Merge branch 'Sprites'
This commit is contained in:
commit
a39859b251
57
enginecustom/Light.ps
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57
enginecustom/Light.ps
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@ -0,0 +1,57 @@
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
// Filename: light.ps
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
|
||||
/////////////
|
||||
// GLOBALS //
|
||||
/////////////
|
||||
Texture2D shaderTexture : register(t0);
|
||||
SamplerState SampleType : register(s0);
|
||||
cbuffer LightBuffer
|
||||
{
|
||||
float4 diffuseColor;
|
||||
float3 lightDirection;
|
||||
float padding;
|
||||
};
|
||||
|
||||
|
||||
//////////////
|
||||
// TYPEDEFS //
|
||||
//////////////
|
||||
struct PixelInputType
|
||||
{
|
||||
float4 position : SV_POSITION;
|
||||
float2 tex : TEXCOORD0;
|
||||
float3 normal : NORMAL;
|
||||
};
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
// Pixel Shader
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
float4 LightPixelShader(PixelInputType input) : SV_TARGET
|
||||
{
|
||||
float4 textureColor;
|
||||
float3 lightDir;
|
||||
float lightIntensity;
|
||||
float4 color;
|
||||
|
||||
|
||||
// Sample the pixel color from the texture using the sampler at this texture coordinate location.
|
||||
textureColor = shaderTexture.Sample(SampleType, input.tex);
|
||||
|
||||
// Invert the light direction for calculations.
|
||||
lightDir = -lightDirection;
|
||||
|
||||
// Calculate the amount of light on this pixel.
|
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lightIntensity = saturate(dot(input.normal, lightDir));
|
||||
|
||||
// Determine the final amount of diffuse color based on the diffuse color combined with the light intensity.
|
||||
color = saturate(diffuseColor * lightIntensity);
|
||||
|
||||
// Multiply the texture pixel and the final diffuse color to get the final pixel color result.
|
||||
color = color * textureColor;
|
||||
|
||||
return color;
|
||||
}
|
60
enginecustom/Light.vs
Normal file
60
enginecustom/Light.vs
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@ -0,0 +1,60 @@
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
// Filename: light.vs
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
|
||||
/////////////
|
||||
// GLOBALS //
|
||||
/////////////
|
||||
cbuffer MatrixBuffer
|
||||
{
|
||||
matrix worldMatrix;
|
||||
matrix viewMatrix;
|
||||
matrix projectionMatrix;
|
||||
};
|
||||
|
||||
//////////////
|
||||
// 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 LightVertexShader(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;
|
||||
}
|
45
enginecustom/Lightclass.cpp
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45
enginecustom/Lightclass.cpp
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@ -0,0 +1,45 @@
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
// Filename: lightclass.cpp
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
#include "lightclass.h"
|
||||
|
||||
|
||||
LightClass::LightClass()
|
||||
{
|
||||
}
|
||||
|
||||
|
||||
LightClass::LightClass(const LightClass& other)
|
||||
{
|
||||
}
|
||||
|
||||
|
||||
LightClass::~LightClass()
|
||||
{
|
||||
}
|
||||
|
||||
|
||||
void LightClass::SetDiffuseColor(float red, float green, float blue, float alpha)
|
||||
{
|
||||
m_diffuseColor = XMFLOAT4(red, green, blue, alpha);
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
void LightClass::SetDirection(float x, float y, float z)
|
||||
{
|
||||
m_direction = XMFLOAT3(x, y, z);
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
XMFLOAT4 LightClass::GetDiffuseColor()
|
||||
{
|
||||
return m_diffuseColor;
|
||||
}
|
||||
|
||||
|
||||
XMFLOAT3 LightClass::GetDirection()
|
||||
{
|
||||
return m_direction;
|
||||
}
|
37
enginecustom/Lightclass.h
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37
enginecustom/Lightclass.h
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@ -0,0 +1,37 @@
|
||||
#pragma once
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
// Filename: lightclass.h
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
#ifndef _LIGHTCLASS_H_
|
||||
#define _LIGHTCLASS_H_
|
||||
|
||||
|
||||
//////////////
|
||||
// INCLUDES //
|
||||
//////////////
|
||||
#include <directxmath.h>
|
||||
using namespace DirectX;
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
// Class name: LightClass
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
class LightClass
|
||||
{
|
||||
public:
|
||||
LightClass();
|
||||
LightClass(const LightClass&);
|
||||
~LightClass();
|
||||
|
||||
void SetDirection(float, float, float);
|
||||
void SetDiffuseColor(float, float, float, float);
|
||||
|
||||
XMFLOAT3 GetDirection();
|
||||
XMFLOAT4 GetDiffuseColor();
|
||||
|
||||
private:
|
||||
XMFLOAT4 m_diffuseColor;
|
||||
XMFLOAT3 m_direction;
|
||||
};
|
||||
|
||||
#endif
|
428
enginecustom/Lightshaderclass.cpp
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428
enginecustom/Lightshaderclass.cpp
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@ -0,0 +1,428 @@
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
// Filename: lightshaderclass.cpp
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
#include "lightshaderclass.h"
|
||||
|
||||
|
||||
LightShaderClass::LightShaderClass()
|
||||
{
|
||||
m_vertexShader = 0;
|
||||
m_pixelShader = 0;
|
||||
m_layout = 0;
|
||||
m_sampleState = 0;
|
||||
m_matrixBuffer = 0;
|
||||
m_lightBuffer = 0;
|
||||
}
|
||||
|
||||
|
||||
LightShaderClass::LightShaderClass(const LightShaderClass& other)
|
||||
{
|
||||
}
|
||||
|
||||
|
||||
LightShaderClass::~LightShaderClass()
|
||||
{
|
||||
}
|
||||
|
||||
|
||||
bool LightShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
|
||||
{
|
||||
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"./Light.vs");
|
||||
if (error != 0)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Set the filename of the pixel shader.
|
||||
error = wcscpy_s(psFilename, 128, L"./Light.ps");
|
||||
if (error != 0)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Initialize the vertex and pixel shaders.
|
||||
result = InitializeShader(device, hwnd, vsFilename, psFilename);
|
||||
if (!result)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
void LightShaderClass::Shutdown()
|
||||
{
|
||||
// Shutdown the vertex and pixel shaders as well as the related objects.
|
||||
ShutdownShader();
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
bool LightShaderClass::Render(ID3D11DeviceContext* deviceContext, int indexCount, XMMATRIX worldMatrix, XMMATRIX viewMatrix, XMMATRIX projectionMatrix,
|
||||
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, lightDirection, diffuseColor);
|
||||
if (!result)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Now render the prepared buffers with the shader.
|
||||
RenderShader(deviceContext, indexCount);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
bool LightShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR* vsFilename, WCHAR* psFilename)
|
||||
{
|
||||
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 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, "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)
|
||||
{
|
||||
OutputShaderErrorMessage(errorMessage, hwnd, vsFilename);
|
||||
}
|
||||
// If there was nothing in the error message then it simply could not find the shader file itself.
|
||||
else
|
||||
{
|
||||
MessageBox(hwnd, vsFilename, L"Missing Shader File", MB_OK);
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
// Compile the pixel shader code.
|
||||
result = D3DCompileFromFile(psFilename, NULL, NULL, "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)
|
||||
{
|
||||
OutputShaderErrorMessage(errorMessage, hwnd, psFilename);
|
||||
}
|
||||
// If there was nothing in the error message then it simply could not find the file itself.
|
||||
else
|
||||
{
|
||||
MessageBox(hwnd, psFilename, L"Missing Shader File", MB_OK);
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
// Create the vertex shader from the buffer.
|
||||
result = device->CreateVertexShader(vertexShaderBuffer->GetBufferPointer(), vertexShaderBuffer->GetBufferSize(), NULL, &m_vertexShader);
|
||||
if (FAILED(result))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Create the pixel shader from the buffer.
|
||||
result = device->CreatePixelShader(pixelShaderBuffer->GetBufferPointer(), pixelShaderBuffer->GetBufferSize(), NULL, &m_pixelShader);
|
||||
if (FAILED(result))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Create the vertex input layout description.
|
||||
// This setup needs to match the VertexType stucture in the ModelClass and in the shader.
|
||||
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))
|
||||
{
|
||||
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))
|
||||
{
|
||||
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))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// 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;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
void LightShaderClass::ShutdownShader()
|
||||
{
|
||||
// Release the light constant buffer.
|
||||
if (m_lightBuffer)
|
||||
{
|
||||
m_lightBuffer->Release();
|
||||
m_lightBuffer = 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;
|
||||
}
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
void LightShaderClass::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 LightShaderClass::SetShaderParameters(ID3D11DeviceContext* deviceContext, XMMATRIX worldMatrix, XMMATRIX viewMatrix, XMMATRIX projectionMatrix,
|
||||
ID3D11ShaderResourceView* texture, XMFLOAT3 lightDirection, XMFLOAT4 diffuseColor)
|
||||
{
|
||||
HRESULT result;
|
||||
D3D11_MAPPED_SUBRESOURCE mappedResource;
|
||||
unsigned int bufferNumber;
|
||||
MatrixBufferType* dataPtr;
|
||||
LightBufferType* dataPtr2;
|
||||
|
||||
|
||||
// Transpose the matrices to prepare them for the shader.
|
||||
worldMatrix = XMMatrixTranspose(worldMatrix);
|
||||
viewMatrix = XMMatrixTranspose(viewMatrix);
|
||||
projectionMatrix = XMMatrixTranspose(projectionMatrix);
|
||||
|
||||
// Lock the constant buffer so it can be written to.
|
||||
result = deviceContext->Map(m_matrixBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
|
||||
if (FAILED(result))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Get a pointer to the data in the constant buffer.
|
||||
dataPtr = (MatrixBufferType*)mappedResource.pData;
|
||||
|
||||
// Copy the matrices into the constant buffer.
|
||||
dataPtr->world = worldMatrix;
|
||||
dataPtr->view = viewMatrix;
|
||||
dataPtr->projection = projectionMatrix;
|
||||
|
||||
// Unlock the constant buffer.
|
||||
deviceContext->Unmap(m_matrixBuffer, 0);
|
||||
|
||||
// Set the position of the constant buffer in the vertex shader.
|
||||
bufferNumber = 0;
|
||||
|
||||
// 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 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 sampler state in the pixel shader.
|
||||
deviceContext->PSSetSamplers(0, 1, &m_sampleState);
|
||||
|
||||
// Render the triangle.
|
||||
deviceContext->DrawIndexed(indexCount, 0, 0);
|
||||
|
||||
return;
|
||||
}
|
65
enginecustom/Lightshaderclass.h
Normal file
65
enginecustom/Lightshaderclass.h
Normal file
@ -0,0 +1,65 @@
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
// Filename: lightshaderclass.h
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
#ifndef _LIGHTSHADERCLASS_H_
|
||||
#define _LIGHTSHADERCLASS_H_
|
||||
|
||||
|
||||
//////////////
|
||||
// INCLUDES //
|
||||
//////////////
|
||||
#include <d3d11.h>
|
||||
#include <d3dcompiler.h>
|
||||
#include <directxmath.h>
|
||||
#include <fstream>
|
||||
using namespace DirectX;
|
||||
using namespace std;
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
// Class name: LightShaderClass
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
class LightShaderClass
|
||||
{
|
||||
private:
|
||||
struct MatrixBufferType
|
||||
{
|
||||
XMMATRIX world;
|
||||
XMMATRIX view;
|
||||
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:
|
||||
LightShaderClass();
|
||||
LightShaderClass(const LightShaderClass&);
|
||||
~LightShaderClass();
|
||||
|
||||
bool Initialize(ID3D11Device*, HWND);
|
||||
void Shutdown();
|
||||
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*, XMFLOAT3, XMFLOAT4);
|
||||
void RenderShader(ID3D11DeviceContext*, int);
|
||||
|
||||
private:
|
||||
ID3D11VertexShader* m_vertexShader;
|
||||
ID3D11PixelShader* m_pixelShader;
|
||||
ID3D11InputLayout* m_layout;
|
||||
ID3D11SamplerState* m_sampleState;
|
||||
ID3D11Buffer* m_matrixBuffer;
|
||||
ID3D11Buffer* m_lightBuffer;
|
||||
};
|
||||
|
||||
#endif
|
421
enginecustom/Spriteclass.cpp
Normal file
421
enginecustom/Spriteclass.cpp
Normal file
@ -0,0 +1,421 @@
|
||||
#include "spriteclass.h"
|
||||
|
||||
|
||||
SpriteClass::SpriteClass()
|
||||
{
|
||||
m_vertexBuffer = 0;
|
||||
m_indexBuffer = 0;
|
||||
m_Textures = 0;
|
||||
}
|
||||
|
||||
|
||||
SpriteClass::SpriteClass(const SpriteClass& other)
|
||||
{
|
||||
}
|
||||
|
||||
|
||||
SpriteClass::~SpriteClass()
|
||||
{
|
||||
}
|
||||
|
||||
bool SpriteClass::Initialize(ID3D11Device* device, ID3D11DeviceContext* deviceContext, int screenWidth, int screenHeight, char* spriteFilename, int renderX, int renderY)
|
||||
{
|
||||
bool result;
|
||||
|
||||
|
||||
// Store the screen size.
|
||||
m_screenWidth = screenWidth;
|
||||
m_screenHeight = screenHeight;
|
||||
|
||||
// Store where the sprite should be rendered to.
|
||||
m_renderX = renderX;
|
||||
m_renderY = renderY;
|
||||
|
||||
// Initialize the frame time for this sprite object.
|
||||
m_frameTime = 0;
|
||||
|
||||
// Initialize the vertex and index buffer that hold the geometry for the sprite bitmap.
|
||||
result = InitializeBuffers(device);
|
||||
if (!result)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Load the textures for this sprite.
|
||||
result = LoadTextures(device, deviceContext, spriteFilename);
|
||||
if (!result)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
void SpriteClass::Shutdown()
|
||||
{
|
||||
// Release the textures used for this sprite.
|
||||
ReleaseTextures();
|
||||
|
||||
// Release the vertex and index buffers.
|
||||
ShutdownBuffers();
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
bool SpriteClass::Render(ID3D11DeviceContext* deviceContext)
|
||||
{
|
||||
bool result;
|
||||
|
||||
|
||||
// Update the buffers if the position of the sprite has changed from its original position.
|
||||
result = UpdateBuffers(deviceContext);
|
||||
if (!result)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Put the vertex and index buffers on the graphics pipeline to prepare them for drawing.
|
||||
RenderBuffers(deviceContext);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void SpriteClass::Update(float frameTime)
|
||||
{
|
||||
// Increment the frame time each frame.
|
||||
m_frameTime += frameTime;
|
||||
|
||||
// Check if the frame time has reached the cycle time.
|
||||
if (m_frameTime >= m_cycleTime)
|
||||
{
|
||||
// If it has then reset the frame time and cycle to the next sprite in the texture array.
|
||||
m_frameTime -= m_cycleTime;
|
||||
|
||||
m_currentTexture++;
|
||||
|
||||
// If we are at the last sprite texture then go back to the beginning of the texture array to the first texture again.
|
||||
if (m_currentTexture == m_textureCount)
|
||||
{
|
||||
m_currentTexture = 0;
|
||||
}
|
||||
}
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
int SpriteClass::GetIndexCount()
|
||||
{
|
||||
return m_indexCount;
|
||||
}
|
||||
|
||||
ID3D11ShaderResourceView* SpriteClass::GetTexture()
|
||||
{
|
||||
return m_Textures[m_currentTexture].GetTexture();
|
||||
}
|
||||
|
||||
|
||||
bool SpriteClass::InitializeBuffers(ID3D11Device* device)
|
||||
{
|
||||
VertexType* vertices;
|
||||
unsigned long* indices;
|
||||
D3D11_BUFFER_DESC vertexBufferDesc, indexBufferDesc;
|
||||
D3D11_SUBRESOURCE_DATA vertexData, indexData;
|
||||
HRESULT result;
|
||||
int i;
|
||||
|
||||
|
||||
// Initialize the previous rendering position to negative one.
|
||||
m_prevPosX = -1;
|
||||
m_prevPosY = -1;
|
||||
|
||||
// Set the number of vertices in the vertex array.
|
||||
m_vertexCount = 6;
|
||||
|
||||
// Set the number of indices in the index array.
|
||||
m_indexCount = m_vertexCount;
|
||||
|
||||
// Create the vertex array.
|
||||
vertices = new VertexType[m_vertexCount];
|
||||
|
||||
// Create the index array.
|
||||
indices = new unsigned long[m_indexCount];
|
||||
|
||||
// Initialize vertex array to zeros at first.
|
||||
memset(vertices, 0, (sizeof(VertexType) * m_vertexCount));
|
||||
|
||||
// Load the index array with data.
|
||||
for (i = 0; i < m_indexCount; i++)
|
||||
{
|
||||
indices[i] = i;
|
||||
}
|
||||
|
||||
// Set up the description of the dynamic vertex buffer.
|
||||
vertexBufferDesc.Usage = D3D11_USAGE_DYNAMIC;
|
||||
vertexBufferDesc.ByteWidth = sizeof(VertexType) * m_vertexCount;
|
||||
vertexBufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
|
||||
vertexBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
|
||||
vertexBufferDesc.MiscFlags = 0;
|
||||
vertexBufferDesc.StructureByteStride = 0;
|
||||
|
||||
// Give the subresource structure a pointer to the vertex data.
|
||||
vertexData.pSysMem = vertices;
|
||||
vertexData.SysMemPitch = 0;
|
||||
vertexData.SysMemSlicePitch = 0;
|
||||
|
||||
// Now finally create the vertex buffer.
|
||||
result = device->CreateBuffer(&vertexBufferDesc, &vertexData, &m_vertexBuffer);
|
||||
if (FAILED(result))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Set up the description of the index buffer.
|
||||
indexBufferDesc.Usage = D3D11_USAGE_DEFAULT;
|
||||
indexBufferDesc.ByteWidth = sizeof(unsigned long) * m_indexCount;
|
||||
indexBufferDesc.BindFlags = D3D11_BIND_INDEX_BUFFER;
|
||||
indexBufferDesc.CPUAccessFlags = 0;
|
||||
indexBufferDesc.MiscFlags = 0;
|
||||
indexBufferDesc.StructureByteStride = 0;
|
||||
|
||||
// Give the subresource structure a pointer to the index data.
|
||||
indexData.pSysMem = indices;
|
||||
indexData.SysMemPitch = 0;
|
||||
indexData.SysMemSlicePitch = 0;
|
||||
|
||||
// Create the index buffer.
|
||||
result = device->CreateBuffer(&indexBufferDesc, &indexData, &m_indexBuffer);
|
||||
if (FAILED(result))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Release the arrays now that the vertex and index buffers have been created and loaded.
|
||||
delete[] vertices;
|
||||
vertices = 0;
|
||||
|
||||
delete[] indices;
|
||||
indices = 0;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
void SpriteClass::ShutdownBuffers()
|
||||
{
|
||||
// Release the index buffer.
|
||||
if (m_indexBuffer)
|
||||
{
|
||||
m_indexBuffer->Release();
|
||||
m_indexBuffer = 0;
|
||||
}
|
||||
|
||||
// Release the vertex buffer.
|
||||
if (m_vertexBuffer)
|
||||
{
|
||||
m_vertexBuffer->Release();
|
||||
m_vertexBuffer = 0;
|
||||
}
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
bool SpriteClass::UpdateBuffers(ID3D11DeviceContext* deviceContent)
|
||||
{
|
||||
float left, right, top, bottom;
|
||||
VertexType* vertices;
|
||||
D3D11_MAPPED_SUBRESOURCE mappedResource;
|
||||
VertexType* dataPtr;
|
||||
HRESULT result;
|
||||
|
||||
|
||||
// If the position we are rendering this bitmap to hasn't changed then don't update the vertex buffer.
|
||||
if ((m_prevPosX == m_renderX) && (m_prevPosY == m_renderY))
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
// If the rendering location has changed then store the new position and update the vertex buffer.
|
||||
m_prevPosX = m_renderX;
|
||||
m_prevPosY = m_renderY;
|
||||
|
||||
// Create the vertex array.
|
||||
vertices = new VertexType[m_vertexCount];
|
||||
|
||||
// Calculate the screen coordinates of the left side of the bitmap.
|
||||
left = (float)((m_screenWidth / 2) * -1) + (float)m_renderX;
|
||||
|
||||
// Calculate the screen coordinates of the right side of the bitmap.
|
||||
right = left + (float)m_bitmapWidth;
|
||||
|
||||
// Calculate the screen coordinates of the top of the bitmap.
|
||||
top = (float)(m_screenHeight / 2) - (float)m_renderY;
|
||||
|
||||
// Calculate the screen coordinates of the bottom of the bitmap.
|
||||
bottom = top - (float)m_bitmapHeight;
|
||||
|
||||
// Load the vertex array with data.
|
||||
// First triangle.
|
||||
vertices[0].position = XMFLOAT3(left, top, 0.0f); // Top left.
|
||||
vertices[0].texture = XMFLOAT2(0.0f, 0.0f);
|
||||
|
||||
vertices[1].position = XMFLOAT3(right, bottom, 0.0f); // Bottom right.
|
||||
vertices[1].texture = XMFLOAT2(1.0f, 1.0f);
|
||||
|
||||
vertices[2].position = XMFLOAT3(left, bottom, 0.0f); // Bottom left.
|
||||
vertices[2].texture = XMFLOAT2(0.0f, 1.0f);
|
||||
|
||||
// Second triangle.
|
||||
vertices[3].position = XMFLOAT3(left, top, 0.0f); // Top left.
|
||||
vertices[3].texture = XMFLOAT2(0.0f, 0.0f);
|
||||
|
||||
vertices[4].position = XMFLOAT3(right, top, 0.0f); // Top right.
|
||||
vertices[4].texture = XMFLOAT2(1.0f, 0.0f);
|
||||
|
||||
vertices[5].position = XMFLOAT3(right, bottom, 0.0f); // Bottom right.
|
||||
vertices[5].texture = XMFLOAT2(1.0f, 1.0f);
|
||||
|
||||
// Lock the vertex buffer.
|
||||
result = deviceContent->Map(m_vertexBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
|
||||
if (FAILED(result))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Get a pointer to the data in the constant buffer.
|
||||
dataPtr = (VertexType*)mappedResource.pData;
|
||||
|
||||
// Copy the data into the vertex buffer.
|
||||
memcpy(dataPtr, (void*)vertices, (sizeof(VertexType) * m_vertexCount));
|
||||
|
||||
// Unlock the vertex buffer.
|
||||
deviceContent->Unmap(m_vertexBuffer, 0);
|
||||
|
||||
// Release the pointer reference.
|
||||
dataPtr = 0;
|
||||
|
||||
// Release the vertex array as it is no longer needed.
|
||||
delete[] vertices;
|
||||
vertices = 0;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
void SpriteClass::RenderBuffers(ID3D11DeviceContext* deviceContext)
|
||||
{
|
||||
unsigned int stride;
|
||||
unsigned int offset;
|
||||
|
||||
|
||||
// Set vertex buffer stride and offset.
|
||||
stride = sizeof(VertexType);
|
||||
offset = 0;
|
||||
|
||||
// Set the vertex buffer to active in the input assembler so it can be rendered.
|
||||
deviceContext->IASetVertexBuffers(0, 1, &m_vertexBuffer, &stride, &offset);
|
||||
|
||||
// Set the index buffer to active in the input assembler so it can be rendered.
|
||||
deviceContext->IASetIndexBuffer(m_indexBuffer, DXGI_FORMAT_R32_UINT, 0);
|
||||
|
||||
// Set the type of primitive that should be rendered from this vertex buffer, in this case triangles.
|
||||
deviceContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
bool SpriteClass::LoadTextures(ID3D11Device* device, ID3D11DeviceContext* deviceContext, char* filename)
|
||||
{
|
||||
char textureFilename[128];
|
||||
std::ifstream fin;
|
||||
int i, j;
|
||||
char input;
|
||||
bool result;
|
||||
|
||||
|
||||
// Open the sprite info data file.
|
||||
fin.open(filename);
|
||||
if (fin.fail())
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Read in the number of textures.
|
||||
fin >> m_textureCount;
|
||||
|
||||
// Create and initialize the texture array with the texture count from the file.
|
||||
m_Textures = new TextureClass[m_textureCount];
|
||||
|
||||
// Read to start of next line.
|
||||
fin.get(input);
|
||||
|
||||
// Read in each texture file name.
|
||||
for (i = 0; i < m_textureCount; i++)
|
||||
{
|
||||
j = 0;
|
||||
fin.get(input);
|
||||
while (input != '\n')
|
||||
{
|
||||
textureFilename[j] = input;
|
||||
j++;
|
||||
fin.get(input);
|
||||
}
|
||||
textureFilename[j] = '\0';
|
||||
|
||||
// Once you have the filename then load the texture in the texture array.
|
||||
result = m_Textures[i].Initialize(device, deviceContext, textureFilename);
|
||||
if (!result)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
// Read in the cycle time.
|
||||
fin >> m_cycleTime;
|
||||
|
||||
// Convert the integer milliseconds to float representation.
|
||||
m_cycleTime = m_cycleTime * 0.001f;
|
||||
|
||||
// Close the file.
|
||||
fin.close();
|
||||
|
||||
// Get the dimensions of the first texture and use that as the dimensions of the 2D sprite images.
|
||||
m_bitmapWidth = m_Textures[0].GetWidth();
|
||||
m_bitmapHeight = m_Textures[0].GetHeight();
|
||||
|
||||
// Set the starting texture in the cycle to be the first one in the list.
|
||||
m_currentTexture = 0;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void SpriteClass::ReleaseTextures()
|
||||
{
|
||||
int i;
|
||||
|
||||
|
||||
// Release the texture objects.
|
||||
if (m_Textures)
|
||||
{
|
||||
for (i = 0; i < m_textureCount; i++)
|
||||
{
|
||||
m_Textures[i].Shutdown();
|
||||
}
|
||||
|
||||
delete[] m_Textures;
|
||||
m_Textures = 0;
|
||||
}
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
void SpriteClass::SetRenderLocation(int x, int y)
|
||||
{
|
||||
m_renderX = x;
|
||||
m_renderY = y;
|
||||
return;
|
||||
}
|
63
enginecustom/Spriteclass.h
Normal file
63
enginecustom/Spriteclass.h
Normal file
@ -0,0 +1,63 @@
|
||||
#ifndef _SPRITECLASS_H_
|
||||
#define _SPRITECLASS_H_
|
||||
|
||||
|
||||
//////////////
|
||||
// INCLUDES //
|
||||
//////////////
|
||||
#include <directxmath.h>
|
||||
#include <fstream>
|
||||
using namespace DirectX;
|
||||
|
||||
|
||||
///////////////////////
|
||||
// MY CLASS INCLUDES //
|
||||
///////////////////////
|
||||
#include "textureclass.h"
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
// Class name: SpriteClass
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
class SpriteClass
|
||||
{
|
||||
private:
|
||||
struct VertexType
|
||||
{
|
||||
XMFLOAT3 position;
|
||||
XMFLOAT2 texture;
|
||||
};
|
||||
|
||||
public:
|
||||
SpriteClass();
|
||||
SpriteClass(const SpriteClass&);
|
||||
~SpriteClass();
|
||||
|
||||
bool Initialize(ID3D11Device*, ID3D11DeviceContext*, int, int, char*, int, int);
|
||||
void Shutdown();
|
||||
bool Render(ID3D11DeviceContext*);
|
||||
void Update(float);
|
||||
|
||||
int GetIndexCount();
|
||||
ID3D11ShaderResourceView* GetTexture();
|
||||
|
||||
void SetRenderLocation(int, int);
|
||||
|
||||
private:
|
||||
bool InitializeBuffers(ID3D11Device*);
|
||||
void ShutdownBuffers();
|
||||
bool UpdateBuffers(ID3D11DeviceContext*);
|
||||
void RenderBuffers(ID3D11DeviceContext*);
|
||||
|
||||
bool LoadTextures(ID3D11Device*, ID3D11DeviceContext*, char*);
|
||||
void ReleaseTextures();
|
||||
|
||||
private:
|
||||
ID3D11Buffer* m_vertexBuffer, * m_indexBuffer;
|
||||
int m_vertexCount, m_indexCount, m_screenWidth, m_screenHeight, m_bitmapWidth, m_bitmapHeight, m_renderX, m_renderY, m_prevPosX, m_prevPosY;
|
||||
TextureClass* m_Textures;
|
||||
float m_frameTime, m_cycleTime;
|
||||
int m_currentTexture, m_textureCount;
|
||||
};
|
||||
|
||||
#endif
|
@ -213,9 +213,9 @@ void SystemClass::InitializeWindows(int& screenWidth, int& screenHeight)
|
||||
}
|
||||
else
|
||||
{
|
||||
// If windowed then set it to 800x600 resolution.
|
||||
screenWidth = 800;
|
||||
screenHeight = 600;
|
||||
// If windowed then set it to 1600x900 resolution.
|
||||
screenWidth = 1600;
|
||||
screenHeight = 900;
|
||||
|
||||
// Place the window in the middle of the screen.
|
||||
posX = (GetSystemMetrics(SM_CXSCREEN) - screenWidth) / 2;
|
||||
|
63
enginecustom/Timerclass.cpp
Normal file
63
enginecustom/Timerclass.cpp
Normal file
@ -0,0 +1,63 @@
|
||||
#include "timerclass.h"
|
||||
|
||||
|
||||
TimerClass::TimerClass()
|
||||
{
|
||||
}
|
||||
|
||||
|
||||
TimerClass::TimerClass(const TimerClass& other)
|
||||
{
|
||||
}
|
||||
|
||||
|
||||
TimerClass::~TimerClass()
|
||||
{
|
||||
}
|
||||
|
||||
bool TimerClass::Initialize()
|
||||
{
|
||||
INT64 frequency;
|
||||
|
||||
|
||||
// Get the cycles per second speed for this system.
|
||||
QueryPerformanceFrequency((LARGE_INTEGER*)&frequency);
|
||||
if (frequency == 0)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Store it in floating point.
|
||||
m_frequency = (float)frequency;
|
||||
|
||||
// Get the initial start time.
|
||||
QueryPerformanceCounter((LARGE_INTEGER*)&m_startTime);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void TimerClass::Frame()
|
||||
{
|
||||
INT64 currentTime;
|
||||
INT64 elapsedTicks;
|
||||
|
||||
|
||||
// Query the current time.
|
||||
QueryPerformanceCounter((LARGE_INTEGER*)¤tTime);
|
||||
|
||||
// Calculate the difference in time since the last time we queried for the current time.
|
||||
elapsedTicks = currentTime - m_startTime;
|
||||
|
||||
// Calculate the frame time.
|
||||
m_frameTime = (float)elapsedTicks / m_frequency;
|
||||
|
||||
// Restart the timer.
|
||||
m_startTime = currentTime;
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
float TimerClass::GetTime()
|
||||
{
|
||||
return m_frameTime;
|
||||
}
|
32
enginecustom/Timerclass.h
Normal file
32
enginecustom/Timerclass.h
Normal file
@ -0,0 +1,32 @@
|
||||
#ifndef _TIMERCLASS_H_
|
||||
#define _TIMERCLASS_H_
|
||||
|
||||
|
||||
//////////////
|
||||
// INCLUDES //
|
||||
//////////////
|
||||
#include <windows.h>
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
// Class name: TimerClass
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
class TimerClass
|
||||
{
|
||||
public:
|
||||
TimerClass();
|
||||
TimerClass(const TimerClass&);
|
||||
~TimerClass();
|
||||
|
||||
bool Initialize();
|
||||
void Frame();
|
||||
|
||||
float GetTime();
|
||||
|
||||
private:
|
||||
float m_frequency;
|
||||
INT64 m_startTime;
|
||||
float m_frameTime;
|
||||
};
|
||||
|
||||
#endif
|
@ -8,6 +8,10 @@ ApplicationClass::ApplicationClass()
|
||||
m_Model = 0;
|
||||
m_LightShader = 0;
|
||||
m_Light = 0;
|
||||
m_TextureShader = 0;
|
||||
m_Bitmap = 0;
|
||||
m_Sprite = 0;
|
||||
m_Timer = 0;
|
||||
}
|
||||
|
||||
|
||||
@ -23,7 +27,10 @@ ApplicationClass::~ApplicationClass()
|
||||
|
||||
bool ApplicationClass::Initialize(int screenWidth, int screenHeight, HWND hwnd)
|
||||
{
|
||||
char modelFilename[128], textureFilename1[128], textureFilename2[128];
|
||||
char modelFilename[128];
|
||||
char textureFilename1[128], textureFilename2[128];
|
||||
char bitmapFilename[128];
|
||||
char spriteFilename[128];
|
||||
bool result;
|
||||
|
||||
|
||||
@ -50,8 +57,51 @@ bool ApplicationClass::Initialize(int screenWidth, int screenHeight, HWND hwnd)
|
||||
}
|
||||
|
||||
// Set the initial position of the camera.
|
||||
m_Camera->SetPosition(0.0f, 0.0f, -5.0f);
|
||||
m_Camera->SetRotation(0.0f, 0.0f, 10.0f);
|
||||
m_Camera->SetPosition(0.0f, 0.0f, -10.0f);
|
||||
m_Camera->SetRotation(0.0f, 0.0f, 0.0f);
|
||||
|
||||
// Create and initialize the texture shader object.
|
||||
m_TextureShader = new TextureShaderClass;
|
||||
|
||||
result = m_TextureShader->Initialize(m_Direct3D->GetDevice(), hwnd);
|
||||
if (!result)
|
||||
{
|
||||
MessageBox(hwnd, L"Could not initialize the texture shader object.", L"Error", MB_OK);
|
||||
return false;
|
||||
}
|
||||
|
||||
// Set the sprite info file we will be using.
|
||||
strcpy_s(spriteFilename, "sprite_data_01.txt");
|
||||
|
||||
// Create and initialize the sprite object.
|
||||
m_Sprite = new SpriteClass;
|
||||
|
||||
result = m_Sprite->Initialize(m_Direct3D->GetDevice(), m_Direct3D->GetDeviceContext(), screenWidth, screenHeight, spriteFilename, 50, 50);
|
||||
if (!result)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Create and initialize the timer object.
|
||||
m_Timer = new TimerClass;
|
||||
|
||||
result = m_Timer->Initialize();
|
||||
if (!result)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Set the file name of the bitmap file.
|
||||
strcpy_s(bitmapFilename, "stone01.tga");
|
||||
|
||||
// Create and initialize the bitmap object.
|
||||
m_Bitmap = new BitmapClass;
|
||||
|
||||
result = m_Bitmap->Initialize(m_Direct3D->GetDevice(), m_Direct3D->GetDeviceContext(), screenWidth, screenHeight, bitmapFilename, 50, 50);
|
||||
if (!result)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Create and initialize the multitexture shader object.
|
||||
m_MultiTextureShader = new MultiTextureShaderClass;
|
||||
@ -90,6 +140,7 @@ bool ApplicationClass::Initialize(int screenWidth, int screenHeight, HWND hwnd)
|
||||
MessageBox(hwnd, L"Could not initialize the light shader object.", L"Error", MB_OK);
|
||||
return false;
|
||||
}
|
||||
|
||||
// Create and initialize the light object.
|
||||
m_Light = new LightClass;
|
||||
|
||||
@ -103,6 +154,21 @@ bool ApplicationClass::Initialize(int screenWidth, int screenHeight, HWND hwnd)
|
||||
|
||||
void ApplicationClass::Shutdown()
|
||||
{
|
||||
// Release the timer object.
|
||||
if (m_Timer)
|
||||
{
|
||||
delete m_Timer;
|
||||
m_Timer = 0;
|
||||
}
|
||||
|
||||
// Release the sprite object.
|
||||
if (m_Sprite)
|
||||
{
|
||||
m_Sprite->Shutdown();
|
||||
delete m_Sprite;
|
||||
m_Sprite = 0;
|
||||
}
|
||||
|
||||
// Release the light object.
|
||||
if (m_Light)
|
||||
{
|
||||
@ -118,6 +184,14 @@ void ApplicationClass::Shutdown()
|
||||
m_LightShader = 0;
|
||||
}
|
||||
|
||||
// Release the light shader object.
|
||||
if (m_LightShader)
|
||||
{
|
||||
m_LightShader->Shutdown();
|
||||
delete m_LightShader;
|
||||
m_LightShader = 0;
|
||||
}
|
||||
|
||||
// Release the model object.
|
||||
if (m_Model)
|
||||
{
|
||||
@ -132,33 +206,51 @@ void ApplicationClass::Shutdown()
|
||||
m_MultiTextureShader->Shutdown();
|
||||
delete m_MultiTextureShader;
|
||||
m_MultiTextureShader = 0;
|
||||
}
|
||||
// Release the bitmap object.
|
||||
if (m_Bitmap)
|
||||
{
|
||||
m_Bitmap->Shutdown();
|
||||
delete m_Bitmap;
|
||||
m_Bitmap = 0;
|
||||
}
|
||||
|
||||
// Release the camera object.
|
||||
if (m_Camera)
|
||||
{
|
||||
delete m_Camera;
|
||||
m_Camera = 0;
|
||||
}
|
||||
// Release the texture shader object.
|
||||
if (m_TextureShader)
|
||||
{
|
||||
m_TextureShader->Shutdown();
|
||||
delete m_TextureShader;
|
||||
m_TextureShader = 0;
|
||||
}
|
||||
|
||||
// Release the D3D object.
|
||||
if (m_Direct3D)
|
||||
{
|
||||
m_Direct3D->Shutdown();
|
||||
delete m_Direct3D;
|
||||
m_Direct3D = 0;
|
||||
}
|
||||
// Release the camera object.
|
||||
if (m_Camera)
|
||||
{
|
||||
delete m_Camera;
|
||||
m_Camera = 0;
|
||||
}
|
||||
|
||||
return;
|
||||
// Release the D3D object.
|
||||
if (m_Direct3D)
|
||||
{
|
||||
m_Direct3D->Shutdown();
|
||||
delete m_Direct3D;
|
||||
m_Direct3D = 0;
|
||||
}
|
||||
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
bool ApplicationClass::Frame()
|
||||
{
|
||||
float frameTime;
|
||||
static float rotation = 0.0f;
|
||||
static float x = 2.f;
|
||||
static float y = 0.f;
|
||||
static float z = 0.f;
|
||||
bool result;
|
||||
|
||||
|
||||
// Update the rotation variable each frame.
|
||||
rotation -= 0.0174532925f * 0.1f;
|
||||
if (rotation < 0.0f)
|
||||
@ -166,20 +258,38 @@ bool ApplicationClass::Frame()
|
||||
rotation += 360.0f;
|
||||
}
|
||||
|
||||
// Update the x position variable each frame.
|
||||
x -= 0.0174532925f * 0.54672f;
|
||||
|
||||
y -= 0.0174532925f * 0.8972f;
|
||||
|
||||
// Update the z position variable each frame.
|
||||
z -= 0.0174532925f * 0.8972f;
|
||||
|
||||
|
||||
// Render the graphics scene.
|
||||
result = Render(rotation);
|
||||
result = Render(rotation, x, y, z);
|
||||
if (!result)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Update the system stats.
|
||||
m_Timer->Frame();
|
||||
|
||||
// Get the current frame time.
|
||||
frameTime = m_Timer->GetTime();
|
||||
|
||||
// Update the sprite object using the frame time.
|
||||
m_Sprite->Update(frameTime);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
bool ApplicationClass::Render(float rotation)
|
||||
bool ApplicationClass::Render(float rotation, float x, float y, float z)
|
||||
{
|
||||
XMMATRIX worldMatrix, viewMatrix, projectionMatrix;
|
||||
XMMATRIX worldMatrix, viewMatrix, orthoMatrix, projectionMatrix, rotateMatrix, translateMatrix, scaleMatrix, srMatrix;
|
||||
bool result;
|
||||
|
||||
// Clear the buffers to begin the scene.
|
||||
@ -192,8 +302,54 @@ bool ApplicationClass::Render(float rotation)
|
||||
m_Direct3D->GetWorldMatrix(worldMatrix);
|
||||
m_Camera->GetViewMatrix(viewMatrix);
|
||||
m_Direct3D->GetProjectionMatrix(projectionMatrix);
|
||||
// Rotate the world matrix by the rotation value so that the triangle will spin.
|
||||
worldMatrix = XMMatrixRotationY(rotation);
|
||||
m_Direct3D->GetOrthoMatrix(orthoMatrix);
|
||||
|
||||
// Turn off the Z buffer to begin all 2D rendering.
|
||||
m_Direct3D->TurnZBufferOff();
|
||||
|
||||
// Put the sprite vertex and index buffers on the graphics pipeline to prepare them for drawing.
|
||||
result = m_Sprite->Render(m_Direct3D->GetDeviceContext());
|
||||
if (!result)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Render the sprite with the texture shader.
|
||||
result = m_TextureShader->Render(m_Direct3D->GetDeviceContext(), m_Sprite->GetIndexCount(), worldMatrix, viewMatrix, orthoMatrix, m_Sprite->GetTexture());
|
||||
if (!result)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Put the bitmap vertex and index buffers on the graphics pipeline to prepare them for drawing.
|
||||
result = m_Bitmap->Render(m_Direct3D->GetDeviceContext());
|
||||
if (!result)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
m_Bitmap->SetRenderLocation(1200, 50);
|
||||
|
||||
// Render the bitmap with the texture shader.
|
||||
result = m_TextureShader->Render(m_Direct3D->GetDeviceContext(), m_Bitmap->GetIndexCount(), worldMatrix, viewMatrix, orthoMatrix, m_Bitmap->GetTexture());
|
||||
if (!result)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
|
||||
|
||||
// Render the model using the multitexture shader.
|
||||
result = m_MultiTextureShader->Render(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix,
|
||||
m_Model->GetTexture(0), m_Model->GetTexture(1));
|
||||
|
||||
scaleMatrix = XMMatrixScaling(0.5f, 0.5f, 0.5f); // Build the scaling matrix.
|
||||
rotateMatrix = XMMatrixRotationY(rotation); // Build the rotation matrix.
|
||||
translateMatrix = XMMatrixTranslation(x, y, z); // Build the translation matrix.
|
||||
|
||||
// Multiply the scale, rotation, and translation matrices together to create the final world transformation matrix.
|
||||
srMatrix = XMMatrixMultiply(scaleMatrix, rotateMatrix);
|
||||
worldMatrix = XMMatrixMultiply(srMatrix, translateMatrix);
|
||||
|
||||
// Render the model using the multitexture shader.
|
||||
m_Model->Render(m_Direct3D->GetDeviceContext());
|
||||
@ -206,14 +362,28 @@ bool ApplicationClass::Render(float rotation)
|
||||
return false;
|
||||
}
|
||||
|
||||
// Render the model using the multitexture shader.
|
||||
result = m_MultiTextureShader->Render(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix,
|
||||
m_Model->GetTexture(0), m_Model->GetTexture(1));
|
||||
scaleMatrix = XMMatrixScaling(2.0f, 2.0f, 2.0f); // Build the scaling matrix.
|
||||
rotateMatrix = XMMatrixRotationY(-rotation); // Build the rotation matrix.
|
||||
translateMatrix = XMMatrixTranslation(-x, -y, -z); // Build the translation matrix.
|
||||
|
||||
// Multiply the scale, rotation, and translation matrices together to create the final world transformation matrix.
|
||||
srMatrix = XMMatrixMultiply(scaleMatrix, rotateMatrix);
|
||||
worldMatrix = XMMatrixMultiply(srMatrix, translateMatrix);
|
||||
|
||||
// Put the model vertex and index buffers on the graphics pipeline to prepare them for drawing.
|
||||
m_Model->Render(m_Direct3D->GetDeviceContext());
|
||||
|
||||
// Render the model using the light shader.
|
||||
result = m_LightShader->Render(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix, m_Model->GetTexture(0),
|
||||
m_Light->GetDirection(), m_Light->GetAmbientColor(), m_Light->GetDiffuseColor());
|
||||
if (!result)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Turn the Z buffer back on now that all 2D rendering has completed.
|
||||
m_Direct3D->TurnZBufferOn();
|
||||
|
||||
// Present the rendered scene to the screen.
|
||||
m_Direct3D->EndScene();
|
||||
|
||||
|
@ -11,7 +11,10 @@
|
||||
#include "lightshaderclass.h"
|
||||
#include "lightclass.h"
|
||||
#include "multitextureshaderclass.h"
|
||||
#include "modelclass.h"
|
||||
#include "bitmapclass.h"
|
||||
#include "textureshaderclass.h"
|
||||
#include "spriteclass.h"
|
||||
#include "timerclass.h"
|
||||
|
||||
/////////////
|
||||
// GLOBALS //
|
||||
@ -37,8 +40,7 @@ public:
|
||||
bool Frame();
|
||||
|
||||
private:
|
||||
bool Render(float);
|
||||
|
||||
bool Render(float, float, float, float);
|
||||
private:
|
||||
D3DClass* m_Direct3D;
|
||||
CameraClass* m_Camera;
|
||||
@ -46,6 +48,10 @@ private:
|
||||
LightClass* m_Light;
|
||||
MultiTextureShaderClass* m_MultiTextureShader;
|
||||
ModelClass* m_Model;
|
||||
TextureShaderClass* m_TextureShader;
|
||||
BitmapClass* m_Bitmap;
|
||||
SpriteClass* m_Sprite;
|
||||
TimerClass* m_Timer;
|
||||
};
|
||||
|
||||
#endif
|
||||
|
333
enginecustom/bitmapclass.cpp
Normal file
333
enginecustom/bitmapclass.cpp
Normal file
@ -0,0 +1,333 @@
|
||||
#include "bitmapclass.h"
|
||||
|
||||
BitmapClass::BitmapClass()
|
||||
{
|
||||
m_vertexBuffer = 0;
|
||||
m_indexBuffer = 0;
|
||||
m_Texture = 0;
|
||||
}
|
||||
|
||||
|
||||
BitmapClass::BitmapClass(const BitmapClass& other)
|
||||
{
|
||||
}
|
||||
|
||||
|
||||
BitmapClass::~BitmapClass()
|
||||
{
|
||||
}
|
||||
|
||||
|
||||
bool BitmapClass::Initialize(ID3D11Device* device, ID3D11DeviceContext* deviceContext, int screenWidth, int screenHeight, char* textureFilename, int renderX, int renderY)
|
||||
{
|
||||
bool result;
|
||||
|
||||
// Store the screen size.
|
||||
m_screenWidth = screenWidth;
|
||||
m_screenHeight = screenHeight;
|
||||
|
||||
// Store where the bitmap should be rendered to.
|
||||
m_renderX = renderX;
|
||||
m_renderY = renderY;
|
||||
|
||||
// Initialize the vertex and index buffer that hold the geometry for the bitmap quad.
|
||||
result = InitializeBuffers(device);
|
||||
if (!result)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Load the texture for this bitmap.
|
||||
result = LoadTexture(device, deviceContext, textureFilename);
|
||||
if (!result)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void BitmapClass::Shutdown()
|
||||
{
|
||||
// Release the bitmap texture.
|
||||
ReleaseTexture();
|
||||
|
||||
// Release the vertex and index buffers.
|
||||
ShutdownBuffers();
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
bool BitmapClass::Render(ID3D11DeviceContext* deviceContext)
|
||||
{
|
||||
bool result;
|
||||
|
||||
|
||||
// Update the buffers if the position of the bitmap has changed from its original position.
|
||||
result = UpdateBuffers(deviceContext);
|
||||
if (!result)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Put the vertex and index buffers on the graphics pipeline to prepare them for drawing.
|
||||
RenderBuffers(deviceContext);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
int BitmapClass::GetIndexCount()
|
||||
{
|
||||
return m_indexCount;
|
||||
}
|
||||
|
||||
ID3D11ShaderResourceView* BitmapClass::GetTexture()
|
||||
{
|
||||
return m_Texture->GetTexture();
|
||||
}
|
||||
|
||||
bool BitmapClass::InitializeBuffers(ID3D11Device* device)
|
||||
{
|
||||
VertexType* vertices;
|
||||
unsigned long* indices;
|
||||
D3D11_BUFFER_DESC vertexBufferDesc, indexBufferDesc;
|
||||
D3D11_SUBRESOURCE_DATA vertexData, indexData;
|
||||
HRESULT result;
|
||||
int i;
|
||||
|
||||
// Initialize the previous rendering position to negative one.
|
||||
m_prevPosX = -1;
|
||||
m_prevPosY = -1;
|
||||
|
||||
// Set the number of vertices in the vertex array.
|
||||
m_vertexCount = 6;
|
||||
|
||||
// Set the number of indices in the index array.
|
||||
m_indexCount = m_vertexCount;
|
||||
|
||||
// Create the vertex array.
|
||||
vertices = new VertexType[m_vertexCount];
|
||||
|
||||
// Create the index array.
|
||||
indices = new unsigned long[m_indexCount];
|
||||
|
||||
// Initialize vertex array to zeros at first.
|
||||
memset(vertices, 0, (sizeof(VertexType) * m_vertexCount));
|
||||
|
||||
// Load the index array with data.
|
||||
for (i = 0; i < m_indexCount; i++)
|
||||
{
|
||||
indices[i] = i;
|
||||
}
|
||||
|
||||
// Set up the description of the dynamic vertex buffer.
|
||||
vertexBufferDesc.Usage = D3D11_USAGE_DYNAMIC;
|
||||
vertexBufferDesc.ByteWidth = sizeof(VertexType) * m_vertexCount;
|
||||
vertexBufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
|
||||
vertexBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
|
||||
vertexBufferDesc.MiscFlags = 0;
|
||||
vertexBufferDesc.StructureByteStride = 0;
|
||||
|
||||
// Give the subresource structure a pointer to the vertex data.
|
||||
vertexData.pSysMem = vertices;
|
||||
vertexData.SysMemPitch = 0;
|
||||
vertexData.SysMemSlicePitch = 0;
|
||||
|
||||
// Now finally create the vertex buffer.
|
||||
result = device->CreateBuffer(&vertexBufferDesc, &vertexData, &m_vertexBuffer);
|
||||
if (FAILED(result))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Set up the description of the index buffer.
|
||||
indexBufferDesc.Usage = D3D11_USAGE_DEFAULT;
|
||||
indexBufferDesc.ByteWidth = sizeof(unsigned long) * m_indexCount;
|
||||
indexBufferDesc.BindFlags = D3D11_BIND_INDEX_BUFFER;
|
||||
indexBufferDesc.CPUAccessFlags = 0;
|
||||
indexBufferDesc.MiscFlags = 0;
|
||||
indexBufferDesc.StructureByteStride = 0;
|
||||
|
||||
// Give the subresource structure a pointer to the index data.
|
||||
indexData.pSysMem = indices;
|
||||
indexData.SysMemPitch = 0;
|
||||
indexData.SysMemSlicePitch = 0;
|
||||
|
||||
// Create the index buffer.
|
||||
result = device->CreateBuffer(&indexBufferDesc, &indexData, &m_indexBuffer);
|
||||
if (FAILED(result))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Release the arrays now that the vertex and index buffers have been created and loaded.
|
||||
delete[] vertices;
|
||||
vertices = 0;
|
||||
|
||||
delete[] indices;
|
||||
indices = 0;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void BitmapClass::ShutdownBuffers()
|
||||
{
|
||||
// Release the index buffer.
|
||||
if (m_indexBuffer)
|
||||
{
|
||||
m_indexBuffer->Release();
|
||||
m_indexBuffer = 0;
|
||||
}
|
||||
|
||||
// Release the vertex buffer.
|
||||
if (m_vertexBuffer)
|
||||
{
|
||||
m_vertexBuffer->Release();
|
||||
m_vertexBuffer = 0;
|
||||
}
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
bool BitmapClass::UpdateBuffers(ID3D11DeviceContext* deviceContent)
|
||||
{
|
||||
float left, right, top, bottom;
|
||||
VertexType* vertices;
|
||||
D3D11_MAPPED_SUBRESOURCE mappedResource;
|
||||
VertexType* dataPtr;
|
||||
HRESULT result;
|
||||
|
||||
// If the position we are rendering this bitmap to hasn't changed then don't update the vertex buffer.
|
||||
if ((m_prevPosX == m_renderX) && (m_prevPosY == m_renderY))
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
// If the rendering location has changed then store the new position and update the vertex buffer.
|
||||
m_prevPosX = m_renderX;
|
||||
m_prevPosY = m_renderY;
|
||||
|
||||
// Create the vertex array.
|
||||
vertices = new VertexType[m_vertexCount];
|
||||
|
||||
// Calculate the screen coordinates of the left side of the bitmap.
|
||||
left = (float)((m_screenWidth / 2) * -1) + (float)m_renderX;
|
||||
|
||||
// Calculate the screen coordinates of the right side of the bitmap.
|
||||
right = left + (float)m_bitmapWidth;
|
||||
|
||||
// Calculate the screen coordinates of the top of the bitmap.
|
||||
top = (float)(m_screenHeight / 2) - (float)m_renderY;
|
||||
|
||||
// Calculate the screen coordinates of the bottom of the bitmap.
|
||||
bottom = top - (float)m_bitmapHeight;
|
||||
|
||||
// Load the vertex array with data.
|
||||
// First triangle.
|
||||
vertices[0].position = XMFLOAT3(left, top, 0.0f); // Top left.
|
||||
vertices[0].texture = XMFLOAT2(0.0f, 0.0f);
|
||||
|
||||
vertices[1].position = XMFLOAT3(right, bottom, 0.0f); // Bottom right.
|
||||
vertices[1].texture = XMFLOAT2(1.0f, 1.0f);
|
||||
|
||||
vertices[2].position = XMFLOAT3(left, bottom, 0.0f); // Bottom left.
|
||||
vertices[2].texture = XMFLOAT2(0.0f, 1.0f);
|
||||
|
||||
// Second triangle.
|
||||
vertices[3].position = XMFLOAT3(left, top, 0.0f); // Top left.
|
||||
vertices[3].texture = XMFLOAT2(0.0f, 0.0f);
|
||||
|
||||
vertices[4].position = XMFLOAT3(right, top, 0.0f); // Top right.
|
||||
vertices[4].texture = XMFLOAT2(1.0f, 0.0f);
|
||||
|
||||
vertices[5].position = XMFLOAT3(right, bottom, 0.0f); // Bottom right.
|
||||
vertices[5].texture = XMFLOAT2(1.0f, 1.0f);
|
||||
|
||||
// Lock the vertex buffer.
|
||||
result = deviceContent->Map(m_vertexBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
|
||||
if (FAILED(result))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Get a pointer to the data in the constant buffer.
|
||||
dataPtr = (VertexType*)mappedResource.pData;
|
||||
|
||||
// Copy the data into the vertex buffer.
|
||||
memcpy(dataPtr, (void*)vertices, (sizeof(VertexType) * m_vertexCount));
|
||||
|
||||
// Unlock the vertex buffer.
|
||||
deviceContent->Unmap(m_vertexBuffer, 0);
|
||||
|
||||
// Release the pointer reference.
|
||||
dataPtr = 0;
|
||||
|
||||
// Release the vertex array as it is no longer needed.
|
||||
delete[] vertices;
|
||||
vertices = 0;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void BitmapClass::RenderBuffers(ID3D11DeviceContext* deviceContext)
|
||||
{
|
||||
unsigned int stride;
|
||||
unsigned int offset;
|
||||
|
||||
|
||||
// Set vertex buffer stride and offset.
|
||||
stride = sizeof(VertexType);
|
||||
offset = 0;
|
||||
|
||||
// Set the vertex buffer to active in the input assembler so it can be rendered.
|
||||
deviceContext->IASetVertexBuffers(0, 1, &m_vertexBuffer, &stride, &offset);
|
||||
|
||||
// Set the index buffer to active in the input assembler so it can be rendered.
|
||||
deviceContext->IASetIndexBuffer(m_indexBuffer, DXGI_FORMAT_R32_UINT, 0);
|
||||
|
||||
// Set the type of primitive that should be rendered from this vertex buffer, in this case triangles.
|
||||
deviceContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
bool BitmapClass::LoadTexture(ID3D11Device* device, ID3D11DeviceContext* deviceContext, char* filename)
|
||||
{
|
||||
bool result;
|
||||
|
||||
|
||||
// Create and initialize the texture object.
|
||||
m_Texture = new TextureClass;
|
||||
|
||||
result = m_Texture->Initialize(device, deviceContext, filename);
|
||||
if (!result)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Store the size in pixels that this bitmap should be rendered at.
|
||||
m_bitmapWidth = m_Texture->GetWidth();
|
||||
m_bitmapHeight = m_Texture->GetHeight();
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void BitmapClass::ReleaseTexture()
|
||||
{
|
||||
// Release the texture object.
|
||||
if (m_Texture)
|
||||
{
|
||||
m_Texture->Shutdown();
|
||||
delete m_Texture;
|
||||
m_Texture = 0;
|
||||
}
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
void BitmapClass::SetRenderLocation(int x, int y)
|
||||
{
|
||||
m_renderX = x;
|
||||
m_renderY = y;
|
||||
return;
|
||||
}
|
58
enginecustom/bitmapclass.h
Normal file
58
enginecustom/bitmapclass.h
Normal file
@ -0,0 +1,58 @@
|
||||
#ifndef _BITMAPCLASS_H_
|
||||
#define _BITMAPCLASS_H_
|
||||
|
||||
|
||||
//////////////
|
||||
// INCLUDES //
|
||||
//////////////
|
||||
#include <directxmath.h>
|
||||
using namespace DirectX;
|
||||
|
||||
|
||||
///////////////////////
|
||||
// MY CLASS INCLUDES //
|
||||
///////////////////////
|
||||
#include "textureclass.h"
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
// Class name: BitmapClass
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
class BitmapClass
|
||||
{
|
||||
private:
|
||||
struct VertexType
|
||||
{
|
||||
XMFLOAT3 position;
|
||||
XMFLOAT2 texture;
|
||||
};
|
||||
|
||||
public:
|
||||
BitmapClass();
|
||||
BitmapClass(const BitmapClass&);
|
||||
~BitmapClass();
|
||||
|
||||
bool Initialize(ID3D11Device*, ID3D11DeviceContext*, int, int, char*, int, int);
|
||||
void Shutdown();
|
||||
bool Render(ID3D11DeviceContext*);
|
||||
|
||||
int GetIndexCount();
|
||||
ID3D11ShaderResourceView* GetTexture();
|
||||
|
||||
void SetRenderLocation(int, int);
|
||||
|
||||
private:
|
||||
bool InitializeBuffers(ID3D11Device*);
|
||||
void ShutdownBuffers();
|
||||
bool UpdateBuffers(ID3D11DeviceContext*);
|
||||
void RenderBuffers(ID3D11DeviceContext*);
|
||||
|
||||
bool LoadTexture(ID3D11Device*, ID3D11DeviceContext*, char*);
|
||||
void ReleaseTexture();
|
||||
private:
|
||||
ID3D11Buffer* m_vertexBuffer, * m_indexBuffer;
|
||||
int m_vertexCount, m_indexCount, m_screenWidth, m_screenHeight, m_bitmapWidth, m_bitmapHeight, m_renderX, m_renderY, m_prevPosX, m_prevPosY;
|
||||
TextureClass* m_Texture;
|
||||
};
|
||||
|
||||
#endif
|
22
enginecustom/cube.mtl
Normal file
22
enginecustom/cube.mtl
Normal file
@ -0,0 +1,22 @@
|
||||
# Blender MTL File: 'None'
|
||||
# Material Count: 2
|
||||
|
||||
newmtl Material
|
||||
Ns 323.999994
|
||||
Ka 1.000000 1.000000 1.000000
|
||||
Kd 0.800000 0.800000 0.800000
|
||||
Ks 0.500000 0.500000 0.500000
|
||||
Ke 0.000000 0.000000 0.000000
|
||||
Ni 1.450000
|
||||
d 1.000000
|
||||
illum 2
|
||||
|
||||
newmtl Material.001
|
||||
Ns 225.000000
|
||||
Ka 1.000000 1.000000 1.000000
|
||||
Kd 0.000000 0.002280 0.800000
|
||||
Ks 0.500000 0.500000 0.500000
|
||||
Ke 0.000000 0.000000 0.000000
|
||||
Ni 1.450000
|
||||
d 1.000000
|
||||
illum 2
|
@ -37,4 +37,4 @@ Data:
|
||||
-1.0 -1.0 1.0 0.0 1.0 0.0 -1.0 0.0
|
||||
-1.0 -1.0 1.0 0.0 1.0 0.0 -1.0 0.0
|
||||
1.0 -1.0 -1.0 1.0 0.0 0.0 -1.0 0.0
|
||||
1.0 -1.0 1.0 1.0 1.0 0.0 -1.0 0.0
|
||||
1.0 -1.0 1.0 1.0 1.0 0.0 -1.0 0.0
|
||||
|
@ -14,6 +14,7 @@ D3DClass::D3DClass()
|
||||
m_depthStencilState = 0;
|
||||
m_depthStencilView = 0;
|
||||
m_rasterState = 0;
|
||||
m_depthDisabledStencilState = 0;
|
||||
}
|
||||
|
||||
|
||||
@ -46,7 +47,7 @@ bool D3DClass::Initialize(int screenWidth, int screenHeight, bool vsync, HWND hw
|
||||
D3D11_DEPTH_STENCIL_VIEW_DESC depthStencilViewDesc;
|
||||
D3D11_RASTERIZER_DESC rasterDesc;
|
||||
float fieldOfView, screenAspect;
|
||||
|
||||
D3D11_DEPTH_STENCIL_DESC depthDisabledStencilDesc;
|
||||
|
||||
// Store the vsync setting.
|
||||
m_vsync_enabled = vsync;
|
||||
@ -345,6 +346,34 @@ bool D3DClass::Initialize(int screenWidth, int screenHeight, bool vsync, HWND hw
|
||||
// Create an orthographic projection matrix for 2D rendering.
|
||||
m_orthoMatrix = XMMatrixOrthographicLH((float)screenWidth, (float)screenHeight, screenNear, screenDepth);
|
||||
|
||||
// Clear the second depth stencil state before setting the parameters.
|
||||
ZeroMemory(&depthDisabledStencilDesc, sizeof(depthDisabledStencilDesc));
|
||||
|
||||
// Now create a second depth stencil state which turns off the Z buffer for 2D rendering. The only difference is
|
||||
// that DepthEnable is set to false, all other parameters are the same as the other depth stencil state.
|
||||
depthDisabledStencilDesc.DepthEnable = false;
|
||||
depthDisabledStencilDesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
|
||||
depthDisabledStencilDesc.DepthFunc = D3D11_COMPARISON_LESS;
|
||||
depthDisabledStencilDesc.StencilEnable = true;
|
||||
depthDisabledStencilDesc.StencilReadMask = 0xFF;
|
||||
depthDisabledStencilDesc.StencilWriteMask = 0xFF;
|
||||
depthDisabledStencilDesc.FrontFace.StencilFailOp = D3D11_STENCIL_OP_KEEP;
|
||||
depthDisabledStencilDesc.FrontFace.StencilDepthFailOp = D3D11_STENCIL_OP_INCR;
|
||||
depthDisabledStencilDesc.FrontFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
|
||||
depthDisabledStencilDesc.FrontFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
|
||||
depthDisabledStencilDesc.BackFace.StencilFailOp = D3D11_STENCIL_OP_KEEP;
|
||||
depthDisabledStencilDesc.BackFace.StencilDepthFailOp = D3D11_STENCIL_OP_DECR;
|
||||
depthDisabledStencilDesc.BackFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
|
||||
depthDisabledStencilDesc.BackFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
|
||||
|
||||
// Create the state using the device.
|
||||
result = m_device->CreateDepthStencilState(&depthDisabledStencilDesc, &m_depthDisabledStencilState);
|
||||
if (FAILED(result))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
@ -357,6 +386,12 @@ void D3DClass::Shutdown()
|
||||
m_swapChain->SetFullscreenState(false, NULL);
|
||||
}
|
||||
|
||||
if (m_depthDisabledStencilState)
|
||||
{
|
||||
m_depthDisabledStencilState->Release();
|
||||
m_depthDisabledStencilState = 0;
|
||||
}
|
||||
|
||||
if (m_rasterState)
|
||||
{
|
||||
m_rasterState->Release();
|
||||
@ -503,5 +538,18 @@ void D3DClass::ResetViewport()
|
||||
// Set the viewport.
|
||||
m_deviceContext->RSSetViewports(1, &m_viewport);
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
void D3DClass::TurnZBufferOn()
|
||||
{
|
||||
m_deviceContext->OMSetDepthStencilState(m_depthStencilState, 1);
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
void D3DClass::TurnZBufferOff()
|
||||
{
|
||||
m_deviceContext->OMSetDepthStencilState(m_depthDisabledStencilState, 1);
|
||||
return;
|
||||
}
|
@ -49,6 +49,9 @@ public:
|
||||
void SetBackBufferRenderTarget();
|
||||
void ResetViewport();
|
||||
|
||||
void TurnZBufferOn();
|
||||
void TurnZBufferOff();
|
||||
|
||||
private:
|
||||
bool m_vsync_enabled;
|
||||
int m_videoCardMemory;
|
||||
@ -65,6 +68,7 @@ private:
|
||||
XMMATRIX m_worldMatrix;
|
||||
XMMATRIX m_orthoMatrix;
|
||||
D3D11_VIEWPORT m_viewport;
|
||||
ID3D11DepthStencilState* m_depthDisabledStencilState;
|
||||
};
|
||||
|
||||
#endif
|
@ -21,20 +21,25 @@
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClCompile Include="applicationclass.cpp" />
|
||||
<ClCompile Include="bitmapclass.cpp" />
|
||||
<ClCompile Include="Cameraclass.cpp" />
|
||||
<ClCompile Include="Colorshaderclass.cpp" />
|
||||
<ClCompile Include="d3dclass.cpp" />
|
||||
<ClCompile Include="inputclass.cpp" />
|
||||
<ClCompile Include="lightclass.cpp" />
|
||||
<ClCompile Include="lightshaderclass.cpp" />
|
||||
<ClCompile Include="Lightclass.cpp" />
|
||||
<ClCompile Include="Lightshaderclass.cpp" />
|
||||
<ClCompile Include="Main.cpp" />
|
||||
<ClCompile Include="modelclass.cpp" />
|
||||
<ClCompile Include="Multitextureshaderclass.cpp" />
|
||||
<ClCompile Include="Spriteclass.cpp" />
|
||||
<ClCompile Include="Systemclass.cpp" />
|
||||
<ClCompile Include="textureclass.cpp" />
|
||||
<ClCompile Include="textureshaderclass.cpp" />
|
||||
<ClCompile Include="Timerclass.cpp" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClInclude Include="applicationclass.h" />
|
||||
<ClInclude Include="bitmapclass.h" />
|
||||
<ClInclude Include="Cameraclass.h" />
|
||||
<ClInclude Include="Colorshaderclass.h" />
|
||||
<ClInclude Include="d3dclass.h" />
|
||||
@ -43,8 +48,11 @@
|
||||
<ClInclude Include="lightshaderclass.h" />
|
||||
<ClInclude Include="modelclass.h" />
|
||||
<ClInclude Include="Multitextureshaderclass.h" />
|
||||
<ClInclude Include="Spriteclass.h" />
|
||||
<ClInclude Include="systemclass.h" />
|
||||
<ClInclude Include="textureclass.h" />
|
||||
<ClInclude Include="textureshaderclass.h" />
|
||||
<ClInclude Include="Timerclass.h" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<None Include="light.ps" />
|
||||
@ -52,6 +60,8 @@
|
||||
<None Include="Multitexture.ps" />
|
||||
<None Include="Multitexture.vs" />
|
||||
<None Include="packages.config" />
|
||||
<None Include="texture.ps" />
|
||||
<None Include="texture.vs" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<None Include="Color.ps">
|
||||
@ -75,10 +85,16 @@
|
||||
<Image Include="moss01.tga" />
|
||||
<Image Include="papier.tga" />
|
||||
<Image Include="stone01.tga" />
|
||||
<Image Include="wall.tga" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<Text Include="cube.txt" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<None Include="sphere.obj">
|
||||
<FileType>Document</FileType>
|
||||
</None>
|
||||
</ItemGroup>
|
||||
<PropertyGroup Label="Globals">
|
||||
<VCProjectVersion>17.0</VCProjectVersion>
|
||||
<Keyword>Win32Proj</Keyword>
|
||||
|
@ -58,6 +58,16 @@
|
||||
<Filter>Fichiers sources</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="Multitextureshaderclass.cpp">
|
||||
<ClCompile Include="bitmapclass.cpp">
|
||||
<Filter>Fichiers sources</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="textureshaderclass.cpp">
|
||||
<Filter>Fichiers sources</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="Spriteclass.cpp">
|
||||
<Filter>Fichiers sources</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="Timerclass.cpp">
|
||||
<Filter>Fichiers sources</Filter>
|
||||
</ClCompile>
|
||||
</ItemGroup>
|
||||
@ -95,6 +105,24 @@
|
||||
<ClInclude Include="lightclass.h">
|
||||
<Filter>Fichiers d%27en-tête</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="Lightshaderclass.h">
|
||||
<Filter>Fichiers d%27en-tête</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="Lightclass.h">
|
||||
<Filter>Fichiers d%27en-tête</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="bitmapclass.h">
|
||||
<Filter>Fichiers d%27en-tête</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="textureshaderclass.h">
|
||||
<Filter>Fichiers d%27en-tête</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="Spriteclass.h">
|
||||
<Filter>Fichiers d%27en-tête</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="Timerclass.h">
|
||||
<Filter>Fichiers d%27en-tête</Filter>
|
||||
</ClInclude>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<None Include="packages.config" />
|
||||
@ -112,8 +140,20 @@
|
||||
</None>
|
||||
<None Include="Multitexture.vs" />
|
||||
<None Include="Multitexture.ps" />
|
||||
<None Include="texture.ps">
|
||||
<Filter>texture</Filter>
|
||||
</None>
|
||||
<None Include="texture.vs">
|
||||
<Filter>texture</Filter>
|
||||
</None>
|
||||
<None Include="sphere.obj">
|
||||
<Filter>assets</Filter>
|
||||
</None>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<Image Include="wall.tga">
|
||||
<Filter>assets</Filter>
|
||||
</Image>
|
||||
<Image Include="stone01.tga">
|
||||
<Filter>assets</Filter>
|
||||
</Image>
|
||||
|
@ -8,13 +8,12 @@
|
||||
/////////////
|
||||
Texture2D shaderTexture : register(t0);
|
||||
SamplerState SampleType : register(s0);
|
||||
|
||||
cbuffer LightBuffer
|
||||
{
|
||||
float4 ambientColor;
|
||||
float4 diffuseColor;
|
||||
float3 lightDirection;
|
||||
float padding;
|
||||
float padding;
|
||||
};
|
||||
|
||||
|
||||
@ -25,7 +24,7 @@ struct PixelInputType
|
||||
{
|
||||
float4 position : SV_POSITION;
|
||||
float2 tex : TEXCOORD0;
|
||||
float3 normal : NORMAL;
|
||||
float3 normal : NORMAL;
|
||||
};
|
||||
|
||||
|
||||
@ -34,14 +33,14 @@ struct PixelInputType
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
float4 LightPixelShader(PixelInputType input) : SV_TARGET
|
||||
{
|
||||
float4 textureColor;
|
||||
float3 lightDir;
|
||||
float lightIntensity;
|
||||
float4 color;
|
||||
float4 textureColor;
|
||||
float3 lightDir;
|
||||
float lightIntensity;
|
||||
float4 color;
|
||||
|
||||
|
||||
// Sample the pixel color from the texture using the sampler at this texture coordinate location.
|
||||
textureColor = shaderTexture.Sample(SampleType, input.tex);
|
||||
// Sample the pixel color from the texture using the sampler at this texture coordinate location.
|
||||
textureColor = shaderTexture.Sample(SampleType, input.tex);
|
||||
|
||||
// Set the default output color to the ambient light value for all pixels.
|
||||
color = ambientColor;
|
||||
@ -62,7 +61,7 @@ float4 LightPixelShader(PixelInputType input) : SV_TARGET
|
||||
color = saturate(color);
|
||||
|
||||
// Multiply the texture pixel and the final diffuse color to get the final pixel color result.
|
||||
color = color * textureColor;
|
||||
color = color * textureColor;
|
||||
|
||||
return color;
|
||||
}
|
||||
return color;
|
||||
}
|
@ -13,7 +13,6 @@ cbuffer MatrixBuffer
|
||||
matrix projectionMatrix;
|
||||
};
|
||||
|
||||
|
||||
//////////////
|
||||
// TYPEDEFS //
|
||||
//////////////
|
||||
|
@ -28,15 +28,15 @@ void LightClass::SetAmbientColor(float red, float green, float blue, float alpha
|
||||
|
||||
void LightClass::SetDiffuseColor(float red, float green, float blue, float alpha)
|
||||
{
|
||||
m_diffuseColor = XMFLOAT4(red, green, blue, alpha);
|
||||
return;
|
||||
m_diffuseColor = XMFLOAT4(red, green, blue, alpha);
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
void LightClass::SetDirection(float x, float y, float z)
|
||||
{
|
||||
m_direction = XMFLOAT3(x, y, z);
|
||||
return;
|
||||
m_direction = XMFLOAT3(x, y, z);
|
||||
return;
|
||||
}
|
||||
|
||||
XMFLOAT4 LightClass::GetAmbientColor()
|
||||
@ -47,11 +47,11 @@ XMFLOAT4 LightClass::GetAmbientColor()
|
||||
|
||||
XMFLOAT4 LightClass::GetDiffuseColor()
|
||||
{
|
||||
return m_diffuseColor;
|
||||
return m_diffuseColor;
|
||||
}
|
||||
|
||||
|
||||
XMFLOAT3 LightClass::GetDirection()
|
||||
{
|
||||
return m_direction;
|
||||
return m_direction;
|
||||
}
|
@ -1,3 +1,4 @@
|
||||
#pragma once
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
// Filename: lightclass.h
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
@ -18,9 +19,9 @@ using namespace DirectX;
|
||||
class LightClass
|
||||
{
|
||||
public:
|
||||
LightClass();
|
||||
LightClass(const LightClass&);
|
||||
~LightClass();
|
||||
LightClass();
|
||||
LightClass(const LightClass&);
|
||||
~LightClass();
|
||||
|
||||
void SetAmbientColor(float, float, float, float);
|
||||
void SetDiffuseColor(float, float, float, float);
|
||||
|
@ -6,12 +6,12 @@
|
||||
|
||||
LightShaderClass::LightShaderClass()
|
||||
{
|
||||
m_vertexShader = 0;
|
||||
m_pixelShader = 0;
|
||||
m_layout = 0;
|
||||
m_sampleState = 0;
|
||||
m_matrixBuffer = 0;
|
||||
m_lightBuffer = 0;
|
||||
m_vertexShader = 0;
|
||||
m_pixelShader = 0;
|
||||
m_layout = 0;
|
||||
m_sampleState = 0;
|
||||
m_matrixBuffer = 0;
|
||||
m_lightBuffer = 0;
|
||||
}
|
||||
|
||||
|
||||
@ -27,11 +27,17 @@ LightShaderClass::~LightShaderClass()
|
||||
|
||||
bool LightShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
|
||||
{
|
||||
wchar_t vsFilename[128];
|
||||
wchar_t psFilename[128];
|
||||
int error;
|
||||
bool result;
|
||||
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"./Light.vs");
|
||||
if (error != 0)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Set the filename of the vertex shader.
|
||||
error = wcscpy_s(vsFilename, 128, L"light.vs");
|
||||
@ -46,31 +52,29 @@ bool LightShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
// Initialize the vertex and pixel shaders.
|
||||
result = InitializeShader(device, hwnd, vsFilename, psFilename);
|
||||
if (!result)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Initialize the vertex and pixel shaders.
|
||||
result = InitializeShader(device, hwnd, vsFilename, psFilename);
|
||||
if(!result)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
void LightShaderClass::Shutdown()
|
||||
{
|
||||
// Shutdown the vertex and pixel shaders as well as the related objects.
|
||||
ShutdownShader();
|
||||
// Shutdown the vertex and pixel shaders as well as the related objects.
|
||||
ShutdownShader();
|
||||
|
||||
return;
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
bool LightShaderClass::Render(ID3D11DeviceContext* deviceContext, int indexCount, XMMATRIX worldMatrix, XMMATRIX viewMatrix, XMMATRIX projectionMatrix,
|
||||
ID3D11ShaderResourceView* texture, XMFLOAT3 lightDirection, XMFLOAT4 ambientColor, XMFLOAT4 diffuseColor)
|
||||
{
|
||||
bool result;
|
||||
bool result;
|
||||
|
||||
|
||||
// Set the shader parameters that it will use for rendering.
|
||||
@ -80,126 +84,128 @@ bool LightShaderClass::Render(ID3D11DeviceContext* deviceContext, int indexCount
|
||||
return false;
|
||||
}
|
||||
|
||||
// Now render the prepared buffers with the shader.
|
||||
RenderShader(deviceContext, indexCount);
|
||||
// Now render the prepared buffers with the shader.
|
||||
RenderShader(deviceContext, indexCount);
|
||||
|
||||
return true;
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
bool LightShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR* vsFilename, WCHAR* psFilename)
|
||||
{
|
||||
HRESULT result;
|
||||
ID3D10Blob* errorMessage;
|
||||
ID3D10Blob* vertexShaderBuffer;
|
||||
ID3D10Blob* pixelShaderBuffer;
|
||||
D3D11_INPUT_ELEMENT_DESC polygonLayout[3];
|
||||
unsigned int numElements;
|
||||
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 lightBufferDesc;
|
||||
D3D11_BUFFER_DESC matrixBufferDesc;
|
||||
|
||||
D3D11_BUFFER_DESC lightBufferDesc;
|
||||
|
||||
|
||||
// Initialize the pointers this function will use to null.
|
||||
errorMessage = 0;
|
||||
vertexShaderBuffer = 0;
|
||||
pixelShaderBuffer = 0;
|
||||
// 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, "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)
|
||||
{
|
||||
OutputShaderErrorMessage(errorMessage, hwnd, vsFilename);
|
||||
}
|
||||
// If there was nothing in the error message then it simply could not find the shader file itself.
|
||||
else
|
||||
{
|
||||
MessageBox(hwnd, vsFilename, L"Missing Shader File", MB_OK);
|
||||
}
|
||||
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)
|
||||
{
|
||||
OutputShaderErrorMessage(errorMessage, hwnd, vsFilename);
|
||||
}
|
||||
// If there was nothing in the error message then it simply could not find the shader file itself.
|
||||
else
|
||||
{
|
||||
MessageBox(hwnd, vsFilename, L"Missing Shader File", MB_OK);
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
// 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)
|
||||
{
|
||||
OutputShaderErrorMessage(errorMessage, hwnd, psFilename);
|
||||
}
|
||||
// If there was nothing in the error message then it simply could not find the file itself.
|
||||
else
|
||||
{
|
||||
MessageBox(hwnd, psFilename, L"Missing Shader File", MB_OK);
|
||||
}
|
||||
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)
|
||||
{
|
||||
OutputShaderErrorMessage(errorMessage, hwnd, psFilename);
|
||||
}
|
||||
// If there was nothing in the error message then it simply could not find the file itself.
|
||||
else
|
||||
{
|
||||
MessageBox(hwnd, psFilename, L"Missing Shader File", MB_OK);
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
// Create the vertex shader from the buffer.
|
||||
result = device->CreateVertexShader(vertexShaderBuffer->GetBufferPointer(), vertexShaderBuffer->GetBufferSize(), NULL, &m_vertexShader);
|
||||
if(FAILED(result))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
if (FAILED(result))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Create the pixel shader from the buffer.
|
||||
result = device->CreatePixelShader(pixelShaderBuffer->GetBufferPointer(), pixelShaderBuffer->GetBufferSize(), NULL, &m_pixelShader);
|
||||
if(FAILED(result))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
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";
|
||||
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;
|
||||
// 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";
|
||||
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[1].SemanticName = "TEXCOORD";
|
||||
polygonLayout[1].SemanticIndex = 0;
|
||||
polygonLayout[1].Format = DXGI_FORMAT_R32G32_FLOAT;
|
||||
polygonLayout[1].InputSlot = 0;
|
||||
polygonLayout[1].AlignedByteOffset = D3D11_APPEND_ALIGNED_ELEMENT;
|
||||
polygonLayout[1].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
|
||||
polygonLayout[1].InstanceDataStepRate = 0;
|
||||
|
||||
polygonLayout[2].SemanticName = "NORMAL";
|
||||
polygonLayout[2].SemanticIndex = 0;
|
||||
polygonLayout[2].Format = DXGI_FORMAT_R32G32B32_FLOAT;
|
||||
polygonLayout[2].InputSlot = 0;
|
||||
polygonLayout[2].AlignedByteOffset = D3D11_APPEND_ALIGNED_ELEMENT;
|
||||
polygonLayout[2].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
|
||||
polygonLayout[2].InstanceDataStepRate = 0;
|
||||
polygonLayout[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.
|
||||
// Get a count of the elements in the layout.
|
||||
numElements = sizeof(polygonLayout) / sizeof(polygonLayout[0]);
|
||||
|
||||
// Create the vertex input layout.
|
||||
result = device->CreateInputLayout(polygonLayout, numElements, vertexShaderBuffer->GetBufferPointer(), vertexShaderBuffer->GetBufferSize(),
|
||||
&m_layout);
|
||||
if(FAILED(result))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
// Create the vertex input layout.
|
||||
result = device->CreateInputLayout(polygonLayout, numElements, vertexShaderBuffer->GetBufferPointer(), vertexShaderBuffer->GetBufferSize(),
|
||||
&m_layout);
|
||||
if (FAILED(result))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Release the vertex shader buffer and pixel shader buffer since they are no longer needed.
|
||||
vertexShaderBuffer->Release();
|
||||
vertexShaderBuffer = 0;
|
||||
// Release the vertex shader buffer and pixel shader buffer since they are no longer needed.
|
||||
vertexShaderBuffer->Release();
|
||||
vertexShaderBuffer = 0;
|
||||
|
||||
pixelShaderBuffer->Release();
|
||||
pixelShaderBuffer = 0;
|
||||
pixelShaderBuffer->Release();
|
||||
pixelShaderBuffer = 0;
|
||||
|
||||
// Create a texture sampler state description.
|
||||
// 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;
|
||||
@ -208,189 +214,189 @@ bool LightShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR*
|
||||
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.BorderColor[1] = 0;
|
||||
samplerDesc.BorderColor[2] = 0;
|
||||
samplerDesc.BorderColor[3] = 0;
|
||||
samplerDesc.MinLOD = 0;
|
||||
samplerDesc.MaxLOD = D3D11_FLOAT32_MAX;
|
||||
|
||||
// Create the texture sampler state.
|
||||
// Create the texture sampler state.
|
||||
result = device->CreateSamplerState(&samplerDesc, &m_sampleState);
|
||||
if(FAILED(result))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
if (FAILED(result))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Setup the description of the dynamic matrix constant buffer that is in the vertex shader.
|
||||
// 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.ByteWidth = sizeof(MatrixBufferType);
|
||||
matrixBufferDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
|
||||
matrixBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
|
||||
matrixBufferDesc.MiscFlags = 0;
|
||||
matrixBufferDesc.StructureByteStride = 0;
|
||||
matrixBufferDesc.StructureByteStride = 0;
|
||||
|
||||
// Create the constant buffer pointer so we can access the vertex shader constant buffer from within this class.
|
||||
result = device->CreateBuffer(&matrixBufferDesc, NULL, &m_matrixBuffer);
|
||||
if(FAILED(result))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
// Create the constant buffer pointer so we can access the vertex shader constant buffer from within this class.
|
||||
result = device->CreateBuffer(&matrixBufferDesc, NULL, &m_matrixBuffer);
|
||||
if (FAILED(result))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// 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;
|
||||
// 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;
|
||||
}
|
||||
// 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;
|
||||
}
|
||||
|
||||
return true;
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
void LightShaderClass::ShutdownShader()
|
||||
{
|
||||
// Release the light constant buffer.
|
||||
if(m_lightBuffer)
|
||||
{
|
||||
m_lightBuffer->Release();
|
||||
m_lightBuffer = 0;
|
||||
}
|
||||
// Release the light constant buffer.
|
||||
if (m_lightBuffer)
|
||||
{
|
||||
m_lightBuffer->Release();
|
||||
m_lightBuffer = 0;
|
||||
}
|
||||
|
||||
// Release the matrix constant buffer.
|
||||
if(m_matrixBuffer)
|
||||
{
|
||||
m_matrixBuffer->Release();
|
||||
m_matrixBuffer = 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 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 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 pixel shader.
|
||||
if (m_pixelShader)
|
||||
{
|
||||
m_pixelShader->Release();
|
||||
m_pixelShader = 0;
|
||||
}
|
||||
|
||||
// Release the vertex shader.
|
||||
if(m_vertexShader)
|
||||
{
|
||||
m_vertexShader->Release();
|
||||
m_vertexShader = 0;
|
||||
}
|
||||
// Release the vertex shader.
|
||||
if (m_vertexShader)
|
||||
{
|
||||
m_vertexShader->Release();
|
||||
m_vertexShader = 0;
|
||||
}
|
||||
|
||||
return;
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
void LightShaderClass::OutputShaderErrorMessage(ID3D10Blob* errorMessage, HWND hwnd, WCHAR* shaderFilename)
|
||||
{
|
||||
char* compileErrors;
|
||||
unsigned __int64 bufferSize, i;
|
||||
ofstream fout;
|
||||
char* compileErrors;
|
||||
unsigned __int64 bufferSize, i;
|
||||
ofstream fout;
|
||||
|
||||
|
||||
// Get a pointer to the error message text buffer.
|
||||
compileErrors = (char*)(errorMessage->GetBufferPointer());
|
||||
// Get a pointer to the error message text buffer.
|
||||
compileErrors = (char*)(errorMessage->GetBufferPointer());
|
||||
|
||||
// Get the length of the message.
|
||||
bufferSize = errorMessage->GetBufferSize();
|
||||
// Get the length of the message.
|
||||
bufferSize = errorMessage->GetBufferSize();
|
||||
|
||||
// Open a file to write the error message to.
|
||||
fout.open("shader-error.txt");
|
||||
// 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];
|
||||
}
|
||||
// Write out the error message.
|
||||
for (i = 0; i < bufferSize; i++)
|
||||
{
|
||||
fout << compileErrors[i];
|
||||
}
|
||||
|
||||
// Close the file.
|
||||
fout.close();
|
||||
// Close the file.
|
||||
fout.close();
|
||||
|
||||
// Release the error message.
|
||||
errorMessage->Release();
|
||||
errorMessage = 0;
|
||||
// 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);
|
||||
// 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;
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
bool LightShaderClass::SetShaderParameters(ID3D11DeviceContext* deviceContext, XMMATRIX worldMatrix, XMMATRIX viewMatrix, XMMATRIX projectionMatrix,
|
||||
ID3D11ShaderResourceView* texture, XMFLOAT3 lightDirection, XMFLOAT4 ambientColor, XMFLOAT4 diffuseColor)
|
||||
{
|
||||
HRESULT result;
|
||||
HRESULT result;
|
||||
D3D11_MAPPED_SUBRESOURCE mappedResource;
|
||||
unsigned int bufferNumber;
|
||||
MatrixBufferType* dataPtr;
|
||||
LightBufferType* dataPtr2;
|
||||
unsigned int bufferNumber;
|
||||
MatrixBufferType* dataPtr;
|
||||
LightBufferType* dataPtr2;
|
||||
|
||||
|
||||
// Transpose the matrices to prepare them for the shader.
|
||||
worldMatrix = XMMatrixTranspose(worldMatrix);
|
||||
viewMatrix = XMMatrixTranspose(viewMatrix);
|
||||
projectionMatrix = XMMatrixTranspose(projectionMatrix);
|
||||
// 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;
|
||||
}
|
||||
// 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;
|
||||
// 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;
|
||||
// Copy the matrices into the constant buffer.
|
||||
dataPtr->world = worldMatrix;
|
||||
dataPtr->view = viewMatrix;
|
||||
dataPtr->projection = projectionMatrix;
|
||||
|
||||
// Unlock the constant buffer.
|
||||
// Unlock the constant buffer.
|
||||
deviceContext->Unmap(m_matrixBuffer, 0);
|
||||
|
||||
// Set the position of the constant buffer in the vertex shader.
|
||||
bufferNumber = 0;
|
||||
// Set the position of the constant buffer in the vertex shader.
|
||||
bufferNumber = 0;
|
||||
|
||||
// Now set the constant buffer in the vertex shader with the updated values.
|
||||
// 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);
|
||||
// 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;
|
||||
}
|
||||
// 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;
|
||||
// Get a pointer to the data in the constant buffer.
|
||||
dataPtr2 = (LightBufferType*)mappedResource.pData;
|
||||
|
||||
// Copy the lighting variables into the constant buffer.
|
||||
dataPtr2->ambientColor = ambientColor;
|
||||
@ -398,33 +404,33 @@ bool LightShaderClass::SetShaderParameters(ID3D11DeviceContext* deviceContext, X
|
||||
dataPtr2->lightDirection = lightDirection;
|
||||
dataPtr2->padding = 0.0f;
|
||||
|
||||
// Unlock the constant buffer.
|
||||
deviceContext->Unmap(m_lightBuffer, 0);
|
||||
// Unlock the constant buffer.
|
||||
deviceContext->Unmap(m_lightBuffer, 0);
|
||||
|
||||
// Set the position of the light constant buffer in the pixel shader.
|
||||
bufferNumber = 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);
|
||||
// Finally set the light constant buffer in the pixel shader with the updated values.
|
||||
deviceContext->PSSetConstantBuffers(bufferNumber, 1, &m_lightBuffer);
|
||||
|
||||
return true;
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
void LightShaderClass::RenderShader(ID3D11DeviceContext* deviceContext, int indexCount)
|
||||
{
|
||||
// Set the vertex input layout.
|
||||
deviceContext->IASetInputLayout(m_layout);
|
||||
// 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);
|
||||
// Set the sampler state in the pixel shader.
|
||||
deviceContext->PSSetSamplers(0, 1, &m_sampleState);
|
||||
|
||||
// Render the triangle.
|
||||
deviceContext->DrawIndexed(indexCount, 0, 0);
|
||||
// Render the triangle.
|
||||
deviceContext->DrawIndexed(indexCount, 0, 0);
|
||||
|
||||
return;
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
@ -22,12 +22,12 @@ using namespace std;
|
||||
class LightShaderClass
|
||||
{
|
||||
private:
|
||||
struct MatrixBufferType
|
||||
{
|
||||
XMMATRIX world;
|
||||
XMMATRIX view;
|
||||
XMMATRIX projection;
|
||||
};
|
||||
struct MatrixBufferType
|
||||
{
|
||||
XMMATRIX world;
|
||||
XMMATRIX view;
|
||||
XMMATRIX projection;
|
||||
};
|
||||
|
||||
struct LightBufferType
|
||||
{
|
||||
@ -38,29 +38,29 @@ private:
|
||||
};
|
||||
|
||||
public:
|
||||
LightShaderClass();
|
||||
LightShaderClass(const LightShaderClass&);
|
||||
~LightShaderClass();
|
||||
LightShaderClass();
|
||||
LightShaderClass(const LightShaderClass&);
|
||||
~LightShaderClass();
|
||||
|
||||
bool Initialize(ID3D11Device*, HWND);
|
||||
void Shutdown();
|
||||
bool Render(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, XMFLOAT3, XMFLOAT4, XMFLOAT4);
|
||||
|
||||
private:
|
||||
bool InitializeShader(ID3D11Device*, HWND, WCHAR*, WCHAR*);
|
||||
void ShutdownShader();
|
||||
void OutputShaderErrorMessage(ID3D10Blob*, HWND, WCHAR*);
|
||||
bool InitializeShader(ID3D11Device*, HWND, WCHAR*, WCHAR*);
|
||||
void ShutdownShader();
|
||||
void OutputShaderErrorMessage(ID3D10Blob*, HWND, WCHAR*);
|
||||
|
||||
bool SetShaderParameters(ID3D11DeviceContext*, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, XMFLOAT3, XMFLOAT4, XMFLOAT4);
|
||||
void RenderShader(ID3D11DeviceContext*, int);
|
||||
|
||||
private:
|
||||
ID3D11VertexShader* m_vertexShader;
|
||||
ID3D11PixelShader* m_pixelShader;
|
||||
ID3D11InputLayout* m_layout;
|
||||
ID3D11SamplerState* m_sampleState;
|
||||
ID3D11Buffer* m_matrixBuffer;
|
||||
ID3D11Buffer* m_lightBuffer;
|
||||
ID3D11VertexShader* m_vertexShader;
|
||||
ID3D11PixelShader* m_pixelShader;
|
||||
ID3D11InputLayout* m_layout;
|
||||
ID3D11SamplerState* m_sampleState;
|
||||
ID3D11Buffer* m_matrixBuffer;
|
||||
ID3D11Buffer* m_lightBuffer;
|
||||
};
|
||||
|
||||
#endif
|
@ -89,7 +89,7 @@ bool ModelClass::InitializeBuffers(ID3D11Device* device)
|
||||
D3D11_BUFFER_DESC vertexBufferDesc, indexBufferDesc;
|
||||
D3D11_SUBRESOURCE_DATA vertexData, indexData;
|
||||
HRESULT result;
|
||||
|
||||
int i;
|
||||
|
||||
// Create the vertex array.
|
||||
vertices = new VertexType[m_vertexCount];
|
||||
@ -98,7 +98,7 @@ bool ModelClass::InitializeBuffers(ID3D11Device* device)
|
||||
indices = new unsigned long[m_indexCount];
|
||||
|
||||
// Load the vertex array and index array with data.
|
||||
for (int i = 0; i < m_vertexCount; i++)
|
||||
for (i = 0; i < m_vertexCount; i++)
|
||||
{
|
||||
vertices[i].position = XMFLOAT3(m_model[i].x, m_model[i].y, m_model[i].z);
|
||||
vertices[i].texture = XMFLOAT2(m_model[i].tu, m_model[i].tv);
|
||||
@ -107,31 +107,6 @@ bool ModelClass::InitializeBuffers(ID3D11Device* device)
|
||||
indices[i] = i;
|
||||
}
|
||||
|
||||
|
||||
//// Create the vertex array.
|
||||
//vertices = new VertexType[m_vertexCount];
|
||||
|
||||
//// Create the index array.
|
||||
//indices = new unsigned long[m_indexCount];
|
||||
|
||||
//// Load the vertex array with data.
|
||||
//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(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].texture = XMFLOAT2(1.0f, 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.
|
||||
|
||||
// Set up the description of the static vertex buffer.
|
||||
vertexBufferDesc.Usage = D3D11_USAGE_DEFAULT;
|
||||
vertexBufferDesc.ByteWidth = sizeof(VertexType) * m_vertexCount;
|
||||
|
@ -8,6 +8,9 @@
|
||||
#include <d3d11.h>
|
||||
#include <directxmath.h>
|
||||
#include <fstream>
|
||||
#include <sstream>
|
||||
#include <vector>
|
||||
#include <string>
|
||||
using namespace DirectX;
|
||||
using namespace std;
|
||||
|
||||
@ -38,6 +41,23 @@ private:
|
||||
float nx, ny, nz;
|
||||
};
|
||||
|
||||
struct Vertex {
|
||||
float x, y, z;
|
||||
};
|
||||
|
||||
struct Texture {
|
||||
float u, v;
|
||||
};
|
||||
|
||||
struct Normal {
|
||||
float nx, ny, nz;
|
||||
};
|
||||
|
||||
struct Face {
|
||||
int v1, v2, v3;
|
||||
int t1, t2, t3;
|
||||
int n1, n2, n3;
|
||||
};
|
||||
|
||||
public:
|
||||
ModelClass();
|
||||
|
2
enginecustom/sphere.mtl
Normal file
2
enginecustom/sphere.mtl
Normal file
@ -0,0 +1,2 @@
|
||||
# Blender 4.0.1 MTL File: 'None'
|
||||
# www.blender.org
|
BIN
enginecustom/sprite01.tga
Normal file
BIN
enginecustom/sprite01.tga
Normal file
Binary file not shown.
After Width: | Height: | Size: 16 KiB |
BIN
enginecustom/sprite02.tga
Normal file
BIN
enginecustom/sprite02.tga
Normal file
Binary file not shown.
After Width: | Height: | Size: 16 KiB |
BIN
enginecustom/sprite03.tga
Normal file
BIN
enginecustom/sprite03.tga
Normal file
Binary file not shown.
After Width: | Height: | Size: 16 KiB |
BIN
enginecustom/sprite04.tga
Normal file
BIN
enginecustom/sprite04.tga
Normal file
Binary file not shown.
After Width: | Height: | Size: 16 KiB |
6
enginecustom/sprite_data_01.txt
Normal file
6
enginecustom/sprite_data_01.txt
Normal file
@ -0,0 +1,6 @@
|
||||
4
|
||||
sprite01.tga
|
||||
sprite02.tga
|
||||
sprite03.tga
|
||||
sprite04.tga
|
||||
250
|
28
enginecustom/texture.ps
Normal file
28
enginecustom/texture.ps
Normal file
@ -0,0 +1,28 @@
|
||||
/////////////
|
||||
// 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;
|
||||
}
|
47
enginecustom/texture.vs
Normal file
47
enginecustom/texture.vs
Normal file
@ -0,0 +1,47 @@
|
||||
/////////////
|
||||
// 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;
|
||||
}
|
357
enginecustom/textureshaderclass.cpp
Normal file
357
enginecustom/textureshaderclass.cpp
Normal file
@ -0,0 +1,357 @@
|
||||
#include "textureshaderclass.h"
|
||||
|
||||
|
||||
TextureShaderClass::TextureShaderClass()
|
||||
{
|
||||
m_vertexShader = 0;
|
||||
m_pixelShader = 0;
|
||||
m_layout = 0;
|
||||
m_matrixBuffer = 0;
|
||||
m_sampleState = 0;
|
||||
}
|
||||
|
||||
|
||||
TextureShaderClass::TextureShaderClass(const TextureShaderClass& other)
|
||||
{
|
||||
}
|
||||
|
||||
|
||||
TextureShaderClass::~TextureShaderClass()
|
||||
{
|
||||
}
|
||||
|
||||
|
||||
bool TextureShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
|
||||
{
|
||||
bool result;
|
||||
wchar_t vsFilename[128];
|
||||
wchar_t psFilename[128];
|
||||
int error;
|
||||
// Set the filename of the vertex shader.
|
||||
error = wcscpy_s(vsFilename, 128, L"texture.vs");
|
||||
if (error != 0)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Set the filename of the pixel shader.
|
||||
error = wcscpy_s(psFilename, 128, L"texture.ps");
|
||||
if (error != 0)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Initialize the vertex and pixel shaders.
|
||||
result = InitializeShader(device, hwnd, vsFilename, psFilename);
|
||||
if (!result)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void TextureShaderClass::Shutdown()
|
||||
{
|
||||
// Shutdown the vertex and pixel shaders as well as the related objects.
|
||||
ShutdownShader();
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
bool TextureShaderClass::Render(ID3D11DeviceContext* deviceContext, int indexCount, XMMATRIX worldMatrix, XMMATRIX viewMatrix,
|
||||
XMMATRIX projectionMatrix, ID3D11ShaderResourceView* texture)
|
||||
{
|
||||
bool result;
|
||||
|
||||
|
||||
// Set the shader parameters that it will use for rendering.
|
||||
result = SetShaderParameters(deviceContext, worldMatrix, viewMatrix, projectionMatrix, texture);
|
||||
if (!result)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Now render the prepared buffers with the shader.
|
||||
RenderShader(deviceContext, indexCount);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool TextureShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR* vsFilename, WCHAR* psFilename)
|
||||
{
|
||||
HRESULT result;
|
||||
ID3D10Blob* errorMessage;
|
||||
ID3D10Blob* vertexShaderBuffer;
|
||||
ID3D10Blob* pixelShaderBuffer;
|
||||
D3D11_INPUT_ELEMENT_DESC polygonLayout[2];
|
||||
unsigned int numElements;
|
||||
D3D11_BUFFER_DESC matrixBufferDesc;
|
||||
D3D11_SAMPLER_DESC samplerDesc;
|
||||
|
||||
|
||||
// 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))
|
||||
{
|
||||
// If the shader failed to compile it should have writen something to the error message.
|
||||
if (errorMessage)
|
||||
{
|
||||
OutputShaderErrorMessage(errorMessage, hwnd, vsFilename);
|
||||
}
|
||||
// If there was nothing in the error message then it simply could not find the shader file itself.
|
||||
else
|
||||
{
|
||||
MessageBox(hwnd, vsFilename, L"Missing Shader File", MB_OK);
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
// Compile the pixel shader code.
|
||||
result = D3DCompileFromFile(psFilename, NULL, NULL, "TexturePixelShader", "ps_5_0", D3D10_SHADER_ENABLE_STRICTNESS, 0,
|
||||
&pixelShaderBuffer, &errorMessage);
|
||||
if (FAILED(result))
|
||||
{
|
||||
// If the shader failed to compile it should have writen something to the error message.
|
||||
if (errorMessage)
|
||||
{
|
||||
OutputShaderErrorMessage(errorMessage, hwnd, psFilename);
|
||||
}
|
||||
// If there was nothing in the error message then it simply could not find the file itself.
|
||||
else
|
||||
{
|
||||
MessageBox(hwnd, psFilename, L"Missing Shader File", MB_OK);
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
// Create the vertex shader from the buffer.
|
||||
result = device->CreateVertexShader(vertexShaderBuffer->GetBufferPointer(), vertexShaderBuffer->GetBufferSize(), NULL, &m_vertexShader);
|
||||
if (FAILED(result))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Create the pixel shader from the buffer.
|
||||
result = device->CreatePixelShader(pixelShaderBuffer->GetBufferPointer(), pixelShaderBuffer->GetBufferSize(), NULL, &m_pixelShader);
|
||||
if (FAILED(result))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
// Create the vertex input layout description.
|
||||
// This setup needs to match the VertexType stucture in the ModelClass and in the shader.
|
||||
polygonLayout[0].SemanticName = "POSITION";
|
||||
polygonLayout[0].SemanticIndex = 0;
|
||||
polygonLayout[0].Format = DXGI_FORMAT_R32G32B32_FLOAT;
|
||||
polygonLayout[0].InputSlot = 0;
|
||||
polygonLayout[0].AlignedByteOffset = 0;
|
||||
polygonLayout[0].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
|
||||
polygonLayout[0].InstanceDataStepRate = 0;
|
||||
|
||||
polygonLayout[1].SemanticName = "TEXCOORD";
|
||||
polygonLayout[1].SemanticIndex = 0;
|
||||
polygonLayout[1].Format = DXGI_FORMAT_R32G32_FLOAT;
|
||||
polygonLayout[1].InputSlot = 0;
|
||||
polygonLayout[1].AlignedByteOffset = D3D11_APPEND_ALIGNED_ELEMENT;
|
||||
polygonLayout[1].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
|
||||
polygonLayout[1].InstanceDataStepRate = 0;
|
||||
|
||||
// Get a count of the elements in the layout.
|
||||
numElements = sizeof(polygonLayout) / sizeof(polygonLayout[0]);
|
||||
|
||||
// Create the vertex input layout.
|
||||
result = device->CreateInputLayout(polygonLayout, numElements, vertexShaderBuffer->GetBufferPointer(),
|
||||
vertexShaderBuffer->GetBufferSize(), &m_layout);
|
||||
if (FAILED(result))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Release the vertex shader buffer and pixel shader buffer since they are no longer needed.
|
||||
vertexShaderBuffer->Release();
|
||||
vertexShaderBuffer = 0;
|
||||
|
||||
pixelShaderBuffer->Release();
|
||||
pixelShaderBuffer = 0;
|
||||
|
||||
// Setup the description of the dynamic matrix constant buffer that is in the vertex shader.
|
||||
matrixBufferDesc.Usage = D3D11_USAGE_DYNAMIC;
|
||||
matrixBufferDesc.ByteWidth = sizeof(MatrixBufferType);
|
||||
matrixBufferDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
|
||||
matrixBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
|
||||
matrixBufferDesc.MiscFlags = 0;
|
||||
matrixBufferDesc.StructureByteStride = 0;
|
||||
|
||||
// Create the constant buffer pointer so we can access the vertex shader constant buffer from within this class.
|
||||
result = device->CreateBuffer(&matrixBufferDesc, NULL, &m_matrixBuffer);
|
||||
if (FAILED(result))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
// Create a texture sampler state description.
|
||||
samplerDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
|
||||
samplerDesc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP;
|
||||
samplerDesc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP;
|
||||
samplerDesc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP;
|
||||
samplerDesc.MipLODBias = 0.0f;
|
||||
samplerDesc.MaxAnisotropy = 1;
|
||||
samplerDesc.ComparisonFunc = D3D11_COMPARISON_ALWAYS;
|
||||
samplerDesc.BorderColor[0] = 0;
|
||||
samplerDesc.BorderColor[1] = 0;
|
||||
samplerDesc.BorderColor[2] = 0;
|
||||
samplerDesc.BorderColor[3] = 0;
|
||||
samplerDesc.MinLOD = 0;
|
||||
samplerDesc.MaxLOD = D3D11_FLOAT32_MAX;
|
||||
|
||||
// Create the texture sampler state.
|
||||
result = device->CreateSamplerState(&samplerDesc, &m_sampleState);
|
||||
if (FAILED(result))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void TextureShaderClass::ShutdownShader()
|
||||
{
|
||||
|
||||
// Release the sampler state.
|
||||
if (m_sampleState)
|
||||
{
|
||||
m_sampleState->Release();
|
||||
m_sampleState = 0;
|
||||
}
|
||||
|
||||
// Release the matrix constant buffer.
|
||||
if (m_matrixBuffer)
|
||||
{
|
||||
m_matrixBuffer->Release();
|
||||
m_matrixBuffer = 0;
|
||||
}
|
||||
|
||||
// Release the layout.
|
||||
if (m_layout)
|
||||
{
|
||||
m_layout->Release();
|
||||
m_layout = 0;
|
||||
}
|
||||
|
||||
// Release the pixel shader.
|
||||
if (m_pixelShader)
|
||||
{
|
||||
m_pixelShader->Release();
|
||||
m_pixelShader = 0;
|
||||
}
|
||||
|
||||
// Release the vertex shader.
|
||||
if (m_vertexShader)
|
||||
{
|
||||
m_vertexShader->Release();
|
||||
m_vertexShader = 0;
|
||||
}
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
void TextureShaderClass::OutputShaderErrorMessage(ID3D10Blob* errorMessage, HWND hwnd, WCHAR* shaderFilename)
|
||||
{
|
||||
char* compileErrors;
|
||||
unsigned long long bufferSize, i;
|
||||
ofstream fout;
|
||||
|
||||
|
||||
// Get a pointer to the error message text buffer.
|
||||
compileErrors = (char*)(errorMessage->GetBufferPointer());
|
||||
|
||||
// Get the length of the message.
|
||||
bufferSize = errorMessage->GetBufferSize();
|
||||
|
||||
// Open a file to write the error message to.
|
||||
fout.open("shader-error.txt");
|
||||
|
||||
// Write out the error message.
|
||||
for (i = 0; i < bufferSize; i++)
|
||||
{
|
||||
fout << compileErrors[i];
|
||||
}
|
||||
|
||||
// Close the file.
|
||||
fout.close();
|
||||
|
||||
// Release the error message.
|
||||
errorMessage->Release();
|
||||
errorMessage = 0;
|
||||
|
||||
// Pop a message up on the screen to notify the user to check the text file for compile errors.
|
||||
MessageBox(hwnd, L"Error compiling shader. Check shader-error.txt for message.", shaderFilename, MB_OK);
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
bool TextureShaderClass::SetShaderParameters(ID3D11DeviceContext* deviceContext, XMMATRIX worldMatrix, XMMATRIX viewMatrix,
|
||||
XMMATRIX projectionMatrix, ID3D11ShaderResourceView* texture)
|
||||
{
|
||||
HRESULT result;
|
||||
D3D11_MAPPED_SUBRESOURCE mappedResource;
|
||||
MatrixBufferType* dataPtr;
|
||||
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;
|
||||
|
||||
// Finanly 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);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void TextureShaderClass::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;
|
||||
}
|
54
enginecustom/textureshaderclass.h
Normal file
54
enginecustom/textureshaderclass.h
Normal file
@ -0,0 +1,54 @@
|
||||
#ifndef _TEXTURESHADERCLASS_H_
|
||||
#define _TEXTURESHADERCLASS_H_
|
||||
|
||||
|
||||
//////////////
|
||||
// INCLUDES //
|
||||
//////////////
|
||||
#include <d3d11.h>
|
||||
#include <d3dcompiler.h>
|
||||
#include <directxmath.h>
|
||||
#include <fstream>
|
||||
using namespace DirectX;
|
||||
using namespace std;
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
// Class name: TextureShaderClass
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
class TextureShaderClass
|
||||
{
|
||||
private:
|
||||
struct MatrixBufferType
|
||||
{
|
||||
XMMATRIX world;
|
||||
XMMATRIX view;
|
||||
XMMATRIX projection;
|
||||
};
|
||||
|
||||
public:
|
||||
TextureShaderClass();
|
||||
TextureShaderClass(const TextureShaderClass&);
|
||||
~TextureShaderClass();
|
||||
|
||||
bool Initialize(ID3D11Device*, HWND);
|
||||
void Shutdown();
|
||||
bool Render(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*);
|
||||
|
||||
private:
|
||||
bool InitializeShader(ID3D11Device*, HWND, WCHAR*, WCHAR*);
|
||||
void ShutdownShader();
|
||||
void OutputShaderErrorMessage(ID3D10Blob*, HWND, WCHAR*);
|
||||
|
||||
bool SetShaderParameters(ID3D11DeviceContext*, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*);
|
||||
void RenderShader(ID3D11DeviceContext*, int);
|
||||
|
||||
private:
|
||||
ID3D11VertexShader* m_vertexShader;
|
||||
ID3D11PixelShader* m_pixelShader;
|
||||
ID3D11InputLayout* m_layout;
|
||||
ID3D11Buffer* m_matrixBuffer;
|
||||
ID3D11SamplerState* m_sampleState;
|
||||
};
|
||||
|
||||
#endif
|
BIN
enginecustom/wall.tga
Normal file
BIN
enginecustom/wall.tga
Normal file
Binary file not shown.
After Width: | Height: | Size: 768 KiB |
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Reference in New Issue
Block a user