Ajout du Normal Shader
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b3148d9dfa
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@ -22,6 +22,7 @@ ApplicationClass::ApplicationClass()
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m_TextString3 = 0;
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m_Fps = 0;
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m_FpsString = 0;
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m_NormalMapShader = 0;
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}
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@ -73,6 +74,16 @@ bool ApplicationClass::Initialize(int screenWidth, int screenHeight, HWND hwnd)
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m_Camera->SetPosition(0.0f, 0.0f, -12.0f);
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m_Camera->SetRotation(0.0f, 0.0f, 0.0f);
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// Create and initialize the normal map shader object.
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m_NormalMapShader = new NormalMapShaderClass;
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result = m_NormalMapShader->Initialize(m_Direct3D->GetDevice(), hwnd);
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if (!result)
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{
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MessageBox(hwnd, L"Could not initialize the normal map shader object.", L"Error", MB_OK);
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return false;
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}
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// Create and initialize the font shader object.
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m_FontShader = new FontShaderClass;
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@ -208,7 +219,7 @@ bool ApplicationClass::Initialize(int screenWidth, int screenHeight, HWND hwnd)
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// Set the file name of the textures.
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strcpy_s(textureFilename1, "stone01.tga");
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strcpy_s(textureFilename2, "dirt01.tga");
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strcpy_s(textureFilename2, "normal01.tga");
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strcpy_s(textureFilename3, "alpha01.tga");
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// Create and initialize the model object.
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@ -232,6 +243,12 @@ bool ApplicationClass::Initialize(int screenWidth, int screenHeight, HWND hwnd)
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return false;
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}
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// Create and initialize the light object.
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m_Light = new LightClass;
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m_Light->SetDiffuseColor(1.0f, 1.0f, 1.0f, 1.0f);
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m_Light->SetDirection(0.0f, 0.0f, 1.0f);
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// Set the number of lights we will use.
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m_numLights = 4;
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@ -389,22 +406,6 @@ void ApplicationClass::Shutdown()
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m_LightShader = 0;
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}
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// Release the light shader object.
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if (m_LightShader)
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{
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m_LightShader->Shutdown();
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delete m_LightShader;
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m_LightShader = 0;
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}
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// Release the light map shader object.
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if (m_LightMapShader)
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{
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m_LightMapShader->Shutdown();
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delete m_LightMapShader;
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m_LightMapShader = 0;
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}
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// Release the model object.
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if (m_Model)
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{
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@ -413,6 +414,14 @@ void ApplicationClass::Shutdown()
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m_Model = 0;
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}
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// Release the normal map shader object.
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if (m_NormalMapShader)
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{
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m_NormalMapShader->Shutdown();
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delete m_NormalMapShader;
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m_NormalMapShader = 0;
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}
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// Release the multitexture shader object.
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if (m_MultiTextureShader)
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{
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@ -469,7 +478,7 @@ bool ApplicationClass::Frame(InputClass* Input)
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bool result, mouseDown;
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float frameTime;
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static float rotation = 0.0f;
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static float rotation = 360.0f;
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static float x = 6.f;
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static float y = 3.f;
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static float z = 0.f;
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@ -687,11 +696,18 @@ bool ApplicationClass::Render(float rotation, float x, float y, float z)
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// return false;
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//}
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// Alphamapping
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result = m_AlphaMapShader->Render(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix,
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/*result = m_AlphaMapShader->Render(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix,
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m_Model->GetTexture(0), m_Model->GetTexture(1), m_Model->GetTexture(2));
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if (!result)
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{
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return false;
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}*/
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//Normal Mapping
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result = m_NormalMapShader->Render(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix,
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m_Model->GetTexture(0), m_Model->GetTexture(1), m_Light->GetDirection(), m_Light->GetDiffuseColor());
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if (!result)
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{
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return false;
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}
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@ -22,6 +22,8 @@
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#include "textclass.h"
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#include "fpsclass.h"
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#include "inputclass.h"
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#include "normalmapshaderclass.h"
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/////////////
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// GLOBALS //
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@ -73,6 +75,7 @@ private:
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FpsClass* m_Fps;
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TextClass* m_FpsString;
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int m_previousFps;
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NormalMapShaderClass* m_NormalMapShader;
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};
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#endif
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@ -36,6 +36,7 @@
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<ClCompile Include="Main.cpp" />
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<ClCompile Include="modelclass.cpp" />
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<ClCompile Include="Multitextureshaderclass.cpp" />
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<ClCompile Include="normalmapshaderclass.cpp" />
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<ClCompile Include="Spriteclass.cpp" />
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<ClCompile Include="Systemclass.cpp" />
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<ClCompile Include="textclass.cpp" />
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@ -59,6 +60,7 @@
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<ClInclude Include="lightshaderclass.h" />
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<ClInclude Include="modelclass.h" />
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<ClInclude Include="Multitextureshaderclass.h" />
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<ClInclude Include="normalmapshaderclass.h" />
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<ClInclude Include="Spriteclass.h" />
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<ClInclude Include="systemclass.h" />
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<ClInclude Include="textclass.h" />
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@ -77,6 +79,8 @@
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<None Include="lightmap.vs" />
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<None Include="Multitexture.ps" />
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<None Include="Multitexture.vs" />
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<None Include="normalmap.ps" />
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<None Include="normalmap.vs" />
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<None Include="packages.config" />
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<None Include="texture.ps" />
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<None Include="texture.vs" />
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@ -105,6 +109,7 @@
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<Image Include="font01.tga" />
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<Image Include="light01.tga" />
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<Image Include="moss01.tga" />
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<Image Include="normal01.tga" />
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<Image Include="papier.tga" />
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<Image Include="stone01.tga" />
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<Image Include="wall.tga" />
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@ -93,6 +93,9 @@
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<ClCompile Include="alphamapshaderclass.cpp">
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<Filter>Fichiers sources</Filter>
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</ClCompile>
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<ClCompile Include="normalmapshaderclass.cpp">
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<Filter>Fichiers sources</Filter>
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</ClCompile>
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</ItemGroup>
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<ItemGroup>
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<ClInclude Include="applicationclass.h">
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@ -158,6 +161,9 @@
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<ClInclude Include="alphamapshaderclass.h">
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<Filter>Fichiers d%27en-tête</Filter>
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</ClInclude>
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<ClInclude Include="normalmapshaderclass.h">
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<Filter>Fichiers d%27en-tête</Filter>
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</ClInclude>
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</ItemGroup>
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<ItemGroup>
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<Image Include="font01.tga">
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@ -184,6 +190,9 @@
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<Image Include="alpha01.tga">
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<Filter>assets</Filter>
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</Image>
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<Image Include="normal01.tga">
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<Filter>assets</Filter>
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</Image>
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</ItemGroup>
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<ItemGroup>
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<None Include="packages.config" />
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@ -229,6 +238,12 @@
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<None Include="alphamap.ps">
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<Filter>texture</Filter>
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</None>
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<None Include="normalmap.vs">
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<Filter>shader</Filter>
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</None>
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<None Include="normalmap.ps">
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<Filter>shader</Filter>
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</None>
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</ItemGroup>
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<ItemGroup>
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<Text Include="font01.txt">
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@ -31,6 +31,9 @@ bool ModelClass::Initialize(ID3D11Device* device, ID3D11DeviceContext* deviceCon
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return false;
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}
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// Calculate the tangent and binormal vectors for the model.
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CalculateModelVectors();
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// Initialize the vertex and index buffers.
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result = InitializeBuffers(device);
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if (!result)
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@ -104,6 +107,8 @@ bool ModelClass::InitializeBuffers(ID3D11Device* device)
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vertices[i].position = XMFLOAT3(m_model[i].x, m_model[i].y, m_model[i].z);
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vertices[i].texture = XMFLOAT2(m_model[i].tu, m_model[i].tv);
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vertices[i].normal = XMFLOAT3(m_model[i].nx, m_model[i].ny, m_model[i].nz);
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vertices[i].tangent = XMFLOAT3(m_model[i].tx, m_model[i].ty, m_model[i].tz);
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vertices[i].binormal = XMFLOAT3(m_model[i].bx, m_model[i].by, m_model[i].bz);
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indices[i] = i;
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}
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@ -201,6 +206,7 @@ void ModelClass::RenderBuffers(ID3D11DeviceContext* deviceContext)
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return;
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}
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bool ModelClass::LoadTextures(ID3D11Device* device, ID3D11DeviceContext* deviceContext, char* filename1, char* filename2, char* filename3)
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{
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bool result;
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@ -302,6 +308,128 @@ bool ModelClass::LoadModel(char* filename)
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return true;
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}
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void ModelClass::CalculateModelVectors()
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{
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int faceCount, i, index;
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TempVertexType vertex1, vertex2, vertex3;
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VectorType tangent, binormal;
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// Calculate the number of faces in the model.
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faceCount = m_vertexCount / 3;
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// Initialize the index to the model data.
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index = 0;
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// Go through all the faces and calculate the the tangent and binormal vectors.
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for (i = 0; i < faceCount; i++)
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{
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// Get the three vertices for this face from the model.
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vertex1.x = m_model[index].x;
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vertex1.y = m_model[index].y;
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vertex1.z = m_model[index].z;
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vertex1.tu = m_model[index].tu;
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vertex1.tv = m_model[index].tv;
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index++;
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vertex2.x = m_model[index].x;
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vertex2.y = m_model[index].y;
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vertex2.z = m_model[index].z;
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vertex2.tu = m_model[index].tu;
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vertex2.tv = m_model[index].tv;
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index++;
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vertex3.x = m_model[index].x;
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vertex3.y = m_model[index].y;
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vertex3.z = m_model[index].z;
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vertex3.tu = m_model[index].tu;
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vertex3.tv = m_model[index].tv;
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index++;
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// Calculate the tangent and binormal of that face.
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CalculateTangentBinormal(vertex1, vertex2, vertex3, tangent, binormal);
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// Store the tangent and binormal for this face back in the model structure.
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m_model[index - 1].tx = tangent.x;
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m_model[index - 1].ty = tangent.y;
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m_model[index - 1].tz = tangent.z;
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m_model[index - 1].bx = binormal.x;
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m_model[index - 1].by = binormal.y;
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m_model[index - 1].bz = binormal.z;
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m_model[index - 2].tx = tangent.x;
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m_model[index - 2].ty = tangent.y;
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m_model[index - 2].tz = tangent.z;
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m_model[index - 2].bx = binormal.x;
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m_model[index - 2].by = binormal.y;
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m_model[index - 2].bz = binormal.z;
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m_model[index - 3].tx = tangent.x;
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m_model[index - 3].ty = tangent.y;
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m_model[index - 3].tz = tangent.z;
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m_model[index - 3].bx = binormal.x;
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m_model[index - 3].by = binormal.y;
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m_model[index - 3].bz = binormal.z;
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}
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return;
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}
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void ModelClass::CalculateTangentBinormal(TempVertexType vertex1, TempVertexType vertex2, TempVertexType vertex3, VectorType& tangent, VectorType& binormal)
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{
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float vector1[3], vector2[3];
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float tuVector[2], tvVector[2];
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float den;
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float length;
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// Calculate the two vectors for this face.
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vector1[0] = vertex2.x - vertex1.x;
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vector1[1] = vertex2.y - vertex1.y;
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vector1[2] = vertex2.z - vertex1.z;
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vector2[0] = vertex3.x - vertex1.x;
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vector2[1] = vertex3.y - vertex1.y;
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vector2[2] = vertex3.z - vertex1.z;
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// Calculate the tu and tv texture space vectors.
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tuVector[0] = vertex2.tu - vertex1.tu;
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tvVector[0] = vertex2.tv - vertex1.tv;
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tuVector[1] = vertex3.tu - vertex1.tu;
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tvVector[1] = vertex3.tv - vertex1.tv;
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// Calculate the denominator of the tangent/binormal equation.
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den = 1.0f / (tuVector[0] * tvVector[1] - tuVector[1] * tvVector[0]);
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// Calculate the cross products and multiply by the coefficient to get the tangent and binormal.
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tangent.x = (tvVector[1] * vector1[0] - tvVector[0] * vector2[0]) * den;
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tangent.y = (tvVector[1] * vector1[1] - tvVector[0] * vector2[1]) * den;
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tangent.z = (tvVector[1] * vector1[2] - tvVector[0] * vector2[2]) * den;
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binormal.x = (tuVector[0] * vector2[0] - tuVector[1] * vector1[0]) * den;
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binormal.y = (tuVector[0] * vector2[1] - tuVector[1] * vector1[1]) * den;
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binormal.z = (tuVector[0] * vector2[2] - tuVector[1] * vector1[2]) * den;
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// Calculate the length of this normal.
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length = sqrt((tangent.x * tangent.x) + (tangent.y * tangent.y) + (tangent.z * tangent.z));
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// Normalize the normal and then store it
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tangent.x = tangent.x / length;
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tangent.y = tangent.y / length;
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tangent.z = tangent.z / length;
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// Calculate the length of this normal.
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length = sqrt((binormal.x * binormal.x) + (binormal.y * binormal.y) + (binormal.z * binormal.z));
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// Normalize the normal and then store it
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binormal.x = binormal.x / length;
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binormal.y = binormal.y / length;
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binormal.z = binormal.z / length;
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return;
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}
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void ModelClass::ReleaseModel()
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{
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if (m_model)
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@ -32,6 +32,8 @@ private:
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XMFLOAT3 position;
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XMFLOAT2 texture;
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XMFLOAT3 normal;
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XMFLOAT3 tangent;
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XMFLOAT3 binormal;
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};
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struct ModelType
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@ -39,6 +41,8 @@ private:
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float x, y, z;
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float tu, tv;
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float nx, ny, nz;
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float tx, ty, tz;
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float bx, by, bz;
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};
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struct Vertex {
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@ -53,6 +57,18 @@ private:
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float nx, ny, nz;
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};
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struct TempVertexType
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{
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float x, y, z;
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float tu, tv;
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float nx, ny, nz;
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};
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struct VectorType
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{
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float x, y, z;
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};
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struct Face {
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int v1, v2, v3;
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int t1, t2, t3;
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@ -81,6 +97,9 @@ private:
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bool LoadModel(char*);
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void ReleaseModel();
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void CalculateModelVectors();
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void CalculateTangentBinormal(TempVertexType, TempVertexType, TempVertexType, VectorType&, VectorType&);
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private:
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ID3D11Buffer* m_vertexBuffer, * m_indexBuffer;
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int m_vertexCount, m_indexCount;
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BIN
enginecustom/normal01.tga
Normal file
BIN
enginecustom/normal01.tga
Normal file
Binary file not shown.
After Width: | Height: | Size: 1.0 MiB |
71
enginecustom/normalmap.ps
Normal file
71
enginecustom/normalmap.ps
Normal file
@ -0,0 +1,71 @@
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/////////////
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// GLOBALS //
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/////////////
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Texture2D shaderTexture1 : register(t0);
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Texture2D shaderTexture2 : register(t1);
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SamplerState SampleType : register(s0);
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cbuffer LightBuffer
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{
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float4 diffuseColor;
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float3 lightDirection;
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float padding;
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};
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//////////////
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// TYPEDEFS //
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//////////////
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struct PixelInputType
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{
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float4 position : SV_POSITION;
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float2 tex : TEXCOORD0;
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float3 normal : NORMAL;
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float3 tangent : TANGENT;
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float3 binormal : BINORMAL;
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};
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////////////////////////////////////////////////////////////////////////////////
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// Pixel Shader
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////////////////////////////////////////////////////////////////////////////////
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float4 NormalMapPixelShader(PixelInputType input) : SV_TARGET
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{
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float4 textureColor;
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float4 bumpMap;
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float3 bumpNormal;
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float3 lightDir;
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float lightIntensity;
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float4 color;
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// Sample the pixel color from the color texture at this location.
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textureColor = shaderTexture1.Sample(SampleType, input.tex);
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// Sample the pixel from the normal map.
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bumpMap = shaderTexture2.Sample(SampleType, input.tex);
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// Expand the range of the normal value from (0, +1) to (-1, +1).
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bumpMap = (bumpMap * 2.0f) - 1.0f;
|
||||
|
||||
// Calculate the normal from the data in the normal map.
|
||||
bumpNormal = (bumpMap.x * input.tangent) + (bumpMap.y * input.binormal) + (bumpMap.z * input.normal);
|
||||
|
||||
// Normalize the resulting bump normal.
|
||||
bumpNormal = normalize(bumpNormal);
|
||||
|
||||
// Invert the light direction for calculations.
|
||||
lightDir = -lightDirection;
|
||||
|
||||
// Calculate the amount of light on this pixel based on the normal map value.
|
||||
lightIntensity = saturate(dot(bumpNormal, lightDir));
|
||||
|
||||
// Determine the final amount of diffuse color based on the diffuse color combined with the light intensity.
|
||||
color = saturate(diffuseColor * lightIntensity);
|
||||
|
||||
// Combine the final light color with the texture color.
|
||||
color = color * textureColor;
|
||||
|
||||
return color;
|
||||
}
|
65
enginecustom/normalmap.vs
Normal file
65
enginecustom/normalmap.vs
Normal file
@ -0,0 +1,65 @@
|
||||
/////////////
|
||||
// GLOBALS //
|
||||
/////////////
|
||||
cbuffer MatrixBuffer
|
||||
{
|
||||
matrix worldMatrix;
|
||||
matrix viewMatrix;
|
||||
matrix projectionMatrix;
|
||||
};
|
||||
|
||||
//////////////
|
||||
// TYPEDEFS //
|
||||
//////////////
|
||||
struct VertexInputType
|
||||
{
|
||||
float4 position : POSITION;
|
||||
float2 tex : TEXCOORD0;
|
||||
float3 normal : NORMAL;
|
||||
float3 tangent : TANGENT;
|
||||
float3 binormal : BINORMAL;
|
||||
};
|
||||
|
||||
struct PixelInputType
|
||||
{
|
||||
float4 position : SV_POSITION;
|
||||
float2 tex : TEXCOORD0;
|
||||
float3 normal : NORMAL;
|
||||
float3 tangent : TANGENT;
|
||||
float3 binormal : BINORMAL;
|
||||
};
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
// Vertex Shader
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
PixelInputType NormalMapVertexShader(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 and then normalize the final value.
|
||||
output.normal = mul(input.normal, (float3x3)worldMatrix);
|
||||
output.normal = normalize(output.normal);
|
||||
|
||||
// Calculate the tangent vector against the world matrix only and then normalize the final value.
|
||||
output.tangent = mul(input.tangent, (float3x3)worldMatrix);
|
||||
output.tangent = normalize(output.tangent);
|
||||
|
||||
// Calculate the binormal vector against the world matrix only and then normalize the final value.
|
||||
output.binormal = mul(input.binormal, (float3x3)worldMatrix);
|
||||
output.binormal = normalize(output.binormal);
|
||||
|
||||
return output;
|
||||
}
|
441
enginecustom/normalmapshaderclass.cpp
Normal file
441
enginecustom/normalmapshaderclass.cpp
Normal file
@ -0,0 +1,441 @@
|
||||
#include "normalmapshaderclass.h"
|
||||
|
||||
|
||||
NormalMapShaderClass::NormalMapShaderClass()
|
||||
{
|
||||
m_vertexShader = 0;
|
||||
m_pixelShader = 0;
|
||||
m_layout = 0;
|
||||
m_matrixBuffer = 0;
|
||||
m_sampleState = 0;
|
||||
m_lightBuffer = 0;
|
||||
}
|
||||
|
||||
|
||||
NormalMapShaderClass::NormalMapShaderClass(const NormalMapShaderClass& other)
|
||||
{
|
||||
}
|
||||
|
||||
|
||||
NormalMapShaderClass::~NormalMapShaderClass()
|
||||
{
|
||||
}
|
||||
|
||||
|
||||
bool NormalMapShaderClass::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"normalmap.vs");
|
||||
if (error != 0)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Set the filename of the pixel shader.
|
||||
error = wcscpy_s(psFilename, 128, L"normalmap.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 NormalMapShaderClass::Shutdown()
|
||||
{
|
||||
// Shutdown the vertex and pixel shaders as well as the related objects.
|
||||
ShutdownShader();
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
bool NormalMapShaderClass::Render(ID3D11DeviceContext* deviceContext, int indexCount, XMMATRIX worldMatrix, XMMATRIX viewMatrix, XMMATRIX projectionMatrix,
|
||||
ID3D11ShaderResourceView* texture1, ID3D11ShaderResourceView* texture2, XMFLOAT3 lightDirection, XMFLOAT4 diffuseColor)
|
||||
{
|
||||
bool result;
|
||||
|
||||
|
||||
// Set the shader parameters that it will use for rendering.
|
||||
result = SetShaderParameters(deviceContext, worldMatrix, viewMatrix, projectionMatrix, texture1, texture2, lightDirection, diffuseColor);
|
||||
if (!result)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Now render the prepared buffers with the shader.
|
||||
RenderShader(deviceContext, indexCount);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
bool NormalMapShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR* vsFilename, WCHAR* psFilename)
|
||||
{
|
||||
HRESULT result;
|
||||
ID3D10Blob* errorMessage;
|
||||
ID3D10Blob* vertexShaderBuffer;
|
||||
ID3D10Blob* pixelShaderBuffer;
|
||||
D3D11_INPUT_ELEMENT_DESC polygonLayout[5];
|
||||
unsigned int numElements;
|
||||
D3D11_BUFFER_DESC matrixBufferDesc;
|
||||
D3D11_SAMPLER_DESC samplerDesc;
|
||||
D3D11_BUFFER_DESC lightBufferDesc;
|
||||
|
||||
|
||||
// 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, "NormalMapVertexShader", "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, "NormalMapPixelShader", "ps_5_0", D3D10_SHADER_ENABLE_STRICTNESS, 0,
|
||||
&pixelShaderBuffer, &errorMessage);
|
||||
if (FAILED(result))
|
||||
{
|
||||
// If the shader failed to compile it should have writen something to the error message.
|
||||
if (errorMessage)
|
||||
{
|
||||
OutputShaderErrorMessage(errorMessage, hwnd, psFilename);
|
||||
}
|
||||
// If there was nothing in the error message then it simply could not find the file itself.
|
||||
else
|
||||
{
|
||||
MessageBox(hwnd, psFilename, L"Missing Shader File", MB_OK);
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
// Create the vertex shader from the buffer.
|
||||
result = device->CreateVertexShader(vertexShaderBuffer->GetBufferPointer(), vertexShaderBuffer->GetBufferSize(), NULL, &m_vertexShader);
|
||||
if (FAILED(result))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Create the pixel shader from the buffer.
|
||||
result = device->CreatePixelShader(pixelShaderBuffer->GetBufferPointer(), pixelShaderBuffer->GetBufferSize(), NULL, &m_pixelShader);
|
||||
if (FAILED(result))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Create the vertex input layout description.
|
||||
polygonLayout[0].SemanticName = "POSITION";
|
||||
polygonLayout[0].SemanticIndex = 0;
|
||||
polygonLayout[0].Format = DXGI_FORMAT_R32G32B32_FLOAT;
|
||||
polygonLayout[0].InputSlot = 0;
|
||||
polygonLayout[0].AlignedByteOffset = 0;
|
||||
polygonLayout[0].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
|
||||
polygonLayout[0].InstanceDataStepRate = 0;
|
||||
|
||||
polygonLayout[1].SemanticName = "TEXCOORD";
|
||||
polygonLayout[1].SemanticIndex = 0;
|
||||
polygonLayout[1].Format = DXGI_FORMAT_R32G32_FLOAT;
|
||||
polygonLayout[1].InputSlot = 0;
|
||||
polygonLayout[1].AlignedByteOffset = D3D11_APPEND_ALIGNED_ELEMENT;
|
||||
polygonLayout[1].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
|
||||
polygonLayout[1].InstanceDataStepRate = 0;
|
||||
|
||||
polygonLayout[2].SemanticName = "NORMAL";
|
||||
polygonLayout[2].SemanticIndex = 0;
|
||||
polygonLayout[2].Format = DXGI_FORMAT_R32G32B32_FLOAT;
|
||||
polygonLayout[2].InputSlot = 0;
|
||||
polygonLayout[2].AlignedByteOffset = D3D11_APPEND_ALIGNED_ELEMENT;
|
||||
polygonLayout[2].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
|
||||
polygonLayout[2].InstanceDataStepRate = 0;
|
||||
|
||||
polygonLayout[3].SemanticName = "TANGENT";
|
||||
polygonLayout[3].SemanticIndex = 0;
|
||||
polygonLayout[3].Format = DXGI_FORMAT_R32G32B32_FLOAT;
|
||||
polygonLayout[3].InputSlot = 0;
|
||||
polygonLayout[3].AlignedByteOffset = D3D11_APPEND_ALIGNED_ELEMENT;
|
||||
polygonLayout[3].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
|
||||
polygonLayout[3].InstanceDataStepRate = 0;
|
||||
|
||||
polygonLayout[4].SemanticName = "BINORMAL";
|
||||
polygonLayout[4].SemanticIndex = 0;
|
||||
polygonLayout[4].Format = DXGI_FORMAT_R32G32B32_FLOAT;
|
||||
polygonLayout[4].InputSlot = 0;
|
||||
polygonLayout[4].AlignedByteOffset = D3D11_APPEND_ALIGNED_ELEMENT;
|
||||
polygonLayout[4].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
|
||||
polygonLayout[4].InstanceDataStepRate = 0;
|
||||
|
||||
// Get a count of the elements in the layout.
|
||||
numElements = sizeof(polygonLayout) / sizeof(polygonLayout[0]);
|
||||
|
||||
// Create the vertex input layout.
|
||||
result = device->CreateInputLayout(polygonLayout, numElements, vertexShaderBuffer->GetBufferPointer(),
|
||||
vertexShaderBuffer->GetBufferSize(), &m_layout);
|
||||
if (FAILED(result))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Release the vertex shader buffer and pixel shader buffer since they are no longer needed.
|
||||
vertexShaderBuffer->Release();
|
||||
vertexShaderBuffer = 0;
|
||||
|
||||
pixelShaderBuffer->Release();
|
||||
pixelShaderBuffer = 0;
|
||||
|
||||
// Setup the description of the dynamic matrix constant buffer that is in the vertex shader.
|
||||
matrixBufferDesc.Usage = D3D11_USAGE_DYNAMIC;
|
||||
matrixBufferDesc.ByteWidth = sizeof(MatrixBufferType);
|
||||
matrixBufferDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
|
||||
matrixBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
|
||||
matrixBufferDesc.MiscFlags = 0;
|
||||
matrixBufferDesc.StructureByteStride = 0;
|
||||
|
||||
// Create the constant buffer pointer so we can access the vertex shader constant buffer from within this class.
|
||||
result = device->CreateBuffer(&matrixBufferDesc, NULL, &m_matrixBuffer);
|
||||
if (FAILED(result))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Create a texture sampler state description.
|
||||
samplerDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
|
||||
samplerDesc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP;
|
||||
samplerDesc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP;
|
||||
samplerDesc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP;
|
||||
samplerDesc.MipLODBias = 0.0f;
|
||||
samplerDesc.MaxAnisotropy = 1;
|
||||
samplerDesc.ComparisonFunc = D3D11_COMPARISON_ALWAYS;
|
||||
samplerDesc.BorderColor[0] = 0;
|
||||
samplerDesc.BorderColor[1] = 0;
|
||||
samplerDesc.BorderColor[2] = 0;
|
||||
samplerDesc.BorderColor[3] = 0;
|
||||
samplerDesc.MinLOD = 0;
|
||||
samplerDesc.MaxLOD = D3D11_FLOAT32_MAX;
|
||||
|
||||
// Create the texture sampler state.
|
||||
result = device->CreateSamplerState(&samplerDesc, &m_sampleState);
|
||||
if (FAILED(result))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Setup the description of the light dynamic constant buffer that is in the pixel shader.
|
||||
lightBufferDesc.Usage = D3D11_USAGE_DYNAMIC;
|
||||
lightBufferDesc.ByteWidth = sizeof(LightBufferType);
|
||||
lightBufferDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
|
||||
lightBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
|
||||
lightBufferDesc.MiscFlags = 0;
|
||||
lightBufferDesc.StructureByteStride = 0;
|
||||
|
||||
// Create the constant buffer pointer so we can access the vertex shader constant buffer from within this class.
|
||||
result = device->CreateBuffer(&lightBufferDesc, NULL, &m_lightBuffer);
|
||||
if (FAILED(result))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
void NormalMapShaderClass::ShutdownShader()
|
||||
{
|
||||
// Release the light constant buffer.
|
||||
if (m_lightBuffer)
|
||||
{
|
||||
m_lightBuffer->Release();
|
||||
m_lightBuffer = 0;
|
||||
}
|
||||
|
||||
// Release the sampler state.
|
||||
if (m_sampleState)
|
||||
{
|
||||
m_sampleState->Release();
|
||||
m_sampleState = 0;
|
||||
}
|
||||
|
||||
// Release the matrix constant buffer.
|
||||
if (m_matrixBuffer)
|
||||
{
|
||||
m_matrixBuffer->Release();
|
||||
m_matrixBuffer = 0;
|
||||
}
|
||||
|
||||
// Release the layout.
|
||||
if (m_layout)
|
||||
{
|
||||
m_layout->Release();
|
||||
m_layout = 0;
|
||||
}
|
||||
|
||||
// Release the pixel shader.
|
||||
if (m_pixelShader)
|
||||
{
|
||||
m_pixelShader->Release();
|
||||
m_pixelShader = 0;
|
||||
}
|
||||
|
||||
// Release the vertex shader.
|
||||
if (m_vertexShader)
|
||||
{
|
||||
m_vertexShader->Release();
|
||||
m_vertexShader = 0;
|
||||
}
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
void NormalMapShaderClass::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 NormalMapShaderClass::SetShaderParameters(ID3D11DeviceContext* deviceContext, XMMATRIX worldMatrix, XMMATRIX viewMatrix, XMMATRIX projectionMatrix,
|
||||
ID3D11ShaderResourceView* texture1, ID3D11ShaderResourceView* texture2, XMFLOAT3 lightDirection, XMFLOAT4 diffuseColor)
|
||||
{
|
||||
HRESULT result;
|
||||
D3D11_MAPPED_SUBRESOURCE mappedResource;
|
||||
MatrixBufferType* dataPtr;
|
||||
unsigned int bufferNumber;
|
||||
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;
|
||||
|
||||
// Finally set the constant buffer in the vertex shader with the updated values.
|
||||
deviceContext->VSSetConstantBuffers(bufferNumber, 1, &m_matrixBuffer);
|
||||
|
||||
// Set shader texture resources in the pixel shader.
|
||||
deviceContext->PSSetShaderResources(0, 1, &texture1);
|
||||
deviceContext->PSSetShaderResources(1, 1, &texture2);
|
||||
|
||||
// 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 NormalMapShaderClass::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;
|
||||
}
|
62
enginecustom/normalmapshaderclass.h
Normal file
62
enginecustom/normalmapshaderclass.h
Normal file
@ -0,0 +1,62 @@
|
||||
#ifndef _NORMALMAPSHADERCLASS_H_
|
||||
#define _NORMALMAPSHADERCLASS_H_
|
||||
|
||||
|
||||
//////////////
|
||||
// INCLUDES //
|
||||
//////////////
|
||||
#include <d3d11.h>
|
||||
#include <d3dcompiler.h>
|
||||
#include <directxmath.h>
|
||||
#include <fstream>
|
||||
using namespace DirectX;
|
||||
using namespace std;
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
// Class name: NormalMapShaderClass
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
class NormalMapShaderClass
|
||||
{
|
||||
private:
|
||||
struct MatrixBufferType
|
||||
{
|
||||
XMMATRIX world;
|
||||
XMMATRIX view;
|
||||
XMMATRIX projection;
|
||||
};
|
||||
|
||||
struct LightBufferType
|
||||
{
|
||||
XMFLOAT4 diffuseColor;
|
||||
XMFLOAT3 lightDirection;
|
||||
float padding;
|
||||
};
|
||||
|
||||
public:
|
||||
NormalMapShaderClass();
|
||||
NormalMapShaderClass(const NormalMapShaderClass&);
|
||||
~NormalMapShaderClass();
|
||||
|
||||
bool Initialize(ID3D11Device*, HWND);
|
||||
void Shutdown();
|
||||
bool Render(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, ID3D11ShaderResourceView*, XMFLOAT3, XMFLOAT4);
|
||||
|
||||
private:
|
||||
bool InitializeShader(ID3D11Device*, HWND, WCHAR*, WCHAR*);
|
||||
void ShutdownShader();
|
||||
void OutputShaderErrorMessage(ID3D10Blob*, HWND, WCHAR*);
|
||||
|
||||
bool SetShaderParameters(ID3D11DeviceContext*, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, ID3D11ShaderResourceView*, XMFLOAT3, XMFLOAT4);
|
||||
void RenderShader(ID3D11DeviceContext*, int);
|
||||
|
||||
private:
|
||||
ID3D11VertexShader* m_vertexShader;
|
||||
ID3D11PixelShader* m_pixelShader;
|
||||
ID3D11InputLayout* m_layout;
|
||||
ID3D11Buffer* m_matrixBuffer;
|
||||
ID3D11SamplerState* m_sampleState;
|
||||
ID3D11Buffer* m_lightBuffer;
|
||||
};
|
||||
|
||||
#endif
|
Loading…
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Reference in New Issue
Block a user