merge 3d diffuse lighting
This commit is contained in:
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deea6fa3ba
commit
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@ -8,7 +8,6 @@
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/////////////
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/////////////
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Texture2D shaderTexture : register(t0);
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Texture2D shaderTexture : register(t0);
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SamplerState SampleType : register(s0);
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SamplerState SampleType : register(s0);
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cbuffer LightBuffer
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cbuffer LightBuffer
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{
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{
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float4 diffuseColor;
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float4 diffuseColor;
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@ -48,9 +47,6 @@ float4 LightPixelShader(PixelInputType input) : SV_TARGET
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// Calculate the amount of light on this pixel.
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// Calculate the amount of light on this pixel.
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lightIntensity = saturate(dot(input.normal, lightDir));
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lightIntensity = saturate(dot(input.normal, lightDir));
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// Change the diffuse color to red (0, 1, 0)
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float3 greenDiffuseColor = float3(1, 0, 0);
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// Determine the final amount of diffuse color based on the diffuse color combined with the light intensity.
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// Determine the final amount of diffuse color based on the diffuse color combined with the light intensity.
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color = saturate(diffuseColor * lightIntensity);
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color = saturate(diffuseColor * lightIntensity);
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@ -13,7 +13,6 @@ cbuffer MatrixBuffer
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matrix projectionMatrix;
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matrix projectionMatrix;
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};
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};
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//////////////
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//////////////
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// TYPEDEFS //
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// TYPEDEFS //
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//////////////
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//////////////
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@ -1,3 +1,4 @@
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#pragma once
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////////////////////////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////////////////////////
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// Filename: lightclass.h
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// Filename: lightclass.h
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////////////////////////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////////////////////////
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@ -22,11 +23,11 @@ public:
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LightClass(const LightClass&);
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LightClass(const LightClass&);
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~LightClass();
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~LightClass();
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void SetDiffuseColor(float, float, float, float);
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void SetDirection(float, float, float);
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void SetDirection(float, float, float);
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void SetDiffuseColor(float, float, float, float);
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XMFLOAT4 GetDiffuseColor();
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XMFLOAT3 GetDirection();
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XMFLOAT3 GetDirection();
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XMFLOAT4 GetDiffuseColor();
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private:
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private:
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XMFLOAT4 m_diffuseColor;
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XMFLOAT4 m_diffuseColor;
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@ -32,16 +32,15 @@ bool LightShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
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int error;
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int error;
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bool result;
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bool result;
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// Set the filename of the vertex shader.
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// Set the filename of the vertex shader.
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error = wcscpy_s(vsFilename, 128, L"../enginecustom/light.vs");
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error = wcscpy_s(vsFilename, 128, L"./Light.vs");
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if (error != 0)
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if (error != 0)
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{
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{
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return false;
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return false;
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}
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}
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// Set the filename of the pixel shader.
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// Set the filename of the pixel shader.
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error = wcscpy_s(psFilename, 128, L"../enginecustom/light.ps");
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error = wcscpy_s(psFilename, 128, L"./Light.ps");
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if (error != 0)
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if (error != 0)
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{
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{
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return false;
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return false;
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@ -49,7 +48,7 @@ bool LightShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
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// Initialize the vertex and pixel shaders.
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// Initialize the vertex and pixel shaders.
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result = InitializeShader(device, hwnd, vsFilename, psFilename);
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result = InitializeShader(device, hwnd, vsFilename, psFilename);
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if(!result)
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if (!result)
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{
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{
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return false;
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return false;
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}
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}
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@ -66,7 +65,6 @@ void LightShaderClass::Shutdown()
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return;
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return;
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}
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}
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bool LightShaderClass::Render(ID3D11DeviceContext* deviceContext, int indexCount, XMMATRIX worldMatrix, XMMATRIX viewMatrix, XMMATRIX projectionMatrix,
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bool LightShaderClass::Render(ID3D11DeviceContext* deviceContext, int indexCount, XMMATRIX worldMatrix, XMMATRIX viewMatrix, XMMATRIX projectionMatrix,
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ID3D11ShaderResourceView* texture, XMFLOAT3 lightDirection, XMFLOAT4 diffuseColor)
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ID3D11ShaderResourceView* texture, XMFLOAT3 lightDirection, XMFLOAT4 diffuseColor)
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{
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{
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@ -75,7 +73,7 @@ bool LightShaderClass::Render(ID3D11DeviceContext* deviceContext, int indexCount
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// Set the shader parameters that it will use for rendering.
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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, lightDirection, diffuseColor);
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result = SetShaderParameters(deviceContext, worldMatrix, viewMatrix, projectionMatrix, texture, lightDirection, diffuseColor);
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if(!result)
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if (!result)
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{
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{
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return false;
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return false;
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}
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}
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@ -93,10 +91,12 @@ bool LightShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR*
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ID3D10Blob* errorMessage;
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ID3D10Blob* errorMessage;
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ID3D10Blob* vertexShaderBuffer;
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ID3D10Blob* vertexShaderBuffer;
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ID3D10Blob* pixelShaderBuffer;
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ID3D10Blob* pixelShaderBuffer;
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D3D11_INPUT_ELEMENT_DESC polygonLayout[3];
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D3D11_INPUT_ELEMENT_DESC polygonLayout[3];
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unsigned int numElements;
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unsigned int numElements;
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D3D11_SAMPLER_DESC samplerDesc;
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D3D11_SAMPLER_DESC samplerDesc;
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D3D11_BUFFER_DESC matrixBufferDesc;
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D3D11_BUFFER_DESC matrixBufferDesc;
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D3D11_BUFFER_DESC lightBufferDesc;
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D3D11_BUFFER_DESC lightBufferDesc;
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@ -107,10 +107,10 @@ bool LightShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR*
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// Compile the vertex shader code.
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// Compile the vertex shader code.
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result = D3DCompileFromFile(vsFilename, NULL, NULL, "LightVertexShader", "vs_5_0", D3D10_SHADER_ENABLE_STRICTNESS, 0, &vertexShaderBuffer, &errorMessage);
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result = D3DCompileFromFile(vsFilename, NULL, NULL, "LightVertexShader", "vs_5_0", D3D10_SHADER_ENABLE_STRICTNESS, 0, &vertexShaderBuffer, &errorMessage);
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if(FAILED(result))
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if (FAILED(result))
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{
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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 the shader failed to compile it should have writen something to the error message.
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if(errorMessage)
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if (errorMessage)
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{
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{
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OutputShaderErrorMessage(errorMessage, hwnd, vsFilename);
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OutputShaderErrorMessage(errorMessage, hwnd, vsFilename);
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}
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}
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@ -125,10 +125,10 @@ bool LightShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR*
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// Compile the pixel shader code.
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// Compile the pixel shader code.
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result = D3DCompileFromFile(psFilename, NULL, NULL, "LightPixelShader", "ps_5_0", D3D10_SHADER_ENABLE_STRICTNESS, 0, &pixelShaderBuffer, &errorMessage);
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result = D3DCompileFromFile(psFilename, NULL, NULL, "LightPixelShader", "ps_5_0", D3D10_SHADER_ENABLE_STRICTNESS, 0, &pixelShaderBuffer, &errorMessage);
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if(FAILED(result))
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if (FAILED(result))
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{
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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 the shader failed to compile it should have writen something to the error message.
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if(errorMessage)
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if (errorMessage)
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{
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{
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OutputShaderErrorMessage(errorMessage, hwnd, psFilename);
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OutputShaderErrorMessage(errorMessage, hwnd, psFilename);
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}
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}
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@ -143,14 +143,14 @@ bool LightShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR*
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// Create the vertex shader from the buffer.
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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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result = device->CreateVertexShader(vertexShaderBuffer->GetBufferPointer(), vertexShaderBuffer->GetBufferSize(), NULL, &m_vertexShader);
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if(FAILED(result))
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if (FAILED(result))
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{
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{
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return false;
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return false;
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}
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}
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// Create the pixel shader from the buffer.
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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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result = device->CreatePixelShader(pixelShaderBuffer->GetBufferPointer(), pixelShaderBuffer->GetBufferSize(), NULL, &m_pixelShader);
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if(FAILED(result))
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if (FAILED(result))
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{
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{
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return false;
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return false;
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}
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}
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@ -187,7 +187,7 @@ bool LightShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR*
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// Create the vertex input layout.
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// Create the vertex input layout.
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result = device->CreateInputLayout(polygonLayout, numElements, vertexShaderBuffer->GetBufferPointer(), vertexShaderBuffer->GetBufferSize(),
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result = device->CreateInputLayout(polygonLayout, numElements, vertexShaderBuffer->GetBufferPointer(), vertexShaderBuffer->GetBufferSize(),
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&m_layout);
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&m_layout);
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if(FAILED(result))
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if (FAILED(result))
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{
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{
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return false;
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return false;
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}
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}
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@ -216,7 +216,7 @@ bool LightShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR*
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// Create the texture sampler state.
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// Create the texture sampler state.
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result = device->CreateSamplerState(&samplerDesc, &m_sampleState);
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result = device->CreateSamplerState(&samplerDesc, &m_sampleState);
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if(FAILED(result))
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if (FAILED(result))
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{
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{
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return false;
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return false;
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}
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}
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@ -231,7 +231,7 @@ bool LightShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR*
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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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// 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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result = device->CreateBuffer(&matrixBufferDesc, NULL, &m_matrixBuffer);
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if(FAILED(result))
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if (FAILED(result))
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{
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{
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return false;
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return false;
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}
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}
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@ -247,7 +247,7 @@ bool LightShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR*
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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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// 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(&lightBufferDesc, NULL, &m_lightBuffer);
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result = device->CreateBuffer(&lightBufferDesc, NULL, &m_lightBuffer);
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if(FAILED(result))
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if (FAILED(result))
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{
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{
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return false;
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return false;
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}
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}
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@ -259,42 +259,42 @@ bool LightShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR*
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void LightShaderClass::ShutdownShader()
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void LightShaderClass::ShutdownShader()
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{
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{
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// Release the light constant buffer.
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// Release the light constant buffer.
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if(m_lightBuffer)
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if (m_lightBuffer)
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{
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{
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m_lightBuffer->Release();
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m_lightBuffer->Release();
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m_lightBuffer = 0;
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m_lightBuffer = 0;
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}
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}
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// Release the matrix constant buffer.
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// Release the matrix constant buffer.
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if(m_matrixBuffer)
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if (m_matrixBuffer)
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{
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{
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m_matrixBuffer->Release();
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m_matrixBuffer->Release();
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m_matrixBuffer = 0;
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m_matrixBuffer = 0;
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}
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}
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// Release the sampler state.
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// Release the sampler state.
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if(m_sampleState)
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if (m_sampleState)
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{
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{
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m_sampleState->Release();
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m_sampleState->Release();
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m_sampleState = 0;
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m_sampleState = 0;
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}
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}
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// Release the layout.
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// Release the layout.
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if(m_layout)
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if (m_layout)
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{
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{
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m_layout->Release();
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m_layout->Release();
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m_layout = 0;
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m_layout = 0;
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}
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}
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// Release the pixel shader.
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// Release the pixel shader.
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if(m_pixelShader)
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if (m_pixelShader)
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{
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{
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m_pixelShader->Release();
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m_pixelShader->Release();
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m_pixelShader = 0;
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m_pixelShader = 0;
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}
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}
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// Release the vertex shader.
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// Release the vertex shader.
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if(m_vertexShader)
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if (m_vertexShader)
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{
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{
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m_vertexShader->Release();
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m_vertexShader->Release();
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m_vertexShader = 0;
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m_vertexShader = 0;
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@ -321,7 +321,7 @@ void LightShaderClass::OutputShaderErrorMessage(ID3D10Blob* errorMessage, HWND h
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fout.open("shader-error.txt");
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fout.open("shader-error.txt");
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// Write out the error message.
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// Write out the error message.
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for(i=0; i<bufferSize; i++)
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for (i = 0; i < bufferSize; i++)
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{
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{
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fout << compileErrors[i];
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fout << compileErrors[i];
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}
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}
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@ -339,7 +339,6 @@ void LightShaderClass::OutputShaderErrorMessage(ID3D10Blob* errorMessage, HWND h
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return;
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return;
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}
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}
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bool LightShaderClass::SetShaderParameters(ID3D11DeviceContext* deviceContext, XMMATRIX worldMatrix, XMMATRIX viewMatrix, XMMATRIX projectionMatrix,
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bool LightShaderClass::SetShaderParameters(ID3D11DeviceContext* deviceContext, XMMATRIX worldMatrix, XMMATRIX viewMatrix, XMMATRIX projectionMatrix,
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ID3D11ShaderResourceView* texture, XMFLOAT3 lightDirection, XMFLOAT4 diffuseColor)
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ID3D11ShaderResourceView* texture, XMFLOAT3 lightDirection, XMFLOAT4 diffuseColor)
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{
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{
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@ -357,7 +356,7 @@ bool LightShaderClass::SetShaderParameters(ID3D11DeviceContext* deviceContext, X
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// Lock the constant buffer so it can be written to.
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// Lock the constant buffer so it can be written to.
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result = deviceContext->Map(m_matrixBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
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result = deviceContext->Map(m_matrixBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
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if(FAILED(result))
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if (FAILED(result))
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{
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{
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return false;
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return false;
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}
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}
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@ -384,7 +383,7 @@ bool LightShaderClass::SetShaderParameters(ID3D11DeviceContext* deviceContext, X
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// Lock the light constant buffer so it can be written to.
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// Lock the light constant buffer so it can be written to.
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result = deviceContext->Map(m_lightBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
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result = deviceContext->Map(m_lightBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
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if(FAILED(result))
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if (FAILED(result))
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{
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{
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return false;
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return false;
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}
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}
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