+feat ( début reflection )

This commit is contained in:
Mamitiana RASOLOJAONA 2024-04-05 15:24:25 +02:00
parent e999885b62
commit bef5611a66
7 changed files with 643 additions and 0 deletions

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@ -109,4 +109,63 @@ void CameraClass::GetViewMatrix(XMMATRIX& viewMatrix)
{
viewMatrix = m_viewMatrix;
return;
}
void CameraClass::RenderReflection(float height)
{
XMFLOAT3 up, position, lookAt;
XMVECTOR upVector, positionVector, lookAtVector;
float yaw, pitch, roll;
XMMATRIX rotationMatrix;
// Setup the vector that points upwards.
up.x = 0.0f;
up.y = 1.0f;
up.z = 0.0f;
// Load it into a XMVECTOR structure.
upVector = XMLoadFloat3(&up);
// Setup the position of the camera in the world.
position.x = m_positionX;
position.y = -m_positionY + (height * 2.0f);
position.z = m_positionZ;
// Load it into a XMVECTOR structure.
positionVector = XMLoadFloat3(&position);
// Setup where the camera is looking by default.
lookAt.x = 0.0f;
lookAt.y = 0.0f;
lookAt.z = 1.0f;
// Load it into a XMVECTOR structure.
lookAtVector = XMLoadFloat3(&lookAt);
// Set the yaw (Y axis), pitch (X axis), and roll (Z axis) rotations in radians.
pitch = (-1.0f * m_rotationX) * 0.0174532925f; // Invert for reflection
yaw = m_rotationY * 0.0174532925f;
roll = m_rotationZ * 0.0174532925f;
// Create the rotation matrix from the yaw, pitch, and roll values.
rotationMatrix = XMMatrixRotationRollPitchYaw(pitch, yaw, roll);
// Transform the lookAt and up vector by the rotation matrix so the view is correctly rotated at the origin.
lookAtVector = XMVector3TransformCoord(lookAtVector, rotationMatrix);
upVector = XMVector3TransformCoord(upVector, rotationMatrix);
// Translate the rotated camera position to the location of the viewer.
lookAtVector = XMVectorAdd(positionVector, lookAtVector);
// Finally create the view matrix from the three updated vectors.
m_reflectionViewMatrix = XMMatrixLookAtLH(positionVector, lookAtVector, upVector);
return;
}
void CameraClass::GetReflectionViewMatrix(XMMATRIX& reflectionViewMatrix)
{
reflectionViewMatrix = m_reflectionViewMatrix;
return;
}

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@ -31,10 +31,15 @@ public:
void Render();
void GetViewMatrix(XMMATRIX&);
void RenderReflection(float);
void GetReflectionViewMatrix(XMMATRIX&);
private:
float m_positionX, m_positionY, m_positionZ;
float m_rotationX, m_rotationY, m_rotationZ;
XMMATRIX m_viewMatrix;
XMMATRIX m_reflectionViewMatrix;
};
#endif

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@ -29,6 +29,7 @@ ApplicationClass::ApplicationClass()
m_Position = 0;
m_Frustum = 0;
m_DisplayPlane = 0;
m_ReflectionShader = 0;
}

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@ -0,0 +1,43 @@
Texture2D shaderTexture : register(t0);
Texture2D reflectionTexture : register(t1);
SamplerState SampleType : register(s0);
//////////////
// TYPEDEFS //
//////////////
struct PixelInputType
{
float4 position : SV_POSITION;
float2 tex : TEXCOORD0;
float4 reflectionPosition : TEXCOORD1;
};
////////////////////////////////////////////////////////////////////////////////
// Pixel Shader
////////////////////////////////////////////////////////////////////////////////
float4 ReflectionPixelShader(PixelInputType input) : SV_TARGET
{
float4 textureColor;
float2 reflectTexCoord;
float4 reflectionColor;
float4 color;
// Sample the texture pixel at this location.
textureColor = shaderTexture.Sample(SampleType, input.tex);
// Calculate the projected reflection texture coordinates.
reflectTexCoord.x = input.reflectionPosition.x / input.reflectionPosition.w / 2.0f + 0.5f;
reflectTexCoord.y = -input.reflectionPosition.y / input.reflectionPosition.w / 2.0f + 0.5f;
// Sample the texture pixel from the reflection texture using the projected texture coordinates.
reflectionColor = reflectionTexture.Sample(SampleType, reflectTexCoord);
// Do a linear interpolation between the two textures for a blend effect.
color = lerp(textureColor, reflectionColor, 0.15f);
return color;
}

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@ -0,0 +1,61 @@
/////////////
// GLOBALS //
/////////////
cbuffer MatrixBuffer
{
matrix worldMatrix;
matrix viewMatrix;
matrix projectionMatrix;
};
cbuffer ReflectionBuffer
{
matrix reflectionMatrix;
};
//////////////
// TYPEDEFS //
//////////////
struct VertexInputType
{
float4 position : POSITION;
float2 tex : TEXCOORD0;
};
struct PixelInputType
{
float4 position : SV_POSITION;
float2 tex : TEXCOORD0;
float4 reflectionPosition : TEXCOORD1;
};
////////////////////////////////////////////////////////////////////////////////
// Vertex Shader
////////////////////////////////////////////////////////////////////////////////
PixelInputType ReflectionVertexShader(VertexInputType input)
{
PixelInputType output;
matrix reflectProjectWorld;
// Change the position vector to be 4 units for proper matrix calculations.
input.position.w = 1.0f;
// Calculate the position of the vertex against the world, view, and projection matrices.
output.position = mul(input.position, worldMatrix);
output.position = mul(output.position, viewMatrix);
output.position = mul(output.position, projectionMatrix);
// Store the texture coordinates for the pixel shader.
output.tex = input.tex;
// Create the reflection projection world matrix.
reflectProjectWorld = mul(reflectionMatrix, projectionMatrix);
reflectProjectWorld = mul(worldMatrix, reflectProjectWorld);
// Calculate the input position against the reflectProjectWorld matrix.
output.reflectionPosition = mul(input.position, reflectProjectWorld);
return output;
}

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@ -0,0 +1,411 @@
#include "reflectionshaderclass.h"
ReflectionShaderClass::ReflectionShaderClass()
{
m_vertexShader = 0;
m_pixelShader = 0;
m_layout = 0;
m_matrixBuffer = 0;
m_sampleState = 0;
m_reflectionBuffer = 0;
}
ReflectionShaderClass::ReflectionShaderClass(const ReflectionShaderClass& other)
{
}
ReflectionShaderClass::~ReflectionShaderClass()
{
}
bool ReflectionShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
{
bool result;
wchar_t vsFilename[128];
wchar_t psFilename[128];
int error;
// Set the filename of the vertex shader.
error = wcscpy_s(vsFilename, 128, L"../Engine/reflection.vs");
if (error != 0)
{
return false;
}
// Set the filename of the pixel shader.
error = wcscpy_s(psFilename, 128, L"../Engine/reflection.ps");
if (error != 0)
{
return false;
}
// Initialize the vertex and pixel shaders.
result = InitializeShader(device, hwnd, vsFilename, psFilename);
if (!result)
{
return false;
}
return true;
}
void ReflectionShaderClass::Shutdown()
{
// Shutdown the vertex and pixel shaders as well as the related objects.
ShutdownShader();
return;
}
bool ReflectionShaderClass::Render(ID3D11DeviceContext* deviceContext, int indexCount, XMMATRIX worldMatrix, XMMATRIX viewMatrix, XMMATRIX projectionMatrix,
ID3D11ShaderResourceView* texture, ID3D11ShaderResourceView* reflectionTexture, XMMATRIX reflectionMatrix)
{
bool result;
// Set the shader parameters that it will use for rendering.
result = SetShaderParameters(deviceContext, worldMatrix, viewMatrix, projectionMatrix, texture, reflectionTexture, reflectionMatrix);
if (!result)
{
return false;
}
// Now render the prepared buffers with the shader.
RenderShader(deviceContext, indexCount);
return true;
}
bool ReflectionShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR* vsFilename, WCHAR* psFilename)
{
HRESULT result;
ID3D10Blob* errorMessage;
ID3D10Blob* vertexShaderBuffer;
ID3D10Blob* pixelShaderBuffer;
D3D11_INPUT_ELEMENT_DESC polygonLayout[2];
unsigned int numElements;
D3D11_BUFFER_DESC matrixBufferDesc;
D3D11_SAMPLER_DESC samplerDesc;
D3D11_BUFFER_DESC reflectionBufferDesc;
// Initialize the pointers this function will use to null.
errorMessage = 0;
vertexShaderBuffer = 0;
pixelShaderBuffer = 0;
// Compile the vertex shader code.
result = D3DCompileFromFile(vsFilename, NULL, NULL, "ReflectionVertexShader", "vs_5_0", D3D10_SHADER_ENABLE_STRICTNESS, 0,
&vertexShaderBuffer, &errorMessage);
if (FAILED(result))
{
// If the shader failed to compile it should have writen something to the error message.
if (errorMessage)
{
OutputShaderErrorMessage(errorMessage, hwnd, vsFilename);
}
// If there was nothing in the error message then it simply could not find the shader file itself.
else
{
MessageBox(hwnd, vsFilename, L"Missing Shader File", MB_OK);
}
return false;
}
// Compile the pixel shader code.
result = D3DCompileFromFile(psFilename, NULL, NULL, "ReflectionPixelShader", "ps_5_0", D3D10_SHADER_ENABLE_STRICTNESS, 0,
&pixelShaderBuffer, &errorMessage);
if (FAILED(result))
{
// If the shader failed to compile it should have writen something to the error message.
if (errorMessage)
{
OutputShaderErrorMessage(errorMessage, hwnd, psFilename);
}
// If there was nothing in the error message then it simply could not find the file itself.
else
{
MessageBox(hwnd, psFilename, L"Missing Shader File", MB_OK);
}
return false;
}
// Create the vertex shader from the buffer.
result = device->CreateVertexShader(vertexShaderBuffer->GetBufferPointer(), vertexShaderBuffer->GetBufferSize(), NULL, &m_vertexShader);
if (FAILED(result))
{
return false;
}
// Create the pixel shader from the buffer.
result = device->CreatePixelShader(pixelShaderBuffer->GetBufferPointer(), pixelShaderBuffer->GetBufferSize(), NULL, &m_pixelShader);
if (FAILED(result))
{
return false;
}
// Create the vertex input layout description.
polygonLayout[0].SemanticName = "POSITION";
polygonLayout[0].SemanticIndex = 0;
polygonLayout[0].Format = DXGI_FORMAT_R32G32B32_FLOAT;
polygonLayout[0].InputSlot = 0;
polygonLayout[0].AlignedByteOffset = 0;
polygonLayout[0].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
polygonLayout[0].InstanceDataStepRate = 0;
polygonLayout[1].SemanticName = "TEXCOORD";
polygonLayout[1].SemanticIndex = 0;
polygonLayout[1].Format = DXGI_FORMAT_R32G32_FLOAT;
polygonLayout[1].InputSlot = 0;
polygonLayout[1].AlignedByteOffset = D3D11_APPEND_ALIGNED_ELEMENT;
polygonLayout[1].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
polygonLayout[1].InstanceDataStepRate = 0;
// Get a count of the elements in the layout.
numElements = sizeof(polygonLayout) / sizeof(polygonLayout[0]);
// Create the vertex input layout.
result = device->CreateInputLayout(polygonLayout, numElements, vertexShaderBuffer->GetBufferPointer(),
vertexShaderBuffer->GetBufferSize(), &m_layout);
if (FAILED(result))
{
return false;
}
// Release the vertex shader buffer and pixel shader buffer since they are no longer needed.
vertexShaderBuffer->Release();
vertexShaderBuffer = 0;
pixelShaderBuffer->Release();
pixelShaderBuffer = 0;
// Setup the description of the dynamic matrix constant buffer that is in the vertex shader.
matrixBufferDesc.Usage = D3D11_USAGE_DYNAMIC;
matrixBufferDesc.ByteWidth = sizeof(MatrixBufferType);
matrixBufferDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
matrixBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
matrixBufferDesc.MiscFlags = 0;
matrixBufferDesc.StructureByteStride = 0;
// Create the constant buffer pointer so we can access the vertex shader constant buffer from within this class.
result = device->CreateBuffer(&matrixBufferDesc, NULL, &m_matrixBuffer);
if (FAILED(result))
{
return false;
}
// Create a texture sampler state description.
samplerDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
samplerDesc.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP;
samplerDesc.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP;
samplerDesc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP;
samplerDesc.MipLODBias = 0.0f;
samplerDesc.MaxAnisotropy = 1;
samplerDesc.ComparisonFunc = D3D11_COMPARISON_ALWAYS;
samplerDesc.BorderColor[0] = 0;
samplerDesc.BorderColor[1] = 0;
samplerDesc.BorderColor[2] = 0;
samplerDesc.BorderColor[3] = 0;
samplerDesc.MinLOD = 0;
samplerDesc.MaxLOD = D3D11_FLOAT32_MAX;
// Create the texture sampler state.
result = device->CreateSamplerState(&samplerDesc, &m_sampleState);
if (FAILED(result))
{
return false;
}
// Setup the description of the reflection dynamic constant buffer that is in the vertex shader.
reflectionBufferDesc.Usage = D3D11_USAGE_DYNAMIC;
reflectionBufferDesc.ByteWidth = sizeof(ReflectionBufferType);
reflectionBufferDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
reflectionBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
reflectionBufferDesc.MiscFlags = 0;
reflectionBufferDesc.StructureByteStride = 0;
// Create the constant buffer pointer so we can access the vertex shader constant buffer from within this class.
result = device->CreateBuffer(&reflectionBufferDesc, NULL, &m_reflectionBuffer);
if (FAILED(result))
{
return false;
}
return true;
}
void ReflectionShaderClass::ShutdownShader()
{
// Release the reflection constant buffer.
if (m_reflectionBuffer)
{
m_reflectionBuffer->Release();
m_reflectionBuffer = 0;
}
// Release the sampler state.
if (m_sampleState)
{
m_sampleState->Release();
m_sampleState = 0;
}
// Release the matrix constant buffer.
if (m_matrixBuffer)
{
m_matrixBuffer->Release();
m_matrixBuffer = 0;
}
// Release the layout.
if (m_layout)
{
m_layout->Release();
m_layout = 0;
}
// Release the pixel shader.
if (m_pixelShader)
{
m_pixelShader->Release();
m_pixelShader = 0;
}
// Release the vertex shader.
if (m_vertexShader)
{
m_vertexShader->Release();
m_vertexShader = 0;
}
return;
}
void ReflectionShaderClass::OutputShaderErrorMessage(ID3D10Blob* errorMessage, HWND hwnd, WCHAR* shaderFilename)
{
char* compileErrors;
unsigned long long bufferSize, i;
ofstream fout;
// Get a pointer to the error message text buffer.
compileErrors = (char*)(errorMessage->GetBufferPointer());
// Get the length of the message.
bufferSize = errorMessage->GetBufferSize();
// Open a file to write the error message to.
fout.open("shader-error.txt");
// Write out the error message.
for (i = 0; i < bufferSize; i++)
{
fout << compileErrors[i];
}
// Close the file.
fout.close();
// Release the error message.
errorMessage->Release();
errorMessage = 0;
// Pop a message up on the screen to notify the user to check the text file for compile errors.
MessageBox(hwnd, L"Error compiling shader. Check shader-error.txt for message.", shaderFilename, MB_OK);
return;
}
bool 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;
}

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@ -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