float, float, float, float);
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void SetDirection(float, float, float);
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XMFLOAT4 GetDiffuseColor();
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XMFLOAT3 GetDirection();
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private:
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XMFLOAT4 m_diffuseColor;
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XMFLOAT3 m_direction;
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};
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#endif
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@ -1,41 +1,47 @@
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#include "textureshaderclass.h"
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////////////////////////////////////////////////////////////////////////////////
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// Filename: lightshaderclass.cpp
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////////////////////////////////////////////////////////////////////////////////
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#include "lightshaderclass.h"
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TextureShaderClass::TextureShaderClass()
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LightShaderClass::LightShaderClass()
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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_matrixBuffer = 0;
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m_lightBuffer = 0;
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}
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TextureShaderClass::TextureShaderClass(const TextureShaderClass& other)
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LightShaderClass::LightShaderClass(const LightShaderClass& other)
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{
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}
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TextureShaderClass::~TextureShaderClass()
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LightShaderClass::~LightShaderClass()
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{
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}
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bool TextureShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
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bool LightShaderClass::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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bool result;
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// Set the filename of the vertex shader.
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error = wcscpy_s(vsFilename, 128, L"texture.vs");
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error = wcscpy_s(vsFilename, 128, L"../enginecustom/light.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"texture.ps");
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error = wcscpy_s(psFilename, 128, L"../enginecustom/light.ps");
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if (error != 0)
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{
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return false;
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@ -43,7 +49,7 @@ bool TextureShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
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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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if(!result)
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{
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return false;
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}
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@ -51,7 +57,8 @@ bool TextureShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
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return true;
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}
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void TextureShaderClass::Shutdown()
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void LightShaderClass::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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@ -59,15 +66,16 @@ void TextureShaderClass::Shutdown()
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return;
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}
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bool TextureShaderClass::Render(ID3D11DeviceContext * deviceContext, int indexCount, XMMATRIX worldMatrix, XMMATRIX viewMatrix,
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XMMATRIX projectionMatrix, ID3D11ShaderResourceView * texture)
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bool LightShaderClass::Render(ID3D11DeviceContext* deviceContext, int indexCount, XMMATRIX worldMatrix, XMMATRIX viewMatrix, XMMATRIX projectionMatrix,
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ID3D11ShaderResourceView* texture, XMFLOAT3 lightDirection, XMFLOAT4 diffuseColor)
|
||||
{
|
||||
bool result;
|
||||
|
||||
|
||||
// Set the shader parameters that it will use for rendering.
|
||||
result = SetShaderParameters(deviceContext, worldMatrix, viewMatrix, projectionMatrix, texture);
|
||||
if (!result)
|
||||
result = SetShaderParameters(deviceContext, worldMatrix, viewMatrix, projectionMatrix, texture, lightDirection, diffuseColor);
|
||||
if(!result)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
@ -78,29 +86,31 @@ bool TextureShaderClass::Render(ID3D11DeviceContext * deviceContext, int indexCo
|
||||
return true;
|
||||
}
|
||||
|
||||
bool TextureShaderClass::InitializeShader(ID3D11Device * device, HWND hwnd, WCHAR * vsFilename, WCHAR * psFilename)
|
||||
|
||||
bool LightShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR* vsFilename, WCHAR* psFilename)
|
||||
{
|
||||
HRESULT result;
|
||||
ID3D10Blob* errorMessage;
|
||||
ID3D10Blob* vertexShaderBuffer;
|
||||
ID3D10Blob* pixelShaderBuffer;
|
||||
D3D11_INPUT_ELEMENT_DESC polygonLayout[2];
|
||||
D3D11_INPUT_ELEMENT_DESC polygonLayout[3];
|
||||
unsigned int numElements;
|
||||
D3D11_SAMPLER_DESC samplerDesc;
|
||||
D3D11_BUFFER_DESC matrixBufferDesc;
|
||||
D3D11_SAMPLER_DESC samplerDesc;
|
||||
D3D11_BUFFER_DESC lightBufferDesc;
|
||||
|
||||
|
||||
// Initialize the pointers this function will use to null.
|
||||
errorMessage = 0;
|
||||
vertexShaderBuffer = 0;
|
||||
pixelShaderBuffer = 0;
|
||||
// Compile the vertex shader code.
|
||||
result = D3DCompileFromFile(vsFilename, NULL, NULL, "TextureVertexShader", "vs_5_0", D3D10_SHADER_ENABLE_STRICTNESS, 0,
|
||||
&vertexShaderBuffer, &errorMessage);
|
||||
if (FAILED(result))
|
||||
|
||||
// Compile the vertex shader code.
|
||||
result = D3DCompileFromFile(vsFilename, NULL, NULL, "LightVertexShader", "vs_5_0", D3D10_SHADER_ENABLE_STRICTNESS, 0, &vertexShaderBuffer, &errorMessage);
|
||||
if(FAILED(result))
|
||||
{
|
||||
// If the shader failed to compile it should have writen something to the error message.
|
||||
if (errorMessage)
|
||||
if(errorMessage)
|
||||
{
|
||||
OutputShaderErrorMessage(errorMessage, hwnd, vsFilename);
|
||||
}
|
||||
@ -113,13 +123,12 @@ bool TextureShaderClass::InitializeShader(ID3D11Device * device, HWND hwnd, WCHA
|
||||
return false;
|
||||
}
|
||||
|
||||
// Compile the pixel shader code.
|
||||
result = D3DCompileFromFile(psFilename, NULL, NULL, "TexturePixelShader", "ps_5_0", D3D10_SHADER_ENABLE_STRICTNESS, 0,
|
||||
&pixelShaderBuffer, &errorMessage);
|
||||
if (FAILED(result))
|
||||
// Compile the pixel shader code.
|
||||
result = D3DCompileFromFile(psFilename, NULL, NULL, "LightPixelShader", "ps_5_0", D3D10_SHADER_ENABLE_STRICTNESS, 0, &pixelShaderBuffer, &errorMessage);
|
||||
if(FAILED(result))
|
||||
{
|
||||
// If the shader failed to compile it should have writen something to the error message.
|
||||
if (errorMessage)
|
||||
if(errorMessage)
|
||||
{
|
||||
OutputShaderErrorMessage(errorMessage, hwnd, psFilename);
|
||||
}
|
||||
@ -132,19 +141,20 @@ bool TextureShaderClass::InitializeShader(ID3D11Device * device, HWND hwnd, WCHA
|
||||
return false;
|
||||
}
|
||||
|
||||
// Create the vertex shader from the buffer.
|
||||
result = device->CreateVertexShader(vertexShaderBuffer->GetBufferPointer(), vertexShaderBuffer->GetBufferSize(), NULL, &m_vertexShader);
|
||||
if (FAILED(result))
|
||||
// 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))
|
||||
// Create the pixel shader from the buffer.
|
||||
result = device->CreatePixelShader(pixelShaderBuffer->GetBufferPointer(), pixelShaderBuffer->GetBufferSize(), NULL, &m_pixelShader);
|
||||
if(FAILED(result))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Create the vertex input layout description.
|
||||
// This setup needs to match the VertexType stucture in the ModelClass and in the shader.
|
||||
polygonLayout[0].SemanticName = "POSITION";
|
||||
@ -163,13 +173,21 @@ bool TextureShaderClass::InitializeShader(ID3D11Device * device, HWND hwnd, WCHA
|
||||
polygonLayout[1].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
|
||||
polygonLayout[1].InstanceDataStepRate = 0;
|
||||
|
||||
polygonLayout[2].SemanticName = "NORMAL";
|
||||
polygonLayout[2].SemanticIndex = 0;
|
||||
polygonLayout[2].Format = DXGI_FORMAT_R32G32B32_FLOAT;
|
||||
polygonLayout[2].InputSlot = 0;
|
||||
polygonLayout[2].AlignedByteOffset = D3D11_APPEND_ALIGNED_ELEMENT;
|
||||
polygonLayout[2].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
|
||||
polygonLayout[2].InstanceDataStepRate = 0;
|
||||
|
||||
// Get a count of the elements in the layout.
|
||||
numElements = sizeof(polygonLayout) / sizeof(polygonLayout[0]);
|
||||
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))
|
||||
result = device->CreateInputLayout(polygonLayout, numElements, vertexShaderBuffer->GetBufferPointer(), vertexShaderBuffer->GetBufferSize(),
|
||||
&m_layout);
|
||||
if(FAILED(result))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
@ -181,38 +199,55 @@ bool TextureShaderClass::InitializeShader(ID3D11Device * device, HWND hwnd, WCHA
|
||||
pixelShaderBuffer->Release();
|
||||
pixelShaderBuffer = 0;
|
||||
|
||||
// Create a texture sampler state description.
|
||||
samplerDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
|
||||
samplerDesc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP;
|
||||
samplerDesc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP;
|
||||
samplerDesc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP;
|
||||
samplerDesc.MipLODBias = 0.0f;
|
||||
samplerDesc.MaxAnisotropy = 1;
|
||||
samplerDesc.ComparisonFunc = D3D11_COMPARISON_ALWAYS;
|
||||
samplerDesc.BorderColor[0] = 0;
|
||||
samplerDesc.BorderColor[1] = 0;
|
||||
samplerDesc.BorderColor[2] = 0;
|
||||
samplerDesc.BorderColor[3] = 0;
|
||||
samplerDesc.MinLOD = 0;
|
||||
samplerDesc.MaxLOD = D3D11_FLOAT32_MAX;
|
||||
|
||||
// Create the texture sampler state.
|
||||
result = device->CreateSamplerState(&samplerDesc, &m_sampleState);
|
||||
if(FAILED(result))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Setup the description of the dynamic matrix constant buffer that is in the vertex shader.
|
||||
matrixBufferDesc.Usage = D3D11_USAGE_DYNAMIC;
|
||||
matrixBufferDesc.Usage = D3D11_USAGE_DYNAMIC;
|
||||
matrixBufferDesc.ByteWidth = sizeof(MatrixBufferType);
|
||||
matrixBufferDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
|
||||
matrixBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
|
||||
matrixBufferDesc.MiscFlags = 0;
|
||||
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))
|
||||
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))
|
||||
// Setup the description of the light dynamic constant buffer that is in the pixel shader.
|
||||
// Note that ByteWidth always needs to be a multiple of 16 if using D3D11_BIND_CONSTANT_BUFFER or CreateBuffer will fail.
|
||||
lightBufferDesc.Usage = D3D11_USAGE_DYNAMIC;
|
||||
lightBufferDesc.ByteWidth = sizeof(LightBufferType);
|
||||
lightBufferDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
|
||||
lightBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
|
||||
lightBufferDesc.MiscFlags = 0;
|
||||
lightBufferDesc.StructureByteStride = 0;
|
||||
|
||||
// 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;
|
||||
}
|
||||
@ -220,39 +255,46 @@ bool TextureShaderClass::InitializeShader(ID3D11Device * device, HWND hwnd, WCHA
|
||||
return true;
|
||||
}
|
||||
|
||||
void TextureShaderClass::ShutdownShader()
|
||||
{
|
||||
|
||||
// Release the sampler state.
|
||||
if (m_sampleState)
|
||||
void LightShaderClass::ShutdownShader()
|
||||
{
|
||||
// Release the light constant buffer.
|
||||
if(m_lightBuffer)
|
||||
{
|
||||
m_sampleState->Release();
|
||||
m_sampleState = 0;
|
||||
m_lightBuffer->Release();
|
||||
m_lightBuffer = 0;
|
||||
}
|
||||
|
||||
// Release the matrix constant buffer.
|
||||
if (m_matrixBuffer)
|
||||
if(m_matrixBuffer)
|
||||
{
|
||||
m_matrixBuffer->Release();
|
||||
m_matrixBuffer = 0;
|
||||
}
|
||||
|
||||
// Release the sampler state.
|
||||
if(m_sampleState)
|
||||
{
|
||||
m_sampleState->Release();
|
||||
m_sampleState = 0;
|
||||
}
|
||||
|
||||
// Release the layout.
|
||||
if (m_layout)
|
||||
if(m_layout)
|
||||
{
|
||||
m_layout->Release();
|
||||
m_layout = 0;
|
||||
}
|
||||
|
||||
// Release the pixel shader.
|
||||
if (m_pixelShader)
|
||||
if(m_pixelShader)
|
||||
{
|
||||
m_pixelShader->Release();
|
||||
m_pixelShader = 0;
|
||||
}
|
||||
|
||||
// Release the vertex shader.
|
||||
if (m_vertexShader)
|
||||
if(m_vertexShader)
|
||||
{
|
||||
m_vertexShader->Release();
|
||||
m_vertexShader = 0;
|
||||
@ -261,10 +303,11 @@ void TextureShaderClass::ShutdownShader()
|
||||
return;
|
||||
}
|
||||
|
||||
void TextureShaderClass::OutputShaderErrorMessage(ID3D10Blob * errorMessage, HWND hwnd, WCHAR * shaderFilename)
|
||||
|
||||
void LightShaderClass::OutputShaderErrorMessage(ID3D10Blob* errorMessage, HWND hwnd, WCHAR* shaderFilename)
|
||||
{
|
||||
char* compileErrors;
|
||||
unsigned long long bufferSize, i;
|
||||
unsigned __int64 bufferSize, i;
|
||||
ofstream fout;
|
||||
|
||||
|
||||
@ -278,7 +321,7 @@ void TextureShaderClass::OutputShaderErrorMessage(ID3D10Blob * errorMessage, HWN
|
||||
fout.open("shader-error.txt");
|
||||
|
||||
// Write out the error message.
|
||||
for (i = 0; i < bufferSize; i++)
|
||||
for(i=0; i<bufferSize; i++)
|
||||
{
|
||||
fout << compileErrors[i];
|
||||
}
|
||||
@ -296,13 +339,15 @@ void TextureShaderClass::OutputShaderErrorMessage(ID3D10Blob * errorMessage, HWN
|
||||
return;
|
||||
}
|
||||
|
||||
bool TextureShaderClass::SetShaderParameters(ID3D11DeviceContext* deviceContext, XMMATRIX worldMatrix, XMMATRIX viewMatrix,
|
||||
XMMATRIX projectionMatrix, ID3D11ShaderResourceView* texture)
|
||||
|
||||
bool LightShaderClass::SetShaderParameters(ID3D11DeviceContext* deviceContext, XMMATRIX worldMatrix, XMMATRIX viewMatrix, XMMATRIX projectionMatrix,
|
||||
ID3D11ShaderResourceView* texture, XMFLOAT3 lightDirection, XMFLOAT4 diffuseColor)
|
||||
{
|
||||
HRESULT result;
|
||||
D3D11_MAPPED_SUBRESOURCE mappedResource;
|
||||
MatrixBufferType* dataPtr;
|
||||
D3D11_MAPPED_SUBRESOURCE mappedResource;
|
||||
unsigned int bufferNumber;
|
||||
MatrixBufferType* dataPtr;
|
||||
LightBufferType* dataPtr2;
|
||||
|
||||
|
||||
// Transpose the matrices to prepare them for the shader.
|
||||
@ -312,7 +357,7 @@ bool TextureShaderClass::SetShaderParameters(ID3D11DeviceContext* deviceContext,
|
||||
|
||||
// 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))
|
||||
if(FAILED(result))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
@ -326,27 +371,54 @@ bool TextureShaderClass::SetShaderParameters(ID3D11DeviceContext* deviceContext,
|
||||
dataPtr->projection = projectionMatrix;
|
||||
|
||||
// Unlock the constant buffer.
|
||||
deviceContext->Unmap(m_matrixBuffer, 0);
|
||||
deviceContext->Unmap(m_matrixBuffer, 0);
|
||||
|
||||
// Set the position of the constant buffer in the vertex shader.
|
||||
bufferNumber = 0;
|
||||
|
||||
// Finanly set the constant buffer in the vertex shader with the updated values.
|
||||
deviceContext->VSSetConstantBuffers(bufferNumber, 1, &m_matrixBuffer);
|
||||
// Now 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 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->padding = 0.0f;
|
||||
|
||||
// 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);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void TextureShaderClass::RenderShader(ID3D11DeviceContext * deviceContext, int indexCount)
|
||||
|
||||
void LightShaderClass::RenderShader(ID3D11DeviceContext* deviceContext, int indexCount)
|
||||
{
|
||||
// Set the vertex input layout.
|
||||
deviceContext->IASetInputLayout(m_layout);
|
||||
|
||||
// Set the vertex and pixel shaders that will be used to render this triangle.
|
||||
deviceContext->VSSetShader(m_vertexShader, NULL, 0);
|
||||
deviceContext->PSSetShader(m_pixelShader, NULL, 0);
|
||||
// Set the 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);
|
||||
|
@ -1,5 +1,8 @@
|
||||
#ifndef _TEXTURESHADERCLASS_H_
|
||||
#define _TEXTURESHADERCLASS_H_
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
// Filename: lightshaderclass.h
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
#ifndef _LIGHTSHADERCLASS_H_
|
||||
#define _LIGHTSHADERCLASS_H_
|
||||
|
||||
|
||||
//////////////
|
||||
@ -14,9 +17,9 @@ using namespace std;
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
// Class name: TextureShaderClass
|
||||
// Class name: LightShaderClass
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
class TextureShaderClass
|
||||
class LightShaderClass
|
||||
{
|
||||
private:
|
||||
struct MatrixBufferType
|
||||
@ -26,29 +29,37 @@ private:
|
||||
XMMATRIX projection;
|
||||
};
|
||||
|
||||
struct LightBufferType
|
||||
{
|
||||
XMFLOAT4 diffuseColor;
|
||||
XMFLOAT3 lightDirection;
|
||||
float padding; // Added extra padding so structure is a multiple of 16 for CreateBuffer function requirements.
|
||||
};
|
||||
|
||||
public:
|
||||
TextureShaderClass();
|
||||
TextureShaderClass(const TextureShaderClass&);
|
||||
~TextureShaderClass();
|
||||
LightShaderClass();
|
||||
LightShaderClass(const LightShaderClass&);
|
||||
~LightShaderClass();
|
||||
|
||||
bool Initialize(ID3D11Device*, HWND);
|
||||
void Shutdown();
|
||||
bool Render(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*);
|
||||
bool Render(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, XMFLOAT3, XMFLOAT4);
|
||||
|
||||
private:
|
||||
bool InitializeShader(ID3D11Device*, HWND, WCHAR*, WCHAR*);
|
||||
void ShutdownShader();
|
||||
void OutputShaderErrorMessage(ID3D10Blob*, HWND, WCHAR*);
|
||||
|
||||
bool SetShaderParameters(ID3D11DeviceContext*, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*);
|
||||
bool SetShaderParameters(ID3D11DeviceContext*, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, XMFLOAT3, XMFLOAT4);
|
||||
void RenderShader(ID3D11DeviceContext*, int);
|
||||
|
||||
private:
|
||||
ID3D11VertexShader* m_vertexShader;
|
||||
ID3D11PixelShader* m_pixelShader;
|
||||
ID3D11InputLayout* m_layout;
|
||||
ID3D11Buffer* m_matrixBuffer;
|
||||
ID3D11SamplerState* m_sampleState;
|
||||
ID3D11Buffer* m_matrixBuffer;
|
||||
ID3D11Buffer* m_lightBuffer;
|
||||
};
|
||||
|
||||
#endif
|
@ -94,33 +94,22 @@ bool ModelClass::InitializeBuffers(ID3D11Device* device)
|
||||
indices = new unsigned long[m_indexCount];
|
||||
|
||||
// Load the vertex array with data.
|
||||
// Triangle 1
|
||||
vertices[0].position = XMFLOAT3(-1.0f, -1.0f, 0.0f); // Bottom Left.
|
||||
vertices[0].position = XMFLOAT3(-1.0f, -1.0f, 0.0f); // Bottom left.
|
||||
vertices[0].texture = XMFLOAT2(0.0f, 1.0f);
|
||||
vertices[0].normal = XMFLOAT3(0.0f, 0.0f, -1.0f);
|
||||
|
||||
vertices[1].position = XMFLOAT3(1.0f, 1.0f, 0.0f); // Top Right.
|
||||
vertices[1].texture = XMFLOAT2(1.0f, 0.0f);
|
||||
vertices[1].position = XMFLOAT3(0.0f, 1.0f, 0.0f); // Top middle.
|
||||
vertices[1].texture = XMFLOAT2(0.5f, 0.0f);
|
||||
vertices[1].normal = XMFLOAT3(0.0f, 0.0f, -1.0f);
|
||||
|
||||
vertices[2].position = XMFLOAT3(1.0f, -1.0f, 0.0f); // Bottom Right.
|
||||
vertices[2].position = XMFLOAT3(1.0f, -1.0f, 0.0f); // Bottom right.
|
||||
vertices[2].texture = XMFLOAT2(1.0f, 1.0f);
|
||||
|
||||
// Triangle 2
|
||||
vertices[3].position = XMFLOAT3(-1.0f, 1.0f, 0.0f); // Top Left.
|
||||
vertices[3].texture = XMFLOAT2(0.0f, 0.0f);
|
||||
|
||||
vertices[4].position = XMFLOAT3(1.0f, 1.0f, 0.0f); // Top Right.
|
||||
vertices[4].texture = XMFLOAT2(1.0f, 0.0f);
|
||||
|
||||
vertices[5].position = XMFLOAT3(-1.0f, -1.0f, 0.0f); // Bottom Left.
|
||||
vertices[5].texture = XMFLOAT2(0.0f, 1.0f);
|
||||
vertices[2].normal = XMFLOAT3(0.0f, 0.0f, -1.0f);
|
||||
|
||||
// Load the index array with data.
|
||||
indices[0] = 0; // Bottom left.
|
||||
indices[1] = 1; // Top middle.
|
||||
indices[2] = 2; // Bottom right.
|
||||
indices[3] = 3; // Top left.
|
||||
indices[4] = 4; // Top right.
|
||||
indices[5] = 5; // Bottom left.
|
||||
|
||||
// Set up the description of the static vertex buffer.
|
||||
vertexBufferDesc.Usage = D3D11_USAGE_DEFAULT;
|
||||
|
@ -26,6 +26,7 @@ private:
|
||||
{
|
||||
XMFLOAT3 position;
|
||||
XMFLOAT2 texture;
|
||||
XMFLOAT3 normal;
|
||||
};
|
||||
|
||||
public:
|
||||
|
@ -1,28 +0,0 @@
|
||||
/////////////
|
||||
// GLOBALS //
|
||||
/////////////
|
||||
Texture2D shaderTexture : register(t0);
|
||||
SamplerState SampleType : register(s0);
|
||||
|
||||
//////////////
|
||||
// TYPEDEFS //
|
||||
//////////////
|
||||
struct PixelInputType
|
||||
{
|
||||
float4 position : SV_POSITION;
|
||||
float2 tex : TEXCOORD0;
|
||||
};
|
||||
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
// Pixel Shader
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
float4 TexturePixelShader(PixelInputType input) : SV_TARGET
|
||||
{
|
||||
float4 textureColor;
|
||||
|
||||
|
||||
// Sample the pixel color from the texture using the sampler at this texture coordinate location.
|
||||
textureColor = shaderTexture.Sample(SampleType, input.tex);
|
||||
|
||||
return textureColor;
|
||||
}
|
@ -1,47 +0,0 @@
|
||||
/////////////
|
||||
// GLOBALS //
|
||||
/////////////
|
||||
cbuffer MatrixBuffer
|
||||
{
|
||||
matrix worldMatrix;
|
||||
matrix viewMatrix;
|
||||
matrix projectionMatrix;
|
||||
};
|
||||
|
||||
//////////////
|
||||
// TYPEDEFS //
|
||||
//////////////
|
||||
struct VertexInputType
|
||||
{
|
||||
float4 position : POSITION;
|
||||
float2 tex : TEXCOORD0;
|
||||
};
|
||||
|
||||
struct PixelInputType
|
||||
{
|
||||
float4 position : SV_POSITION;
|
||||
float2 tex : TEXCOORD0;
|
||||
};
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
// Vertex Shader
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
PixelInputType TextureVertexShader(VertexInputType input)
|
||||
{
|
||||
PixelInputType output;
|
||||
|
||||
|
||||
// Change the position vector to be 4 units for proper matrix calculations.
|
||||
input.position.w = 1.0f;
|
||||
|
||||
// Calculate the position of the vertex against the world, view, and projection matrices.
|
||||
output.position = mul(input.position, worldMatrix);
|
||||
output.position = mul(output.position, viewMatrix);
|
||||
output.position = mul(output.position, projectionMatrix);
|
||||
|
||||
// Store the texture coordinates for the pixel shader.
|
||||
output.tex = input.tex;
|
||||
|
||||
return output;
|
||||
}
|
Loading…
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Reference in New Issue
Block a user