+feat ( début reflection )
This commit is contained in:
parent
e999885b62
commit
bef5611a66
@ -109,4 +109,63 @@ void CameraClass::GetViewMatrix(XMMATRIX& viewMatrix)
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{
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viewMatrix = m_viewMatrix;
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return;
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}
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void CameraClass::RenderReflection(float height)
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{
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XMFLOAT3 up, position, lookAt;
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XMVECTOR upVector, positionVector, lookAtVector;
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float yaw, pitch, roll;
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XMMATRIX rotationMatrix;
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// Setup the vector that points upwards.
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up.x = 0.0f;
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up.y = 1.0f;
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up.z = 0.0f;
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// Load it into a XMVECTOR structure.
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upVector = XMLoadFloat3(&up);
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// Setup the position of the camera in the world.
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position.x = m_positionX;
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position.y = -m_positionY + (height * 2.0f);
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position.z = m_positionZ;
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// Load it into a XMVECTOR structure.
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positionVector = XMLoadFloat3(&position);
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// Setup where the camera is looking by default.
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lookAt.x = 0.0f;
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lookAt.y = 0.0f;
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lookAt.z = 1.0f;
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// Load it into a XMVECTOR structure.
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lookAtVector = XMLoadFloat3(&lookAt);
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// Set the yaw (Y axis), pitch (X axis), and roll (Z axis) rotations in radians.
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pitch = (-1.0f * m_rotationX) * 0.0174532925f; // Invert for reflection
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yaw = m_rotationY * 0.0174532925f;
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roll = m_rotationZ * 0.0174532925f;
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// Create the rotation matrix from the yaw, pitch, and roll values.
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rotationMatrix = XMMatrixRotationRollPitchYaw(pitch, yaw, roll);
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// Transform the lookAt and up vector by the rotation matrix so the view is correctly rotated at the origin.
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lookAtVector = XMVector3TransformCoord(lookAtVector, rotationMatrix);
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upVector = XMVector3TransformCoord(upVector, rotationMatrix);
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// Translate the rotated camera position to the location of the viewer.
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lookAtVector = XMVectorAdd(positionVector, lookAtVector);
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// Finally create the view matrix from the three updated vectors.
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m_reflectionViewMatrix = XMMatrixLookAtLH(positionVector, lookAtVector, upVector);
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return;
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}
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void CameraClass::GetReflectionViewMatrix(XMMATRIX& reflectionViewMatrix)
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{
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reflectionViewMatrix = m_reflectionViewMatrix;
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return;
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}
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@ -31,10 +31,15 @@ public:
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void Render();
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void GetViewMatrix(XMMATRIX&);
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void RenderReflection(float);
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void GetReflectionViewMatrix(XMMATRIX&);
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private:
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float m_positionX, m_positionY, m_positionZ;
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float m_rotationX, m_rotationY, m_rotationZ;
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XMMATRIX m_viewMatrix;
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XMMATRIX m_reflectionViewMatrix;
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};
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#endif
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@ -29,6 +29,7 @@ ApplicationClass::ApplicationClass()
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m_Position = 0;
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m_Frustum = 0;
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m_DisplayPlane = 0;
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m_ReflectionShader = 0;
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}
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43
enginecustom/reflection.ps
Normal file
43
enginecustom/reflection.ps
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@ -0,0 +1,43 @@
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Texture2D shaderTexture : register(t0);
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Texture2D reflectionTexture : register(t1);
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SamplerState SampleType : register(s0);
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//////////////
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// TYPEDEFS //
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//////////////
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struct PixelInputType
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{
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float4 position : SV_POSITION;
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float2 tex : TEXCOORD0;
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float4 reflectionPosition : TEXCOORD1;
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};
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////////////////////////////////////////////////////////////////////////////////
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// Pixel Shader
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////////////////////////////////////////////////////////////////////////////////
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float4 ReflectionPixelShader(PixelInputType input) : SV_TARGET
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{
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float4 textureColor;
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float2 reflectTexCoord;
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float4 reflectionColor;
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float4 color;
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// Sample the texture pixel at this location.
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textureColor = shaderTexture.Sample(SampleType, input.tex);
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// Calculate the projected reflection texture coordinates.
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reflectTexCoord.x = input.reflectionPosition.x / input.reflectionPosition.w / 2.0f + 0.5f;
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reflectTexCoord.y = -input.reflectionPosition.y / input.reflectionPosition.w / 2.0f + 0.5f;
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// Sample the texture pixel from the reflection texture using the projected texture coordinates.
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reflectionColor = reflectionTexture.Sample(SampleType, reflectTexCoord);
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// Do a linear interpolation between the two textures for a blend effect.
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color = lerp(textureColor, reflectionColor, 0.15f);
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return color;
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}
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61
enginecustom/reflection.vs
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61
enginecustom/reflection.vs
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@ -0,0 +1,61 @@
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/////////////
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// GLOBALS //
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/////////////
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cbuffer MatrixBuffer
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{
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matrix worldMatrix;
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matrix viewMatrix;
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matrix projectionMatrix;
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};
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cbuffer ReflectionBuffer
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{
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matrix reflectionMatrix;
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};
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//////////////
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// TYPEDEFS //
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//////////////
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struct VertexInputType
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{
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float4 position : POSITION;
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float2 tex : TEXCOORD0;
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};
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struct PixelInputType
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{
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float4 position : SV_POSITION;
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float2 tex : TEXCOORD0;
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float4 reflectionPosition : TEXCOORD1;
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};
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////////////////////////////////////////////////////////////////////////////////
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// Vertex Shader
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////////////////////////////////////////////////////////////////////////////////
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PixelInputType ReflectionVertexShader(VertexInputType input)
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{
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PixelInputType output;
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matrix reflectProjectWorld;
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// Change the position vector to be 4 units for proper matrix calculations.
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input.position.w = 1.0f;
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// Calculate the position of the vertex against the world, view, and projection matrices.
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output.position = mul(input.position, worldMatrix);
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output.position = mul(output.position, viewMatrix);
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output.position = mul(output.position, projectionMatrix);
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// Store the texture coordinates for the pixel shader.
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output.tex = input.tex;
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// Create the reflection projection world matrix.
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reflectProjectWorld = mul(reflectionMatrix, projectionMatrix);
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reflectProjectWorld = mul(worldMatrix, reflectProjectWorld);
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// Calculate the input position against the reflectProjectWorld matrix.
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output.reflectionPosition = mul(input.position, reflectProjectWorld);
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return output;
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}
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411
enginecustom/reflectionshaderclass.cpp
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411
enginecustom/reflectionshaderclass.cpp
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@ -0,0 +1,411 @@
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#include "reflectionshaderclass.h"
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ReflectionShaderClass::ReflectionShaderClass()
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{
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m_vertexShader = 0;
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m_pixelShader = 0;
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m_layout = 0;
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m_matrixBuffer = 0;
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m_sampleState = 0;
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m_reflectionBuffer = 0;
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}
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ReflectionShaderClass::ReflectionShaderClass(const ReflectionShaderClass& other)
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{
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}
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ReflectionShaderClass::~ReflectionShaderClass()
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{
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}
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bool ReflectionShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
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{
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bool result;
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wchar_t vsFilename[128];
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wchar_t psFilename[128];
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int error;
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// Set the filename of the vertex shader.
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error = wcscpy_s(vsFilename, 128, L"../Engine/reflection.vs");
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if (error != 0)
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{
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return false;
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}
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// Set the filename of the pixel shader.
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error = wcscpy_s(psFilename, 128, L"../Engine/reflection.ps");
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if (error != 0)
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{
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return false;
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}
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// Initialize the vertex and pixel shaders.
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result = InitializeShader(device, hwnd, vsFilename, psFilename);
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if (!result)
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{
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return false;
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}
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return true;
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}
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void ReflectionShaderClass::Shutdown()
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{
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// Shutdown the vertex and pixel shaders as well as the related objects.
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ShutdownShader();
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return;
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}
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bool ReflectionShaderClass::Render(ID3D11DeviceContext* deviceContext, int indexCount, XMMATRIX worldMatrix, XMMATRIX viewMatrix, XMMATRIX projectionMatrix,
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ID3D11ShaderResourceView* texture, ID3D11ShaderResourceView* reflectionTexture, XMMATRIX reflectionMatrix)
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{
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bool result;
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// Set the shader parameters that it will use for rendering.
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result = SetShaderParameters(deviceContext, worldMatrix, viewMatrix, projectionMatrix, texture, reflectionTexture, reflectionMatrix);
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if (!result)
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{
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return false;
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}
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// Now render the prepared buffers with the shader.
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RenderShader(deviceContext, indexCount);
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return true;
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}
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bool ReflectionShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR* vsFilename, WCHAR* psFilename)
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{
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HRESULT result;
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ID3D10Blob* errorMessage;
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ID3D10Blob* vertexShaderBuffer;
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ID3D10Blob* pixelShaderBuffer;
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D3D11_INPUT_ELEMENT_DESC polygonLayout[2];
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unsigned int numElements;
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D3D11_BUFFER_DESC matrixBufferDesc;
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D3D11_SAMPLER_DESC samplerDesc;
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D3D11_BUFFER_DESC reflectionBufferDesc;
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// Initialize the pointers this function will use to null.
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errorMessage = 0;
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vertexShaderBuffer = 0;
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pixelShaderBuffer = 0;
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// Compile the vertex shader code.
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result = D3DCompileFromFile(vsFilename, NULL, NULL, "ReflectionVertexShader", "vs_5_0", D3D10_SHADER_ENABLE_STRICTNESS, 0,
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&vertexShaderBuffer, &errorMessage);
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if (FAILED(result))
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{
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// If the shader failed to compile it should have writen something to the error message.
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if (errorMessage)
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{
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OutputShaderErrorMessage(errorMessage, hwnd, vsFilename);
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}
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// If there was nothing in the error message then it simply could not find the shader file itself.
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else
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{
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MessageBox(hwnd, vsFilename, L"Missing Shader File", MB_OK);
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}
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return false;
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}
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// Compile the pixel shader code.
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result = D3DCompileFromFile(psFilename, NULL, NULL, "ReflectionPixelShader", "ps_5_0", D3D10_SHADER_ENABLE_STRICTNESS, 0,
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&pixelShaderBuffer, &errorMessage);
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if (FAILED(result))
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{
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// If the shader failed to compile it should have writen something to the error message.
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if (errorMessage)
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{
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OutputShaderErrorMessage(errorMessage, hwnd, psFilename);
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}
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// If there was nothing in the error message then it simply could not find the file itself.
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else
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{
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MessageBox(hwnd, psFilename, L"Missing Shader File", MB_OK);
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}
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return false;
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}
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// Create the vertex shader from the buffer.
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result = device->CreateVertexShader(vertexShaderBuffer->GetBufferPointer(), vertexShaderBuffer->GetBufferSize(), NULL, &m_vertexShader);
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if (FAILED(result))
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{
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return false;
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}
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// Create the pixel shader from the buffer.
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result = device->CreatePixelShader(pixelShaderBuffer->GetBufferPointer(), pixelShaderBuffer->GetBufferSize(), NULL, &m_pixelShader);
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if (FAILED(result))
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{
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return false;
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}
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// Create the vertex input layout description.
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polygonLayout[0].SemanticName = "POSITION";
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polygonLayout[0].SemanticIndex = 0;
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polygonLayout[0].Format = DXGI_FORMAT_R32G32B32_FLOAT;
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polygonLayout[0].InputSlot = 0;
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polygonLayout[0].AlignedByteOffset = 0;
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polygonLayout[0].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
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polygonLayout[0].InstanceDataStepRate = 0;
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polygonLayout[1].SemanticName = "TEXCOORD";
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polygonLayout[1].SemanticIndex = 0;
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polygonLayout[1].Format = DXGI_FORMAT_R32G32_FLOAT;
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polygonLayout[1].InputSlot = 0;
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polygonLayout[1].AlignedByteOffset = D3D11_APPEND_ALIGNED_ELEMENT;
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polygonLayout[1].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
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polygonLayout[1].InstanceDataStepRate = 0;
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// Get a count of the elements in the layout.
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numElements = sizeof(polygonLayout) / sizeof(polygonLayout[0]);
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// Create the vertex input layout.
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result = device->CreateInputLayout(polygonLayout, numElements, vertexShaderBuffer->GetBufferPointer(),
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vertexShaderBuffer->GetBufferSize(), &m_layout);
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if (FAILED(result))
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{
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return false;
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}
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// Release the vertex shader buffer and pixel shader buffer since they are no longer needed.
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vertexShaderBuffer->Release();
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vertexShaderBuffer = 0;
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pixelShaderBuffer->Release();
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pixelShaderBuffer = 0;
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// Setup the description of the dynamic matrix constant buffer that is in the vertex shader.
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matrixBufferDesc.Usage = D3D11_USAGE_DYNAMIC;
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matrixBufferDesc.ByteWidth = sizeof(MatrixBufferType);
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matrixBufferDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
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matrixBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
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matrixBufferDesc.MiscFlags = 0;
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matrixBufferDesc.StructureByteStride = 0;
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// Create the constant buffer pointer so we can access the vertex shader constant buffer from within this class.
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result = device->CreateBuffer(&matrixBufferDesc, NULL, &m_matrixBuffer);
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if (FAILED(result))
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{
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return false;
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}
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// Create a texture sampler state description.
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samplerDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
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samplerDesc.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP;
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samplerDesc.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP;
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samplerDesc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP;
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samplerDesc.MipLODBias = 0.0f;
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samplerDesc.MaxAnisotropy = 1;
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samplerDesc.ComparisonFunc = D3D11_COMPARISON_ALWAYS;
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samplerDesc.BorderColor[0] = 0;
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samplerDesc.BorderColor[1] = 0;
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samplerDesc.BorderColor[2] = 0;
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samplerDesc.BorderColor[3] = 0;
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samplerDesc.MinLOD = 0;
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samplerDesc.MaxLOD = D3D11_FLOAT32_MAX;
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// Create the texture sampler state.
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result = device->CreateSamplerState(&samplerDesc, &m_sampleState);
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if (FAILED(result))
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{
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return false;
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}
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// Setup the description of the reflection dynamic constant buffer that is in the vertex shader.
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reflectionBufferDesc.Usage = D3D11_USAGE_DYNAMIC;
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reflectionBufferDesc.ByteWidth = sizeof(ReflectionBufferType);
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reflectionBufferDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
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reflectionBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
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reflectionBufferDesc.MiscFlags = 0;
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reflectionBufferDesc.StructureByteStride = 0;
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// Create the constant buffer pointer so we can access the vertex shader constant buffer from within this class.
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result = device->CreateBuffer(&reflectionBufferDesc, NULL, &m_reflectionBuffer);
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if (FAILED(result))
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{
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return false;
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}
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return true;
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}
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void ReflectionShaderClass::ShutdownShader()
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{
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// Release the reflection constant buffer.
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if (m_reflectionBuffer)
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{
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m_reflectionBuffer->Release();
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m_reflectionBuffer = 0;
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}
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// Release the sampler state.
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if (m_sampleState)
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{
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m_sampleState->Release();
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m_sampleState = 0;
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}
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// Release the matrix constant buffer.
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if (m_matrixBuffer)
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{
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m_matrixBuffer->Release();
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m_matrixBuffer = 0;
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}
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// Release the layout.
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if (m_layout)
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{
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m_layout->Release();
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m_layout = 0;
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}
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// Release the pixel shader.
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if (m_pixelShader)
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{
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m_pixelShader->Release();
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m_pixelShader = 0;
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}
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// Release the vertex shader.
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if (m_vertexShader)
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{
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m_vertexShader->Release();
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m_vertexShader = 0;
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}
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return;
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}
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void ReflectionShaderClass::OutputShaderErrorMessage(ID3D10Blob* errorMessage, HWND hwnd, WCHAR* shaderFilename)
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{
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char* compileErrors;
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unsigned long long bufferSize, i;
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ofstream fout;
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// Get a pointer to the error message text buffer.
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compileErrors = (char*)(errorMessage->GetBufferPointer());
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// Get the length of the message.
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bufferSize = errorMessage->GetBufferSize();
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// Open a file to write the error message to.
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fout.open("shader-error.txt");
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// Write out the error message.
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for (i = 0; i < bufferSize; i++)
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{
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fout << compileErrors[i];
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}
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// Close the file.
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fout.close();
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// Release the error message.
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errorMessage->Release();
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errorMessage = 0;
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|
||||
// 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 ReflectionShaderClass::SetShaderParameters(ID3D11DeviceContext* deviceContext, XMMATRIX worldMatrix, XMMATRIX viewMatrix, XMMATRIX projectionMatrix,
|
||||
ID3D11ShaderResourceView* texture, ID3D11ShaderResourceView* reflectionTexture, XMMATRIX reflectionMatrix)
|
||||
{
|
||||
HRESULT result;
|
||||
D3D11_MAPPED_SUBRESOURCE mappedResource;
|
||||
MatrixBufferType* dataPtr;
|
||||
unsigned int bufferNumber;
|
||||
ReflectionBufferType* dataPtr2;
|
||||
|
||||
|
||||
// Transpose the matrices to prepare them for the shader.
|
||||
worldMatrix = XMMatrixTranspose(worldMatrix);
|
||||
viewMatrix = XMMatrixTranspose(viewMatrix);
|
||||
projectionMatrix = XMMatrixTranspose(projectionMatrix);
|
||||
|
||||
// Transpose the relfection matrix to prepare it for the shader.
|
||||
reflectionMatrix = XMMatrixTranspose(reflectionMatrix);
|
||||
|
||||
// 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);
|
||||
|
||||
// Lock the reflection constant buffer so it can be written to.
|
||||
result = deviceContext->Map(m_reflectionBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
|
||||
if (FAILED(result))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Get a pointer to the data in the matrix constant buffer.
|
||||
dataPtr2 = (ReflectionBufferType*)mappedResource.pData;
|
||||
|
||||
// Copy the matrix into the reflection constant buffer.
|
||||
dataPtr2->reflectionMatrix = reflectionMatrix;
|
||||
|
||||
// Unlock the reflection constant buffer.
|
||||
deviceContext->Unmap(m_reflectionBuffer, 0);
|
||||
|
||||
// Set the position of the reflection constant buffer in the vertex shader.
|
||||
bufferNumber = 1;
|
||||
|
||||
// Now set the reflection constant buffer in the vertex shader with the updated values.
|
||||
deviceContext->VSSetConstantBuffers(bufferNumber, 1, &m_reflectionBuffer);
|
||||
|
||||
// Set shader texture resource in the pixel shader.
|
||||
deviceContext->PSSetShaderResources(0, 1, &texture);
|
||||
|
||||
// Set the reflection texture resource in the pixel shader.
|
||||
deviceContext->PSSetShaderResources(1, 1, &reflectionTexture);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
void ReflectionShaderClass::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;
|
||||
}
|
63
enginecustom/reflectionshaderclass.h
Normal file
63
enginecustom/reflectionshaderclass.h
Normal file
@ -0,0 +1,63 @@
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
// Filename: reflectionshaderclass.h
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
#ifndef _REFLECTIONSHADERCLASS_H_
|
||||
#define _REFLECTIONSHADERCLASS_H_
|
||||
|
||||
|
||||
//////////////
|
||||
// INCLUDES //
|
||||
//////////////
|
||||
#include <d3d11.h>
|
||||
#include <d3dcompiler.h>
|
||||
#include <directxmath.h>
|
||||
#include <fstream>
|
||||
using namespace DirectX;
|
||||
using namespace std;
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
// Class name: ReflectionShaderClass
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
class ReflectionShaderClass
|
||||
{
|
||||
private:
|
||||
struct MatrixBufferType
|
||||
{
|
||||
XMMATRIX world;
|
||||
XMMATRIX view;
|
||||
XMMATRIX projection;
|
||||
};
|
||||
|
||||
struct ReflectionBufferType
|
||||
{
|
||||
XMMATRIX reflectionMatrix;
|
||||
};
|
||||
|
||||
public:
|
||||
ReflectionShaderClass();
|
||||
ReflectionShaderClass(const ReflectionShaderClass&);
|
||||
~ReflectionShaderClass();
|
||||
|
||||
bool Initialize(ID3D11Device*, HWND);
|
||||
void Shutdown();
|
||||
bool Render(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, ID3D11ShaderResourceView*, XMMATRIX);
|
||||
|
||||
private:
|
||||
bool InitializeShader(ID3D11Device*, HWND, WCHAR*, WCHAR*);
|
||||
void ShutdownShader();
|
||||
void OutputShaderErrorMessage(ID3D10Blob*, HWND, WCHAR*);
|
||||
|
||||
bool SetShaderParameters(ID3D11DeviceContext*, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, ID3D11ShaderResourceView*, XMMATRIX);
|
||||
void RenderShader(ID3D11DeviceContext*, int);
|
||||
|
||||
private:
|
||||
ID3D11VertexShader* m_vertexShader;
|
||||
ID3D11PixelShader* m_pixelShader;
|
||||
ID3D11InputLayout* m_layout;
|
||||
ID3D11Buffer* m_matrixBuffer;
|
||||
ID3D11SamplerState* m_sampleState;
|
||||
ID3D11Buffer* m_reflectionBuffer;
|
||||
};
|
||||
|
||||
#endif
|
Loading…
x
Reference in New Issue
Block a user