diff --git a/enginecustom/applicationclass.cpp b/enginecustom/applicationclass.cpp
index 06c2289..d8c8f81 100644
--- a/enginecustom/applicationclass.cpp
+++ b/enginecustom/applicationclass.cpp
@@ -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;
}
diff --git a/enginecustom/applicationclass.h b/enginecustom/applicationclass.h
index 906c1b5..90f5d47 100644
--- a/enginecustom/applicationclass.h
+++ b/enginecustom/applicationclass.h
@@ -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
diff --git a/enginecustom/enginecustom.vcxproj b/enginecustom/enginecustom.vcxproj
index bb17b1f..ab41f30 100644
--- a/enginecustom/enginecustom.vcxproj
+++ b/enginecustom/enginecustom.vcxproj
@@ -36,6 +36,7 @@
+
@@ -59,6 +60,7 @@
+
@@ -77,6 +79,8 @@
+
+
@@ -105,6 +109,7 @@
+
diff --git a/enginecustom/enginecustom.vcxproj.filters b/enginecustom/enginecustom.vcxproj.filters
index 5fc3cd9..5d19cc1 100644
--- a/enginecustom/enginecustom.vcxproj.filters
+++ b/enginecustom/enginecustom.vcxproj.filters
@@ -93,6 +93,9 @@
Fichiers sources
+
+ Fichiers sources
+
@@ -158,6 +161,9 @@
Fichiers d%27en-tĂȘte
+
+ Fichiers d%27en-tĂȘte
+
@@ -184,6 +190,9 @@
assets
+
+ assets
+
@@ -229,6 +238,12 @@
texture
+
+ shader
+
+
+ shader
+
diff --git a/enginecustom/modelclass.cpp b/enginecustom/modelclass.cpp
index 122183e..ff2f5ce 100644
--- a/enginecustom/modelclass.cpp
+++ b/enginecustom/modelclass.cpp
@@ -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)
diff --git a/enginecustom/modelclass.h b/enginecustom/modelclass.h
index fb2450a..7116f9d 100644
--- a/enginecustom/modelclass.h
+++ b/enginecustom/modelclass.h
@@ -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;
diff --git a/enginecustom/normal01.tga b/enginecustom/normal01.tga
new file mode 100644
index 0000000..dbcd466
Binary files /dev/null and b/enginecustom/normal01.tga differ
diff --git a/enginecustom/normalmap.ps b/enginecustom/normalmap.ps
new file mode 100644
index 0000000..1b6ecc3
--- /dev/null
+++ b/enginecustom/normalmap.ps
@@ -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;
+}
\ No newline at end of file
diff --git a/enginecustom/normalmap.vs b/enginecustom/normalmap.vs
new file mode 100644
index 0000000..4a16cd2
--- /dev/null
+++ b/enginecustom/normalmap.vs
@@ -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;
+}
\ No newline at end of file
diff --git a/enginecustom/normalmapshaderclass.cpp b/enginecustom/normalmapshaderclass.cpp
new file mode 100644
index 0000000..dbd365c
--- /dev/null
+++ b/enginecustom/normalmapshaderclass.cpp
@@ -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;
+}
\ No newline at end of file
diff --git a/enginecustom/normalmapshaderclass.h b/enginecustom/normalmapshaderclass.h
new file mode 100644
index 0000000..76dec19
--- /dev/null
+++ b/enginecustom/normalmapshaderclass.h
@@ -0,0 +1,62 @@
+#ifndef _NORMALMAPSHADERCLASS_H_
+#define _NORMALMAPSHADERCLASS_H_
+
+
+//////////////
+// INCLUDES //
+//////////////
+#include
+#include
+#include
+#include
+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
\ No newline at end of file