Minor Update - Logger Tweak

This commit is contained in:
CatChow0 2024-04-23 15:43:02 +02:00
parent 3912b443d5
commit b0384dd30d
27 changed files with 217 additions and 138 deletions

View File

@ -23,7 +23,7 @@ ColorShaderClass::~ColorShaderClass()
bool ColorShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
{
Logger::Get().Log("Initializing ColorShaderClass", __FILE__, __LINE__);
Logger::Get().Log("Initializing ColorShaderClass", __FILE__, __LINE__, Logger::LogLevel::Initialize);
bool result;
wchar_t vsFilename[128];
@ -55,7 +55,7 @@ bool ColorShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
return false;
}
Logger::Get().Log("ColorShaderClass initialized", __FILE__, __LINE__);
Logger::Get().Log("ColorShaderClass initialized", __FILE__, __LINE__, Logger::LogLevel::Initialize);
return true;
}
@ -90,7 +90,7 @@ bool ColorShaderClass::Render(ID3D11DeviceContext* deviceContext, int indexCount
bool ColorShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR* vsFilename, WCHAR* psFilename)
{
Logger::Get().Log("Initializing shader", __FILE__, __LINE__);
Logger::Get().Log("Initializing shader", __FILE__, __LINE__, Logger::LogLevel::Initialize);
HRESULT result;
ID3D10Blob* errorMessage;
@ -213,41 +213,49 @@ bool ColorShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR*
return false;
}
Logger::Get().Log("Shader initialized", __FILE__, __LINE__);
Logger::Get().Log("Shader initialized", __FILE__, __LINE__, Logger::LogLevel::Initialize);
return true;
}
void ColorShaderClass::ShutdownShader()
{
Logger::Get().Log("Shutting down shader", __FILE__, __LINE__);
Logger::Get().Log("Shutting down shader", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
// Release the matrix constant buffer.
if (m_matrixBuffer)
{
Logger::Get().Log("Releasing matrix buffer", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
m_matrixBuffer->Release();
m_matrixBuffer = 0;
Logger::Get().Log("Matrix buffer released", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
}
// Release the layout.
if (m_layout)
{
Logger::Get().Log("Releasing layout", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
m_layout->Release();
m_layout = 0;
Logger::Get().Log("Layout released", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
}
// Release the pixel shader.
if (m_pixelShader)
{
Logger::Get().Log("Releasing pixel shader", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
m_pixelShader->Release();
m_pixelShader = 0;
Logger::Get().Log("Pixel shader released", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
}
// Release the vertex shader.
if (m_vertexShader)
{
Logger::Get().Log("Releasing vertex shader", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
m_vertexShader->Release();
m_vertexShader = 0;
Logger::Get().Log("Vertex shader released", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
}
Logger::Get().Log("Shader shut down", __FILE__, __LINE__);

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@ -30,7 +30,7 @@ LightShaderClass::~LightShaderClass()
bool LightShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
{
Logger::Get().Log("Initializing LightShaderClass", __FILE__, __LINE__);
Logger::Get().Log("Initializing LightShaderClass", __FILE__, __LINE__, Logger::LogLevel::Initialize);
wchar_t vsFilename[128];
wchar_t psFilename[128];
@ -60,7 +60,7 @@ bool LightShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
return false;
}
Logger::Get().Log("LightShaderClass initialized", __FILE__, __LINE__);
Logger::Get().Log("LightShaderClass initialized", __FILE__, __LINE__, Logger::LogLevel::Initialize);
return true;
}
@ -97,6 +97,8 @@ bool LightShaderClass::Render(ID3D11DeviceContext* deviceContext, int indexCount
bool LightShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR* vsFilename, WCHAR* psFilename)
{
Logger::Get().Log("Initializing shader", __FILE__, __LINE__, Logger::LogLevel::Initialize);
HRESULT result;
ID3D10Blob* errorMessage;
ID3D10Blob* vertexShaderBuffer;
@ -301,7 +303,7 @@ bool LightShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR*
return false;
}
Logger::Get().Log("Shader initialized", __FILE__, __LINE__);
Logger::Get().Log("Shader initialized", __FILE__, __LINE__, Logger::LogLevel::Initialize);
return true;
}
@ -309,7 +311,7 @@ bool LightShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR*
void LightShaderClass::ShutdownShader()
{
Logger::Get().Log("Shutting down LightShaderClass", __FILE__, __LINE__);
Logger::Get().Log("Shutting down LightShaderClass", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
// Release the light constant buffers.
if (m_lightColorBuffer)
@ -373,7 +375,7 @@ void LightShaderClass::ShutdownShader()
m_vertexShader = 0;
}
Logger::Get().Log("LightShaderClass shut down", __FILE__, __LINE__);
Logger::Get().Log("LightShaderClass shut down", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
return;
}

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@ -13,7 +13,7 @@ int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, PSTR pScmdline,
result = System->Initialize();
if (result)
{
Logger::Get().Log("System initialized", __FILE__, __LINE__);
Logger::Get().Log("System initialized", __FILE__, __LINE__, Logger::LogLevel::Initialize);
System->Run();
}

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@ -19,6 +19,7 @@ ModelListClass::~ModelListClass()
void ModelListClass::Initialize(int numModels)
{
int i;
// Store the number of models.

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@ -26,7 +26,7 @@ MultiTextureShaderClass::~MultiTextureShaderClass()
bool MultiTextureShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
{
Logger::Get().Log("Initializing MultiTextureShaderClass", __FILE__, __LINE__);
Logger::Get().Log("Initializing MultiTextureShaderClass", __FILE__, __LINE__, Logger::LogLevel::Initialize);
bool result;
wchar_t vsFilename[128];
@ -57,6 +57,8 @@ bool MultiTextureShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
return false;
}
Logger::Get().Log("MultiTextureShaderClass initialized", __FILE__, __LINE__, Logger::LogLevel::Initialize);
return true;
}
@ -90,7 +92,7 @@ bool MultiTextureShaderClass::Render(ID3D11DeviceContext* deviceContext, int ind
bool MultiTextureShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR* vsFilename, WCHAR* psFilename)
{
Logger::Get().Log("Initializing the shader", __FILE__, __LINE__);
Logger::Get().Log("Initializing the shader", __FILE__, __LINE__, Logger::LogLevel::Initialize);
HRESULT result;
ID3D10Blob* errorMessage;
@ -244,14 +246,14 @@ bool MultiTextureShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd,
return false;
}
Logger::Get().Log("Shader initialized", __FILE__, __LINE__);
Logger::Get().Log("Shader initialized", __FILE__, __LINE__, Logger::LogLevel::Initialize);
return true;
}
void MultiTextureShaderClass::ShutdownShader()
{
Logger::Get().Log("Shutting down the shader", __FILE__, __LINE__);
Logger::Get().Log("Shutting down the shader", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
// Release the sampler state.
if (m_sampleState)
@ -288,7 +290,7 @@ void MultiTextureShaderClass::ShutdownShader()
m_vertexShader = 0;
}
Logger::Get().Log("Shader shut down", __FILE__, __LINE__);
Logger::Get().Log("Shader shut down", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
return;
}

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@ -17,7 +17,7 @@ TimerClass::~TimerClass()
bool TimerClass::Initialize()
{
Logger::Get().Log("Initilazing timer class", __FILE__, __LINE__);
Logger::Get().Log("Initilazing timer class", __FILE__, __LINE__, Logger::LogLevel::Initialize);
INT64 frequency;
@ -36,6 +36,8 @@ bool TimerClass::Initialize()
// Get the initial start time.
QueryPerformanceCounter((LARGE_INTEGER*)&m_startTime);
Logger::Get().Log("Timer class initialized", __FILE__, __LINE__, Logger::LogLevel::Initialize);
return true;
}

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@ -23,7 +23,7 @@ AlphaMapShaderClass::~AlphaMapShaderClass()
bool AlphaMapShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
{
Logger::Get().Log("Initializing AlphaMapShaderClass", __FILE__, __LINE__);
Logger::Get().Log("Initializing AlphaMapShaderClass", __FILE__, __LINE__, Logger::LogLevel::Initialize);
bool result;
wchar_t vsFilename[128];
@ -77,6 +77,7 @@ bool AlphaMapShaderClass::Render(ID3D11DeviceContext* deviceContext, int indexCo
result = SetShaderParameters(deviceContext, worldMatrix, viewMatrix, projectionMatrix, texture1, texture2, texture3);
if (!result)
{
Logger::Get().Log("Error setting shader parameters", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
@ -89,7 +90,7 @@ bool AlphaMapShaderClass::Render(ID3D11DeviceContext* deviceContext, int indexCo
bool AlphaMapShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR* vsFilename, WCHAR* psFilename)
{
Logger::Get().Log("Initializing shader", __FILE__, __LINE__);
Logger::Get().Log("Initializing shader", __FILE__, __LINE__, Logger::LogLevel::Initialize);
HRESULT result;
ID3D10Blob* errorMessage;
@ -243,7 +244,7 @@ bool AlphaMapShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHA
return false;
}
Logger::Get().Log("Shader initialized", __FILE__, __LINE__);
Logger::Get().Log("Shader initialized", __FILE__, __LINE__, Logger::LogLevel::Initialize);
return true;
}
@ -252,44 +253,54 @@ bool AlphaMapShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHA
void AlphaMapShaderClass::ShutdownShader()
{
Logger::Get().Log("Shutting down shader", __FILE__, __LINE__);
Logger::Get().Log("Shutting down shader", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
// Release the sampler state.
if (m_sampleState)
{
Logger::Get().Log("Releasing sampler state", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
m_sampleState->Release();
m_sampleState = 0;
Logger::Get().Log("Sampler state released", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
}
// Release the matrix constant buffer.
if (m_matrixBuffer)
{
Logger::Get().Log("Releasing constant buffer", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
m_matrixBuffer->Release();
m_matrixBuffer = 0;
Logger::Get().Log("Constant buffer released", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
}
// Release the layout.
if (m_layout)
{
Logger::Get().Log("Releasing layout", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
m_layout->Release();
m_layout = 0;
Logger::Get().Log("Layout released", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
}
// Release the pixel shader.
if (m_pixelShader)
{
Logger::Get().Log("Releasing pixel shader", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
m_pixelShader->Release();
m_pixelShader = 0;
Logger::Get().Log("Pixel shader released", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
}
// Release the vertex shader.
if (m_vertexShader)
{
Logger::Get().Log("Releasing vertex shader", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
m_vertexShader->Release();
m_vertexShader = 0;
Logger::Get().Log("Vertex shader released", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
}
Logger::Get().Log("Shader shutdown complete", __FILE__, __LINE__);
Logger::Get().Log("Shader shutdown complete", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
return;
}

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@ -36,7 +36,7 @@ ApplicationClass::~ApplicationClass()
bool ApplicationClass::Initialize(int screenWidth, int screenHeight, HWND hwnd)
{
Logger::Get().Log("Initializing application class", __FILE__, __LINE__);
Logger::Get().Log("Initializing application class", __FILE__, __LINE__, Logger::LogLevel::Initialize);
try
{
@ -295,7 +295,7 @@ bool ApplicationClass::Initialize(int screenWidth, int screenHeight, HWND hwnd)
Logger::Get().Log(std::string("Exception caught during initialization: ") + e.what(), __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
Logger::Get().Log("Application class initialized", __FILE__, __LINE__);
Logger::Get().Log("Application class initialized", __FILE__, __LINE__, Logger::LogLevel::Initialize);
return true;
}
@ -303,82 +303,82 @@ bool ApplicationClass::Initialize(int screenWidth, int screenHeight, HWND hwnd)
void ApplicationClass::Shutdown()
{
Logger::Get().Log("Shutting down application class", __FILE__, __LINE__);
Logger::Get().Log("Shutting down application class", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
// Release the shader manager object.
if (m_ShaderManager)
{
Logger::Get().Log("Releasing the shader manager object", __FILE__, __LINE__);
Logger::Get().Log("Releasing the shader manager object", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
m_ShaderManager->Shutdown();
delete m_ShaderManager;
m_ShaderManager = 0;
Logger::Get().Log("Shader manager object released", __FILE__, __LINE__);
Logger::Get().Log("Shader manager object released", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
}
// Release the frustum class object.
if (m_Frustum)
{
Logger::Get().Log("Releasing the frustum class object", __FILE__, __LINE__);
Logger::Get().Log("Releasing the frustum class object", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
delete m_Frustum;
m_Frustum = 0;
Logger::Get().Log("Frustum class object released", __FILE__, __LINE__);
Logger::Get().Log("Frustum class object released", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
}
// Release the display plane object.
if (m_DisplayPlane)
{
Logger::Get().Log("Releasing the display plane object", __FILE__, __LINE__);
Logger::Get().Log("Releasing the display plane object", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
m_DisplayPlane->Shutdown();
delete m_DisplayPlane;
m_DisplayPlane = 0;
Logger::Get().Log("Display plane object released", __FILE__, __LINE__);
Logger::Get().Log("Display plane object released", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
}
// Release the position object.
if (m_Position)
{
Logger::Get().Log("Releasing the position object", __FILE__, __LINE__);
Logger::Get().Log("Releasing the position object", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
delete m_Position;
m_Position = 0;
Logger::Get().Log("Position object released", __FILE__, __LINE__);
Logger::Get().Log("Position object released", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
}
// Release the model list object.
if (m_ModelList)
{
Logger::Get().Log("Releasing the model list object", __FILE__, __LINE__);
Logger::Get().Log("Releasing the model list object", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
m_ModelList->Shutdown();
delete m_ModelList;
m_ModelList = 0;
Logger::Get().Log("Model list object released", __FILE__, __LINE__);
Logger::Get().Log("Model list object released", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
}
// Release the text objects for the render count string.
if (m_RenderCountString)
{
Logger::Get().Log("Releasing the render count string object", __FILE__, __LINE__);
Logger::Get().Log("Releasing the render count string object", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
m_RenderCountString->Shutdown();
delete m_RenderCountString;
m_RenderCountString = 0;
Logger::Get().Log("Render count string object released", __FILE__, __LINE__);
Logger::Get().Log("Render count string object released", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
}
// Release the text objects for the mouse strings.
if (m_MouseStrings)
{
Logger::Get().Log("Releasing the mouse strings", __FILE__, __LINE__);
Logger::Get().Log("Releasing the mouse strings", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
m_MouseStrings[0].Shutdown();
m_MouseStrings[1].Shutdown();
@ -387,108 +387,110 @@ void ApplicationClass::Shutdown()
delete[] m_MouseStrings;
m_MouseStrings = 0;
Logger::Get().Log("Mouse strings released", __FILE__, __LINE__);
Logger::Get().Log("Mouse strings released", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
}
// Release the text object for the fps string.
if (m_FpsString)
{
Logger::Get().Log("Releasing the fps string object", __FILE__, __LINE__);
Logger::Get().Log("Releasing the fps string object", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
m_FpsString->Shutdown();
delete m_FpsString;
m_FpsString = 0;
Logger::Get().Log("Fps string object released", __FILE__, __LINE__);
Logger::Get().Log("Fps string object released", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
}
// Release the fps object.
if (m_Fps)
{
Logger::Get().Log("Releasing the fps object", __FILE__, __LINE__);
Logger::Get().Log("Releasing the fps object", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
delete m_Fps;
m_Fps = 0;
Logger::Get().Log("Fps object released", __FILE__, __LINE__);
Logger::Get().Log("Fps object released", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
}
// Release the font object.
if (m_Font)
{
Logger::Get().Log("Releasing the font object", __FILE__, __LINE__);
Logger::Get().Log("Releasing the font object", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
m_Font->Shutdown();
delete m_Font;
m_Font = 0;
Logger::Get().Log("Font object released", __FILE__, __LINE__);
Logger::Get().Log("Font object released", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
}
// Release the font shader object.
if (m_FontShader)
{
Logger::Get().Log("Releasing the font shader object", __FILE__, __LINE__);
Logger::Get().Log("Releasing the font shader object", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
m_FontShader->Shutdown();
delete m_FontShader;
m_FontShader = 0;
Logger::Get().Log("Font shader object released", __FILE__, __LINE__);
Logger::Get().Log("Font shader object released", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
}
// Release the timer object.
if (m_Timer)
{
Logger::Get().Log("Releasing the timer object", __FILE__, __LINE__);
Logger::Get().Log("Releasing the timer object", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
delete m_Timer;
m_Timer = 0;
Logger::Get().Log("Timer object released", __FILE__, __LINE__);
Logger::Get().Log("Timer object released", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
}
// Release the sprite object.
if (m_Sprite)
{
Logger::Get().Log("Releasing the sprite object", __FILE__, __LINE__);
Logger::Get().Log("Releasing the sprite object", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
m_Sprite->Shutdown();
delete m_Sprite;
m_Sprite = 0;
Logger::Get().Log("Sprite object released", __FILE__, __LINE__);
Logger::Get().Log("Sprite object released", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
}
for (auto light : m_Lights)
{
Logger::Get().Log("Releasing the light object", __FILE__, __LINE__);
Logger::Get().Log("Releasing the light object", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
if (light)
{
delete light;
light = 0;
}
Logger::Get().Log("Light object released", __FILE__, __LINE__);
Logger::Get().Log("Light object released", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
}
// Release the light object.
if (m_Light)
{
Logger::Get().Log("Releasing the light object", __FILE__, __LINE__);
Logger::Get().Log("Releasing the light object", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
delete m_Light;
m_Light = 0;
Logger::Get().Log("Light object released", __FILE__, __LINE__);
Logger::Get().Log("Light object released", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
}
// Release the model object.
if (m_Model)
{
Logger::Get().Log("Releasing the model object", __FILE__, __LINE__);
Logger::Get().Log("Releasing the model object", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
m_Model->Shutdown();
delete m_Model;
m_Model = 0;
Logger::Get().Log("Model object released", __FILE__, __LINE__);
Logger::Get().Log("Model object released", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
}
Logger::Get().Log("Application class shut down", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
}
@ -517,7 +519,7 @@ bool ApplicationClass::Frame(InputClass* Input)
// Check if the user pressed escape and wants to exit the application.
if (Input->IsEscapePressed())
{
Logger::Get().Log("User pressed escape, exiting application", __FILE__, __LINE__);
Logger::Get().Log("User pressed escape, exiting application", __FILE__, __LINE__, Logger::LogLevel::Input);
m_ShouldQuit = true;
}

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@ -20,7 +20,7 @@ BitmapClass::~BitmapClass()
bool BitmapClass::Initialize(ID3D11Device* device, ID3D11DeviceContext* deviceContext, int screenWidth, int screenHeight, char* textureFilename, int renderX, int renderY)
{
Logger::Get().Log("Initializing bitmap class", __FILE__, __LINE__);
Logger::Get().Log("Initializing bitmap class", __FILE__, __LINE__, Logger::LogLevel::Initialize);
bool result;
@ -48,7 +48,7 @@ bool BitmapClass::Initialize(ID3D11Device* device, ID3D11DeviceContext* deviceCo
return false;
}
Logger::Get().Log("Bitmap class initialized", __FILE__, __LINE__);
Logger::Get().Log("Bitmap class initialized", __FILE__, __LINE__, Logger::LogLevel::Initialize);
return true;
}
@ -95,7 +95,7 @@ ID3D11ShaderResourceView* BitmapClass::GetTexture()
bool BitmapClass::InitializeBuffers(ID3D11Device* device)
{
Logger::Get().Log("Initializing buffers", __FILE__, __LINE__);
Logger::Get().Log("Initializing buffers", __FILE__, __LINE__, Logger::LogLevel::Initialize);
VertexType* vertices;
unsigned long* indices;
@ -178,27 +178,35 @@ bool BitmapClass::InitializeBuffers(ID3D11Device* device)
delete[] indices;
indices = 0;
Logger::Get().Log("Buffers initialized", __FILE__, __LINE__);
Logger::Get().Log("Buffers initialized", __FILE__, __LINE__, Logger::LogLevel::Initialize);
return true;
}
void BitmapClass::ShutdownBuffers()
{
Logger::Get().Log("Shutting down buffers", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
// Release the index buffer.
if (m_indexBuffer)
{
Logger::Get().Log("Releasing index buffer", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
m_indexBuffer->Release();
m_indexBuffer = 0;
Logger::Get().Log("Index buffer released", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
}
// Release the vertex buffer.
if (m_vertexBuffer)
{
Logger::Get().Log("Releasing vertex buffer", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
m_vertexBuffer->Release();
m_vertexBuffer = 0;
Logger::Get().Log("Vertex buffer released", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
}
Logger::Get().Log("Buffers shut down", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
return;
}
@ -329,14 +337,19 @@ bool BitmapClass::LoadTexture(ID3D11Device* device, ID3D11DeviceContext* deviceC
void BitmapClass::ReleaseTexture()
{
Logger::Get().Log("Releasing texture", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
// Release the texture object.
if (m_Texture)
{
Logger::Get().Log("Releasing texture object", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
m_Texture->Shutdown();
delete m_Texture;
m_Texture = 0;
Logger::Get().Log("Texture object released", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
}
Logger::Get().Log("Texture released", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
return;
}

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@ -32,7 +32,7 @@ D3DClass::~D3DClass()
bool D3DClass::Initialize(int screenWidth, int screenHeight, bool vsync, HWND hwnd, bool fullscreen, float screenDepth, float screenNear)
{
Logger::Get().Log("Initializing D3Dclass", __FILE__, __LINE__);
Logger::Get().Log("Initializing D3Dclass", __FILE__, __LINE__, Logger::LogLevel::Initialize);
HRESULT result;
IDXGIFactory* factory;
@ -433,7 +433,7 @@ bool D3DClass::Initialize(int screenWidth, int screenHeight, bool vsync, HWND hw
void D3DClass::Shutdown()
{
Logger::Get().Log("Shutting down D3Dclass", __FILE__, __LINE__);
Logger::Get().Log("Shutting down D3Dclass", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
// Before shutting down set to windowed mode or when you release the swap chain it will throw an exception.
if (m_swapChain)
@ -507,7 +507,7 @@ void D3DClass::Shutdown()
m_swapChain = 0;
}
Logger::Get().Log("D3Dclass shutdown", __FILE__, __LINE__);
Logger::Get().Log("D3Dclass shutdown", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
return;
}

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@ -19,7 +19,7 @@ DisplayPlaneClass::~DisplayPlaneClass()
bool DisplayPlaneClass::Initialize(ID3D11Device* device, float width, float height)
{
Logger::Get().Log("Initializing DisplayPlaneClass, width: " + std::to_string(width) + ", height: " + std::to_string(height), __FILE__, __LINE__);
Logger::Get().Log("Initializing DisplayPlaneClass, width: " + std::to_string(width) + ", height: " + std::to_string(height), __FILE__, __LINE__, Logger::LogLevel::Initialize);
bool result;
@ -27,7 +27,7 @@ bool DisplayPlaneClass::Initialize(ID3D11Device* device, float width, float heig
result = InitializeBuffers(device, width, height);
if (!result)
{
Logger::Get().Log("Could not initialize buffers", __FILE__, __LINE__);
Logger::Get().Log("Could not initialize buffers", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
@ -60,7 +60,7 @@ int DisplayPlaneClass::GetIndexCount()
bool DisplayPlaneClass::InitializeBuffers(ID3D11Device* device, float width, float height)
{
Logger::Get().Log("Initializing buffers", __FILE__, __LINE__);
Logger::Get().Log("Initializing buffers", __FILE__, __LINE__, Logger::LogLevel::Initialize);
VertexType* vertices;
unsigned long* indices;
@ -158,7 +158,7 @@ bool DisplayPlaneClass::InitializeBuffers(ID3D11Device* device, float width, flo
delete[] indices;
indices = 0;
Logger::Get().Log("Buffers initialized", __FILE__, __LINE__);
Logger::Get().Log("Buffers initialized", __FILE__, __LINE__, Logger::LogLevel::Initialize);
return true;
}
@ -166,6 +166,8 @@ bool DisplayPlaneClass::InitializeBuffers(ID3D11Device* device, float width, flo
void DisplayPlaneClass::ShutdownBuffers()
{
Logger::Get().Log("Shutting down Plane buffers", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
// Release the index buffer.
if (m_indexBuffer)
{
@ -180,6 +182,8 @@ void DisplayPlaneClass::ShutdownBuffers()
m_vertexBuffer = 0;
}
Logger::Get().Log("Plane buffers shut down", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
return;
}

View File

@ -18,7 +18,7 @@ FontClass::~FontClass()
bool FontClass::Initialize(ID3D11Device* device, ID3D11DeviceContext* deviceContext, int fontChoice)
{
Logger::Get().Log("Initializing font class", __FILE__, __LINE__);
Logger::Get().Log("Initializing font class", __FILE__, __LINE__, Logger::LogLevel::Initialize);
char fontFilename[128];
char fontTextureFilename[128];
@ -49,7 +49,7 @@ bool FontClass::Initialize(ID3D11Device* device, ID3D11DeviceContext* deviceCont
result = LoadFontData(fontFilename);
if (!result)
{
Logger::Get().Log("Failed to load font data", __FILE__, __LINE__);
Logger::Get().Log("Failed to load font data", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
@ -57,11 +57,11 @@ bool FontClass::Initialize(ID3D11Device* device, ID3D11DeviceContext* deviceCont
result = LoadTexture(device, deviceContext, fontTextureFilename);
if (!result)
{
Logger::Get().Log("Failed to load font texture", __FILE__, __LINE__);
Logger::Get().Log("Failed to load font texture", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
Logger::Get().Log("Font class initialized", __FILE__, __LINE__);
Logger::Get().Log("Font class initialized", __FILE__, __LINE__, Logger::LogLevel::Initialize);
return true;
}
@ -148,7 +148,7 @@ bool FontClass::LoadTexture(ID3D11Device* device, ID3D11DeviceContext* deviceCon
result = m_Texture->Initialize(device, deviceContext, filename);
if (!result)
{
Logger::Get().Log("Failed to initialize font texture", __FILE__, __LINE__);
Logger::Get().Log("Failed to initialize font texture", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}

View File

@ -24,7 +24,7 @@ FontShaderClass::~FontShaderClass()
bool FontShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
{
Logger::Get().Log("Initializing FontShaderClass", __FILE__, __LINE__);
Logger::Get().Log("Initializing FontShaderClass", __FILE__, __LINE__, Logger::LogLevel::Initialize);
bool result;
wchar_t vsFilename[128];
@ -55,7 +55,7 @@ bool FontShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
return false;
}
Logger::Get().Log("FontShaderClass initialized", __FILE__, __LINE__);
Logger::Get().Log("FontShaderClass initialized", __FILE__, __LINE__, Logger::LogLevel::Initialize);
return true;
}
@ -90,7 +90,7 @@ bool FontShaderClass::Render(ID3D11DeviceContext* deviceContext, int indexCount,
bool FontShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR* vsFilename, WCHAR* psFilename)
{
Logger::Get().Log("Initializing shader", __FILE__, __LINE__);
Logger::Get().Log("Initializing shader", __FILE__, __LINE__, Logger::LogLevel::Initialize);
HRESULT result;
ID3D10Blob* errorMessage;
@ -253,14 +253,14 @@ bool FontShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR* v
return false;
}
Logger::Get().Log("Shader initialized", __FILE__, __LINE__);
Logger::Get().Log("Shader initialized", __FILE__, __LINE__, Logger::LogLevel::Initialize);
return true;
}
void FontShaderClass::ShutdownShader()
{
Logger::Get().Log("Shutting down shader", __FILE__, __LINE__);
Logger::Get().Log("Shutting down shader", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
// Release the pixel constant buffer.
if (m_pixelBuffer)
@ -304,7 +304,7 @@ void FontShaderClass::ShutdownShader()
m_vertexShader = 0;
}
Logger::Get().Log("Shader shut down", __FILE__, __LINE__);
Logger::Get().Log("Shader shut down", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
return;
}

View File

@ -3,7 +3,7 @@ Pos=60,60
Size=400,400
[Window][Khaotic Engine]
Pos=1373,52
Pos=1139,42
Size=392,214
[Window][Objects]

View File

@ -13,7 +13,7 @@ imguiManager::~imguiManager()
bool imguiManager::Initialize(HWND hwnd, ID3D11Device* device, ID3D11DeviceContext* deviceContext)
{
Logger::Get().Log("Initializing imgui", __FILE__, __LINE__);
Logger::Get().Log("Initializing imgui", __FILE__, __LINE__, Logger::LogLevel::Initialize);
m_device = device;
m_deviceContext = deviceContext;
@ -26,16 +26,18 @@ bool imguiManager::Initialize(HWND hwnd, ID3D11Device* device, ID3D11DeviceConte
ImGui_ImplDX11_Init(m_device, m_deviceContext);
ImGui::StyleColorsDark();
Logger::Get().Log("imgui initialized", __FILE__, __LINE__);
Logger::Get().Log("imgui initialized", __FILE__, __LINE__, Logger::LogLevel::Initialize);
return true;
}
void imguiManager::Shutdown()
{
Logger::Get().Log("Shutting down imgui", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
ImGui_ImplDX11_Shutdown();
ImGui_ImplWin32_Shutdown();
ImGui::DestroyContext();
Logger::Get().Log("imgui shutdown", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
}
void imguiManager::Render()

View File

@ -112,7 +112,7 @@ bool InputClass::Initialize(HINSTANCE hinstance, HWND hwnd, int screenWidth, int
return false;
}
Logger::Get().Log("Input class initialized", __FILE__, __LINE__);
Logger::Get().Log("Input class initialized", __FILE__, __LINE__, Logger::LogLevel::Initialize);
return true;
}
@ -171,7 +171,7 @@ void InputClass::Shutdown()
m_directInput = 0;
}
Logger::Get().Log("Input class shut down", __FILE__, __LINE__);
Logger::Get().Log("Input class shut down", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
return;
}
@ -282,6 +282,7 @@ bool InputClass::IsLeftArrowPressed()
{
if (m_keyboardState[DIK_LEFT] & 0x80)
{
Logger::Get().Log("Left arrow pressed", __FILE__, __LINE__, Logger::LogLevel::Input);
return true;
}
@ -293,6 +294,7 @@ bool InputClass::IsRightArrowPressed()
{
if (m_keyboardState[DIK_RIGHT] & 0x80)
{
Logger::Get().Log("Right arrow pressed", __FILE__, __LINE__, Logger::LogLevel::Input);
return true;
}
@ -308,6 +310,7 @@ bool InputClass::IsAPressed()
// Touche A sur QWERTY, Q sur AZERTY
if (m_keyboardState[DIK_A] & 0x80)
{
Logger::Get().Log("A pressed", __FILE__, __LINE__, Logger::LogLevel::Input);
return true;
}
@ -318,6 +321,7 @@ bool InputClass::IsDPressed()
{
if (m_keyboardState[DIK_D] & 0x80)
{
Logger::Get().Log("D pressed", __FILE__, __LINE__, Logger::LogLevel::Input);
return true;
}
@ -329,6 +333,7 @@ bool InputClass::IsWPressed()
// Touche W sur QWERTY, Z sur AZERTY
if (m_keyboardState[DIK_W] & 0x80)
{
Logger::Get().Log("W pressed", __FILE__, __LINE__, Logger::LogLevel::Input);
return true;
}
@ -339,6 +344,7 @@ bool InputClass::IsSPressed()
{
if (m_keyboardState[DIK_S] & 0x80)
{
Logger::Get().Log("S pressed", __FILE__, __LINE__, Logger::LogLevel::Input);
return true;
}
@ -350,6 +356,7 @@ bool InputClass::IsQPressed()
// Touche Q sur QWERTY, A sur AZERTY
if (m_keyboardState[DIK_Q] & 0x80)
{
Logger::Get().Log("Q pressed", __FILE__, __LINE__, Logger::LogLevel::Input);
return true;
}
@ -360,6 +367,7 @@ bool InputClass::IsEPressed()
{
if (m_keyboardState[DIK_E] & 0x80)
{
Logger::Get().Log("E pressed", __FILE__, __LINE__, Logger::LogLevel::Input);
return true;
}
@ -378,6 +386,7 @@ bool InputClass::IsLeftMousePressed()
// Check the left mouse button state.
if (m_mouseState.rgbButtons[0] & 0x80)
{
Logger::Get().Log("Left mouse button pressed", __FILE__, __LINE__, Logger::LogLevel::Input);
return true;
}
@ -389,6 +398,7 @@ bool InputClass::IsRightMousePressed()
// Check the left mouse button state.
if (m_mouseState.rgbButtons[1] & 0x80)
{
Logger::Get().Log("Right mouse button pressed", __FILE__, __LINE__, Logger::LogLevel::Input);
return true;
}

View File

@ -23,7 +23,7 @@ LightMapShaderClass::~LightMapShaderClass()
bool LightMapShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
{
Logger::Get().Log("Initializing LightMapShaderClass", __FILE__, __LINE__);
Logger::Get().Log("Initializing LightMapShaderClass", __FILE__, __LINE__, Logger::LogLevel::Initialize);
bool result;
wchar_t vsFilename[128];
@ -54,7 +54,7 @@ bool LightMapShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
return false;
}
Logger::Get().Log("LightMapShaderClass initialized", __FILE__, __LINE__);
Logger::Get().Log("LightMapShaderClass initialized", __FILE__, __LINE__, Logger::LogLevel::Initialize);
return true;
}
@ -92,6 +92,7 @@ bool LightMapShaderClass::Render(ID3D11DeviceContext* deviceContext, int indexCo
bool LightMapShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR* vsFilename, WCHAR* psFilename)
{
Logger::Get().Log("Initializing shader", __FILE__, __LINE__, Logger::LogLevel::Initialize);
HRESULT result;
ID3D10Blob* errorMessage;
ID3D10Blob* vertexShaderBuffer;
@ -244,7 +245,7 @@ bool LightMapShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHA
return false;
}
Logger::Get().Log("Shader initialized", __FILE__, __LINE__);
Logger::Get().Log("Shader initialized", __FILE__, __LINE__, Logger::LogLevel::Initialize);
return true;
}
@ -252,7 +253,7 @@ bool LightMapShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHA
void LightMapShaderClass::ShutdownShader()
{
Logger::Get().Log("Shutting down LightMapShaderClass", __FILE__, __LINE__);
Logger::Get().Log("Shutting down LightMapShaderClass", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
// Release the sampler state.
if (m_sampleState)
@ -289,7 +290,7 @@ void LightMapShaderClass::ShutdownShader()
m_vertexShader = 0;
}
Logger::Get().Log("LightMapShaderClass shut down", __FILE__, __LINE__);
Logger::Get().Log("LightMapShaderClass shut down", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
return;
}

View File

@ -30,7 +30,7 @@ LightShaderClass::~LightShaderClass()
bool LightShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
{
Logger::Get().Log("Initializing LightShaderClass", __FILE__, __LINE__);
Logger::Get().Log("Initializing LightShaderClass", __FILE__, __LINE__, Logger::LogLevel::Initialize);
wchar_t vsFilename[128];
wchar_t psFilename[128];
@ -60,7 +60,7 @@ bool LightShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
return false;
}
Logger::Get().Log("LightShaderClass initialized", __FILE__, __LINE__);
Logger::Get().Log("LightShaderClass initialized", __FILE__, __LINE__, Logger::LogLevel::Initialize);
return true;
}
@ -97,6 +97,8 @@ bool LightShaderClass::Render(ID3D11DeviceContext* deviceContext, int indexCount
bool LightShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR* vsFilename, WCHAR* psFilename)
{
Logger::Get().Log("Initializing shader", __FILE__, __LINE__, Logger::LogLevel::Initialize);
HRESULT result;
ID3D10Blob* errorMessage;
ID3D10Blob* vertexShaderBuffer;
@ -301,7 +303,7 @@ bool LightShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR*
return false;
}
Logger::Get().Log("Shader initialized", __FILE__, __LINE__);
Logger::Get().Log("Shader initialized", __FILE__, __LINE__, Logger::LogLevel::Initialize);
return true;
}
@ -309,7 +311,7 @@ bool LightShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR*
void LightShaderClass::ShutdownShader()
{
Logger::Get().Log("Shutting down LightShaderClass", __FILE__, __LINE__);
Logger::Get().Log("Shutting down LightShaderClass", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
// Release the light constant buffers.
if (m_lightColorBuffer)
@ -373,7 +375,7 @@ void LightShaderClass::ShutdownShader()
m_vertexShader = 0;
}
Logger::Get().Log("LightShaderClass shut down", __FILE__, __LINE__);
Logger::Get().Log("LightShaderClass shut down", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
return;
}

View File

@ -21,7 +21,7 @@ ModelClass::~ModelClass()
bool ModelClass::Initialize(ID3D11Device* device, ID3D11DeviceContext* deviceContext, char* modelFilename, vector<string> filename)
{
Logger::Get().Log("Initializing model class", __FILE__, __LINE__);
Logger::Get().Log("Initializing model class", __FILE__, __LINE__, Logger::LogLevel::Initialize);
bool result;
@ -51,7 +51,7 @@ bool ModelClass::Initialize(ID3D11Device* device, ID3D11DeviceContext* deviceCon
return false;
}
Logger::Get().Log("Model class initialized", __FILE__, __LINE__);
Logger::Get().Log("Model class initialized", __FILE__, __LINE__, Logger::LogLevel::Initialize);
return true;
}
@ -94,7 +94,7 @@ ID3D11ShaderResourceView* ModelClass::GetTexture(int index)
bool ModelClass::InitializeBuffers(ID3D11Device* device)
{
Logger::Get().Log("Initializing buffers", __FILE__, __LINE__);
Logger::Get().Log("Initializing buffers", __FILE__, __LINE__, Logger::LogLevel::Initialize);
VertexType* vertices;
unsigned long* indices;
@ -170,7 +170,7 @@ bool ModelClass::InitializeBuffers(ID3D11Device* device)
delete[] indices;
indices = 0;
Logger::Get().Log("Buffers initialized", __FILE__, __LINE__);
Logger::Get().Log("Buffers initialized", __FILE__, __LINE__, Logger::LogLevel::Initialize);
return true;
}
@ -178,6 +178,7 @@ bool ModelClass::InitializeBuffers(ID3D11Device* device)
void ModelClass::ShutdownBuffers()
{
Logger::Get().Log("Shutting down buffers", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
// Release the index buffer.
if (m_indexBuffer)
{
@ -192,6 +193,8 @@ void ModelClass::ShutdownBuffers()
m_vertexBuffer = 0;
}
Logger::Get().Log("Buffers shut down", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
return;
}

View File

@ -24,7 +24,7 @@ NormalMapShaderClass::~NormalMapShaderClass()
bool NormalMapShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
{
Logger::Get().Log("Initializing normal map shader", __FILE__, __LINE__);
Logger::Get().Log("Initializing normal map shader", __FILE__, __LINE__, Logger::LogLevel::Initialize);
bool result;
wchar_t vsFilename[128];
@ -55,6 +55,8 @@ bool NormalMapShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
return false;
}
Logger::Get().Log("Successfully initialized normal map shader", __FILE__, __LINE__, Logger::LogLevel::Initialize);
return true;
}
@ -77,7 +79,7 @@ bool NormalMapShaderClass::Render(ID3D11DeviceContext* deviceContext, int indexC
result = SetShaderParameters(deviceContext, worldMatrix, viewMatrix, projectionMatrix, texture1, texture2, lightDirection, diffuseColor);
if (!result)
{
Logger::Get().Log("Failed to set the shader parameters that will be used for rendering", __FILE__, __LINE__);
Logger::Get().Log("Failed to set the shader parameters that will be used for rendering", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
@ -90,7 +92,7 @@ bool NormalMapShaderClass::Render(ID3D11DeviceContext* deviceContext, int indexC
bool NormalMapShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR* vsFilename, WCHAR* psFilename)
{
Logger::Get().Log("Initializing normal map shader", __FILE__, __LINE__);
Logger::Get().Log("Initializing normal map shader", __FILE__, __LINE__, Logger::LogLevel::Initialize);
HRESULT result;
ID3D10Blob* errorMessage;
@ -277,7 +279,7 @@ bool NormalMapShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCH
return false;
}
Logger::Get().Log("Successfully initialized normal map shader", __FILE__, __LINE__);
Logger::Get().Log("Successfully initialized normal map shader", __FILE__, __LINE__, Logger::LogLevel::Initialize);
return true;
}
@ -285,7 +287,7 @@ bool NormalMapShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCH
void NormalMapShaderClass::ShutdownShader()
{
Logger::Get().Log("Shutting down normal map shader", __FILE__, __LINE__);
Logger::Get().Log("Shutting down normal map shader", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
// Release the light constant buffer.
if (m_lightBuffer)
@ -329,7 +331,7 @@ void NormalMapShaderClass::ShutdownShader()
m_vertexShader = 0;
}
Logger::Get().Log("Successfully shut down normal map shader", __FILE__, __LINE__);
Logger::Get().Log("Successfully shut down normal map shader", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
return;
}

View File

@ -21,7 +21,7 @@ ReflectionShaderClass::~ReflectionShaderClass()
bool ReflectionShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
{
Logger::Get().Log("Initializing reflection shader", __FILE__, __LINE__);
Logger::Get().Log("Initializing reflection shader", __FILE__, __LINE__, Logger::LogLevel::Initialize);
bool result;
wchar_t vsFilename[128];
@ -52,6 +52,8 @@ bool ReflectionShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
return false;
}
Logger::Get().Log("Reflection shader initialized", __FILE__, __LINE__, Logger::LogLevel::Initialize);
return true;
}
@ -85,7 +87,7 @@ bool ReflectionShaderClass::Render(ID3D11DeviceContext* deviceContext, int index
bool ReflectionShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR* vsFilename, WCHAR* psFilename)
{
Logger::Get().Log("Initializing reflection shader", __FILE__, __LINE__);
Logger::Get().Log("Initializing reflection shader", __FILE__, __LINE__, Logger::LogLevel::Initialize);
HRESULT result;
ID3D10Blob* errorMessage;
@ -245,14 +247,14 @@ bool ReflectionShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WC
return false;
}
Logger::Get().Log("Reflection shader initialized", __FILE__, __LINE__);
Logger::Get().Log("Reflection shader initialized", __FILE__, __LINE__, Logger::LogLevel::Initialize);
return true;
}
void ReflectionShaderClass::ShutdownShader()
{
Logger::Get().Log("Shutting down reflection shader", __FILE__, __LINE__);
Logger::Get().Log("Shutting down reflection shader", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
// Release the reflection constant buffer.
if (m_reflectionBuffer)
@ -296,7 +298,7 @@ void ReflectionShaderClass::ShutdownShader()
m_vertexShader = 0;
}
Logger::Get().Log("Reflection shader shut down", __FILE__, __LINE__);
Logger::Get().Log("Reflection shader shut down", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
return;
}

View File

@ -21,7 +21,7 @@ RenderTextureClass::~RenderTextureClass()
bool RenderTextureClass::Initialize(ID3D11Device * device, int textureWidth, int textureHeight, float screenDepth, float screenNear, int format)
{
Logger::Get().Log("Initializing RenderTextureClass", __FILE__, __LINE__);
Logger::Get().Log("Initializing RenderTextureClass", __FILE__, __LINE__, Logger::LogLevel::Initialize);
D3D11_TEXTURE2D_DESC textureDesc;
HRESULT result;
@ -155,14 +155,14 @@ bool RenderTextureClass::Initialize(ID3D11Device * device, int textureWidth, int
// Create an orthographic projection matrix for 2D rendering.
m_orthoMatrix = XMMatrixOrthographicLH((float)textureWidth, (float)textureHeight, screenNear, screenDepth);
Logger::Get().Log("RenderTextureClass initialized", __FILE__, __LINE__);
Logger::Get().Log("RenderTextureClass initialized", __FILE__, __LINE__, Logger::LogLevel::Initialize);
return true;
}
void RenderTextureClass::Shutdown()
{
Logger::Get().Log("Shutting down RenderTextureClass", __FILE__, __LINE__);
Logger::Get().Log("Shutting down RenderTextureClass", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
if (m_depthStencilView)
{
@ -194,7 +194,7 @@ void RenderTextureClass::Shutdown()
m_renderTargetTexture = 0;
}
Logger::Get().Log("RenderTextureClass shut down", __FILE__, __LINE__);
Logger::Get().Log("RenderTextureClass shut down", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
return;
}

View File

@ -26,7 +26,7 @@ ShaderManagerClass::~ShaderManagerClass()
bool ShaderManagerClass::Initialize(ID3D11Device* device, HWND hwnd)
{
Logger::Get().Log("Initializing ShaderManagerClass", __FILE__, __LINE__);
Logger::Get().Log("Initializing ShaderManagerClass", __FILE__, __LINE__, Logger::LogLevel::Initialize);
bool result;
@ -100,13 +100,13 @@ bool ShaderManagerClass::Initialize(ID3D11Device* device, HWND hwnd)
return false;
}
Logger::Get().Log("ShaderManagerClass initialized", __FILE__, __LINE__);
// Create and initialize the light shader object.
m_LightShader = new LightShaderClass;
result = m_LightShader->Initialize(device, hwnd);
if (!result)
{
Logger::Get().Log("Error initializing LightShaderClass", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
@ -116,15 +116,18 @@ bool ShaderManagerClass::Initialize(ID3D11Device* device, HWND hwnd)
result = m_LightMapShader->Initialize(device, hwnd);
if (!result)
{
Logger::Get().Log("Error initializing LightMapShaderClass", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
Logger::Get().Log("ShaderManagerClass initialized", __FILE__, __LINE__, Logger::LogLevel::Initialize);
return true;
}
void ShaderManagerClass::Shutdown()
{
Logger::Get().Log("Shutting down ShaderManagerClass", __FILE__, __LINE__);
Logger::Get().Log("Shutting down ShaderManagerClass", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
// Release the normal map shader object.
if (m_NormalMapShader)
@ -182,7 +185,6 @@ void ShaderManagerClass::Shutdown()
m_TransparentShader = 0;
}
Logger::Get().Log("ShaderManagerClass shut down", __FILE__, __LINE__);
// Release the light shader object.
if (m_LightShader)
{
@ -199,6 +201,8 @@ void ShaderManagerClass::Shutdown()
m_LightMapShader = 0;
}
Logger::Get().Log("ShaderManagerClass shut down", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
return;
}

View File

@ -19,7 +19,7 @@ TextureClass::~TextureClass()
bool TextureClass::Initialize(ID3D11Device * device, ID3D11DeviceContext * deviceContext, std::string filename)
{
Logger::Get().Log(("Iinitializing texture: %s", filename), __FILE__, __LINE__);
Logger::Get().Log(("Iinitializing texture: %s", filename), __FILE__, __LINE__, Logger::LogLevel::Initialize);
bool result;
D3D11_TEXTURE2D_DESC textureDesc;
@ -79,11 +79,15 @@ bool TextureClass::Initialize(ID3D11Device * device, ID3D11DeviceContext * devic
delete[] m_targaData;
m_targaData = 0;
Logger::Get().Log("Texture initialized", __FILE__, __LINE__, Logger::LogLevel::Initialize);
return true;
}
void TextureClass::Shutdown()
{
Logger::Get().Log("Shutting down texture", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
// Release the texture view resource.
if (m_textureView)
{
@ -105,6 +109,8 @@ void TextureClass::Shutdown()
m_targaData = 0;
}
Logger::Get().Log("Texture shut down", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
return;
}
@ -115,6 +121,8 @@ ID3D11ShaderResourceView* TextureClass::GetTexture()
bool TextureClass::LoadTarga(std::string filename)
{
Logger::Get().Log(("Loading targa file: %s", filename), __FILE__, __LINE__);
int error, bpp, imageSize, index, i, j, k;
FILE* filePtr;
unsigned int count;
@ -216,7 +224,7 @@ bool TextureClass::LoadTarga(std::string filename)
delete[] targaImage;
targaImage = 0;
Logger::Get().Log("Targa file loaded", __FILE__, __LINE__);
Logger::Get().Log(("targa file %s loaded", filename), __FILE__, __LINE__);
return true;
}

View File

@ -23,7 +23,7 @@ TextureShaderClass::~TextureShaderClass()
bool TextureShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
{
Logger::Get().Log("Initializing texture shader", __FILE__, __LINE__);
Logger::Get().Log("Initializing texture shader", __FILE__, __LINE__, Logger::LogLevel::Initialize);
bool result;
wchar_t vsFilename[128];
@ -53,7 +53,7 @@ bool TextureShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
return false;
}
Logger::Get().Log("Texture shader initialized", __FILE__, __LINE__);
Logger::Get().Log("Texture shader initialized", __FILE__, __LINE__, Logger::LogLevel::Initialize);
return true;
}
@ -88,7 +88,7 @@ bool TextureShaderClass::Render(ID3D11DeviceContext* deviceContext, int indexCou
bool TextureShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR* vsFilename, WCHAR* psFilename)
{
Logger::Get().Log("Initializing shader", __FILE__, __LINE__);
Logger::Get().Log("Initializing shader", __FILE__, __LINE__, Logger::LogLevel::Initialize);
HRESULT result;
ID3D10Blob* errorMessage;
@ -232,14 +232,14 @@ bool TextureShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR
return false;
}
Logger::Get().Log("Shader initialized", __FILE__, __LINE__);
Logger::Get().Log("Shader initialized", __FILE__, __LINE__, Logger::LogLevel::Initialize);
return true;
}
void TextureShaderClass::ShutdownShader()
{
Logger::Get().Log("Shutting down shader", __FILE__, __LINE__);
Logger::Get().Log("Shutting down shader", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
// Release the sampler state.
if (m_sampleState)
@ -276,7 +276,7 @@ void TextureShaderClass::ShutdownShader()
m_vertexShader = 0;
}
Logger::Get().Log("Shader shut down", __FILE__, __LINE__);
Logger::Get().Log("Shader shut down", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
return;
}

View File

@ -24,7 +24,7 @@ TranslateShaderClass::~TranslateShaderClass()
bool TranslateShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
{
Logger::Get().Log("Initilaizing TranslateShaderClass", __FILE__, __LINE__);
Logger::Get().Log("Initilaizing TranslateShaderClass", __FILE__, __LINE__, Logger::LogLevel::Initialize);
bool result;
wchar_t vsFilename[128];
@ -55,7 +55,7 @@ bool TranslateShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
return false;
}
Logger::Get().Log("TranslateShaderClass initialized", __FILE__, __LINE__);
Logger::Get().Log("TranslateShaderClass initialized", __FILE__, __LINE__, Logger::LogLevel::Initialize);
return true;
}
@ -92,7 +92,7 @@ bool TranslateShaderClass::Render(ID3D11DeviceContext * deviceContext, int index
bool TranslateShaderClass::InitializeShader(ID3D11Device * device, HWND hwnd, WCHAR * vsFilename, WCHAR * psFilename)
{
Logger::Get().Log("Initializing translate shader", __FILE__, __LINE__);
Logger::Get().Log("Initializing translate shader", __FILE__, __LINE__, Logger::LogLevel::Initialize);
HRESULT result;
ID3D10Blob* errorMessage;
@ -255,7 +255,7 @@ bool TranslateShaderClass::InitializeShader(ID3D11Device * device, HWND hwnd, WC
return false;
}
Logger::Get().Log("Translate shader initialized", __FILE__, __LINE__);
Logger::Get().Log("Translate shader initialized", __FILE__, __LINE__, Logger::LogLevel::Initialize);
return true;
}
@ -263,7 +263,7 @@ bool TranslateShaderClass::InitializeShader(ID3D11Device * device, HWND hwnd, WC
void TranslateShaderClass::ShutdownShader()
{
Logger::Get().Log("Shutting down translate shader", __FILE__, __LINE__);
Logger::Get().Log("Shutting down translate shader", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
// Release the texture translation constant buffer.
if (m_translateBuffer)
@ -307,7 +307,7 @@ void TranslateShaderClass::ShutdownShader()
m_vertexShader = 0;
}
Logger::Get().Log("Translate shader shut down", __FILE__, __LINE__);
Logger::Get().Log("Translate shader shut down", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
return;
}

View File

@ -24,7 +24,7 @@ TransparentShaderClass::~TransparentShaderClass()
bool TransparentShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
{
Logger::Get().Log("Initializing TransparentShaderClass", __FILE__, __LINE__);
Logger::Get().Log("Initializing TransparentShaderClass", __FILE__, __LINE__, Logger::LogLevel::Initialize);
bool result;
wchar_t vsFilename[128];
@ -55,7 +55,7 @@ bool TransparentShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
return false;
}
Logger::Get().Log("TransparentShaderClass initialized", __FILE__, __LINE__);
Logger::Get().Log("TransparentShaderClass initialized", __FILE__, __LINE__, Logger::LogLevel::Initialize);
return true;
}
@ -92,7 +92,7 @@ bool TransparentShaderClass::Render(ID3D11DeviceContext* deviceContext, int inde
bool TransparentShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR* vsFilename, WCHAR* psFilename)
{
Logger::Get().Log("Initializing transparent shader", __FILE__, __LINE__);
Logger::Get().Log("Initializing transparent shader", __FILE__, __LINE__, Logger::LogLevel::Initialize);
HRESULT result;
ID3D10Blob* errorMessage;
@ -255,7 +255,7 @@ bool TransparentShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, W
return false;
}
Logger::Get().Log("Transparent shader initialized", __FILE__, __LINE__);
Logger::Get().Log("Transparent shader initialized", __FILE__, __LINE__, Logger::LogLevel::Initialize);
return true;
}
@ -263,7 +263,7 @@ bool TransparentShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, W
void TransparentShaderClass::ShutdownShader()
{
Logger::Get().Log("Shutting down transparent shader", __FILE__, __LINE__);
Logger::Get().Log("Shutting down transparent shader", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
// Release the transparent constant buffer.
if (m_transparentBuffer)
@ -307,7 +307,7 @@ void TransparentShaderClass::ShutdownShader()
m_vertexShader = 0;
}
Logger::Get().Log("Transparent shader shut down", __FILE__, __LINE__);
Logger::Get().Log("Transparent shader shut down", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
return;
}