diff --git a/enginecustom/Cameraclass.cpp b/enginecustom/Cameraclass.cpp index 0520dd2..39ae709 100644 --- a/enginecustom/Cameraclass.cpp +++ b/enginecustom/Cameraclass.cpp @@ -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; } \ No newline at end of file diff --git a/enginecustom/Cameraclass.h b/enginecustom/Cameraclass.h index 1c4cfed..63f3942 100644 --- a/enginecustom/Cameraclass.h +++ b/enginecustom/Cameraclass.h @@ -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 \ No newline at end of file diff --git a/enginecustom/applicationclass.cpp b/enginecustom/applicationclass.cpp index 0444768..9302e91 100644 --- a/enginecustom/applicationclass.cpp +++ b/enginecustom/applicationclass.cpp @@ -29,6 +29,7 @@ ApplicationClass::ApplicationClass() m_Position = 0; m_Frustum = 0; m_DisplayPlane = 0; + m_ReflectionShader = 0; } diff --git a/enginecustom/reflection.ps b/enginecustom/reflection.ps new file mode 100644 index 0000000..20d7b6e --- /dev/null +++ b/enginecustom/reflection.ps @@ -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; +} \ No newline at end of file diff --git a/enginecustom/reflection.vs b/enginecustom/reflection.vs new file mode 100644 index 0000000..7db4046 --- /dev/null +++ b/enginecustom/reflection.vs @@ -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; +} \ No newline at end of file diff --git a/enginecustom/reflectionshaderclass.cpp b/enginecustom/reflectionshaderclass.cpp new file mode 100644 index 0000000..d0f7210 --- /dev/null +++ b/enginecustom/reflectionshaderclass.cpp @@ -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; +} \ No newline at end of file diff --git a/enginecustom/reflectionshaderclass.h b/enginecustom/reflectionshaderclass.h new file mode 100644 index 0000000..33de10b --- /dev/null +++ b/enginecustom/reflectionshaderclass.h @@ -0,0 +1,63 @@ +//////////////////////////////////////////////////////////////////////////////// +// Filename: reflectionshaderclass.h +//////////////////////////////////////////////////////////////////////////////// +#ifndef _REFLECTIONSHADERCLASS_H_ +#define _REFLECTIONSHADERCLASS_H_ + + +////////////// +// INCLUDES // +////////////// +#include +#include +#include +#include +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