merge 3d diffuse lighting

This commit is contained in:
StratiX0 2024-03-26 12:02:03 +01:00
parent deea6fa3ba
commit ccb666faaf
7 changed files with 1674 additions and 1679 deletions

View File

@ -8,7 +8,6 @@
///////////// /////////////
Texture2D shaderTexture : register(t0); Texture2D shaderTexture : register(t0);
SamplerState SampleType : register(s0); SamplerState SampleType : register(s0);
cbuffer LightBuffer cbuffer LightBuffer
{ {
float4 diffuseColor; float4 diffuseColor;
@ -48,9 +47,6 @@ float4 LightPixelShader(PixelInputType input) : SV_TARGET
// Calculate the amount of light on this pixel. // Calculate the amount of light on this pixel.
lightIntensity = saturate(dot(input.normal, lightDir)); lightIntensity = saturate(dot(input.normal, lightDir));
// Change the diffuse color to red (0, 1, 0)
float3 greenDiffuseColor = float3(1, 0, 0);
// Determine the final amount of diffuse color based on the diffuse color combined with the light intensity. // Determine the final amount of diffuse color based on the diffuse color combined with the light intensity.
color = saturate(diffuseColor * lightIntensity); color = saturate(diffuseColor * lightIntensity);

View File

@ -13,7 +13,6 @@ cbuffer MatrixBuffer
matrix projectionMatrix; matrix projectionMatrix;
}; };
////////////// //////////////
// TYPEDEFS // // TYPEDEFS //
////////////// //////////////

View File

@ -1,3 +1,4 @@
#pragma once
//////////////////////////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////////////////////////
// Filename: lightclass.h // Filename: lightclass.h
//////////////////////////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////////////////////////
@ -22,11 +23,11 @@ public:
LightClass(const LightClass&); LightClass(const LightClass&);
~LightClass(); ~LightClass();
void SetDiffuseColor(float, float, float, float);
void SetDirection(float, float, float); void SetDirection(float, float, float);
void SetDiffuseColor(float, float, float, float);
XMFLOAT4 GetDiffuseColor();
XMFLOAT3 GetDirection(); XMFLOAT3 GetDirection();
XMFLOAT4 GetDiffuseColor();
private: private:
XMFLOAT4 m_diffuseColor; XMFLOAT4 m_diffuseColor;

View File

@ -32,16 +32,15 @@ bool LightShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
int error; int error;
bool result; bool result;
// Set the filename of the vertex shader. // Set the filename of the vertex shader.
error = wcscpy_s(vsFilename, 128, L"../enginecustom/light.vs"); error = wcscpy_s(vsFilename, 128, L"./Light.vs");
if (error != 0) if (error != 0)
{ {
return false; return false;
} }
// Set the filename of the pixel shader. // Set the filename of the pixel shader.
error = wcscpy_s(psFilename, 128, L"../enginecustom/light.ps"); error = wcscpy_s(psFilename, 128, L"./Light.ps");
if (error != 0) if (error != 0)
{ {
return false; return false;
@ -49,7 +48,7 @@ bool LightShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
// Initialize the vertex and pixel shaders. // Initialize the vertex and pixel shaders.
result = InitializeShader(device, hwnd, vsFilename, psFilename); result = InitializeShader(device, hwnd, vsFilename, psFilename);
if(!result) if (!result)
{ {
return false; return false;
} }
@ -66,7 +65,6 @@ void LightShaderClass::Shutdown()
return; return;
} }
bool LightShaderClass::Render(ID3D11DeviceContext* deviceContext, int indexCount, XMMATRIX worldMatrix, XMMATRIX viewMatrix, XMMATRIX projectionMatrix, bool LightShaderClass::Render(ID3D11DeviceContext* deviceContext, int indexCount, XMMATRIX worldMatrix, XMMATRIX viewMatrix, XMMATRIX projectionMatrix,
ID3D11ShaderResourceView* texture, XMFLOAT3 lightDirection, XMFLOAT4 diffuseColor) ID3D11ShaderResourceView* texture, XMFLOAT3 lightDirection, XMFLOAT4 diffuseColor)
{ {
@ -75,7 +73,7 @@ bool LightShaderClass::Render(ID3D11DeviceContext* deviceContext, int indexCount
// Set the shader parameters that it will use for rendering. // Set the shader parameters that it will use for rendering.
result = SetShaderParameters(deviceContext, worldMatrix, viewMatrix, projectionMatrix, texture, lightDirection, diffuseColor); result = SetShaderParameters(deviceContext, worldMatrix, viewMatrix, projectionMatrix, texture, lightDirection, diffuseColor);
if(!result) if (!result)
{ {
return false; return false;
} }
@ -93,10 +91,12 @@ bool LightShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR*
ID3D10Blob* errorMessage; ID3D10Blob* errorMessage;
ID3D10Blob* vertexShaderBuffer; ID3D10Blob* vertexShaderBuffer;
ID3D10Blob* pixelShaderBuffer; ID3D10Blob* pixelShaderBuffer;
D3D11_INPUT_ELEMENT_DESC polygonLayout[3]; D3D11_INPUT_ELEMENT_DESC polygonLayout[3];
unsigned int numElements; unsigned int numElements;
D3D11_SAMPLER_DESC samplerDesc; D3D11_SAMPLER_DESC samplerDesc;
D3D11_BUFFER_DESC matrixBufferDesc; D3D11_BUFFER_DESC matrixBufferDesc;
D3D11_BUFFER_DESC lightBufferDesc; D3D11_BUFFER_DESC lightBufferDesc;
@ -107,10 +107,10 @@ bool LightShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR*
// Compile the vertex shader code. // Compile the vertex shader code.
result = D3DCompileFromFile(vsFilename, NULL, NULL, "LightVertexShader", "vs_5_0", D3D10_SHADER_ENABLE_STRICTNESS, 0, &vertexShaderBuffer, &errorMessage); result = D3DCompileFromFile(vsFilename, NULL, NULL, "LightVertexShader", "vs_5_0", D3D10_SHADER_ENABLE_STRICTNESS, 0, &vertexShaderBuffer, &errorMessage);
if(FAILED(result)) if (FAILED(result))
{ {
// If the shader failed to compile it should have writen something to the error message. // If the shader failed to compile it should have writen something to the error message.
if(errorMessage) if (errorMessage)
{ {
OutputShaderErrorMessage(errorMessage, hwnd, vsFilename); OutputShaderErrorMessage(errorMessage, hwnd, vsFilename);
} }
@ -125,10 +125,10 @@ bool LightShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR*
// Compile the pixel shader code. // Compile the pixel shader code.
result = D3DCompileFromFile(psFilename, NULL, NULL, "LightPixelShader", "ps_5_0", D3D10_SHADER_ENABLE_STRICTNESS, 0, &pixelShaderBuffer, &errorMessage); result = D3DCompileFromFile(psFilename, NULL, NULL, "LightPixelShader", "ps_5_0", D3D10_SHADER_ENABLE_STRICTNESS, 0, &pixelShaderBuffer, &errorMessage);
if(FAILED(result)) if (FAILED(result))
{ {
// If the shader failed to compile it should have writen something to the error message. // If the shader failed to compile it should have writen something to the error message.
if(errorMessage) if (errorMessage)
{ {
OutputShaderErrorMessage(errorMessage, hwnd, psFilename); OutputShaderErrorMessage(errorMessage, hwnd, psFilename);
} }
@ -143,14 +143,14 @@ bool LightShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR*
// Create the vertex shader from the buffer. // Create the vertex shader from the buffer.
result = device->CreateVertexShader(vertexShaderBuffer->GetBufferPointer(), vertexShaderBuffer->GetBufferSize(), NULL, &m_vertexShader); result = device->CreateVertexShader(vertexShaderBuffer->GetBufferPointer(), vertexShaderBuffer->GetBufferSize(), NULL, &m_vertexShader);
if(FAILED(result)) if (FAILED(result))
{ {
return false; return false;
} }
// Create the pixel shader from the buffer. // Create the pixel shader from the buffer.
result = device->CreatePixelShader(pixelShaderBuffer->GetBufferPointer(), pixelShaderBuffer->GetBufferSize(), NULL, &m_pixelShader); result = device->CreatePixelShader(pixelShaderBuffer->GetBufferPointer(), pixelShaderBuffer->GetBufferSize(), NULL, &m_pixelShader);
if(FAILED(result)) if (FAILED(result))
{ {
return false; return false;
} }
@ -187,7 +187,7 @@ bool LightShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR*
// Create the vertex input layout. // Create the vertex input layout.
result = device->CreateInputLayout(polygonLayout, numElements, vertexShaderBuffer->GetBufferPointer(), vertexShaderBuffer->GetBufferSize(), result = device->CreateInputLayout(polygonLayout, numElements, vertexShaderBuffer->GetBufferPointer(), vertexShaderBuffer->GetBufferSize(),
&m_layout); &m_layout);
if(FAILED(result)) if (FAILED(result))
{ {
return false; return false;
} }
@ -216,7 +216,7 @@ bool LightShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR*
// Create the texture sampler state. // Create the texture sampler state.
result = device->CreateSamplerState(&samplerDesc, &m_sampleState); result = device->CreateSamplerState(&samplerDesc, &m_sampleState);
if(FAILED(result)) if (FAILED(result))
{ {
return false; return false;
} }
@ -231,7 +231,7 @@ bool LightShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR*
// Create the constant buffer pointer so we can access the vertex shader constant buffer from within this class. // 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); result = device->CreateBuffer(&matrixBufferDesc, NULL, &m_matrixBuffer);
if(FAILED(result)) if (FAILED(result))
{ {
return false; return false;
} }
@ -247,7 +247,7 @@ bool LightShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR*
// Create the constant buffer pointer so we can access the vertex shader constant buffer from within this class. // Create the constant buffer pointer so we can access the vertex shader constant buffer from within this class.
result = device->CreateBuffer(&lightBufferDesc, NULL, &m_lightBuffer); result = device->CreateBuffer(&lightBufferDesc, NULL, &m_lightBuffer);
if(FAILED(result)) if (FAILED(result))
{ {
return false; return false;
} }
@ -259,42 +259,42 @@ bool LightShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR*
void LightShaderClass::ShutdownShader() void LightShaderClass::ShutdownShader()
{ {
// Release the light constant buffer. // Release the light constant buffer.
if(m_lightBuffer) if (m_lightBuffer)
{ {
m_lightBuffer->Release(); m_lightBuffer->Release();
m_lightBuffer = 0; m_lightBuffer = 0;
} }
// Release the matrix constant buffer. // Release the matrix constant buffer.
if(m_matrixBuffer) if (m_matrixBuffer)
{ {
m_matrixBuffer->Release(); m_matrixBuffer->Release();
m_matrixBuffer = 0; m_matrixBuffer = 0;
} }
// Release the sampler state. // Release the sampler state.
if(m_sampleState) if (m_sampleState)
{ {
m_sampleState->Release(); m_sampleState->Release();
m_sampleState = 0; m_sampleState = 0;
} }
// Release the layout. // Release the layout.
if(m_layout) if (m_layout)
{ {
m_layout->Release(); m_layout->Release();
m_layout = 0; m_layout = 0;
} }
// Release the pixel shader. // Release the pixel shader.
if(m_pixelShader) if (m_pixelShader)
{ {
m_pixelShader->Release(); m_pixelShader->Release();
m_pixelShader = 0; m_pixelShader = 0;
} }
// Release the vertex shader. // Release the vertex shader.
if(m_vertexShader) if (m_vertexShader)
{ {
m_vertexShader->Release(); m_vertexShader->Release();
m_vertexShader = 0; m_vertexShader = 0;
@ -321,7 +321,7 @@ void LightShaderClass::OutputShaderErrorMessage(ID3D10Blob* errorMessage, HWND h
fout.open("shader-error.txt"); fout.open("shader-error.txt");
// Write out the error message. // Write out the error message.
for(i=0; i<bufferSize; i++) for (i = 0; i < bufferSize; i++)
{ {
fout << compileErrors[i]; fout << compileErrors[i];
} }
@ -339,7 +339,6 @@ void LightShaderClass::OutputShaderErrorMessage(ID3D10Blob* errorMessage, HWND h
return; return;
} }
bool LightShaderClass::SetShaderParameters(ID3D11DeviceContext* deviceContext, XMMATRIX worldMatrix, XMMATRIX viewMatrix, XMMATRIX projectionMatrix, bool LightShaderClass::SetShaderParameters(ID3D11DeviceContext* deviceContext, XMMATRIX worldMatrix, XMMATRIX viewMatrix, XMMATRIX projectionMatrix,
ID3D11ShaderResourceView* texture, XMFLOAT3 lightDirection, XMFLOAT4 diffuseColor) ID3D11ShaderResourceView* texture, XMFLOAT3 lightDirection, XMFLOAT4 diffuseColor)
{ {
@ -357,7 +356,7 @@ bool LightShaderClass::SetShaderParameters(ID3D11DeviceContext* deviceContext, X
// Lock the constant buffer so it can be written to. // Lock the constant buffer so it can be written to.
result = deviceContext->Map(m_matrixBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource); result = deviceContext->Map(m_matrixBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
if(FAILED(result)) if (FAILED(result))
{ {
return false; return false;
} }
@ -384,7 +383,7 @@ bool LightShaderClass::SetShaderParameters(ID3D11DeviceContext* deviceContext, X
// Lock the light constant buffer so it can be written to. // Lock the light constant buffer so it can be written to.
result = deviceContext->Map(m_lightBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource); result = deviceContext->Map(m_lightBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
if(FAILED(result)) if (FAILED(result))
{ {
return false; return false;
} }

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