Ajout du Normal Shader

This commit is contained in:
GolfOcean334 2024-03-31 18:59:07 +02:00
parent b3148d9dfa
commit abc0f158ae
11 changed files with 845 additions and 20 deletions

View File

@ -22,6 +22,7 @@ ApplicationClass::ApplicationClass()
m_TextString3 = 0;
m_Fps = 0;
m_FpsString = 0;
m_NormalMapShader = 0;
}
@ -73,6 +74,16 @@ bool ApplicationClass::Initialize(int screenWidth, int screenHeight, HWND hwnd)
m_Camera->SetPosition(0.0f, 0.0f, -12.0f);
m_Camera->SetRotation(0.0f, 0.0f, 0.0f);
// Create and initialize the normal map shader object.
m_NormalMapShader = new NormalMapShaderClass;
result = m_NormalMapShader->Initialize(m_Direct3D->GetDevice(), hwnd);
if (!result)
{
MessageBox(hwnd, L"Could not initialize the normal map shader object.", L"Error", MB_OK);
return false;
}
// Create and initialize the font shader object.
m_FontShader = new FontShaderClass;
@ -208,7 +219,7 @@ bool ApplicationClass::Initialize(int screenWidth, int screenHeight, HWND hwnd)
// Set the file name of the textures.
strcpy_s(textureFilename1, "stone01.tga");
strcpy_s(textureFilename2, "dirt01.tga");
strcpy_s(textureFilename2, "normal01.tga");
strcpy_s(textureFilename3, "alpha01.tga");
// Create and initialize the model object.
@ -232,6 +243,12 @@ bool ApplicationClass::Initialize(int screenWidth, int screenHeight, HWND hwnd)
return false;
}
// Create and initialize the light object.
m_Light = new LightClass;
m_Light->SetDiffuseColor(1.0f, 1.0f, 1.0f, 1.0f);
m_Light->SetDirection(0.0f, 0.0f, 1.0f);
// Set the number of lights we will use.
m_numLights = 4;
@ -389,22 +406,6 @@ 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 light map shader object.
if (m_LightMapShader)
{
m_LightMapShader->Shutdown();
delete m_LightMapShader;
m_LightMapShader = 0;
}
// Release the model object.
if (m_Model)
{
@ -413,6 +414,14 @@ void ApplicationClass::Shutdown()
m_Model = 0;
}
// Release the normal map shader object.
if (m_NormalMapShader)
{
m_NormalMapShader->Shutdown();
delete m_NormalMapShader;
m_NormalMapShader = 0;
}
// Release the multitexture shader object.
if (m_MultiTextureShader)
{
@ -469,7 +478,7 @@ bool ApplicationClass::Frame(InputClass* Input)
bool result, mouseDown;
float frameTime;
static float rotation = 0.0f;
static float rotation = 360.0f;
static float x = 6.f;
static float y = 3.f;
static float z = 0.f;
@ -687,11 +696,18 @@ bool ApplicationClass::Render(float rotation, float x, float y, float z)
// return false;
//}
// Alphamapping
result = m_AlphaMapShader->Render(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix,
/*result = m_AlphaMapShader->Render(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix,
m_Model->GetTexture(0), m_Model->GetTexture(1), m_Model->GetTexture(2));
if (!result)
{
return false;
}*/
//Normal Mapping
result = m_NormalMapShader->Render(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix,
m_Model->GetTexture(0), m_Model->GetTexture(1), m_Light->GetDirection(), m_Light->GetDiffuseColor());
if (!result)
{
return false;
}

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@ -22,6 +22,8 @@
#include "textclass.h"
#include "fpsclass.h"
#include "inputclass.h"
#include "normalmapshaderclass.h"
/////////////
// GLOBALS //
@ -73,6 +75,7 @@ private:
FpsClass* m_Fps;
TextClass* m_FpsString;
int m_previousFps;
NormalMapShaderClass* m_NormalMapShader;
};
#endif

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@ -36,6 +36,7 @@
<ClCompile Include="Main.cpp" />
<ClCompile Include="modelclass.cpp" />
<ClCompile Include="Multitextureshaderclass.cpp" />
<ClCompile Include="normalmapshaderclass.cpp" />
<ClCompile Include="Spriteclass.cpp" />
<ClCompile Include="Systemclass.cpp" />
<ClCompile Include="textclass.cpp" />
@ -59,6 +60,7 @@
<ClInclude Include="lightshaderclass.h" />
<ClInclude Include="modelclass.h" />
<ClInclude Include="Multitextureshaderclass.h" />
<ClInclude Include="normalmapshaderclass.h" />
<ClInclude Include="Spriteclass.h" />
<ClInclude Include="systemclass.h" />
<ClInclude Include="textclass.h" />
@ -77,6 +79,8 @@
<None Include="lightmap.vs" />
<None Include="Multitexture.ps" />
<None Include="Multitexture.vs" />
<None Include="normalmap.ps" />
<None Include="normalmap.vs" />
<None Include="packages.config" />
<None Include="texture.ps" />
<None Include="texture.vs" />
@ -105,6 +109,7 @@
<Image Include="font01.tga" />
<Image Include="light01.tga" />
<Image Include="moss01.tga" />
<Image Include="normal01.tga" />
<Image Include="papier.tga" />
<Image Include="stone01.tga" />
<Image Include="wall.tga" />

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@ -93,6 +93,9 @@
<ClCompile Include="alphamapshaderclass.cpp">
<Filter>Fichiers sources</Filter>
</ClCompile>
<ClCompile Include="normalmapshaderclass.cpp">
<Filter>Fichiers sources</Filter>
</ClCompile>
</ItemGroup>
<ItemGroup>
<ClInclude Include="applicationclass.h">
@ -158,6 +161,9 @@
<ClInclude Include="alphamapshaderclass.h">
<Filter>Fichiers d%27en-tête</Filter>
</ClInclude>
<ClInclude Include="normalmapshaderclass.h">
<Filter>Fichiers d%27en-tête</Filter>
</ClInclude>
</ItemGroup>
<ItemGroup>
<Image Include="font01.tga">
@ -184,6 +190,9 @@
<Image Include="alpha01.tga">
<Filter>assets</Filter>
</Image>
<Image Include="normal01.tga">
<Filter>assets</Filter>
</Image>
</ItemGroup>
<ItemGroup>
<None Include="packages.config" />
@ -229,6 +238,12 @@
<None Include="alphamap.ps">
<Filter>texture</Filter>
</None>
<None Include="normalmap.vs">
<Filter>shader</Filter>
</None>
<None Include="normalmap.ps">
<Filter>shader</Filter>
</None>
</ItemGroup>
<ItemGroup>
<Text Include="font01.txt">

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@ -31,6 +31,9 @@ bool ModelClass::Initialize(ID3D11Device* device, ID3D11DeviceContext* deviceCon
return false;
}
// Calculate the tangent and binormal vectors for the model.
CalculateModelVectors();
// Initialize the vertex and index buffers.
result = InitializeBuffers(device);
if (!result)
@ -104,6 +107,8 @@ bool ModelClass::InitializeBuffers(ID3D11Device* device)
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);
vertices[i].normal = XMFLOAT3(m_model[i].nx, m_model[i].ny, m_model[i].nz);
vertices[i].tangent = XMFLOAT3(m_model[i].tx, m_model[i].ty, m_model[i].tz);
vertices[i].binormal = XMFLOAT3(m_model[i].bx, m_model[i].by, m_model[i].bz);
indices[i] = i;
}
@ -201,6 +206,7 @@ void ModelClass::RenderBuffers(ID3D11DeviceContext* deviceContext)
return;
}
bool ModelClass::LoadTextures(ID3D11Device* device, ID3D11DeviceContext* deviceContext, char* filename1, char* filename2, char* filename3)
{
bool result;
@ -302,6 +308,128 @@ bool ModelClass::LoadModel(char* filename)
return true;
}
void ModelClass::CalculateModelVectors()
{
int faceCount, i, index;
TempVertexType vertex1, vertex2, vertex3;
VectorType tangent, binormal;
// Calculate the number of faces in the model.
faceCount = m_vertexCount / 3;
// Initialize the index to the model data.
index = 0;
// Go through all the faces and calculate the the tangent and binormal vectors.
for (i = 0; i < faceCount; i++)
{
// Get the three vertices for this face from the model.
vertex1.x = m_model[index].x;
vertex1.y = m_model[index].y;
vertex1.z = m_model[index].z;
vertex1.tu = m_model[index].tu;
vertex1.tv = m_model[index].tv;
index++;
vertex2.x = m_model[index].x;
vertex2.y = m_model[index].y;
vertex2.z = m_model[index].z;
vertex2.tu = m_model[index].tu;
vertex2.tv = m_model[index].tv;
index++;
vertex3.x = m_model[index].x;
vertex3.y = m_model[index].y;
vertex3.z = m_model[index].z;
vertex3.tu = m_model[index].tu;
vertex3.tv = m_model[index].tv;
index++;
// Calculate the tangent and binormal of that face.
CalculateTangentBinormal(vertex1, vertex2, vertex3, tangent, binormal);
// Store the tangent and binormal for this face back in the model structure.
m_model[index - 1].tx = tangent.x;
m_model[index - 1].ty = tangent.y;
m_model[index - 1].tz = tangent.z;
m_model[index - 1].bx = binormal.x;
m_model[index - 1].by = binormal.y;
m_model[index - 1].bz = binormal.z;
m_model[index - 2].tx = tangent.x;
m_model[index - 2].ty = tangent.y;
m_model[index - 2].tz = tangent.z;
m_model[index - 2].bx = binormal.x;
m_model[index - 2].by = binormal.y;
m_model[index - 2].bz = binormal.z;
m_model[index - 3].tx = tangent.x;
m_model[index - 3].ty = tangent.y;
m_model[index - 3].tz = tangent.z;
m_model[index - 3].bx = binormal.x;
m_model[index - 3].by = binormal.y;
m_model[index - 3].bz = binormal.z;
}
return;
}
void ModelClass::CalculateTangentBinormal(TempVertexType vertex1, TempVertexType vertex2, TempVertexType vertex3, VectorType& tangent, VectorType& binormal)
{
float vector1[3], vector2[3];
float tuVector[2], tvVector[2];
float den;
float length;
// Calculate the two vectors for this face.
vector1[0] = vertex2.x - vertex1.x;
vector1[1] = vertex2.y - vertex1.y;
vector1[2] = vertex2.z - vertex1.z;
vector2[0] = vertex3.x - vertex1.x;
vector2[1] = vertex3.y - vertex1.y;
vector2[2] = vertex3.z - vertex1.z;
// Calculate the tu and tv texture space vectors.
tuVector[0] = vertex2.tu - vertex1.tu;
tvVector[0] = vertex2.tv - vertex1.tv;
tuVector[1] = vertex3.tu - vertex1.tu;
tvVector[1] = vertex3.tv - vertex1.tv;
// Calculate the denominator of the tangent/binormal equation.
den = 1.0f / (tuVector[0] * tvVector[1] - tuVector[1] * tvVector[0]);
// Calculate the cross products and multiply by the coefficient to get the tangent and binormal.
tangent.x = (tvVector[1] * vector1[0] - tvVector[0] * vector2[0]) * den;
tangent.y = (tvVector[1] * vector1[1] - tvVector[0] * vector2[1]) * den;
tangent.z = (tvVector[1] * vector1[2] - tvVector[0] * vector2[2]) * den;
binormal.x = (tuVector[0] * vector2[0] - tuVector[1] * vector1[0]) * den;
binormal.y = (tuVector[0] * vector2[1] - tuVector[1] * vector1[1]) * den;
binormal.z = (tuVector[0] * vector2[2] - tuVector[1] * vector1[2]) * den;
// Calculate the length of this normal.
length = sqrt((tangent.x * tangent.x) + (tangent.y * tangent.y) + (tangent.z * tangent.z));
// Normalize the normal and then store it
tangent.x = tangent.x / length;
tangent.y = tangent.y / length;
tangent.z = tangent.z / length;
// Calculate the length of this normal.
length = sqrt((binormal.x * binormal.x) + (binormal.y * binormal.y) + (binormal.z * binormal.z));
// Normalize the normal and then store it
binormal.x = binormal.x / length;
binormal.y = binormal.y / length;
binormal.z = binormal.z / length;
return;
}
void ModelClass::ReleaseModel()
{
if (m_model)

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@ -32,6 +32,8 @@ private:
XMFLOAT3 position;
XMFLOAT2 texture;
XMFLOAT3 normal;
XMFLOAT3 tangent;
XMFLOAT3 binormal;
};
struct ModelType
@ -39,6 +41,8 @@ private:
float x, y, z;
float tu, tv;
float nx, ny, nz;
float tx, ty, tz;
float bx, by, bz;
};
struct Vertex {
@ -53,6 +57,18 @@ private:
float nx, ny, nz;
};
struct TempVertexType
{
float x, y, z;
float tu, tv;
float nx, ny, nz;
};
struct VectorType
{
float x, y, z;
};
struct Face {
int v1, v2, v3;
int t1, t2, t3;
@ -81,6 +97,9 @@ private:
bool LoadModel(char*);
void ReleaseModel();
void CalculateModelVectors();
void CalculateTangentBinormal(TempVertexType, TempVertexType, TempVertexType, VectorType&, VectorType&);
private:
ID3D11Buffer* m_vertexBuffer, * m_indexBuffer;
int m_vertexCount, m_indexCount;

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71
enginecustom/normalmap.ps Normal file
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@ -0,0 +1,71 @@
/////////////
// GLOBALS //
/////////////
Texture2D shaderTexture1 : register(t0);
Texture2D shaderTexture2 : register(t1);
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;
float3 tangent : TANGENT;
float3 binormal : BINORMAL;
};
////////////////////////////////////////////////////////////////////////////////
// Pixel Shader
////////////////////////////////////////////////////////////////////////////////
float4 NormalMapPixelShader(PixelInputType input) : SV_TARGET
{
float4 textureColor;
float4 bumpMap;
float3 bumpNormal;
float3 lightDir;
float lightIntensity;
float4 color;
// Sample the pixel color from the color texture at this location.
textureColor = shaderTexture1.Sample(SampleType, input.tex);
// Sample the pixel from the normal map.
bumpMap = shaderTexture2.Sample(SampleType, input.tex);
// Expand the range of the normal value from (0, +1) to (-1, +1).
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
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@ -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;
}

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@ -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;
}

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#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