Patch Update - Skybox Shader wip - V9.3.2
This commit is contained in:
parent
f1c13a3c8c
commit
96b0d0e72d
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<ItemGroup>
|
<ItemGroup>
|
||||||
<ResourceCompile Include="resources.rc" />
|
<ResourceCompile Include="resources.rc" />
|
||||||
</ItemGroup>
|
</ItemGroup>
|
||||||
<ItemGroup>
|
|
||||||
<CopyFileToFolders Include="assets\Model\OBJ\86.obj">
|
|
||||||
<FileType>Document</FileType>
|
|
||||||
<DestinationFolders Condition="'$(Configuration)|$(Platform)'=='Release|x64'">$(OutDir)\assets\Model\OBJ\</DestinationFolders>
|
|
||||||
<DestinationFolders Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">$(OutDir)\assets\Model\OBJ\</DestinationFolders>
|
|
||||||
</CopyFileToFolders>
|
|
||||||
<CopyFileToFolders Include="assets\Model\OBJ\cone.obj">
|
|
||||||
<FileType>Document</FileType>
|
|
||||||
<DestinationFolders Condition="'$(Configuration)|$(Platform)'=='Release|x64'">$(OutDir)\assets\Model\OBJ\</DestinationFolders>
|
|
||||||
<DestinationFolders Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">$(OutDir)\assets\Model\OBJ\</DestinationFolders>
|
|
||||||
</CopyFileToFolders>
|
|
||||||
<CopyFileToFolders Include="assets\Model\OBJ\isosphere.obj">
|
|
||||||
<FileType>Document</FileType>
|
|
||||||
<DestinationFolders Condition="'$(Configuration)|$(Platform)'=='Release|x64'">$(OutDir)\assets\Model\OBJ\</DestinationFolders>
|
|
||||||
<DestinationFolders Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">$(OutDir)\assets\Model\OBJ\</DestinationFolders>
|
|
||||||
</CopyFileToFolders>
|
|
||||||
<CopyFileToFolders Include="assets\Model\OBJ\monke.obj">
|
|
||||||
<FileType>Document</FileType>
|
|
||||||
<DestinationFolders Condition="'$(Configuration)|$(Platform)'=='Release|x64'">$(OutDir)\assets\Model\OBJ\</DestinationFolders>
|
|
||||||
<DestinationFolders Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">$(OutDir)\assets\Model\OBJ\</DestinationFolders>
|
|
||||||
</CopyFileToFolders>
|
|
||||||
<CopyFileToFolders Include="assets\Model\OBJ\vaisseau.obj">
|
|
||||||
<FileType>Document</FileType>
|
|
||||||
<DestinationFolders Condition="'$(Configuration)|$(Platform)'=='Release|x64'">$(OutDir)\assets\Model\OBJ\</DestinationFolders>
|
|
||||||
<DestinationFolders Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">$(OutDir)\assets\Model\OBJ\</DestinationFolders>
|
|
||||||
</CopyFileToFolders>
|
|
||||||
</ItemGroup>
|
|
||||||
<ItemGroup>
|
|
||||||
<CopyFileToFolders Include="assets\Model\TXT\bath.txt">
|
|
||||||
<DestinationFolders Condition="'$(Configuration)|$(Platform)'=='Release|x64'">$(OutDir)\assets\Model\TXT\</DestinationFolders>
|
|
||||||
<DestinationFolders Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">$(OutDir)\assets\Model\TXT\</DestinationFolders>
|
|
||||||
</CopyFileToFolders>
|
|
||||||
<CopyFileToFolders Include="assets\Model\TXT\chunk.txt">
|
|
||||||
<FileType>Text</FileType>
|
|
||||||
<DestinationFolders Condition="'$(Configuration)|$(Platform)'=='Release|x64'">$(OutDir)\assets\Model\TXT\</DestinationFolders>
|
|
||||||
<DestinationFolders Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">$(OutDir)\assets\Model\TXT\</DestinationFolders>
|
|
||||||
</CopyFileToFolders>
|
|
||||||
<CopyFileToFolders Include="assets\Model\TXT\cube.txt">
|
|
||||||
<DestinationFolders Condition="'$(Configuration)|$(Platform)'=='Release|x64'">$(OutDir)\assets\Model\TXT\</DestinationFolders>
|
|
||||||
<DestinationFolders Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">$(OutDir)\assets\Model\TXT\</DestinationFolders>
|
|
||||||
</CopyFileToFolders>
|
|
||||||
<CopyFileToFolders Include="assets\Model\TXT\ground.txt">
|
|
||||||
<DestinationFolders Condition="'$(Configuration)|$(Platform)'=='Release|x64'">$(OutDir)\assets\Model\TXT\</DestinationFolders>
|
|
||||||
<DestinationFolders Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">$(OutDir)\assets\Model\TXT\</DestinationFolders>
|
|
||||||
</CopyFileToFolders>
|
|
||||||
<CopyFileToFolders Include="assets\Model\TXT\plane.txt">
|
|
||||||
<DestinationFolders Condition="'$(Configuration)|$(Platform)'=='Release|x64'">$(OutDir)\assets\Model\TXT\</DestinationFolders>
|
|
||||||
<DestinationFolders Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">$(OutDir)\assets\Model\TXT\</DestinationFolders>
|
|
||||||
</CopyFileToFolders>
|
|
||||||
<CopyFileToFolders Include="assets\Model\TXT\sphere.txt">
|
|
||||||
<DestinationFolders Condition="'$(Configuration)|$(Platform)'=='Release|x64'">$(OutDir)\assets\Model\TXT\</DestinationFolders>
|
|
||||||
<DestinationFolders Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">$(OutDir)\assets\Model\TXT\</DestinationFolders>
|
|
||||||
</CopyFileToFolders>
|
|
||||||
<CopyFileToFolders Include="assets\Model\TXT\square.txt">
|
|
||||||
<DestinationFolders Condition="'$(Configuration)|$(Platform)'=='Release|x64'">$(OutDir)\assets\Model\TXT\</DestinationFolders>
|
|
||||||
<DestinationFolders Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">$(OutDir)\assets\Model\TXT\</DestinationFolders>
|
|
||||||
</CopyFileToFolders>
|
|
||||||
<CopyFileToFolders Include="assets\Model\TXT\wall.txt">
|
|
||||||
<DestinationFolders Condition="'$(Configuration)|$(Platform)'=='Release|x64'">$(OutDir)\assets\Model\TXT\</DestinationFolders>
|
|
||||||
<DestinationFolders Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">$(OutDir)\assets\Model\TXT\</DestinationFolders>
|
|
||||||
</CopyFileToFolders>
|
|
||||||
<CopyFileToFolders Include="assets\Model\TXT\water.txt">
|
|
||||||
<DestinationFolders Condition="'$(Configuration)|$(Platform)'=='Release|x64'">$(OutDir)\assets\Model\TXT\</DestinationFolders>
|
|
||||||
<DestinationFolders Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">$(OutDir)\assets\Model\TXT\</DestinationFolders>
|
|
||||||
</CopyFileToFolders>
|
|
||||||
</ItemGroup>
|
|
||||||
<ItemGroup>
|
<ItemGroup>
|
||||||
<CopyFileToFolders Include="sprite_data_01.txt" />
|
<CopyFileToFolders Include="sprite_data_01.txt" />
|
||||||
</ItemGroup>
|
</ItemGroup>
|
||||||
<ItemGroup>
|
<ItemGroup>
|
||||||
<CopyFileToFolders Include="assets\Model\OBJ\plane.obj">
|
|
||||||
<FileType>Document</FileType>
|
|
||||||
<DestinationFolders Condition="'$(Configuration)|$(Platform)'=='Release|x64'">$(OutDir)\assets\Model\OBJ\</DestinationFolders>
|
|
||||||
<DestinationFolders Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">$(OutDir)\assets\Model\OBJ\</DestinationFolders>
|
|
||||||
</CopyFileToFolders>
|
|
||||||
</ItemGroup>
|
|
||||||
<ItemGroup>
|
|
||||||
<Content Include="assets\Model\OBJ\invertcube.obj" />
|
|
||||||
<Content Include="assets\Model\OBJ\vaisseautri.obj" />
|
|
||||||
<Content Include="TODO.txt" />
|
<Content Include="TODO.txt" />
|
||||||
</ItemGroup>
|
</ItemGroup>
|
||||||
<PropertyGroup Label="Globals">
|
<PropertyGroup Label="Globals">
|
||||||
|
@ -225,6 +225,12 @@
|
|||||||
<ClCompile Include="src\src\system\vulkan.cpp">
|
<ClCompile Include="src\src\system\vulkan.cpp">
|
||||||
<Filter>Fichiers sources</Filter>
|
<Filter>Fichiers sources</Filter>
|
||||||
</ClCompile>
|
</ClCompile>
|
||||||
|
<ClCompile Include="src\src\shader\SkyboxShaderClass.cpp">
|
||||||
|
<Filter>Fichiers sources</Filter>
|
||||||
|
</ClCompile>
|
||||||
|
<ClCompile Include="src\src\system\Skybox.cpp">
|
||||||
|
<Filter>Fichiers sources</Filter>
|
||||||
|
</ClCompile>
|
||||||
</ItemGroup>
|
</ItemGroup>
|
||||||
<ItemGroup>
|
<ItemGroup>
|
||||||
<ClInclude Include="include\imconfig.h">
|
<ClInclude Include="include\imconfig.h">
|
||||||
@ -398,6 +404,12 @@
|
|||||||
<ClInclude Include="src\inc\system\vulkan.h">
|
<ClInclude Include="src\inc\system\vulkan.h">
|
||||||
<Filter>Fichiers d%27en-tête</Filter>
|
<Filter>Fichiers d%27en-tête</Filter>
|
||||||
</ClInclude>
|
</ClInclude>
|
||||||
|
<ClInclude Include="src\inc\shader\SkyboxShaderClass.h">
|
||||||
|
<Filter>Fichiers d%27en-tête</Filter>
|
||||||
|
</ClInclude>
|
||||||
|
<ClInclude Include="src\inc\system\Skybox.h">
|
||||||
|
<Filter>Fichiers d%27en-tête</Filter>
|
||||||
|
</ClInclude>
|
||||||
</ItemGroup>
|
</ItemGroup>
|
||||||
<ItemGroup>
|
<ItemGroup>
|
||||||
<Image Include="KhaoticIcon.ico">
|
<Image Include="KhaoticIcon.ico">
|
||||||
@ -592,5 +604,7 @@
|
|||||||
<CopyFileToFolders Include="src\hlsl\transparent.vs" />
|
<CopyFileToFolders Include="src\hlsl\transparent.vs" />
|
||||||
<CopyFileToFolders Include="src\hlsl\water.ps" />
|
<CopyFileToFolders Include="src\hlsl\water.ps" />
|
||||||
<CopyFileToFolders Include="src\hlsl\water.vs" />
|
<CopyFileToFolders Include="src\hlsl\water.vs" />
|
||||||
|
<CopyFileToFolders Include="skybox.vs" />
|
||||||
|
<CopyFileToFolders Include="skybox.ps" />
|
||||||
</ItemGroup>
|
</ItemGroup>
|
||||||
</Project>
|
</Project>
|
61
enginecustom/src/hlsl/skybox.ps
Normal file
61
enginecustom/src/hlsl/skybox.ps
Normal file
@ -0,0 +1,61 @@
|
|||||||
|
/////////////
|
||||||
|
// GLOBALS //
|
||||||
|
/////////////
|
||||||
|
Texture2D shaderTexture : register(t0);
|
||||||
|
SamplerState SampleType : register(s0);
|
||||||
|
cbuffer SunLightBuffer
|
||||||
|
{
|
||||||
|
float4 ambientColor;
|
||||||
|
float4 diffuseColor;
|
||||||
|
float3 lightDirection;
|
||||||
|
float intensity;
|
||||||
|
};
|
||||||
|
|
||||||
|
cbuffer SunLightColorBuffer
|
||||||
|
{
|
||||||
|
float4 sunColor;
|
||||||
|
};
|
||||||
|
|
||||||
|
//////////////
|
||||||
|
// TYPEDEFS //
|
||||||
|
//////////////
|
||||||
|
struct PixelInputType
|
||||||
|
{
|
||||||
|
float4 position : SV_POSITION;
|
||||||
|
float2 tex : TEXCOORD0;
|
||||||
|
float3 normal : NORMAL;
|
||||||
|
};
|
||||||
|
|
||||||
|
////////////////////////////////////////////////////////////////////////////////
|
||||||
|
// Pixel Shader
|
||||||
|
////////////////////////////////////////////////////////////////////////////////
|
||||||
|
float4 SunLightPixelShader(PixelInputType input) : SV_TARGET
|
||||||
|
{
|
||||||
|
float4 textureColor;
|
||||||
|
float4 color;
|
||||||
|
float lightIntensity;
|
||||||
|
float4 colorArray;
|
||||||
|
float4 colorSum;
|
||||||
|
|
||||||
|
// Sample the pixel color from the texture using the sampler at this texture coordinate location.
|
||||||
|
textureColor = shaderTexture.Sample(SampleType, input.tex);
|
||||||
|
|
||||||
|
// Calculate the different amounts of light on this pixel based on the direction of the light.
|
||||||
|
lightIntensity = saturate(dot(input.normal, -lightDirection));
|
||||||
|
|
||||||
|
// Determine the diffuse color amount of the light.
|
||||||
|
colorArray = (diffuseColor * lightIntensity) * intensity;
|
||||||
|
|
||||||
|
// Initialize the sum of colors.
|
||||||
|
colorSum = float4(0.0f, 0.0f, 0.0f, 1.0f);
|
||||||
|
|
||||||
|
// Add the light color.
|
||||||
|
colorSum.r += colorArray.r;
|
||||||
|
colorSum.g += colorArray.g;
|
||||||
|
colorSum.b += colorArray.b;
|
||||||
|
|
||||||
|
// Multiply the texture pixel by the light color to get the final result.
|
||||||
|
color = saturate(colorSum) * textureColor;
|
||||||
|
|
||||||
|
return color;
|
||||||
|
}
|
67
enginecustom/src/hlsl/skybox.vs
Normal file
67
enginecustom/src/hlsl/skybox.vs
Normal file
@ -0,0 +1,67 @@
|
|||||||
|
/////////////
|
||||||
|
// GLOBALS //
|
||||||
|
/////////////
|
||||||
|
cbuffer MatrixBuffer
|
||||||
|
{
|
||||||
|
matrix worldMatrix;
|
||||||
|
matrix viewMatrix;
|
||||||
|
matrix projectionMatrix;
|
||||||
|
};
|
||||||
|
|
||||||
|
cbuffer CameraBuffer
|
||||||
|
{
|
||||||
|
float3 cameraPosition;
|
||||||
|
float padding;
|
||||||
|
};
|
||||||
|
|
||||||
|
cbuffer SunLightBuffer
|
||||||
|
{
|
||||||
|
float4 ambientColor;
|
||||||
|
float4 diffuseColor;
|
||||||
|
float3 lightDirection;
|
||||||
|
float intensity;
|
||||||
|
};
|
||||||
|
|
||||||
|
//////////////
|
||||||
|
// TYPEDEFS //
|
||||||
|
//////////////
|
||||||
|
struct VertexInputType
|
||||||
|
{
|
||||||
|
float4 position : POSITION;
|
||||||
|
float2 tex : TEXCOORD0;
|
||||||
|
float3 normal : NORMAL;
|
||||||
|
};
|
||||||
|
|
||||||
|
struct PixelInputType
|
||||||
|
{
|
||||||
|
float4 position : SV_POSITION;
|
||||||
|
float2 tex : TEXCOORD0;
|
||||||
|
float3 normal : NORMAL;
|
||||||
|
};
|
||||||
|
|
||||||
|
////////////////////////////////////////////////////////////////////////////////
|
||||||
|
// Vertex Shader
|
||||||
|
////////////////////////////////////////////////////////////////////////////////
|
||||||
|
PixelInputType SunLightVertexShader(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;
|
||||||
|
|
||||||
|
// Calculate the normal vector against the world matrix only.
|
||||||
|
output.normal = mul(input.normal, (float3x3) worldMatrix);
|
||||||
|
|
||||||
|
// Normalize the normal vector.
|
||||||
|
output.normal = normalize(output.normal);
|
||||||
|
|
||||||
|
return output;
|
||||||
|
}
|
@ -1,14 +1,68 @@
|
|||||||
#pragma once
|
#pragma once
|
||||||
|
|
||||||
|
#include "Logger.h"
|
||||||
#include <d3d11.h>
|
#include <d3d11.h>
|
||||||
#include <d3dcompiler.h>
|
#include <d3dcompiler.h>
|
||||||
#include <directxmath.h>
|
#include <directxmath.h>
|
||||||
|
#include <fstream>
|
||||||
using namespace DirectX;
|
using namespace DirectX;
|
||||||
using namespace std;
|
using namespace std;
|
||||||
|
|
||||||
class SkyboxShaderClass
|
class SkyboxShaderClass
|
||||||
{
|
{
|
||||||
public:
|
|
||||||
|
private :
|
||||||
};
|
struct MatrixBufferType
|
||||||
|
{
|
||||||
|
XMMATRIX world;
|
||||||
|
XMMATRIX view;
|
||||||
|
XMMATRIX projection;
|
||||||
|
};
|
||||||
|
|
||||||
|
struct CameraBufferType
|
||||||
|
{
|
||||||
|
XMFLOAT3 cameraPosition;
|
||||||
|
float padding;
|
||||||
|
};
|
||||||
|
|
||||||
|
struct SunLightBufferType
|
||||||
|
{
|
||||||
|
XMFLOAT4 diffuseColor;
|
||||||
|
XMFLOAT4 ambientColor;
|
||||||
|
XMFLOAT3 sunDirection;
|
||||||
|
float intensity;
|
||||||
|
};
|
||||||
|
|
||||||
|
struct SunLightColorBufferType
|
||||||
|
{
|
||||||
|
XMFLOAT4 sunColor;
|
||||||
|
};
|
||||||
|
|
||||||
|
public :
|
||||||
|
SkyboxShaderClass();
|
||||||
|
SkyboxShaderClass(const SkyboxShaderClass&);
|
||||||
|
~SkyboxShaderClass();
|
||||||
|
|
||||||
|
bool Initialize(ID3D11Device*, HWND);
|
||||||
|
void Shutdown();
|
||||||
|
bool Render(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, XMFLOAT4, XMFLOAT4, XMFLOAT3,float);
|
||||||
|
|
||||||
|
private:
|
||||||
|
bool InitializeShader(ID3D11Device*, HWND, WCHAR*, WCHAR*);
|
||||||
|
void ShutdownShader();
|
||||||
|
void OutputShaderErrorMessage(ID3D10Blob*, HWND, WCHAR*);
|
||||||
|
|
||||||
|
bool SetShaderParameters(ID3D11DeviceContext*, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, XMFLOAT4, XMFLOAT4, XMFLOAT3, float);
|
||||||
|
void RenderShader(ID3D11DeviceContext*, int);
|
||||||
|
|
||||||
|
private:
|
||||||
|
ID3D11VertexShader* m_vertexShader;
|
||||||
|
ID3D11PixelShader* m_pixelShader;
|
||||||
|
ID3D11InputLayout* m_layout;
|
||||||
|
ID3D11SamplerState* m_sampleState;
|
||||||
|
ID3D11Buffer* m_matrixBuffer;
|
||||||
|
ID3D11Buffer* m_cameraBuffer;
|
||||||
|
ID3D11Buffer* m_sunlightBuffer;
|
||||||
|
ID3D11Buffer* m_sunlightColorBuffer;
|
||||||
|
ID3D11Buffer* m_sunlightPositionBuffer;
|
||||||
|
};
|
@ -45,20 +45,20 @@ public:
|
|||||||
bool RenderWaterShader(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, ID3D11ShaderResourceView*, ID3D11ShaderResourceView*, float, float);
|
bool RenderWaterShader(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, ID3D11ShaderResourceView*, ID3D11ShaderResourceView*, float, float);
|
||||||
bool RenderCelShadingShader(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, XMFLOAT4, XMFLOAT4, XMFLOAT3, float);
|
bool RenderCelShadingShader(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, XMFLOAT4, XMFLOAT4, XMFLOAT3, float);
|
||||||
bool RenderSunlightShader(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, XMFLOAT4, XMFLOAT4, XMFLOAT3, float);
|
bool RenderSunlightShader(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, XMFLOAT4, XMFLOAT4, XMFLOAT3, float);
|
||||||
bool RenderSkyboxShader(
|
bool RenderSkyboxShader(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, XMFLOAT4, XMFLOAT4, XMFLOAT3, float);
|
||||||
ID3D11DeviceContext* deviceContext,
|
// ID3D11DeviceContext* deviceContext,
|
||||||
int indexCount,
|
// int indexCount,
|
||||||
XMMATRIX worldMatrix,
|
// XMMATRIX worldMatrix,
|
||||||
XMMATRIX viewMatrix,
|
// XMMATRIX viewMatrix,
|
||||||
XMMATRIX projectionMatrix,
|
// XMMATRIX projectionMatrix,
|
||||||
ID3D11ShaderResourceView* front,
|
// ID3D11ShaderResourceView* front,
|
||||||
ID3D11ShaderResourceView* back,
|
// ID3D11ShaderResourceView* back,
|
||||||
ID3D11ShaderResourceView* left,
|
// ID3D11ShaderResourceView* left,
|
||||||
ID3D11ShaderResourceView* right,
|
// ID3D11ShaderResourceView* right,
|
||||||
ID3D11ShaderResourceView* top,
|
// ID3D11ShaderResourceView* top,
|
||||||
ID3D11ShaderResourceView* bottom,
|
// ID3D11ShaderResourceView* bottom,
|
||||||
XMFLOAT4 sunDiffuseColor
|
// XMFLOAT4 sunDiffuseColor
|
||||||
);
|
// );
|
||||||
|
|
||||||
private:
|
private:
|
||||||
TextureShaderClass* m_TextureShader;
|
TextureShaderClass* m_TextureShader;
|
||||||
|
@ -1 +1,462 @@
|
|||||||
|
////////////////////////////////////////////////////////////////////////////////
|
||||||
|
// Filename: lightshaderclass.cpp
|
||||||
|
////////////////////////////////////////////////////////////////////////////////
|
||||||
#include "SkyboxShaderClass.h"
|
#include "SkyboxShaderClass.h"
|
||||||
|
|
||||||
|
|
||||||
|
SkyboxShaderClass::SkyboxShaderClass()
|
||||||
|
{
|
||||||
|
m_vertexShader = 0;
|
||||||
|
m_pixelShader = 0;
|
||||||
|
m_layout = 0;
|
||||||
|
m_sampleState = 0;
|
||||||
|
m_matrixBuffer = 0;
|
||||||
|
m_cameraBuffer = 0;
|
||||||
|
m_sunlightBuffer = 0;
|
||||||
|
m_sunlightColorBuffer = 0;
|
||||||
|
m_sunlightPositionBuffer = 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
SkyboxShaderClass::SkyboxShaderClass(const SkyboxShaderClass& other)
|
||||||
|
{
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
SkyboxShaderClass::~SkyboxShaderClass()
|
||||||
|
{
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
bool SkyboxShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
|
||||||
|
{
|
||||||
|
Logger::Get().Log("Initializing LightShaderClass", __FILE__, __LINE__, Logger::LogLevel::Initialize);
|
||||||
|
|
||||||
|
wchar_t vsFilename[128];
|
||||||
|
wchar_t psFilename[128];
|
||||||
|
int error;
|
||||||
|
bool result;
|
||||||
|
|
||||||
|
// Set the filename of the vertex shader.
|
||||||
|
error = wcscpy_s(vsFilename, 128, L"src/hlsl/sunlight.vs");
|
||||||
|
if (error != 0)
|
||||||
|
{
|
||||||
|
Logger::Get().Log("Failed to copy string", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Set the filename of the pixel shader.
|
||||||
|
error = wcscpy_s(psFilename, 128, L"src/hlsl/sunlight.ps");
|
||||||
|
if (error != 0)
|
||||||
|
{
|
||||||
|
Logger::Get().Log("Failed to copy string", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
// Initialize the vertex and pixel shaders.
|
||||||
|
result = InitializeShader(device, hwnd, vsFilename, psFilename);
|
||||||
|
if (!result)
|
||||||
|
{
|
||||||
|
Logger::Get().Log("Failed to initialize shader", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
Logger::Get().Log("SunLightShaderClass initialized", __FILE__, __LINE__, Logger::LogLevel::Initialize);
|
||||||
|
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
void SkyboxShaderClass::Shutdown()
|
||||||
|
{
|
||||||
|
// Shutdown the vertex and pixel shaders as well as the related objects.
|
||||||
|
ShutdownShader();
|
||||||
|
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
bool SkyboxShaderClass::Render(ID3D11DeviceContext* deviceContext, int indexCount, XMMATRIX worldMatrix, XMMATRIX viewMatrix, XMMATRIX projectionMatrix,
|
||||||
|
ID3D11ShaderResourceView* texture, XMFLOAT4 diffuseColor, XMFLOAT4 ambientColor, XMFLOAT3 sunDirection, float sunIntensity)
|
||||||
|
{
|
||||||
|
bool result;
|
||||||
|
|
||||||
|
|
||||||
|
// Set the shader parameters that it will use for rendering.
|
||||||
|
result = SetShaderParameters(deviceContext, worldMatrix, viewMatrix, projectionMatrix, texture, diffuseColor, ambientColor, sunDirection, sunIntensity);
|
||||||
|
if (!result)
|
||||||
|
{
|
||||||
|
Logger::Get().Log("Failed to set shader parameters", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Now render the prepared buffers with the shader.
|
||||||
|
RenderShader(deviceContext, indexCount);
|
||||||
|
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
bool SkyboxShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR* vsFilename, WCHAR* psFilename)
|
||||||
|
{
|
||||||
|
Logger::Get().Log("Initializing shader", __FILE__, __LINE__, Logger::LogLevel::Initialize);
|
||||||
|
|
||||||
|
HRESULT result;
|
||||||
|
ID3D10Blob* errorMessage;
|
||||||
|
ID3D10Blob* vertexShaderBuffer;
|
||||||
|
ID3D10Blob* pixelShaderBuffer;
|
||||||
|
D3D11_INPUT_ELEMENT_DESC polygonLayout[3];
|
||||||
|
unsigned int numElements;
|
||||||
|
D3D11_SAMPLER_DESC samplerDesc;
|
||||||
|
D3D11_BUFFER_DESC matrixBufferDesc;
|
||||||
|
D3D11_BUFFER_DESC sunlightBufferDesc;
|
||||||
|
|
||||||
|
// 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, "SunLightVertexShader", "vs_5_0", D3D10_SHADER_ENABLE_STRICTNESS, 0, &vertexShaderBuffer, &errorMessage);
|
||||||
|
if (FAILED(result))
|
||||||
|
{
|
||||||
|
if (errorMessage)
|
||||||
|
{
|
||||||
|
OutputShaderErrorMessage(errorMessage, hwnd, vsFilename);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
Logger::Get().Log("Failed to compile shader", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||||
|
}
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Compile the pixel shader code.
|
||||||
|
result = D3DCompileFromFile(psFilename, NULL, NULL, "SunLightPixelShader", "ps_5_0", D3D10_SHADER_ENABLE_STRICTNESS, 0, &pixelShaderBuffer, &errorMessage);
|
||||||
|
if (FAILED(result))
|
||||||
|
{
|
||||||
|
if (errorMessage)
|
||||||
|
{
|
||||||
|
OutputShaderErrorMessage(errorMessage, hwnd, psFilename);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
Logger::Get().Log("Failed to compile shader", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||||
|
}
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Create the vertex shader from the buffer.
|
||||||
|
result = device->CreateVertexShader(vertexShaderBuffer->GetBufferPointer(), vertexShaderBuffer->GetBufferSize(), NULL, &m_vertexShader);
|
||||||
|
if (FAILED(result))
|
||||||
|
{
|
||||||
|
Logger::Get().Log("Failed to create vertex shader", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Create the pixel shader from the buffer.
|
||||||
|
result = device->CreatePixelShader(pixelShaderBuffer->GetBufferPointer(), pixelShaderBuffer->GetBufferSize(), NULL, &m_pixelShader);
|
||||||
|
if (FAILED(result))
|
||||||
|
{
|
||||||
|
Logger::Get().Log("Failed to create pixel shader", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Create the vertex input layout description.
|
||||||
|
polygonLayout[0].SemanticName = "POSITION";
|
||||||
|
polygonLayout[0].SemanticIndex = 0;
|
||||||
|
polygonLayout[0].Format = DXGI_FORMAT_R32G32B32_FLOAT;
|
||||||
|
polygonLayout[0].InputSlot = 0;
|
||||||
|
polygonLayout[0].AlignedByteOffset = 0;
|
||||||
|
polygonLayout[0].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
|
||||||
|
polygonLayout[0].InstanceDataStepRate = 0;
|
||||||
|
|
||||||
|
polygonLayout[1].SemanticName = "TEXCOORD";
|
||||||
|
polygonLayout[1].SemanticIndex = 0;
|
||||||
|
polygonLayout[1].Format = DXGI_FORMAT_R32G32_FLOAT;
|
||||||
|
polygonLayout[1].InputSlot = 0;
|
||||||
|
polygonLayout[1].AlignedByteOffset = D3D11_APPEND_ALIGNED_ELEMENT;
|
||||||
|
polygonLayout[1].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
|
||||||
|
polygonLayout[1].InstanceDataStepRate = 0;
|
||||||
|
|
||||||
|
polygonLayout[2].SemanticName = "NORMAL";
|
||||||
|
polygonLayout[2].SemanticIndex = 0;
|
||||||
|
polygonLayout[2].Format = DXGI_FORMAT_R32G32B32_FLOAT;
|
||||||
|
polygonLayout[2].InputSlot = 0;
|
||||||
|
polygonLayout[2].AlignedByteOffset = D3D11_APPEND_ALIGNED_ELEMENT;
|
||||||
|
polygonLayout[2].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
|
||||||
|
polygonLayout[2].InstanceDataStepRate = 0;
|
||||||
|
|
||||||
|
// Get a count of the elements in the layout.
|
||||||
|
numElements = sizeof(polygonLayout) / sizeof(polygonLayout[0]);
|
||||||
|
|
||||||
|
// Create the vertex input layout.
|
||||||
|
result = device->CreateInputLayout(polygonLayout, numElements, vertexShaderBuffer->GetBufferPointer(), vertexShaderBuffer->GetBufferSize(), &m_layout);
|
||||||
|
if (FAILED(result))
|
||||||
|
{
|
||||||
|
Logger::Get().Log("Failed to create input layout", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Release the vertex shader buffer and pixel shader buffer since they are no longer needed.
|
||||||
|
vertexShaderBuffer->Release();
|
||||||
|
vertexShaderBuffer = 0;
|
||||||
|
|
||||||
|
pixelShaderBuffer->Release();
|
||||||
|
pixelShaderBuffer = 0;
|
||||||
|
|
||||||
|
// Create a texture sampler state description.
|
||||||
|
samplerDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
|
||||||
|
samplerDesc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP;
|
||||||
|
samplerDesc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP;
|
||||||
|
samplerDesc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP;
|
||||||
|
samplerDesc.MipLODBias = 0.0f;
|
||||||
|
samplerDesc.MaxAnisotropy = 1;
|
||||||
|
samplerDesc.ComparisonFunc = D3D11_COMPARISON_ALWAYS;
|
||||||
|
samplerDesc.BorderColor[0] = 0;
|
||||||
|
samplerDesc.BorderColor[1] = 0;
|
||||||
|
samplerDesc.BorderColor[2] = 0;
|
||||||
|
samplerDesc.BorderColor[3] = 0;
|
||||||
|
samplerDesc.MinLOD = 0;
|
||||||
|
samplerDesc.MaxLOD = D3D11_FLOAT32_MAX;
|
||||||
|
|
||||||
|
// Create the texture sampler state.
|
||||||
|
result = device->CreateSamplerState(&samplerDesc, &m_sampleState);
|
||||||
|
if (FAILED(result))
|
||||||
|
{
|
||||||
|
Logger::Get().Log("Failed to create sampler state", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Setup the description of the dynamic matrix constant buffer that is in the vertex shader.
|
||||||
|
matrixBufferDesc.Usage = D3D11_USAGE_DYNAMIC;
|
||||||
|
matrixBufferDesc.ByteWidth = sizeof(MatrixBufferType);
|
||||||
|
matrixBufferDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
|
||||||
|
matrixBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
|
||||||
|
matrixBufferDesc.MiscFlags = 0;
|
||||||
|
matrixBufferDesc.StructureByteStride = 0;
|
||||||
|
|
||||||
|
// Create the constant buffer pointer so we can access the vertex shader constant buffer from within this class.
|
||||||
|
result = device->CreateBuffer(&matrixBufferDesc, NULL, &m_matrixBuffer);
|
||||||
|
if (FAILED(result))
|
||||||
|
{
|
||||||
|
Logger::Get().Log("Failed to create matrix buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Setup the description of the dynamic sunlight constant buffer that is in the pixel shader.
|
||||||
|
sunlightBufferDesc.Usage = D3D11_USAGE_DYNAMIC;
|
||||||
|
sunlightBufferDesc.ByteWidth = sizeof(SunLightBufferType);
|
||||||
|
sunlightBufferDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
|
||||||
|
sunlightBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
|
||||||
|
sunlightBufferDesc.MiscFlags = 0;
|
||||||
|
sunlightBufferDesc.StructureByteStride = 0;
|
||||||
|
|
||||||
|
// Create the constant buffer pointer so we can access the pixel shader constant buffer from within this class.
|
||||||
|
result = device->CreateBuffer(&sunlightBufferDesc, NULL, &m_sunlightBuffer);
|
||||||
|
if (FAILED(result))
|
||||||
|
{
|
||||||
|
Logger::Get().Log("Failed to create sunlight buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
Logger::Get().Log("Shader initialized", __FILE__, __LINE__, Logger::LogLevel::Initialize);
|
||||||
|
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
void SkyboxShaderClass::ShutdownShader()
|
||||||
|
{
|
||||||
|
Logger::Get().Log("Shutting down SunLightShaderClass", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
|
||||||
|
|
||||||
|
// Release the light constant buffers.
|
||||||
|
if (m_sunlightColorBuffer)
|
||||||
|
{
|
||||||
|
m_sunlightColorBuffer->Release();
|
||||||
|
m_sunlightColorBuffer = 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (m_sunlightPositionBuffer)
|
||||||
|
{
|
||||||
|
m_sunlightPositionBuffer->Release();
|
||||||
|
m_sunlightPositionBuffer = 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Release the light constant buffer.
|
||||||
|
if (m_sunlightBuffer)
|
||||||
|
{
|
||||||
|
m_sunlightBuffer->Release();
|
||||||
|
m_sunlightBuffer = 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Release the camera constant buffer.
|
||||||
|
if (m_cameraBuffer)
|
||||||
|
{
|
||||||
|
m_cameraBuffer->Release();
|
||||||
|
m_cameraBuffer = 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Release the matrix constant buffer.
|
||||||
|
if (m_matrixBuffer)
|
||||||
|
{
|
||||||
|
m_matrixBuffer->Release();
|
||||||
|
m_matrixBuffer = 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Release the sampler state.
|
||||||
|
if (m_sampleState)
|
||||||
|
{
|
||||||
|
m_sampleState->Release();
|
||||||
|
m_sampleState = 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Release the layout.
|
||||||
|
if (m_layout)
|
||||||
|
{
|
||||||
|
m_layout->Release();
|
||||||
|
m_layout = 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Release the pixel shader.
|
||||||
|
if (m_pixelShader)
|
||||||
|
{
|
||||||
|
m_pixelShader->Release();
|
||||||
|
m_pixelShader = 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Release the vertex shader.
|
||||||
|
if (m_vertexShader)
|
||||||
|
{
|
||||||
|
m_vertexShader->Release();
|
||||||
|
m_vertexShader = 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
Logger::Get().Log("SunLightShaderClass shut down", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
|
||||||
|
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
void SkyboxShaderClass::OutputShaderErrorMessage(ID3D10Blob* errorMessage, HWND hwnd, WCHAR* shaderFilename)
|
||||||
|
{
|
||||||
|
char* compileErrors;
|
||||||
|
unsigned __int64 bufferSize, i;
|
||||||
|
ofstream fout;
|
||||||
|
|
||||||
|
|
||||||
|
// Get a pointer to the error message text buffer.
|
||||||
|
compileErrors = (char*)(errorMessage->GetBufferPointer());
|
||||||
|
|
||||||
|
// Get the length of the message.
|
||||||
|
bufferSize = errorMessage->GetBufferSize();
|
||||||
|
|
||||||
|
// Open a file to write the error message to.
|
||||||
|
fout.open("shader-error.txt");
|
||||||
|
|
||||||
|
// Write out the error message.
|
||||||
|
for (i = 0; i < bufferSize; i++)
|
||||||
|
{
|
||||||
|
fout << compileErrors[i];
|
||||||
|
}
|
||||||
|
|
||||||
|
// Close the file.
|
||||||
|
fout.close();
|
||||||
|
|
||||||
|
// Release the error message.
|
||||||
|
errorMessage->Release();
|
||||||
|
errorMessage = 0;
|
||||||
|
|
||||||
|
// Pop a message up on the screen to notify the user to check the text file for compile errors.
|
||||||
|
MessageBox(hwnd, L"Error compiling shader. Check shader-error.txt for message.", shaderFilename, MB_OK);
|
||||||
|
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
bool SkyboxShaderClass::SetShaderParameters(ID3D11DeviceContext* deviceContext, XMMATRIX worldMatrix, XMMATRIX viewMatrix, XMMATRIX projectionMatrix, ID3D11ShaderResourceView* texture, XMFLOAT4 ambientColor, XMFLOAT4 diffuseColor, XMFLOAT3 lightDirection, float sunIntensity)
|
||||||
|
{
|
||||||
|
HRESULT result;
|
||||||
|
D3D11_MAPPED_SUBRESOURCE mappedResource;
|
||||||
|
MatrixBufferType* dataPtr;
|
||||||
|
CameraBufferType* dataPtr2;
|
||||||
|
SunLightBufferType* dataPtr3;
|
||||||
|
unsigned int bufferNumber;
|
||||||
|
|
||||||
|
// Transpose the matrices to prepare them for the shader.
|
||||||
|
worldMatrix = XMMatrixTranspose(worldMatrix);
|
||||||
|
viewMatrix = XMMatrixTranspose(viewMatrix);
|
||||||
|
projectionMatrix = XMMatrixTranspose(projectionMatrix);
|
||||||
|
|
||||||
|
// Lock the constant buffer so it can be written to.
|
||||||
|
result = deviceContext->Map(m_matrixBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
|
||||||
|
if (FAILED(result))
|
||||||
|
{
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Get a pointer to the data in the constant buffer.
|
||||||
|
dataPtr = (MatrixBufferType*)mappedResource.pData;
|
||||||
|
|
||||||
|
// Copy the matrices into the constant buffer.
|
||||||
|
dataPtr->world = worldMatrix;
|
||||||
|
dataPtr->view = viewMatrix;
|
||||||
|
dataPtr->projection = projectionMatrix;
|
||||||
|
|
||||||
|
// Unlock the constant buffer.
|
||||||
|
deviceContext->Unmap(m_matrixBuffer, 0);
|
||||||
|
|
||||||
|
// Set the position of the constant buffer in the vertex shader.
|
||||||
|
bufferNumber = 0;
|
||||||
|
|
||||||
|
// Finally set the constant buffer in the vertex shader with the updated values.
|
||||||
|
deviceContext->VSSetConstantBuffers(bufferNumber, 1, &m_matrixBuffer);
|
||||||
|
|
||||||
|
// Lock the sunlight constant buffer so it can be written to.
|
||||||
|
result = deviceContext->Map(m_sunlightBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
|
||||||
|
if (FAILED(result))
|
||||||
|
{
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Get a pointer to the data in the constant buffer.
|
||||||
|
dataPtr3 = (SunLightBufferType*)mappedResource.pData;
|
||||||
|
|
||||||
|
// Copy the lighting variables into the constant buffer.
|
||||||
|
dataPtr3->ambientColor = ambientColor;
|
||||||
|
dataPtr3->diffuseColor = diffuseColor;
|
||||||
|
dataPtr3->sunDirection = lightDirection;
|
||||||
|
dataPtr3->intensity = sunIntensity;
|
||||||
|
|
||||||
|
// Unlock the constant buffer.
|
||||||
|
deviceContext->Unmap(m_sunlightBuffer, 0);
|
||||||
|
|
||||||
|
// Set the position of the sunlight constant buffer in the pixel shader.
|
||||||
|
bufferNumber = 0;
|
||||||
|
|
||||||
|
// Finally set the sunlight constant buffer in the pixel shader with the updated values.
|
||||||
|
deviceContext->PSSetConstantBuffers(bufferNumber, 1, &m_sunlightBuffer);
|
||||||
|
|
||||||
|
// Set shader texture resource in the pixel shader.
|
||||||
|
deviceContext->PSSetShaderResources(0, 1, &texture);
|
||||||
|
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
void SkyboxShaderClass::RenderShader(ID3D11DeviceContext* deviceContext, int indexCount)
|
||||||
|
{
|
||||||
|
// Set the vertex input layout.
|
||||||
|
deviceContext->IASetInputLayout(m_layout);
|
||||||
|
|
||||||
|
// Set the vertex and pixel shaders that will be used to render this triangle.
|
||||||
|
deviceContext->VSSetShader(m_vertexShader, NULL, 0);
|
||||||
|
deviceContext->PSSetShader(m_pixelShader, NULL, 0);
|
||||||
|
|
||||||
|
// Set the sampler state in the pixel shader.
|
||||||
|
deviceContext->PSSetSamplers(0, 1, &m_sampleState);
|
||||||
|
|
||||||
|
// Render the triangle.
|
||||||
|
deviceContext->DrawIndexed(indexCount, 0, 0);
|
||||||
|
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
@ -464,11 +464,12 @@ bool ShaderManagerClass::RenderSunlightShader(ID3D11DeviceContext* deviceContext
|
|||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
|
|
||||||
bool ShaderManagerClass::RenderSkyboxShader(ID3D11DeviceContext* deviceContext, int indexCount, XMMATRIX worldMatrix, XMMATRIX viewMatrix, XMMATRIX projectionMatrix, ID3D11ShaderResourceView* front, ID3D11ShaderResourceView* back, ID3D11ShaderResourceView* left, ID3D11ShaderResourceView* right, ID3D11ShaderResourceView* top, ID3D11ShaderResourceView* bottom, XMFLOAT4 sunDiffuseColor)
|
bool ShaderManagerClass::RenderSkyboxShader(ID3D11DeviceContext* deviceContext, int indexCount, XMMATRIX worldMatrix, XMMATRIX viewMatrix, XMMATRIX projectionMatrix,
|
||||||
|
ID3D11ShaderResourceView* texture, XMFLOAT4 diffuseColor, XMFLOAT4 ambientColor, XMFLOAT3 sunDirection, float sunIntensity)
|
||||||
{
|
{
|
||||||
bool result;
|
bool result;
|
||||||
|
|
||||||
result = m_SkyboxShader->Render(deviceContext, indexCount, worldMatrix, viewMatrix, projectionMatrix, front, back, left, right, top, bottom, sunDiffuseColor);
|
result = m_SkyboxShader->Render(deviceContext, indexCount, worldMatrix, viewMatrix, projectionMatrix, texture, diffuseColor, ambientColor, sunDirection, sunIntensity);
|
||||||
if (!result)
|
if (!result)
|
||||||
{
|
{
|
||||||
return false;
|
return false;
|
||||||
|
@ -1962,14 +1962,26 @@ bool ApplicationClass::RenderPass(const std::vector<std::reference_wrapper<std::
|
|||||||
worldMatrix,
|
worldMatrix,
|
||||||
view,
|
view,
|
||||||
projection,
|
projection,
|
||||||
object->GetTexture(0), // Front
|
object->GetTexture(0),
|
||||||
object->GetTexture(1), // Back
|
m_SunLight->GetDiffuseColor(),
|
||||||
object->GetTexture(2), // Left
|
m_SunLight->GetAmbientColor(),
|
||||||
object->GetTexture(3), // Right
|
m_SunLight->GetDirection(),
|
||||||
object->GetTexture(4), // Top
|
m_SunLight->GetIntensity()
|
||||||
object->GetTexture(5), // Bottom
|
|
||||||
m_SunLight->GetDiffuseColor() // Sunlight color to tint the skybox
|
|
||||||
);
|
);
|
||||||
|
|
||||||
|
// m_Direct3D->GetDeviceContext(),
|
||||||
|
// object->GetIndexCount(),
|
||||||
|
// worldMatrix,
|
||||||
|
// view,
|
||||||
|
// projection,
|
||||||
|
// object->GetTexture(0), // Front
|
||||||
|
// object->GetTexture(1), // Back
|
||||||
|
// object->GetTexture(2), // Left
|
||||||
|
// object->GetTexture(3), // Right
|
||||||
|
// object->GetTexture(4), // Top
|
||||||
|
// object->GetTexture(5), // Bottom
|
||||||
|
// m_SunLight->GetDiffuseColor() // Sunlight color to tint the skybox
|
||||||
|
// );
|
||||||
if (!result)
|
if (!result)
|
||||||
{
|
{
|
||||||
Logger::Get().Log("Could not render the object model using the skybox shader", __FILE__, __LINE__, Logger::LogLevel::Error);
|
Logger::Get().Log("Could not render the object model using the skybox shader", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||||
|
@ -134,7 +134,7 @@ bool TextureClass::LoadTarga(std::string filename)
|
|||||||
error = fopen_s(&filePtr, filename.c_str(), "rb");
|
error = fopen_s(&filePtr, filename.c_str(), "rb");
|
||||||
if (error != 0)
|
if (error != 0)
|
||||||
{
|
{
|
||||||
Logger::Get().Log("Failed to open targa file", __FILE__, __LINE__, Logger::LogLevel::Error);
|
Logger::Get().Log("Failed to open targa file. Working directory: " + std::filesystem::current_path().string(), __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||||
return false;
|
return false;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
Loading…
x
Reference in New Issue
Block a user