Merge Main into ImGui-V2

This commit is contained in:
CatChow0 2024-04-10 09:19:28 +02:00
commit ae2e311bdb
21 changed files with 1260 additions and 251 deletions

106
README.md
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@ -1,29 +1,105 @@
# Khaotic Engine - C++ Custom Engine
# Khaotic Engine - C++ Custom Engine
Khaotic Engine est un moteur de rendu fait en **C++** réalisé par une petite équipe dans le but d'apprendre à utiliser les API de rendu (OpenGL,DirectX 11/12 et Vulkan).
Khaotic Engine est un moteur de rendu fait en c++ réalisé par une petite équipe dans le but d'apprendre a utilisé les API de rendu (OpenGL,DirectX 11/12 et Vulkan).
Ce moteur est basé sur DirectX11 utilise ImGui avec une couche d'abstraction pour permetre son usage avec d'autre API.
Ce moteur est basé sur **DirectX11** utilise **ImGui** avec une couche d'abstraction pour permetre son usage avec d'autres API.
---
Khaotic Engine is a rendering engine made in C++ by a small team with the aim of learning how to use rendering APIs (OpenGL, DirectX 11/12 and Vulkan).
Khaotic Engine is a rendering engine made in **C++** by a small team with the aim of learning how to use rendering APIs (OpenGL, DirectX 11/12 and Vulkan).
This DirectX11-based engine uses ImGui with an abstraction layer to enable its use with other APIs.
This **DirectX11** based engine uses **ImGui** with an abstraction layer to enable its use with other APIs.
## Installation
**Par la solution + Debogueur :**
1. Télécharger la branche Main
2. Dezip le Zip
3. Ouvrir le fichier en .sln
4. Lancer le déboguage
----
**From solution + Debugger**
1. Download the Main branch
2. Unzip the Zip file
3. Open the .sln flie
4. Launch the debugger
## Demo
## Shaders list:
Insert gif or link to demo
- **Diffuse Lighting**
- **Ambiant Lighting**
- **Specular Lighting**
- **Alpha Mapping**
- **Normal Mapping**
- **Specular Mapping**
- **Clipping Planes**
- **Texture Translation**
- **Transparency**
*Plus de shaders seront disponibles dans le futur*
---
*More shaders will be added in the future*
## ImGui:
*Cette partie du moteur est encore en développement, d'autres fonctionnalitées seront ajoutées dans le futur*
La librairie ImGui est utilisée afin d'interragir avec les éléments du moteur comme les objets.
### Fonctionnalitées:
- Importer des objets 3D sous format **.obj**
- Ajout d'un cube à la scène
- Modifier les propriétées d'un objet (Position, Rotation, Taille)
- Modifier les objets présents dans la scène
- Création d'un terrain
- Modifier les propriétées des lumières (Position, Couleur RVB)
----
*This part of the engine is still in developpement, other features will be added in the future*
ImGui is used here to allow interraction between the user and the objects in the scene.
### Features:
- Import 3D objects with the **.obj** format
- Can add a cube tu the scne
- Edit an object prorpieties (Position, Rotation, Scale)
- Edit objects in the current scene
- Terrain generation
- Edit lights proprieties (Position, RGB Color)
## Demo :
[![Demo Video](https://img.youtube.com/vi/qCOCTyB_97c/0.jpg)](https://www.youtube.com/watch?v=qCOCTyB_97c)
## Engine Build by :
- [@CatChow0](https://github.com/CatChow0)
- [@miragefr0st](https://github.com/miragefr0st)
- [@StratiX0](https://github.com/StratiX0)
- [@Kagutsuchi84](https://github.com/Mattys8423)
- [@Harpie94](https://github.com/Harpie94)
- [@axelpicou](https://github.com/axelpicou)
- [@GolfOcean334](https://github.com/GolfOcean334)
[](https://github.com/GamingCampus-AdrienBourgois/khaotic-engine?tab=readme-ov-file#engine-build-by-)
- [@CatChow0](https://github.com/CatChow0)
- [@miragefr0st](https://github.com/miragefr0st)
- [@StratiX0](https://github.com/StratiX0)
- [@Kagutsuchi84](https://github.com/Mattys8423)
- [@Harpie94](https://github.com/Harpie94)
- [@axelpicou](https://github.com/axelpicou)
- [@GolfOcean334](https://github.com/GolfOcean334)
- [@sutabasuto](https://github.com/sutabasuto)

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@ -1,7 +1,3 @@
////////////////////////////////////////////////////////////////////////////////
// Filename: light.vs
////////////////////////////////////////////////////////////////////////////////
/////////////
// DEFINES //
/////////////

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@ -3,12 +3,9 @@
ApplicationClass::ApplicationClass()
{
m_Direct3D = 0;
m_Camera = 0;
m_MultiTextureShader = 0;
m_AlphaMapShader = 0;
m_Camera = 0;
m_Model = 0;
m_LightShader = 0;
m_LightMapShader = 0;
m_Light = 0;
m_TextureShader = 0;
m_Bitmap = 0;
@ -19,8 +16,7 @@ ApplicationClass::ApplicationClass()
m_Font = 0;
m_Fps = 0;
m_FpsString = 0;
m_NormalMapShader = 0;
m_SpecMapShader = 0;
m_ShaderManager = 0;
m_RenderCountString = 0;
m_ModelList = 0;
m_Position = 0;
@ -43,7 +39,7 @@ ApplicationClass::~ApplicationClass()
bool ApplicationClass::Initialize(int screenWidth, int screenHeight, HWND hwnd)
{
char mouseString1[32], mouseString2[32], mouseString3[32];
char modelFilename[128], textureFilename1[128], textureFilename2[128], textureFilename3[128], renderString[32];
char modelFilename[128], textureFilename1[128], textureFilename2[128], textureFilename3[128], textureFilename4[128], textureFilename5[128], textureFilename6[128], renderString[32];
char bitmapFilename[128];
char spriteFilename[128];
char fpsString[32];
@ -79,26 +75,6 @@ bool ApplicationClass::Initialize(int screenWidth, int screenHeight, HWND hwnd)
m_Camera->Render();
m_Camera->GetViewMatrix(m_baseViewMatrix);
// Create and initialize the specular map shader object.
m_SpecMapShader = new SpecMapShaderClass;
result = m_SpecMapShader->Initialize(m_Direct3D->GetDevice(), hwnd);
if (!result)
{
MessageBox(hwnd, L"Could not initialize the specular map shader object.", L"Error", MB_OK);
return false;
}
// 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;
@ -128,6 +104,7 @@ bool ApplicationClass::Initialize(int screenWidth, int screenHeight, HWND hwnd)
return false;
}
// Create and initialize the render to texture object.
m_RenderTexture = new RenderTextureClass;
@ -197,36 +174,28 @@ bool ApplicationClass::Initialize(int screenWidth, int screenHeight, HWND hwnd)
return false;
}
// Create and initialize the multitexture shader object.
m_MultiTextureShader = new MultiTextureShaderClass;
result = m_MultiTextureShader->Initialize(m_Direct3D->GetDevice(), hwnd);
if (!result)
{
MessageBox(hwnd, L"Could not initialize the multitexture shader object.", L"Error", MB_OK);
return false;
}
// Set the file name of the model.
strcpy_s(modelFilename, "cube.txt");
// Set the file name of the textures.
strcpy_s(textureFilename1, "stone01.tga");
strcpy_s(textureFilename2, "normal01.tga");
strcpy_s(textureFilename3, "alpha01.tga");
// A FAIRE: Ajouter une nouvelle texture pour le multitexturing
strcpy_s(textureFilename3, "spec02.tga");
strcpy_s(textureFilename4, "alpha01.tga");
strcpy_s(textureFilename5, "light01.tga");
strcpy_s(textureFilename6, "moss01.tga");
// Create and initialize the model object.
m_Model = new ModelClass;
result = m_Model->Initialize(m_Direct3D->GetDevice(), m_Direct3D->GetDeviceContext(), modelFilename, textureFilename1, textureFilename2, textureFilename3);
result = m_Model->Initialize(m_Direct3D->GetDevice(), m_Direct3D->GetDeviceContext(), modelFilename, textureFilename1, textureFilename2, textureFilename3, textureFilename4,
textureFilename5, textureFilename6);
if (!result)
{
MessageBox(hwnd, L"Could not initialize the model object.", L"Error", MB_OK);
return false;
}
// Create and initialize the light shader object.
m_LightShader = new LightShaderClass;
@ -241,7 +210,7 @@ bool ApplicationClass::Initialize(int screenWidth, int screenHeight, HWND hwnd)
m_Light = new LightClass;
m_Light->SetDiffuseColor(1.0f, 1.0f, 1.0f, 1.0f);
m_Light->SetDirection(0.0f, 0.0f, 1.0f);
m_Light->SetDirection(0.0f, 0.0f, -1.0f);
m_Light->SetSpecularColor(1.0f, 1.0f, 1.0f, 1.0f);
m_Light->SetSpecularPower(16.0f);
@ -251,42 +220,46 @@ bool ApplicationClass::Initialize(int screenWidth, int screenHeight, HWND hwnd)
// Create and initialize the light objects array.
m_Lights.resize(m_numLights);
// Définissez manuellement la couleur et la position de chaque lumière.
m_Lights[0] = new LightClass;
m_Lights[0]->SetDiffuseColor(1.0f, 0.0f, 0.0f, 1.0f); // Rouge
m_Lights[0]->SetPosition(-3.0f, 1.0f, 3.0f);
m_Lights[0]->SetDiffuseColor(1.0f, 1.0f, 1.0f, 1.0f); // White
m_Lights[0]->SetDirection(0.0f, 0.0f, -1.0f);
m_Lights[0]->SetSpecularColor(1.0f, 1.0f, 1.0f, 1.0f);
m_Lights[0]->SetSpecularPower(16.0f);
m_Lights[0]->SetPosition(0.0f, 0.0f, 6.0f);
// Manually set the color and position of each light.
m_Lights[1] = new LightClass;
m_Lights[1]->SetDiffuseColor(0.0f, 1.0f, 0.0f, 1.0f); // Vert
m_Lights[1]->SetPosition(3.0f, 1.0f, 3.0f);
m_Lights[1]->SetDiffuseColor(1.0f, 0.0f, 0.0f, 1.0f); // Red
m_Lights[1]->SetDirection(0.0f, 0.0f, 1.0f);
m_Lights[1]->SetSpecularColor(1.0f, 0.0f, 0.0f, 1.0f);
m_Lights[1]->SetSpecularPower(16.0f);
m_Lights[1]->SetPosition(0.0f, 0.0f, 6.0f);
m_Lights[2] = new LightClass;
m_Lights[2]->SetDiffuseColor(0.0f, 0.0f, 1.0f, 1.0f); // Bleu
m_Lights[2]->SetPosition(-3.0f, 1.0f, -3.0f);
m_Lights[2]->SetDiffuseColor(0.0f, 1.0f, 0.0f, 1.0f); // Green
m_Lights[2]->SetDirection(0.0f, 0.0f, 1.0f);
m_Lights[2]->SetSpecularColor(0.0f, 1.0f, 0.0f, 1.0f);
m_Lights[2]->SetSpecularPower(16.0f);
m_Lights[2]->SetPosition(0.0f, 0.0f, 6.0f);
m_Lights[3] = new LightClass;
m_Lights[3]->SetDiffuseColor(1.0f, 1.0f, 1.0f, 1.0f); // Blanc
m_Lights[3]->SetPosition(3.0f, 1.0f, -3.0f);
m_Lights[3]->SetDiffuseColor(0.0f, 0.0f, 1.0f, 1.0f); // Blue
m_Lights[3]->SetDirection(0.0f, 0.0f, 1.0f);
m_Lights[3]->SetSpecularColor(0.0f, 0.0f, 1.0f, 1.0f);
m_Lights[3]->SetSpecularPower(16.0f);
m_Lights[3]->SetPosition(0.0f, 0.0f, 6.0f);
// Create and initialize the light map shader object.
m_LightMapShader = new LightMapShaderClass;
// Create and initialize the normal map shader object.
m_ShaderManager = new ShaderManagerClass;
result = m_LightMapShader->Initialize(m_Direct3D->GetDevice(), hwnd);
result = m_ShaderManager->Initialize(m_Direct3D->GetDevice(), hwnd);
if (!result)
{
MessageBox(hwnd, L"Could not initialize the light map shader object.", L"Error", MB_OK);
return false;
}
// Create and initialize the alpha map shader object.
m_AlphaMapShader = new AlphaMapShaderClass;
result = m_AlphaMapShader->Initialize(m_Direct3D->GetDevice(), hwnd);
if (!result)
{
MessageBox(hwnd, L"Could not initialize the alpha map shader object.", L"Error", MB_OK);
return false;
}
// Create and initialize the font shader object.
m_FontShader = new FontShaderClass;
@ -362,6 +335,14 @@ bool ApplicationClass::Initialize(int screenWidth, int screenHeight, HWND hwnd)
void ApplicationClass::Shutdown()
{
// Release the shader manager object.
if (m_ShaderManager)
{
m_ShaderManager->Shutdown();
delete m_ShaderManager;
m_ShaderManager = 0;
}
// Release the frustum class object.
if (m_Frustum)
{
@ -457,11 +438,20 @@ void ApplicationClass::Shutdown()
m_Sprite = 0;
}
// Supprimez tous les objets de lumière.
for (int i = 0; i < m_Lights.size(); i++)
for (auto light : m_Lights)
{
delete m_Lights[i];
m_Lights[i] = 0;
if (light)
{
delete light;
light = 0;
}
}
// Release the light object.
if (m_Light)
{
delete m_Light;
m_Light = 0;
}
// Release the light shader object.
@ -472,91 +462,12 @@ void ApplicationClass::Shutdown()
m_LightShader = 0;
}
// Release the specular map shader object.
if (m_SpecMapShader)
// Release the model object.
if (m_Model)
{
m_SpecMapShader->Shutdown();
delete m_SpecMapShader;
m_SpecMapShader = 0;
}
// Release the normal map shader object.
if (m_NormalMapShader)
{
m_NormalMapShader->Shutdown();
delete m_NormalMapShader;
m_NormalMapShader = 0;
}
// Liberez la memoire pour chaque cube
for (auto cube : m_cubes)
{
cube->Shutdown();
delete cube;
}
m_cubes.clear();
// Liberez la memoire pour chaque cube du terrain
for (auto cube : m_terrainChunk)
{
cube->Shutdown();
delete cube;
}
m_terrainChunk.clear();
for (auto object : m_object)
{
object->Shutdown();
delete object;
}
m_object.clear();
// Release the multitexture shader object.
if (m_MultiTextureShader)
{
m_MultiTextureShader->Shutdown();
delete m_MultiTextureShader;
m_MultiTextureShader = 0;
// Release the bitmap object.
if (m_Bitmap)
{
m_Bitmap->Shutdown();
delete m_Bitmap;
m_Bitmap = 0;
}
// Release the texture shader object.
if (m_TextureShader)
{
m_TextureShader->Shutdown();
delete m_TextureShader;
m_TextureShader = 0;
}
// Release the camera object.
if (m_Camera)
{
delete m_Camera;
m_Camera = 0;
}
// Release the D3D object.
if (m_Direct3D)
{
m_Direct3D->Shutdown();
delete m_Direct3D;
m_Direct3D = 0;
}
return;
}
// Release the alpha map shader object.
if (m_AlphaMapShader)
{
m_AlphaMapShader->Shutdown();
delete m_AlphaMapShader;
m_AlphaMapShader = 0;
m_Model->Shutdown();
delete m_Model;
m_Model = 0;
}
}
@ -566,15 +477,16 @@ bool ApplicationClass::Frame(InputClass* Input)
int mouseX, mouseY, currentMouseX, currentMouseY;
bool result, leftMouseDown, rightMouseDown, keyDown, buttonQ, buttonD, buttonZ, buttonS, buttonA, buttonE;
float rotationY, rotationX, positionX, positionY, positionZ;
static float textureTranslation = 0.0f;
float frameTime;
static int lastMouseX = 0, lastMouseY = 0;
static float rotation = 360.0f;
static float x = 6.f;
static float y = 3.f;
static float z = 0.f;
static float x = 0.f;
static float y = 0.f;
static float z = -8.f;
// Update the system stats.
m_Timer->Frame();
@ -636,7 +548,7 @@ bool ApplicationClass::Frame(InputClass* Input)
m_Camera->Render();
// Render the graphics scene.
result = Render(rotation, x, y, z);
result = Render(rotation, x, y, z, textureTranslation);
if (!result)
{
return false;
@ -656,13 +568,13 @@ bool ApplicationClass::Frame(InputClass* Input)
rotation += 360.0f;
}
// Update the x position variable each frame.
x -= 0.0174532925f * 0.6f;
//// Update the x position variable each frame.
//x -= 0.0174532925f * 0.6f;
y -= 0.0174532925f * 0.2f;
//y -= 0.0174532925f * 0.2f;
// Update the z position variable each frame.
z -= 0.0174532925f * 0.2f;
//// Update the z position variable each frame.
//z -= 0.0174532925f * 0.2f;
// Render the scene to a render texture.
result = RenderSceneToTexture(rotation);
@ -681,6 +593,24 @@ bool ApplicationClass::Frame(InputClass* Input)
// Update the sprite object using the frame time.
m_Sprite->Update(frameTime);
// Increment the texture translation.
textureTranslation += 0.01f;
if (textureTranslation > 1.0f)
{
textureTranslation -= 1.0f;
}
/////////////////////////////
// C en commentaire pcl kc //
/////////////////////////////
//// Render the graphics scene.
//result = Render(rotation, x, y, z, textureTranslation);
//if (!result)
//{
// return false;
//}
return true;
}
@ -720,19 +650,24 @@ bool ApplicationClass::RenderSceneToTexture(float rotation)
return true;
}
bool ApplicationClass::Render(float rotation, float x, float y, float z)
bool ApplicationClass::Render(float rotation, float x, float y, float z, float textureTranslation)
{
XMMATRIX worldMatrix, viewMatrix, orthoMatrix, projectionMatrix, rotateMatrix, translateMatrix, scaleMatrix, srMatrix;
float positionX, positionY, positionZ, radius;
XMFLOAT4 diffuseColor[4], lightPosition[4];
int modelCount, renderCount, i;
bool result, renderModel;
float blendAmount;
// Set the blending amount to 10%.
blendAmount = 0.1f;
// Clear the buffers to begin the scene.
m_Direct3D->BeginScene(0.0f, 0.0f, 0.0f, 1.0f);
// Generate the view matrix based on the camera's position.
m_Camera->Render();
// Get the world, view, and projection matrices from the camera and d3d objects.
m_Direct3D->GetWorldMatrix(worldMatrix);
@ -1014,6 +949,117 @@ bool ApplicationClass::Render(float rotation, float x, float y, float z)
//// Render the model using the multitexture shader.
//m_Model->Render(m_Direct3D->GetDeviceContext());
// Setup matrices.
rotateMatrix = XMMatrixRotationY(rotation);
translateMatrix = XMMatrixTranslation(-5.0f, 1.0f, -20.0f);
worldMatrix = XMMatrixMultiply(rotateMatrix, translateMatrix);
// Render the model using the alpha map shader.
m_Model->Render(m_Direct3D->GetDeviceContext());
result = m_ShaderManager->RenderAlphaMapShader(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix,
m_Model->GetTexture(0), m_Model->GetTexture(5), m_Model->GetTexture(3));
if (!result)
{
return false;
}
// Setup matrices.
rotateMatrix = XMMatrixRotationY(rotation);
translateMatrix = XMMatrixTranslation(-5.0f, -5.0f, -20.0f);
worldMatrix = XMMatrixMultiply(rotateMatrix, translateMatrix);
// Render the model using the texture shader.
m_Model->Render(m_Direct3D->GetDeviceContext());
result = m_ShaderManager->RenderTextureShader(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix,
m_Model->GetTexture(0));
if (!result)
{
return false;
}
// Setup matrices.
rotateMatrix = XMMatrixRotationY(rotation);
translateMatrix = XMMatrixTranslation(0.0f, 1.0f, -20.0f);
worldMatrix = XMMatrixMultiply(rotateMatrix, translateMatrix);
// Render the model using the render map shader.
m_Model->Render(m_Direct3D->GetDeviceContext());
result = m_ShaderManager->RenderNormalMapShader(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix,
m_Model->GetTexture(0), m_Model->GetTexture(1), m_Lights[0]->GetDirection(), m_Lights[0]->GetDiffuseColor());
if (!result)
{
return false;
}
// Setup matrices.
rotateMatrix = XMMatrixRotationY(rotation);
translateMatrix = XMMatrixTranslation(0.0f, -2.0f, -20.0f);
worldMatrix = XMMatrixMultiply(rotateMatrix, translateMatrix);
// Render the model using the multitexture shader.
m_Model->Render(m_Direct3D->GetDeviceContext());
result = m_ShaderManager->RenderMultitextureShader(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix,
m_Model->GetTexture(0), m_Model->GetTexture(5));
if (!result)
{
return false;
}
// Setup matrices.
rotateMatrix = XMMatrixRotationY(rotation);
translateMatrix = XMMatrixTranslation(0.0f, -5.0f, -20.0f);
worldMatrix = XMMatrixMultiply(rotateMatrix, translateMatrix);
// Render the model using the translate shader.
m_Model->Render(m_Direct3D->GetDeviceContext());
result = m_ShaderManager->RenderTranslateShader(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix,
m_Model->GetTexture(0), textureTranslation);
if (!result)
{
return false;
}
// Setup matrices.
rotateMatrix = XMMatrixRotationY(rotation);
translateMatrix = XMMatrixTranslation(-5.0f, -2.0f, -20.0f);
worldMatrix = XMMatrixMultiply(rotateMatrix, translateMatrix);
// Render the model using the specular map shader.
m_Model->Render(m_Direct3D->GetDeviceContext());
result = m_ShaderManager->RenderSpecMapShader(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix,
m_Model->GetTexture(0), m_Model->GetTexture(1), m_Model->GetTexture(2), m_Lights[0]->GetDirection(), m_Lights[0]->GetDiffuseColor(),
m_Camera->GetPosition(), m_Lights[0]->GetSpecularColor(), m_Lights[0]->GetSpecularPower());
if (!result)
{
return false;
}
// Setup matrices.
rotateMatrix = XMMatrixRotationY(rotation);
translateMatrix = XMMatrixTranslation(-10.0f, -5.0f, -20.0f);
worldMatrix = XMMatrixMultiply(rotateMatrix, translateMatrix);
// Render the model using the transparent shader.
m_Model->Render(m_Direct3D->GetDeviceContext());
result = m_ShaderManager->RenderTransparentShader(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix, m_Model->GetTexture(0), blendAmount);
if (!result)
{
return false;
}
// Turn off alpha blending.
m_Direct3D->DisableAlphaBlending();
// Lighting, utilise plusieurs lights donc Multiple Points Lighting
//result = m_LightShader->Render(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix, m_Model->GetTexture(0),
// diffuseColor, lightPosition);
@ -1030,21 +1076,6 @@ bool ApplicationClass::Render(float rotation, float x, float y, float z)
// return false;
//}
// MultiTexturing
//result = m_MultiTextureShader->Render(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix,
// m_Model->GetTexture(0), m_Model->GetTexture(1));
//if (!result)
//{
// return false;
//}
// Alphamapping
/*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;
}*/
// Enable the Z buffer and disable alpha blending now that 2D rendering is complete.
m_Direct3D->TurnZBufferOn();
@ -1074,9 +1105,12 @@ int ApplicationClass::GetScreenHeight() const
void ApplicationClass::GenerateTerrain()
{
char modelFilename[128];
char textureFilename[128];
char textureFilename1[128];
char textureFilename2[128];
char textureFilename3[128];
char textureFilename4[128];
char textureFilename5[128];
char textureFilename6[128];
XMMATRIX scaleMatrix;
float scaleX, scaleY, scaleZ;
@ -1089,9 +1123,12 @@ void ApplicationClass::GenerateTerrain()
// Set the file name of the model.
strcpy_s(modelFilename, "plane.txt");
strcpy_s(textureFilename, "stone01.tga");
strcpy_s(textureFilename2, "moss01.tga");
strcpy_s(textureFilename3, "alpha01.tga");
strcpy_s(textureFilename1, "stone01.tga");
strcpy_s(textureFilename2, "normal01.tga");
strcpy_s(textureFilename3, "spec02.tga");
strcpy_s(textureFilename4, "alpha01.tga");
strcpy_s(textureFilename5, "light01.tga");
strcpy_s(textureFilename6, "moss01.tga");
// for loop to generate terrain chunks for a 10x10 grid
for (int i = 0; i < 10; i++)
@ -1099,7 +1136,7 @@ void ApplicationClass::GenerateTerrain()
for (int j = 0; j < 10; j++)
{
Object* newTerrain = new Object();
newTerrain->Initialize(m_Direct3D->GetDevice(), m_Direct3D->GetDeviceContext(), modelFilename, textureFilename, textureFilename2, textureFilename3);
newTerrain->Initialize(m_Direct3D->GetDevice(), m_Direct3D->GetDeviceContext(), modelFilename, textureFilename1, textureFilename2, textureFilename3, textureFilename4, textureFilename5, textureFilename6);
newTerrain->SetScaleMatrix(scaleMatrix);
@ -1115,9 +1152,12 @@ void ApplicationClass::GenerateTerrain()
void ApplicationClass::AddKobject(WCHAR* filepath)
{
char modelFilename[128];
char textureFilename[128];
char textureFilename1[128];
char textureFilename2[128];
char textureFilename3[128];
char textureFilename4[128];
char textureFilename5[128];
char textureFilename6[128];
filesystem::path p(filepath);
string filename = p.stem().string();
@ -1127,12 +1167,15 @@ void ApplicationClass::AddKobject(WCHAR* filepath)
// Set the name of the texture file that we will be loading.
strcpy_s(textureFilename, "stone01.tga");
strcpy_s(textureFilename2, "moss01.tga");
strcpy_s(textureFilename3, "alpha01.tga");
strcpy_s(textureFilename1, "stone01.tga");
strcpy_s(textureFilename2, "normal01.tga");
strcpy_s(textureFilename3, "spec02.tga");
strcpy_s(textureFilename4, "alpha01.tga");
strcpy_s(textureFilename5, "light01.tga");
strcpy_s(textureFilename6, "moss01.tga");
Object* newObject = new Object();
newObject->Initialize(m_Direct3D->GetDevice(), m_Direct3D->GetDeviceContext(), modelFilename, textureFilename, textureFilename2, textureFilename3);
newObject->Initialize(m_Direct3D->GetDevice(), m_Direct3D->GetDeviceContext(), modelFilename, textureFilename1, textureFilename2, textureFilename3, textureFilename4, textureFilename5, textureFilename6);
newObject->SetTranslateMatrix(XMMatrixTranslation(0.0f, 0.0f, 0.0f));
newObject->SetName(filename);
@ -1143,21 +1186,27 @@ void ApplicationClass::AddKobject(WCHAR* filepath)
void ApplicationClass::AddCube()
{
char modelFilename[128];
char textureFilename[128];
char textureFilename1[128];
char textureFilename2[128];
char textureFilename3[128];
char textureFilename4[128];
char textureFilename5[128];
char textureFilename6[128];
// Set the file name of the model.
strcpy_s(modelFilename, "cube.txt");
// Set the name of the texture file that we will be loading.
strcpy_s(textureFilename, "stone01.tga");
strcpy_s(textureFilename2, "moss01.tga");
strcpy_s(textureFilename3, "alpha01.tga");
strcpy_s(textureFilename1, "stone01.tga");
strcpy_s(textureFilename2, "normal01.tga");
strcpy_s(textureFilename3, "spec02.tga");
strcpy_s(textureFilename4, "alpha01.tga");
strcpy_s(textureFilename5, "light01.tga");
strcpy_s(textureFilename6, "moss01.tga");
static int cubeCount = 0;
float position = cubeCount * 2.0f;
Object* newCube = new Object();
newCube->Initialize(m_Direct3D->GetDevice(), m_Direct3D->GetDeviceContext(), modelFilename, textureFilename, textureFilename2, textureFilename3);
newCube->Initialize(m_Direct3D->GetDevice(), m_Direct3D->GetDeviceContext(), modelFilename, textureFilename1, textureFilename2, textureFilename3, textureFilename4, textureFilename5, textureFilename6);
newCube->SetTranslateMatrix(XMMatrixTranslation(position, 0.0f, 0.0f));

View File

@ -14,26 +14,24 @@
#include <filesystem>
#include "lightmapshaderclass.h"
#include "multitextureshaderclass.h"
#include "alphamapshaderclass.h"
#include "bitmapclass.h"
#include "textureshaderclass.h"
#include "spriteclass.h"
#include "textureshaderclass.h"
#include "timerclass.h"
#include "fontshaderclass.h"
#include "fontclass.h"
#include "textclass.h"
#include "fpsclass.h"
#include "inputclass.h"
#include "normalmapshaderclass.h"
#include "specmapshaderclass.h"
#include "shadermanagerclass.h"
#include "modellistclass.h"
#include "positionclass.h"
#include "frustumclass.h"
#include "rendertextureclass.h"
#include "displayplaneclass.h"
#include "translateshaderclass.h"
#include "reflectionshaderclass.h"
#include "transparentshaderclass.h"
/////////////
@ -89,7 +87,7 @@ public:
std::vector<LightClass*> GetLights() const { return m_Lights; };
private:
bool Render(float, float, float, float);
bool Render(float, float, float, float, float);
bool UpdateMouseStrings(int, int, bool);
bool UpdateFps();
bool UpdateRenderCountString(int);
@ -104,6 +102,9 @@ private :
D3DClass* m_Direct3D;
IDXGISwapChain* m_swapChain;
ModelClass* m_Model;
TextureShaderClass* m_TextureShader;
/*TransparentShaderClass* m_TransparentShader;*/
ShaderManagerClass* m_ShaderManager;
ModelListClass* m_ModelList;
// ------------------------------------- //
@ -142,13 +143,7 @@ private :
LightShaderClass* m_LightShader;
LightMapShaderClass* m_LightMapShader;
MultiTextureShaderClass* m_MultiTextureShader;
AlphaMapShaderClass* m_AlphaMapShader;
TextureShaderClass* m_TextureShader;
FontShaderClass* m_FontShader;
NormalMapShaderClass* m_NormalMapShader;
SpecMapShaderClass* m_SpecMapShader;
TranslateShaderClass* m_TranslateShader;
ReflectionShaderClass* m_ReflectionShader;
BitmapClass* m_Bitmap;
@ -165,7 +160,6 @@ private :
FpsClass* m_Fps;
TextClass* m_FpsString;
int m_previousFps;
};
#endif

View File

@ -48,6 +48,7 @@
<ClCompile Include="modellistclass.cpp" />
<ClCompile Include="Multitextureshaderclass.cpp" />
<ClCompile Include="normalmapshaderclass.cpp" />
<ClCompile Include="shadermanagerclass.cpp" />
<ClCompile Include="positionclass.cpp" />
<ClCompile Include="reflectionshaderclass.cpp" />
<ClCompile Include="rendertextureclass.cpp" />
@ -59,6 +60,7 @@
<ClCompile Include="textureshaderclass.cpp" />
<ClCompile Include="Timerclass.cpp" />
<ClCompile Include="translateshaderclass.cpp" />
<ClCompile Include="transparentshaderclass.cpp" />
</ItemGroup>
<ItemGroup>
<ClInclude Include="alphamapshaderclass.h" />
@ -90,6 +92,7 @@
<ClInclude Include="modellistclass.h" />
<ClInclude Include="Multitextureshaderclass.h" />
<ClInclude Include="normalmapshaderclass.h" />
<ClInclude Include="shadermanagerclass.h" />
<ClInclude Include="positionclass.h" />
<ClInclude Include="reflectionshaderclass.h" />
<ClInclude Include="rendertextureclass.h" />
@ -102,6 +105,7 @@
<ClInclude Include="textureshaderclass.h" />
<ClInclude Include="Timerclass.h" />
<ClInclude Include="translateshaderclass.h" />
<ClInclude Include="transparentshaderclass.h" />
</ItemGroup>
<ItemGroup>
<None Include="alphamap.ps" />
@ -127,6 +131,8 @@
</None>
<None Include="texture.ps" />
<None Include="texture.vs" />
<None Include="transparent.ps" />
<None Include="transparent.vs" />
</ItemGroup>
<ItemGroup>
<None Include="Color.ps">
@ -134,7 +140,6 @@
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">Pixel</ShaderType>
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">Pixel</ShaderType>
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|x64'">Pixel</ShaderType>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">false</ExcludedFromBuild>
<FileType>Document</FileType>
</None>
<None Include="Color.vs">
@ -142,7 +147,6 @@
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">Vertex</ShaderType>
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">Vertex</ShaderType>
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|x64'">Vertex</ShaderType>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">false</ExcludedFromBuild>
<FileType>Document</FileType>
</None>
</ItemGroup>
@ -156,6 +160,7 @@
<Image Include="moss01.tga" />
<Image Include="normal01.tga" />
<Image Include="papier.tga" />
<Image Include="spec02.tga" />
<Image Include="stone01.tga" />
<Image Include="wall.tga" />
</ItemGroup>
@ -184,7 +189,6 @@
<VCProjectVersion>17.0</VCProjectVersion>
<Keyword>Win32Proj</Keyword>
<ProjectGuid>{92cf56c4-76bb-40d4-8fe5-36c15f5f127a}</ProjectGuid>
<RootNamespace>enginecustom</RootNamespace>
<WindowsTargetPlatformVersion>10.0</WindowsTargetPlatformVersion>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />

View File

@ -156,6 +156,12 @@
<ClCompile Include="reflectionshaderclass.cpp">
<Filter>Fichiers sources</Filter>
</ClCompile>
<ClCompile Include="shadermanagerclass.cpp">
<Filter>Fichiers sources</Filter>
</ClCompile>
<ClCompile Include="transparentshaderclass.cpp">
<Filter>Fichiers sources</Filter>
</ClCompile>
</ItemGroup>
<ItemGroup>
<ClInclude Include="systemclass.h">

View File

@ -3,18 +3,20 @@ Pos=60,60
Size=400,400
[Window][Khaotic Engine]
Pos=260,25
Pos=24,182
Size=694,210
[Window][Objects]
Pos=994,39
Pos=35,13
Size=492,353
Collapsed=1
[Window][Terrain]
Pos=1039,19
Pos=1123,109
Size=418,94
Collapsed=1
[Window][Light]
Pos=185,468
Pos=58,418
Size=418,240

View File

@ -1,7 +1,3 @@
////////////////////////////////////////////////////////////////////////////////
// Filename: light.vs
////////////////////////////////////////////////////////////////////////////////
/////////////
// DEFINES //
/////////////

View File

@ -19,7 +19,8 @@ ModelClass::~ModelClass()
{
}
bool ModelClass::Initialize(ID3D11Device* device, ID3D11DeviceContext* deviceContext, char* modelFilename, char* textureFilename1, char* textureFilename2, char* textureFilename3)
bool ModelClass::Initialize(ID3D11Device* device, ID3D11DeviceContext* deviceContext, char* modelFilename, char* textureFilename1, char* textureFilename2, char* textureFilename3,
char* textureFilename4, char* textureFilename5, char* textureFilename6)
{
bool result;
@ -40,7 +41,7 @@ bool ModelClass::Initialize(ID3D11Device* device, ID3D11DeviceContext* deviceCon
return false;
}
// Load the textures for this model.
result = LoadTextures(device, deviceContext, textureFilename1, textureFilename2, textureFilename3);
result = LoadTextures(device, deviceContext, textureFilename1, textureFilename2, textureFilename3, textureFilename4, textureFilename5, textureFilename6);
if (!result)
{
return false;
@ -206,13 +207,14 @@ void ModelClass::RenderBuffers(ID3D11DeviceContext* deviceContext)
}
bool ModelClass::LoadTextures(ID3D11Device* device, ID3D11DeviceContext* deviceContext, char* filename1, char* filename2, char* filename3)
bool ModelClass::LoadTextures(ID3D11Device* device, ID3D11DeviceContext* deviceContext, char* filename1, char* filename2, char* filename3, char* filename4, char* filename5,
char* filename6)
{
bool result;
// Create and initialize the texture object array.
m_Textures = new TextureClass[3];
m_Textures = new TextureClass[6];
result = m_Textures[0].Initialize(device, deviceContext, filename1);
if (!result)
@ -232,6 +234,24 @@ bool ModelClass::LoadTextures(ID3D11Device* device, ID3D11DeviceContext* deviceC
return false;
}
result = m_Textures[3].Initialize(device, deviceContext, filename4);
if (!result)
{
return false;
}
result = m_Textures[4].Initialize(device, deviceContext, filename5);
if (!result)
{
return false;
}
result = m_Textures[5].Initialize(device, deviceContext, filename6);
if (!result)
{
return false;
}
return true;
}
@ -244,6 +264,9 @@ void ModelClass::ReleaseTextures()
m_Textures[0].Shutdown();
m_Textures[1].Shutdown();
m_Textures[2].Shutdown();
m_Textures[3].Shutdown();
m_Textures[4].Shutdown();
m_Textures[5].Shutdown();
delete[] m_Textures;
m_Textures = 0;

View File

@ -80,7 +80,7 @@ public:
ModelClass(const ModelClass&);
~ModelClass();
bool Initialize(ID3D11Device*, ID3D11DeviceContext*, char*, char*, char*, char*);
bool Initialize(ID3D11Device*, ID3D11DeviceContext*, char*, char*, char*, char*, char*, char*, char*);
void Shutdown();
void Render(ID3D11DeviceContext*);
@ -91,7 +91,7 @@ private:
bool InitializeBuffers(ID3D11Device*);
void ShutdownBuffers();
void RenderBuffers(ID3D11DeviceContext*);
bool LoadTextures(ID3D11Device*, ID3D11DeviceContext*, char*, char*, char*);
bool LoadTextures(ID3D11Device*, ID3D11DeviceContext*, char*, char*, char*, char*, char*, char*);
void ReleaseTextures();
bool LoadModel(char*);

View File

@ -1,4 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<packages>
<package id="Microsoft.Windows.CppWinRT" version="2.0.220531.1" targetFramework="native" />
</packages>

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@ -0,0 +1,262 @@
#include "shadermanagerclass.h"
ShaderManagerClass::ShaderManagerClass()
{
m_TextureShader = 0;
m_NormalMapShader = 0;
m_MultitextureShader = 0;
m_TranslateShader = 0;
m_AlphaMapShader = 0;
m_SpecMapShader = 0;
m_TransparentShader = 0;
}
ShaderManagerClass::ShaderManagerClass(const ShaderManagerClass& other)
{
}
ShaderManagerClass::~ShaderManagerClass()
{
}
bool ShaderManagerClass::Initialize(ID3D11Device* device, HWND hwnd)
{
bool result;
// Create and initialize the texture shader object.
m_TextureShader = new TextureShaderClass;
result = m_TextureShader->Initialize(device, hwnd);
if (!result)
{
return false;
}
// Create and initialize the normal map shader object.
m_NormalMapShader = new NormalMapShaderClass;
result = m_NormalMapShader->Initialize(device, hwnd);
if (!result)
{
return false;
}
// Create and initialize the multitexture shader object.
m_MultitextureShader = new MultiTextureShaderClass;
result = m_MultitextureShader->Initialize(device, hwnd);
if (!result)
{
return false;
}
// Create and initialize the translate shader object.
m_TranslateShader = new TranslateShaderClass;
result = m_TranslateShader->Initialize(device, hwnd);
if (!result)
{
return false;
}
// Create and initialize the alpha map shader object.
m_AlphaMapShader = new AlphaMapShaderClass;
result = m_AlphaMapShader->Initialize(device, hwnd);
if (!result)
{
return false;
}
// Create and initialize the specular map shader object.
m_SpecMapShader = new SpecMapShaderClass;
result = m_SpecMapShader->Initialize(device, hwnd);
if (!result)
{
return false;
}
// Create and initialize the specular map shader object.
m_TransparentShader = new TransparentShaderClass;
result = m_TransparentShader->Initialize(device, hwnd);
if (!result)
{
return false;
}
return true;
}
void ShaderManagerClass::Shutdown()
{
// Release the normal map shader object.
if (m_NormalMapShader)
{
m_NormalMapShader->Shutdown();
delete m_NormalMapShader;
m_NormalMapShader = 0;
}
// Release the texture shader object.
if (m_TextureShader)
{
m_TextureShader->Shutdown();
delete m_TextureShader;
m_TextureShader = 0;
}
// Release the multitexture shader object.
if (m_MultitextureShader)
{
m_MultitextureShader->Shutdown();
delete m_MultitextureShader;
m_MultitextureShader = 0;
}
// Release the multitexture shader object.
if (m_TranslateShader)
{
m_TranslateShader->Shutdown();
delete m_TranslateShader;
m_TranslateShader = 0;
}
// Release the alpha map shader object.
if (m_AlphaMapShader)
{
m_AlphaMapShader->Shutdown();
delete m_AlphaMapShader;
m_AlphaMapShader = 0;
}
// Release the specular map shader object.
if (m_SpecMapShader)
{
m_SpecMapShader->Shutdown();
delete m_SpecMapShader;
m_SpecMapShader = 0;
}
// Release the transparent shader object.
if (m_TransparentShader)
{
m_TransparentShader->Shutdown();
delete m_TransparentShader;
m_TransparentShader = 0;
}
return;
}
bool ShaderManagerClass::RenderTextureShader(ID3D11DeviceContext* deviceContext, int indexCount, XMMATRIX worldMatrix, XMMATRIX viewMatrix, XMMATRIX projectionMatrix,
ID3D11ShaderResourceView* texture)
{
bool result;
result = m_TextureShader->Render(deviceContext, indexCount, worldMatrix, viewMatrix, projectionMatrix, texture);
if (!result)
{
return false;
}
return true;
}
bool ShaderManagerClass::RenderNormalMapShader(ID3D11DeviceContext* deviceContext, int indexCount, XMMATRIX worldMatrix, XMMATRIX viewMatrix, XMMATRIX projectionMatrix,
ID3D11ShaderResourceView* colorTexture, ID3D11ShaderResourceView* normalTexture, XMFLOAT3 lightDirection, XMFLOAT4 diffuseColor)
{
bool result;
result = m_NormalMapShader->Render(deviceContext, indexCount, worldMatrix, viewMatrix, projectionMatrix, colorTexture, normalTexture, lightDirection, diffuseColor);
if (!result)
{
return false;
}
return true;
}
bool ShaderManagerClass::RenderMultitextureShader(ID3D11DeviceContext* deviceContext, int indexCount, XMMATRIX worldMatrix, XMMATRIX viewMatrix, XMMATRIX projectionMatrix,
ID3D11ShaderResourceView* texture1, ID3D11ShaderResourceView* texture2)
{
bool result;
result = m_MultitextureShader->Render(deviceContext, indexCount, worldMatrix, viewMatrix, projectionMatrix, texture1, texture2);
if (!result)
{
return false;
}
return true;
}
bool ShaderManagerClass::RenderTranslateShader(ID3D11DeviceContext* deviceContext, int indexCount, XMMATRIX worldMatrix, XMMATRIX viewMatrix, XMMATRIX projectionMatrix,
ID3D11ShaderResourceView* texture1, float valeur)
{
bool result;
result = m_TranslateShader->Render(deviceContext, indexCount, worldMatrix, viewMatrix, projectionMatrix, texture1, valeur);
if (!result)
{
return false;
}
return true;
}
bool ShaderManagerClass::RenderAlphaMapShader(ID3D11DeviceContext* deviceContext, int indexCount, XMMATRIX worldMatrix, XMMATRIX viewMatrix, XMMATRIX projectionMatrix,
ID3D11ShaderResourceView* texture1, ID3D11ShaderResourceView* texture2, ID3D11ShaderResourceView* texture3)
{
bool result;
result = m_AlphaMapShader->Render(deviceContext, indexCount, worldMatrix, viewMatrix, projectionMatrix, texture1, texture2, texture3);
if (!result)
{
return false;
}
return true;
}
bool ShaderManagerClass::RenderSpecMapShader(ID3D11DeviceContext* deviceContext, int indexCount, XMMATRIX worldMatrix, XMMATRIX viewMatrix, XMMATRIX projectionMatrix,
ID3D11ShaderResourceView* texture1, ID3D11ShaderResourceView* texture2, ID3D11ShaderResourceView* texture3,
XMFLOAT3 lightDirection, XMFLOAT4 diffuseColor, XMFLOAT3 cameraPosition, XMFLOAT4 specularColor, float specularPower)
{
bool result;
result = m_SpecMapShader->Render(deviceContext, indexCount, worldMatrix, viewMatrix, projectionMatrix, texture1, texture2, texture3, lightDirection,
diffuseColor, cameraPosition, specularColor, specularPower);
if (!result)
{
return false;
}
return true;
}
bool ShaderManagerClass::RenderTransparentShader(ID3D11DeviceContext* deviceContext, int indexCount, XMMATRIX worldMatrix, XMMATRIX viewMatrix, XMMATRIX projectionMatrix,
ID3D11ShaderResourceView* texture1, float blendAmount)
{
bool result;
result = m_TransparentShader->Render(deviceContext, indexCount, worldMatrix, viewMatrix, projectionMatrix, texture1, blendAmount);
if (!result)
{
return false;
}
return true;
}

View File

@ -0,0 +1,47 @@
#ifndef _SHADERMANAGERCLASS_H_
#define _SHADERMANAGERCLASS_H_
///////////////////////
// MY CLASS INCLUDES //
///////////////////////
#include "textureshaderclass.h"
#include "normalmapshaderclass.h"
#include "Multitextureshaderclass.h"
#include "translateshaderclass.h"
#include "alphamapshaderclass.h"
#include "specmapshaderclass.h"
#include "transparentshaderclass.h"
////////////////////////////////////////////////////////////////////////////////
// Class name: ShaderManagerClass
////////////////////////////////////////////////////////////////////////////////
class ShaderManagerClass
{
public:
ShaderManagerClass();
ShaderManagerClass(const ShaderManagerClass&);
~ShaderManagerClass();
bool Initialize(ID3D11Device*, HWND);
void Shutdown();
bool RenderTextureShader(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*);
bool RenderNormalMapShader(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, ID3D11ShaderResourceView*, XMFLOAT3, XMFLOAT4);
bool RenderMultitextureShader(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, ID3D11ShaderResourceView*);
bool RenderTranslateShader(ID3D11DeviceContext*,int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, float);
bool RenderAlphaMapShader(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, ID3D11ShaderResourceView*, ID3D11ShaderResourceView*);
bool RenderSpecMapShader(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, ID3D11ShaderResourceView*, ID3D11ShaderResourceView*,
XMFLOAT3, XMFLOAT4, XMFLOAT3, XMFLOAT4, float);
bool RenderTransparentShader(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, float);
private:
TextureShaderClass* m_TextureShader;
NormalMapShaderClass* m_NormalMapShader;
MultiTextureShaderClass* m_MultitextureShader;
TranslateShaderClass* m_TranslateShader;
AlphaMapShaderClass* m_AlphaMapShader;
SpecMapShaderClass* m_SpecMapShader;
TransparentShaderClass* m_TransparentShader;
};
#endif

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enginecustom/spec02.tga Normal file

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@ -8,7 +8,6 @@ TranslateShaderClass::TranslateShaderClass()
m_layout = 0;
m_matrixBuffer = 0;
m_sampleState = 0;
m_translateBuffer = 0;
}
@ -31,14 +30,14 @@ bool TranslateShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
int error;
// Set the filename of the vertex shader.
error = wcscpy_s(vsFilename, 128, L"../Engine/translate.vs");
error = wcscpy_s(vsFilename, 128, L"translate.vs");
if (error != 0)
{
return false;
}
// Set the filename of the pixel shader.
error = wcscpy_s(psFilename, 128, L"../Engine/translate.ps");
error = wcscpy_s(psFilename, 128, L"translate.ps");
if (error != 0)
{
return false;

View File

@ -55,7 +55,6 @@ private:
ID3D11InputLayout* m_layout;
ID3D11Buffer* m_matrixBuffer;
ID3D11SamplerState* m_sampleState;
ID3D11Buffer* m_translateBuffer;
};

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@ -0,0 +1,38 @@
/////////////
// GLOBALS //
/////////////
Texture2D shaderTexture : register(t0);
SamplerState SampleType : register(s0);
cbuffer TransparentBuffer
{
float blendAmount;
};
//////////////
// TYPEDEFS //
//////////////
struct PixelInputType
{
float4 position : SV_POSITION;
float2 tex : TEXCOORD0;
};
////////////////////////////////////////////////////////////////////////////////
// Pixel Shader
////////////////////////////////////////////////////////////////////////////////
float4 TransparentPixelShader(PixelInputType input) : SV_TARGET
{
float4 color;
// Sample the texture pixel at this location.
color = shaderTexture.Sample(SampleType, input.tex);
// Set the alpha value of this pixel to the blending amount to create the alpha blending effect.
color.a = blendAmount;
return color;
}

View File

@ -0,0 +1,48 @@
/////////////
// GLOBALS //
/////////////
cbuffer MatrixBuffer
{
matrix worldMatrix;
matrix viewMatrix;
matrix projectionMatrix;
};
//////////////
// TYPEDEFS //
//////////////
struct VertexInputType
{
float4 position : POSITION;
float2 tex : TEXCOORD0;
};
struct PixelInputType
{
float4 position : SV_POSITION;
float2 tex : TEXCOORD0;
};
////////////////////////////////////////////////////////////////////////////////
// Vertex Shader
////////////////////////////////////////////////////////////////////////////////
PixelInputType TransparentVertexShader(VertexInputType input)
{
PixelInputType output;
// Change the position vector to be 4 units for proper matrix calculations.
input.position.w = 1.0f;
// Calculate the position of the vertex against the world, view, and projection matrices.
output.position = mul(input.position, worldMatrix);
output.position = mul(output.position, viewMatrix);
output.position = mul(output.position, projectionMatrix);
// Store the texture coordinates for the pixel shader.
output.tex = input.tex;
return output;
}

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@ -0,0 +1,413 @@
#include "transparentshaderclass.h"
TransparentShaderClass::TransparentShaderClass()
{
m_vertexShader = 0;
m_pixelShader = 0;
m_layout = 0;
m_matrixBuffer = 0;
m_sampleState = 0;
m_transparentBuffer = 0;
}
TransparentShaderClass::TransparentShaderClass(const TransparentShaderClass& other)
{
}
TransparentShaderClass::~TransparentShaderClass()
{
}
bool TransparentShaderClass::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"transparent.vs");
if (error != 0)
{
return false;
}
// Set the filename of the pixel shader.
error = wcscpy_s(psFilename, 128, L"transparent.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 TransparentShaderClass::Shutdown()
{
// Shutdown the vertex and pixel shaders as well as the related objects.
ShutdownShader();
return;
}
bool TransparentShaderClass::Render(ID3D11DeviceContext* deviceContext, int indexCount, XMMATRIX worldMatrix, XMMATRIX viewMatrix,
XMMATRIX projectionMatrix, ID3D11ShaderResourceView* texture, float blend)
{
bool result;
// Set the shader parameters that it will use for rendering.
result = SetShaderParameters(deviceContext, worldMatrix, viewMatrix, projectionMatrix, texture, blend);
if (!result)
{
return false;
}
// Now render the prepared buffers with the shader.
RenderShader(deviceContext, indexCount);
return true;
}
bool TransparentShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR* vsFilename, WCHAR* psFilename)
{
HRESULT result;
ID3D10Blob* errorMessage;
ID3D10Blob* vertexShaderBuffer;
ID3D10Blob* pixelShaderBuffer;
D3D11_INPUT_ELEMENT_DESC polygonLayout[2];
unsigned int numElements;
D3D11_BUFFER_DESC matrixBufferDesc;
D3D11_SAMPLER_DESC samplerDesc;
D3D11_BUFFER_DESC transparentBufferDesc;
// 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, "TransparentVertexShader", "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, "TransparentPixelShader", "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;
// 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 transparent dynamic constant buffer that is in the pixel shader.
transparentBufferDesc.Usage = D3D11_USAGE_DYNAMIC;
transparentBufferDesc.ByteWidth = sizeof(TransparentBufferType);
transparentBufferDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
transparentBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
transparentBufferDesc.MiscFlags = 0;
transparentBufferDesc.StructureByteStride = 0;
// Create the constant buffer pointer so we can access the pixel shader constant buffer from within this class.
result = device->CreateBuffer(&transparentBufferDesc, NULL, &m_transparentBuffer);
if (FAILED(result))
{
return false;
}
return true;
}
void TransparentShaderClass::ShutdownShader()
{
// Release the transparent constant buffer.
if (m_transparentBuffer)
{
m_transparentBuffer->Release();
m_transparentBuffer = 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 TransparentShaderClass::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 TransparentShaderClass::SetShaderParameters(ID3D11DeviceContext* deviceContext, XMMATRIX worldMatrix, XMMATRIX viewMatrix,
XMMATRIX projectionMatrix, ID3D11ShaderResourceView* texture, float blend)
{
HRESULT result;
D3D11_MAPPED_SUBRESOURCE mappedResource;
MatrixBufferType* dataPtr;
unsigned int bufferNumber;
TransparentBufferType* 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 resource in the pixel shader.
deviceContext->PSSetShaderResources(0, 1, &texture);
// Lock the transparent constant buffer so it can be written to.
result = deviceContext->Map(m_transparentBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
if (FAILED(result))
{
return false;
}
// Get a pointer to the data in the transparent constant buffer.
dataPtr2 = (TransparentBufferType*)mappedResource.pData;
// Copy the alpha blending value into the transparent constant buffer.
dataPtr2->blendAmount = blend;
// Unlock the buffer.
deviceContext->Unmap(m_transparentBuffer, 0);
// Set the position of the transparent constant buffer in the pixel shader.
bufferNumber = 0;
// Now set the transparent constant buffer in the pixel shader with the updated values.
deviceContext->PSSetConstantBuffers(bufferNumber, 1, &m_transparentBuffer);
return true;
}
void TransparentShaderClass::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 the geometry.
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 geometry.
deviceContext->DrawIndexed(indexCount, 0, 0);
return;
}

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#ifndef _TRANSPARENTSHADERCLASS_H_
#define _TRANSPARENTSHADERCLASS_H_
//////////////
// INCLUDES //
//////////////
#include <d3d11.h>
#include <d3dcompiler.h>
#include <directxmath.h>
#include <fstream>
using namespace DirectX;
using namespace std;
////////////////////////////////////////////////////////////////////////////////
// Class name: TransparentShaderClass
////////////////////////////////////////////////////////////////////////////////
class TransparentShaderClass
{
private:
struct MatrixBufferType
{
XMMATRIX world;
XMMATRIX view;
XMMATRIX projection;
};
struct TransparentBufferType
{
float blendAmount;
XMFLOAT3 padding;
};
public:
TransparentShaderClass();
TransparentShaderClass(const TransparentShaderClass&);
~TransparentShaderClass();
bool Initialize(ID3D11Device*, HWND);
void Shutdown();
bool Render(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, float);
private:
bool InitializeShader(ID3D11Device*, HWND, WCHAR*, WCHAR*);
void ShutdownShader();
void OutputShaderErrorMessage(ID3D10Blob*, HWND, WCHAR*);
bool SetShaderParameters(ID3D11DeviceContext*, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, float);
void RenderShader(ID3D11DeviceContext*, int);
private:
ID3D11VertexShader* m_vertexShader;
ID3D11PixelShader* m_pixelShader;
ID3D11InputLayout* m_layout;
ID3D11Buffer* m_matrixBuffer;
ID3D11SamplerState* m_sampleState;
ID3D11Buffer* m_transparentBuffer;
};
#endif