diff --git a/enginecustom/applicationclass.cpp b/enginecustom/applicationclass.cpp index b608c7d..aafc99f 100644 --- a/enginecustom/applicationclass.cpp +++ b/enginecustom/applicationclass.cpp @@ -7,6 +7,7 @@ ApplicationClass::ApplicationClass() m_MultiTextureShader = 0; m_Model = 0; m_LightShader = 0; + m_LightMapShader = 0; m_Light = 0; m_TextureShader = 0; m_Bitmap = 0; @@ -179,7 +180,7 @@ bool ApplicationClass::Initialize(int screenWidth, int screenHeight, HWND hwnd) // Set the file name of the textures. strcpy_s(textureFilename1, "stone01.tga"); - strcpy_s(textureFilename2, "moss01.tga"); + strcpy_s(textureFilename2, "light01.tga"); // Create and initialize the model object. m_Model = new ModelClass; @@ -221,6 +222,16 @@ bool ApplicationClass::Initialize(int screenWidth, int screenHeight, HWND hwnd) m_Lights[3].SetDiffuseColor(1.0f, 1.0f, 1.0f, 1.0f); // White m_Lights[3].SetPosition(3.0f, 1.0f, -3.0f); + // Create and initialize the light map shader object. + m_LightMapShader = new LightMapShaderClass; + + result = m_LightMapShader->Initialize(m_Direct3D->GetDevice(), hwnd); + if (!result) + { + MessageBox(hwnd, L"Could not initialize the light map shader object.", L"Error", MB_OK); + return false; + } + // Create and initialize the fps object. m_Fps = new FpsClass(); @@ -261,7 +272,6 @@ void ApplicationClass::Shutdown() m_Fps = 0; } - // Release the text string objects. if (m_TextString3) { @@ -338,6 +348,14 @@ void ApplicationClass::Shutdown() m_LightShader = 0; } + // Release the light map shader object. + if (m_LightMapShader) + { + m_LightMapShader->Shutdown(); + delete m_LightMapShader; + m_LightMapShader = 0; + } + // Release the model object. if (m_Model) { @@ -543,7 +561,11 @@ bool ApplicationClass::Render(float rotation, float x, float y, float z) lightPosition[i] = m_Lights[i].GetPosition(); } + /////////////////// + // DISCLAIMER // + /////////////////// + // Les shaders suivants ne s'appliquent a l'objet uniquement s'il sont les derniers appliques scaleMatrix = XMMatrixScaling(0.5f, 0.5f, 0.5f); // Build the scaling matrix. rotateMatrix = XMMatrixRotationY(rotation); // Build the rotation matrix. @@ -556,6 +578,14 @@ bool ApplicationClass::Render(float rotation, float x, float y, float z) // Render the model using the multitexture shader. m_Model->Render(m_Direct3D->GetDeviceContext()); + // Render the model using the light shader. + result = m_LightShader->Render(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix, m_Model->GetTexture(0), + diffuseColor, lightPosition); + if (!result) + { + return false; + } + scaleMatrix = XMMatrixScaling(2.0f, 2.0f, 2.0f); // Build the scaling matrix. rotateMatrix = XMMatrixRotationY(-rotation); // Build the rotation matrix. translateMatrix = XMMatrixTranslation(-x, -y, -z); // Build the translation matrix. @@ -567,14 +597,25 @@ bool ApplicationClass::Render(float rotation, float x, float y, float z) // Put the model vertex and index buffers on the graphics pipeline to prepare them for drawing. m_Model->Render(m_Direct3D->GetDeviceContext()); - // Render the model using the light shader. - result = m_LightShader->Render(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix, m_Model->GetTexture(0), - diffuseColor, lightPosition); + result = m_LightMapShader->Render(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix, + m_Model->GetTexture(0), m_Model->GetTexture(1)); if (!result) { return false; } + + scaleMatrix = XMMatrixScaling(0.75f, 0.2f, 0.5f); // Build the scaling matrix. + rotateMatrix = XMMatrixRotationY(rotation); // Build the rotation matrix. + translateMatrix = XMMatrixTranslation(x + 1, y - 1, z + 2); // Build the translation matrix. + + // Multiply the scale, rotation, and translation matrices together to create the final world transformation matrix. + srMatrix = XMMatrixMultiply(scaleMatrix, rotateMatrix); + worldMatrix = XMMatrixMultiply(srMatrix, translateMatrix); + + // Render the model using the multitexture shader. + m_Model->Render(m_Direct3D->GetDeviceContext()); + // Render the model using the multitexture shader. result = m_MultiTextureShader->Render(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix, m_Model->GetTexture(0), m_Model->GetTexture(1)); diff --git a/enginecustom/applicationclass.h b/enginecustom/applicationclass.h index 2ee3d4c..bc59f20 100644 --- a/enginecustom/applicationclass.h +++ b/enginecustom/applicationclass.h @@ -10,6 +10,7 @@ #include "modelclass.h" #include "lightshaderclass.h" #include "lightclass.h" +#include "lightmapshaderclass.h" #include "multitextureshaderclass.h" #include "bitmapclass.h" #include "textureshaderclass.h" @@ -51,6 +52,7 @@ private: CameraClass* m_Camera; LightShaderClass* m_LightShader; LightClass* m_Light; + LightMapShaderClass* m_LightMapShader; MultiTextureShaderClass* m_MultiTextureShader; ModelClass* m_Model; TextureShaderClass* m_TextureShader; diff --git a/enginecustom/enginecustom.vcxproj b/enginecustom/enginecustom.vcxproj index a072ed4..6b230cb 100644 --- a/enginecustom/enginecustom.vcxproj +++ b/enginecustom/enginecustom.vcxproj @@ -30,6 +30,7 @@ + @@ -52,6 +53,7 @@ + @@ -67,6 +69,8 @@ + + @@ -93,6 +97,7 @@ + @@ -103,6 +108,7 @@ + 17.0 diff --git a/enginecustom/enginecustom.vcxproj.filters b/enginecustom/enginecustom.vcxproj.filters index f6d3cc8..1cb32f9 100644 --- a/enginecustom/enginecustom.vcxproj.filters +++ b/enginecustom/enginecustom.vcxproj.filters @@ -87,6 +87,9 @@ Fichiers sources + + Fichiers sources + @@ -146,6 +149,9 @@ Fichiers d%27en-tĂȘte + + Fichiers d%27en-tĂȘte + @@ -163,6 +169,9 @@ assets + + assets + @@ -196,6 +205,10 @@ shader + + shader + + @@ -210,5 +223,8 @@ assets + + assets + \ No newline at end of file diff --git a/enginecustom/light01.tga b/enginecustom/light01.tga new file mode 100644 index 0000000..7aa0f52 Binary files /dev/null and b/enginecustom/light01.tga differ diff --git a/enginecustom/lightmap.ps b/enginecustom/lightmap.ps new file mode 100644 index 0000000..3984d43 --- /dev/null +++ b/enginecustom/lightmap.ps @@ -0,0 +1,38 @@ +///////////// +// GLOBALS // +///////////// +Texture2D shaderTexture1 : register(t0); +Texture2D shaderTexture2 : register(t1); +SamplerState SampleType : register(s0); + + +////////////// +// TYPEDEFS // +////////////// +struct PixelInputType +{ + float4 position : SV_POSITION; + float2 tex : TEXCOORD0; +}; + +//////////////////////////////////////////////////////////////////////////////// +// Pixel Shader +//////////////////////////////////////////////////////////////////////////////// +float4 LightMapPixelShader(PixelInputType input) : SV_TARGET +{ + float4 color; + float4 lightColor; + float4 finalColor; + + + // Get the pixel color from the color texture. + color = shaderTexture1.Sample(SampleType, input.tex); + + // Get the pixel color from the light map. + lightColor = shaderTexture2.Sample(SampleType, input.tex); + + // Blend the two pixels together. + finalColor = color * lightColor; + + return finalColor; +} diff --git a/enginecustom/lightmap.vs b/enginecustom/lightmap.vs new file mode 100644 index 0000000..4a6190b --- /dev/null +++ b/enginecustom/lightmap.vs @@ -0,0 +1,49 @@ +///////////// +// GLOBALS // +///////////// +cbuffer MatrixBuffer +{ + matrix worldMatrix; + matrix viewMatrix; + matrix projectionMatrix; +}; + + +////////////// +// TYPEDEFS // +////////////// +struct VertexInputType +{ + float4 position : POSITION; + float2 tex : TEXCOORD0; + float3 normal : NORMAL; +}; + +struct PixelInputType +{ + float4 position : SV_POSITION; + float2 tex : TEXCOORD0; +}; + + +//////////////////////////////////////////////////////////////////////////////// +// Vertex Shader +//////////////////////////////////////////////////////////////////////////////// +PixelInputType LightMapVertexShader(VertexInputType input) +{ + PixelInputType output; + + + // Change the position vector to be 4 units for proper matrix calculations. + input.position.w = 1.0f; + + // Calculate the position of the vertex against the world, view, and projection matrices. + output.position = mul(input.position, worldMatrix); + output.position = mul(output.position, viewMatrix); + output.position = mul(output.position, projectionMatrix); + + // Store the texture coordinates for the pixel shader. + output.tex = input.tex; + + return output; +} \ No newline at end of file diff --git a/enginecustom/lightmapshaderclass.cpp b/enginecustom/lightmapshaderclass.cpp new file mode 100644 index 0000000..82d6ed8 --- /dev/null +++ b/enginecustom/lightmapshaderclass.cpp @@ -0,0 +1,377 @@ +#include "lightmapshaderclass.h" + + +LightMapShaderClass::LightMapShaderClass() +{ + m_vertexShader = 0; + m_pixelShader = 0; + m_layout = 0; + m_matrixBuffer = 0; + m_sampleState = 0; +} + + +LightMapShaderClass::LightMapShaderClass(const LightMapShaderClass& other) +{ +} + + +LightMapShaderClass::~LightMapShaderClass() +{ +} + + +bool LightMapShaderClass::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"lightmap.vs"); + if (error != 0) + { + return false; + } + + // Set the filename of the pixel shader. + error = wcscpy_s(psFilename, 128, L"lightmap.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 LightMapShaderClass::Shutdown() +{ + // Shutdown the vertex and pixel shaders as well as the related objects. + ShutdownShader(); + + return; +} + + +bool LightMapShaderClass::Render(ID3D11DeviceContext* deviceContext, int indexCount, XMMATRIX worldMatrix, XMMATRIX viewMatrix, + XMMATRIX projectionMatrix, ID3D11ShaderResourceView* texture1, ID3D11ShaderResourceView* texture2) +{ + bool result; + + + // Set the shader parameters that it will use for rendering. + result = SetShaderParameters(deviceContext, worldMatrix, viewMatrix, projectionMatrix, texture1, texture2); + if (!result) + { + return false; + } + + // Now render the prepared buffers with the shader. + RenderShader(deviceContext, indexCount); + + return true; +} + + +bool LightMapShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR* vsFilename, WCHAR* psFilename) +{ + HRESULT result; + ID3D10Blob* errorMessage; + ID3D10Blob* vertexShaderBuffer; + ID3D10Blob* pixelShaderBuffer; + D3D11_INPUT_ELEMENT_DESC polygonLayout[3]; + unsigned int numElements; + D3D11_BUFFER_DESC matrixBufferDesc; + D3D11_SAMPLER_DESC samplerDesc; + + + // 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, "LightMapVertexShader", "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, "LightMapPixelShader", "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; + + polygonLayout[2].SemanticName = "NORMAL"; + polygonLayout[2].SemanticIndex = 0; + polygonLayout[2].Format = DXGI_FORMAT_R32G32B32_FLOAT; + polygonLayout[2].InputSlot = 0; + polygonLayout[2].AlignedByteOffset = D3D11_APPEND_ALIGNED_ELEMENT; + polygonLayout[2].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA; + polygonLayout[2].InstanceDataStepRate = 0; + + // Get a count of the elements in the layout. + numElements = sizeof(polygonLayout) / sizeof(polygonLayout[0]); + + // Create the vertex input layout. + result = device->CreateInputLayout(polygonLayout, numElements, vertexShaderBuffer->GetBufferPointer(), + vertexShaderBuffer->GetBufferSize(), &m_layout); + if (FAILED(result)) + { + return false; + } + + // Release the vertex shader buffer and pixel shader buffer since they are no longer needed. + vertexShaderBuffer->Release(); + vertexShaderBuffer = 0; + + pixelShaderBuffer->Release(); + pixelShaderBuffer = 0; + + // Setup the description of the dynamic matrix constant buffer that is in the vertex shader. + matrixBufferDesc.Usage = D3D11_USAGE_DYNAMIC; + matrixBufferDesc.ByteWidth = sizeof(MatrixBufferType); + matrixBufferDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER; + matrixBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; + matrixBufferDesc.MiscFlags = 0; + matrixBufferDesc.StructureByteStride = 0; + + // Create the constant buffer pointer so we can access the vertex shader constant buffer from within this class. + result = device->CreateBuffer(&matrixBufferDesc, NULL, &m_matrixBuffer); + if (FAILED(result)) + { + return false; + } + + // Create a texture sampler state description. + samplerDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR; + samplerDesc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP; + samplerDesc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP; + samplerDesc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP; + samplerDesc.MipLODBias = 0.0f; + samplerDesc.MaxAnisotropy = 1; + samplerDesc.ComparisonFunc = D3D11_COMPARISON_ALWAYS; + samplerDesc.BorderColor[0] = 0; + samplerDesc.BorderColor[1] = 0; + samplerDesc.BorderColor[2] = 0; + samplerDesc.BorderColor[3] = 0; + samplerDesc.MinLOD = 0; + samplerDesc.MaxLOD = D3D11_FLOAT32_MAX; + + // Create the texture sampler state. + result = device->CreateSamplerState(&samplerDesc, &m_sampleState); + if (FAILED(result)) + { + return false; + } + + return true; +} + + +void LightMapShaderClass::ShutdownShader() +{ + // 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 LightMapShaderClass::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 LightMapShaderClass::SetShaderParameters(ID3D11DeviceContext* deviceContext, XMMATRIX worldMatrix, XMMATRIX viewMatrix, + XMMATRIX projectionMatrix, ID3D11ShaderResourceView* texture1, ID3D11ShaderResourceView* texture2) +{ + HRESULT result; + D3D11_MAPPED_SUBRESOURCE mappedResource; + MatrixBufferType* dataPtr; + unsigned int bufferNumber; + + + // Transpose the matrices to prepare them for the shader. + worldMatrix = XMMatrixTranspose(worldMatrix); + viewMatrix = XMMatrixTranspose(viewMatrix); + projectionMatrix = XMMatrixTranspose(projectionMatrix); + + // Lock the constant buffer so it can be written to. + result = deviceContext->Map(m_matrixBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource); + if (FAILED(result)) + { + return false; + } + + // Get a pointer to the data in the constant buffer. + dataPtr = (MatrixBufferType*)mappedResource.pData; + + // Copy the matrices into the constant buffer. + dataPtr->world = worldMatrix; + dataPtr->view = viewMatrix; + dataPtr->projection = projectionMatrix; + + // Unlock the constant buffer. + deviceContext->Unmap(m_matrixBuffer, 0); + + // Set the position of the constant buffer in the vertex shader. + bufferNumber = 0; + + // Finally set the constant buffer in the vertex shader with the updated values. + deviceContext->VSSetConstantBuffers(bufferNumber, 1, &m_matrixBuffer); + + // Set shader texture resources in the pixel shader. + deviceContext->PSSetShaderResources(0, 1, &texture1); + deviceContext->PSSetShaderResources(1, 1, &texture2); + + return true; +} + + +void LightMapShaderClass::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 this triangle. + 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 triangle. + deviceContext->DrawIndexed(indexCount, 0, 0); + + return; +} diff --git a/enginecustom/lightmapshaderclass.h b/enginecustom/lightmapshaderclass.h new file mode 100644 index 0000000..0e3d32b --- /dev/null +++ b/enginecustom/lightmapshaderclass.h @@ -0,0 +1,55 @@ +//////////////////////////////////////////////////////////////////////////////// +#ifndef _LIGHTMAPSHADERCLASS_H_ +#define _LIGHTMAPSHADERCLASS_H_ + + +////////////// +// INCLUDES // +////////////// +#include +#include +#include +#include +using namespace DirectX; +using namespace std; + + +//////////////////////////////////////////////////////////////////////////////// +// Class name: LightMapShaderClass +//////////////////////////////////////////////////////////////////////////////// +class LightMapShaderClass +{ +private: + struct MatrixBufferType + { + XMMATRIX world; + XMMATRIX view; + XMMATRIX projection; + }; + +public: + LightMapShaderClass(); + LightMapShaderClass(const LightMapShaderClass&); + ~LightMapShaderClass(); + + bool Initialize(ID3D11Device*, HWND); + void Shutdown(); + bool Render(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, ID3D11ShaderResourceView*); + +private: + bool InitializeShader(ID3D11Device*, HWND, WCHAR*, WCHAR*); + void ShutdownShader(); + void OutputShaderErrorMessage(ID3D10Blob*, HWND, WCHAR*); + + bool SetShaderParameters(ID3D11DeviceContext*, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, ID3D11ShaderResourceView*); + void RenderShader(ID3D11DeviceContext*, int); + +private: + ID3D11VertexShader* m_vertexShader; + ID3D11PixelShader* m_pixelShader; + ID3D11InputLayout* m_layout; + ID3D11Buffer* m_matrixBuffer; + ID3D11SamplerState* m_sampleState; +}; + +#endif \ No newline at end of file diff --git a/enginecustom/square.txt b/enginecustom/square.txt new file mode 100644 index 0000000..ab9a113 --- /dev/null +++ b/enginecustom/square.txt @@ -0,0 +1,10 @@ +Vertex Count: 6 + +Data: + +-1.0 1.0 0.0 0.0 0.0 0.0 0.0 -1.0 + 1.0 1.0 0.0 1.0 0.0 0.0 0.0 -1.0 +-1.0 -1.0 0.0 0.0 1.0 0.0 0.0 -1.0 +-1.0 -1.0 0.0 0.0 1.0 0.0 0.0 -1.0 + 1.0 1.0 0.0 1.0 0.0 0.0 0.0 -1.0 + 1.0 -1.0 0.0 1.0 1.0 0.0 0.0 -1.0