merge 3d diffuse lighting
This commit is contained in:
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deea6fa3ba
commit
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@ -8,12 +8,11 @@
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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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float3 lightDirection;
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float3 lightDirection;
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float padding;
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float padding;
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};
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};
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@ -24,7 +23,7 @@ struct PixelInputType
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{
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{
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float4 position : SV_POSITION;
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float4 position : SV_POSITION;
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float2 tex : TEXCOORD0;
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float2 tex : TEXCOORD0;
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float3 normal : NORMAL;
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float3 normal : NORMAL;
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};
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};
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@ -33,29 +32,26 @@ struct PixelInputType
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////////////////////////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////////////////////////
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float4 LightPixelShader(PixelInputType input) : SV_TARGET
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float4 LightPixelShader(PixelInputType input) : SV_TARGET
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{
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{
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float4 textureColor;
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float4 textureColor;
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float3 lightDir;
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float3 lightDir;
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float lightIntensity;
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float lightIntensity;
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float4 color;
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float4 color;
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// Sample the pixel color from the texture using the sampler at this texture coordinate location.
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// Sample the pixel color from the texture using the sampler at this texture coordinate location.
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textureColor = shaderTexture.Sample(SampleType, input.tex);
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textureColor = shaderTexture.Sample(SampleType, input.tex);
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// Invert the light direction for calculations.
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// Invert the light direction for calculations.
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lightDir = -lightDirection;
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lightDir = -lightDirection;
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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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// Multiply the texture pixel and the final diffuse color to get the final pixel color result.
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// Multiply the texture pixel and the final diffuse color to get the final pixel color result.
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color = color * textureColor;
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color = color * textureColor;
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return color;
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return color;
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}
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}
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@ -8,12 +8,11 @@
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/////////////
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/////////////
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cbuffer MatrixBuffer
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cbuffer MatrixBuffer
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{
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{
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matrix worldMatrix;
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matrix worldMatrix;
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matrix viewMatrix;
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matrix viewMatrix;
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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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@ -21,14 +20,14 @@ struct VertexInputType
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{
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{
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float4 position : POSITION;
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float4 position : POSITION;
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float2 tex : TEXCOORD0;
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float2 tex : TEXCOORD0;
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float3 normal : NORMAL;
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float3 normal : NORMAL;
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};
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};
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struct PixelInputType
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struct PixelInputType
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{
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{
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float4 position : SV_POSITION;
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float4 position : SV_POSITION;
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float2 tex : TEXCOORD0;
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float2 tex : TEXCOORD0;
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float3 normal : NORMAL;
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float3 normal : NORMAL;
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};
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};
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@ -40,18 +39,18 @@ PixelInputType LightVertexShader(VertexInputType input)
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PixelInputType output;
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PixelInputType output;
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// Change the position vector to be 4 units for proper matrix calculations.
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// Change the position vector to be 4 units for proper matrix calculations.
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input.position.w = 1.0f;
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input.position.w = 1.0f;
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// Calculate the position of the vertex against the world, view, and projection matrices.
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// Calculate the position of the vertex against the world, view, and projection matrices.
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output.position = mul(input.position, worldMatrix);
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output.position = mul(input.position, worldMatrix);
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output.position = mul(output.position, viewMatrix);
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output.position = mul(output.position, viewMatrix);
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output.position = mul(output.position, projectionMatrix);
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output.position = mul(output.position, projectionMatrix);
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// Store the texture coordinates for the pixel shader.
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// Store the texture coordinates for the pixel shader.
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output.tex = input.tex;
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output.tex = input.tex;
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// Calculate the normal vector against the world matrix only.
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// Calculate the normal vector against the world matrix only.
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output.normal = mul(input.normal, (float3x3)worldMatrix);
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output.normal = mul(input.normal, (float3x3)worldMatrix);
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// Normalize the normal vector.
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// Normalize the normal vector.
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@ -21,25 +21,25 @@ LightClass::~LightClass()
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void LightClass::SetDiffuseColor(float red, float green, float blue, float alpha)
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void LightClass::SetDiffuseColor(float red, float green, float blue, float alpha)
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{
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{
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m_diffuseColor = XMFLOAT4(red, green, blue, alpha);
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m_diffuseColor = XMFLOAT4(red, green, blue, alpha);
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return;
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return;
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}
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}
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void LightClass::SetDirection(float x, float y, float z)
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void LightClass::SetDirection(float x, float y, float z)
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{
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{
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m_direction = XMFLOAT3(x, y, z);
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m_direction = XMFLOAT3(x, y, z);
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return;
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return;
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}
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}
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XMFLOAT4 LightClass::GetDiffuseColor()
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XMFLOAT4 LightClass::GetDiffuseColor()
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{
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{
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return m_diffuseColor;
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return m_diffuseColor;
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}
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}
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XMFLOAT3 LightClass::GetDirection()
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XMFLOAT3 LightClass::GetDirection()
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{
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{
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return m_direction;
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return m_direction;
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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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@ -18,19 +19,19 @@ using namespace DirectX;
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class LightClass
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class LightClass
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{
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{
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public:
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public:
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LightClass();
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LightClass();
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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 SetDirection(float, float, float);
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void SetDiffuseColor(float, float, float, float);
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XMFLOAT3 GetDirection();
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XMFLOAT4 GetDiffuseColor();
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void SetDiffuseColor(float, float, float, float);
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void SetDirection(float, float, float);
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XMFLOAT4 GetDiffuseColor();
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XMFLOAT3 GetDirection();
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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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XMFLOAT3 m_direction;
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XMFLOAT3 m_direction;
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};
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};
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#endif
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#endif
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@ -6,12 +6,12 @@
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LightShaderClass::LightShaderClass()
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LightShaderClass::LightShaderClass()
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{
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{
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m_vertexShader = 0;
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m_vertexShader = 0;
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m_pixelShader = 0;
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m_pixelShader = 0;
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m_layout = 0;
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m_layout = 0;
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m_sampleState = 0;
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m_sampleState = 0;
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m_matrixBuffer = 0;
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m_matrixBuffer = 0;
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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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@ -27,179 +27,179 @@ LightShaderClass::~LightShaderClass()
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bool LightShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
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bool LightShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
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{
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{
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wchar_t vsFilename[128];
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wchar_t vsFilename[128];
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wchar_t psFilename[128];
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wchar_t psFilename[128];
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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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error = wcscpy_s(vsFilename, 128, L"./Light.vs");
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if (error != 0)
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{
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return false;
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}
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// Set the filename of the vertex shader.
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// Set the filename of the pixel shader.
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error = wcscpy_s(vsFilename, 128, L"../enginecustom/light.vs");
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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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}
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}
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// Set the filename of the pixel shader.
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// Initialize the vertex and pixel shaders.
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error = wcscpy_s(psFilename, 128, L"../enginecustom/light.ps");
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result = InitializeShader(device, hwnd, vsFilename, psFilename);
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if (error != 0)
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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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// Initialize the vertex and pixel shaders.
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return true;
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result = InitializeShader(device, hwnd, vsFilename, psFilename);
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if(!result)
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{
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return false;
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}
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return true;
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}
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}
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void LightShaderClass::Shutdown()
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void LightShaderClass::Shutdown()
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{
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{
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// Shutdown the vertex and pixel shaders as well as the related objects.
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// Shutdown the vertex and pixel shaders as well as the related objects.
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ShutdownShader();
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ShutdownShader();
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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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bool result;
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bool result;
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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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// Now render the prepared buffers with the shader.
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// Now render the prepared buffers with the shader.
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RenderShader(deviceContext, indexCount);
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RenderShader(deviceContext, indexCount);
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return true;
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return true;
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}
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}
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bool LightShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR* vsFilename, WCHAR* psFilename)
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bool LightShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR* vsFilename, WCHAR* psFilename)
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{
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{
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HRESULT result;
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HRESULT result;
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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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unsigned int numElements;
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D3D11_INPUT_ELEMENT_DESC polygonLayout[3];
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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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// Initialize the pointers this function will use to null.
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// Initialize the pointers this function will use to null.
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errorMessage = 0;
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errorMessage = 0;
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vertexShaderBuffer = 0;
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vertexShaderBuffer = 0;
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pixelShaderBuffer = 0;
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pixelShaderBuffer = 0;
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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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// If there was nothing in the error message then it simply could not find the shader file itself.
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// If there was nothing in the error message then it simply could not find the shader file itself.
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else
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else
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{
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{
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MessageBox(hwnd, vsFilename, L"Missing Shader File", MB_OK);
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MessageBox(hwnd, vsFilename, L"Missing Shader File", MB_OK);
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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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// 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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// If there was nothing in the error message then it simply could not find the file itself.
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// If there was nothing in the error message then it simply could not find the file itself.
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else
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else
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{
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{
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MessageBox(hwnd, psFilename, L"Missing Shader File", MB_OK);
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MessageBox(hwnd, psFilename, L"Missing Shader File", MB_OK);
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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 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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// Create the vertex input layout description.
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// Create the vertex input layout description.
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// This setup needs to match the VertexType stucture in the ModelClass and in the shader.
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// This setup needs to match the VertexType stucture in the ModelClass and in the shader.
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polygonLayout[0].SemanticName = "POSITION";
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polygonLayout[0].SemanticName = "POSITION";
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polygonLayout[0].SemanticIndex = 0;
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polygonLayout[0].SemanticIndex = 0;
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polygonLayout[0].Format = DXGI_FORMAT_R32G32B32_FLOAT;
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polygonLayout[0].Format = DXGI_FORMAT_R32G32B32_FLOAT;
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polygonLayout[0].InputSlot = 0;
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polygonLayout[0].InputSlot = 0;
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polygonLayout[0].AlignedByteOffset = 0;
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polygonLayout[0].AlignedByteOffset = 0;
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polygonLayout[0].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
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polygonLayout[0].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
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polygonLayout[0].InstanceDataStepRate = 0;
|
polygonLayout[0].InstanceDataStepRate = 0;
|
||||||
|
|
||||||
polygonLayout[1].SemanticName = "TEXCOORD";
|
polygonLayout[1].SemanticName = "TEXCOORD";
|
||||||
polygonLayout[1].SemanticIndex = 0;
|
polygonLayout[1].SemanticIndex = 0;
|
||||||
polygonLayout[1].Format = DXGI_FORMAT_R32G32_FLOAT;
|
polygonLayout[1].Format = DXGI_FORMAT_R32G32_FLOAT;
|
||||||
polygonLayout[1].InputSlot = 0;
|
polygonLayout[1].InputSlot = 0;
|
||||||
polygonLayout[1].AlignedByteOffset = D3D11_APPEND_ALIGNED_ELEMENT;
|
polygonLayout[1].AlignedByteOffset = D3D11_APPEND_ALIGNED_ELEMENT;
|
||||||
polygonLayout[1].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
|
polygonLayout[1].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
|
||||||
polygonLayout[1].InstanceDataStepRate = 0;
|
polygonLayout[1].InstanceDataStepRate = 0;
|
||||||
|
|
||||||
polygonLayout[2].SemanticName = "NORMAL";
|
polygonLayout[2].SemanticName = "NORMAL";
|
||||||
polygonLayout[2].SemanticIndex = 0;
|
polygonLayout[2].SemanticIndex = 0;
|
||||||
polygonLayout[2].Format = DXGI_FORMAT_R32G32B32_FLOAT;
|
polygonLayout[2].Format = DXGI_FORMAT_R32G32B32_FLOAT;
|
||||||
polygonLayout[2].InputSlot = 0;
|
polygonLayout[2].InputSlot = 0;
|
||||||
polygonLayout[2].AlignedByteOffset = D3D11_APPEND_ALIGNED_ELEMENT;
|
polygonLayout[2].AlignedByteOffset = D3D11_APPEND_ALIGNED_ELEMENT;
|
||||||
polygonLayout[2].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
|
polygonLayout[2].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
|
||||||
polygonLayout[2].InstanceDataStepRate = 0;
|
polygonLayout[2].InstanceDataStepRate = 0;
|
||||||
|
|
||||||
// Get a count of the elements in the layout.
|
// Get a count of the elements in the layout.
|
||||||
numElements = sizeof(polygonLayout) / sizeof(polygonLayout[0]);
|
numElements = sizeof(polygonLayout) / sizeof(polygonLayout[0]);
|
||||||
|
|
||||||
// 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;
|
||||||
}
|
}
|
||||||
|
|
||||||
// Release the vertex shader buffer and pixel shader buffer since they are no longer needed.
|
// Release the vertex shader buffer and pixel shader buffer since they are no longer needed.
|
||||||
vertexShaderBuffer->Release();
|
vertexShaderBuffer->Release();
|
||||||
vertexShaderBuffer = 0;
|
vertexShaderBuffer = 0;
|
||||||
|
|
||||||
pixelShaderBuffer->Release();
|
pixelShaderBuffer->Release();
|
||||||
pixelShaderBuffer = 0;
|
pixelShaderBuffer = 0;
|
||||||
|
|
||||||
// Create a texture sampler state description.
|
// Create a texture sampler state description.
|
||||||
samplerDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
|
samplerDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
|
||||||
samplerDesc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP;
|
samplerDesc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP;
|
||||||
samplerDesc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP;
|
samplerDesc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP;
|
||||||
@ -208,222 +208,221 @@ bool LightShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR*
|
|||||||
samplerDesc.MaxAnisotropy = 1;
|
samplerDesc.MaxAnisotropy = 1;
|
||||||
samplerDesc.ComparisonFunc = D3D11_COMPARISON_ALWAYS;
|
samplerDesc.ComparisonFunc = D3D11_COMPARISON_ALWAYS;
|
||||||
samplerDesc.BorderColor[0] = 0;
|
samplerDesc.BorderColor[0] = 0;
|
||||||
samplerDesc.BorderColor[1] = 0;
|
samplerDesc.BorderColor[1] = 0;
|
||||||
samplerDesc.BorderColor[2] = 0;
|
samplerDesc.BorderColor[2] = 0;
|
||||||
samplerDesc.BorderColor[3] = 0;
|
samplerDesc.BorderColor[3] = 0;
|
||||||
samplerDesc.MinLOD = 0;
|
samplerDesc.MinLOD = 0;
|
||||||
samplerDesc.MaxLOD = D3D11_FLOAT32_MAX;
|
samplerDesc.MaxLOD = D3D11_FLOAT32_MAX;
|
||||||
|
|
||||||
// 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;
|
||||||
}
|
}
|
||||||
|
|
||||||
// Setup the description of the dynamic matrix constant buffer that is in the vertex shader.
|
// Setup the description of the dynamic matrix constant buffer that is in the vertex shader.
|
||||||
matrixBufferDesc.Usage = D3D11_USAGE_DYNAMIC;
|
matrixBufferDesc.Usage = D3D11_USAGE_DYNAMIC;
|
||||||
matrixBufferDesc.ByteWidth = sizeof(MatrixBufferType);
|
matrixBufferDesc.ByteWidth = sizeof(MatrixBufferType);
|
||||||
matrixBufferDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
|
matrixBufferDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
|
||||||
matrixBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
|
matrixBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
|
||||||
matrixBufferDesc.MiscFlags = 0;
|
matrixBufferDesc.MiscFlags = 0;
|
||||||
matrixBufferDesc.StructureByteStride = 0;
|
matrixBufferDesc.StructureByteStride = 0;
|
||||||
|
|
||||||
// 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;
|
||||||
}
|
}
|
||||||
|
|
||||||
// Setup the description of the light dynamic constant buffer that is in the pixel shader.
|
// Setup the description of the light dynamic constant buffer that is in the pixel shader.
|
||||||
// Note that ByteWidth always needs to be a multiple of 16 if using D3D11_BIND_CONSTANT_BUFFER or CreateBuffer will fail.
|
// Note that ByteWidth always needs to be a multiple of 16 if using D3D11_BIND_CONSTANT_BUFFER or CreateBuffer will fail.
|
||||||
lightBufferDesc.Usage = D3D11_USAGE_DYNAMIC;
|
lightBufferDesc.Usage = D3D11_USAGE_DYNAMIC;
|
||||||
lightBufferDesc.ByteWidth = sizeof(LightBufferType);
|
lightBufferDesc.ByteWidth = sizeof(LightBufferType);
|
||||||
lightBufferDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
|
lightBufferDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
|
||||||
lightBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
|
lightBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
|
||||||
lightBufferDesc.MiscFlags = 0;
|
lightBufferDesc.MiscFlags = 0;
|
||||||
lightBufferDesc.StructureByteStride = 0;
|
lightBufferDesc.StructureByteStride = 0;
|
||||||
|
|
||||||
// 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;
|
||||||
}
|
}
|
||||||
|
|
||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
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;
|
||||||
}
|
}
|
||||||
|
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
void LightShaderClass::OutputShaderErrorMessage(ID3D10Blob* errorMessage, HWND hwnd, WCHAR* shaderFilename)
|
void LightShaderClass::OutputShaderErrorMessage(ID3D10Blob* errorMessage, HWND hwnd, WCHAR* shaderFilename)
|
||||||
{
|
{
|
||||||
char* compileErrors;
|
char* compileErrors;
|
||||||
unsigned __int64 bufferSize, i;
|
unsigned __int64 bufferSize, i;
|
||||||
ofstream fout;
|
ofstream fout;
|
||||||
|
|
||||||
|
|
||||||
// Get a pointer to the error message text buffer.
|
// Get a pointer to the error message text buffer.
|
||||||
compileErrors = (char*)(errorMessage->GetBufferPointer());
|
compileErrors = (char*)(errorMessage->GetBufferPointer());
|
||||||
|
|
||||||
// Get the length of the message.
|
// Get the length of the message.
|
||||||
bufferSize = errorMessage->GetBufferSize();
|
bufferSize = errorMessage->GetBufferSize();
|
||||||
|
|
||||||
// Open a file to write the error message to.
|
// Open a file to write the error message to.
|
||||||
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];
|
||||||
}
|
}
|
||||||
|
|
||||||
// Close the file.
|
// Close the file.
|
||||||
fout.close();
|
fout.close();
|
||||||
|
|
||||||
// Release the error message.
|
// Release the error message.
|
||||||
errorMessage->Release();
|
errorMessage->Release();
|
||||||
errorMessage = 0;
|
errorMessage = 0;
|
||||||
|
|
||||||
// Pop a message up on the screen to notify the user to check the text file for compile errors.
|
// 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);
|
MessageBox(hwnd, L"Error compiling shader. Check shader-error.txt for message.", shaderFilename, MB_OK);
|
||||||
|
|
||||||
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)
|
|
||||||
{
|
{
|
||||||
HRESULT result;
|
HRESULT result;
|
||||||
D3D11_MAPPED_SUBRESOURCE mappedResource;
|
D3D11_MAPPED_SUBRESOURCE mappedResource;
|
||||||
unsigned int bufferNumber;
|
unsigned int bufferNumber;
|
||||||
MatrixBufferType* dataPtr;
|
MatrixBufferType* dataPtr;
|
||||||
LightBufferType* dataPtr2;
|
LightBufferType* dataPtr2;
|
||||||
|
|
||||||
|
|
||||||
// Transpose the matrices to prepare them for the shader.
|
// Transpose the matrices to prepare them for the shader.
|
||||||
worldMatrix = XMMatrixTranspose(worldMatrix);
|
worldMatrix = XMMatrixTranspose(worldMatrix);
|
||||||
viewMatrix = XMMatrixTranspose(viewMatrix);
|
viewMatrix = XMMatrixTranspose(viewMatrix);
|
||||||
projectionMatrix = XMMatrixTranspose(projectionMatrix);
|
projectionMatrix = XMMatrixTranspose(projectionMatrix);
|
||||||
|
|
||||||
// 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;
|
||||||
}
|
}
|
||||||
|
|
||||||
// Get a pointer to the data in the constant buffer.
|
// Get a pointer to the data in the constant buffer.
|
||||||
dataPtr = (MatrixBufferType*)mappedResource.pData;
|
dataPtr = (MatrixBufferType*)mappedResource.pData;
|
||||||
|
|
||||||
// Copy the matrices into the constant buffer.
|
// Copy the matrices into the constant buffer.
|
||||||
dataPtr->world = worldMatrix;
|
dataPtr->world = worldMatrix;
|
||||||
dataPtr->view = viewMatrix;
|
dataPtr->view = viewMatrix;
|
||||||
dataPtr->projection = projectionMatrix;
|
dataPtr->projection = projectionMatrix;
|
||||||
|
|
||||||
// Unlock the constant buffer.
|
// Unlock the constant buffer.
|
||||||
deviceContext->Unmap(m_matrixBuffer, 0);
|
deviceContext->Unmap(m_matrixBuffer, 0);
|
||||||
|
|
||||||
// Set the position of the constant buffer in the vertex shader.
|
// Set the position of the constant buffer in the vertex shader.
|
||||||
bufferNumber = 0;
|
bufferNumber = 0;
|
||||||
|
|
||||||
// Now set the constant buffer in the vertex shader with the updated values.
|
// Now set the constant buffer in the vertex shader with the updated values.
|
||||||
deviceContext->VSSetConstantBuffers(bufferNumber, 1, &m_matrixBuffer);
|
deviceContext->VSSetConstantBuffers(bufferNumber, 1, &m_matrixBuffer);
|
||||||
|
|
||||||
// Set shader texture resource in the pixel shader.
|
// Set shader texture resource in the pixel shader.
|
||||||
deviceContext->PSSetShaderResources(0, 1, &texture);
|
deviceContext->PSSetShaderResources(0, 1, &texture);
|
||||||
|
|
||||||
// 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;
|
||||||
}
|
}
|
||||||
|
|
||||||
// Get a pointer to the data in the constant buffer.
|
// Get a pointer to the data in the constant buffer.
|
||||||
dataPtr2 = (LightBufferType*)mappedResource.pData;
|
dataPtr2 = (LightBufferType*)mappedResource.pData;
|
||||||
|
|
||||||
// Copy the lighting variables into the constant buffer.
|
// Copy the lighting variables into the constant buffer.
|
||||||
dataPtr2->diffuseColor = diffuseColor;
|
dataPtr2->diffuseColor = diffuseColor;
|
||||||
dataPtr2->lightDirection = lightDirection;
|
dataPtr2->lightDirection = lightDirection;
|
||||||
dataPtr2->padding = 0.0f;
|
dataPtr2->padding = 0.0f;
|
||||||
|
|
||||||
// Unlock the constant buffer.
|
// Unlock the constant buffer.
|
||||||
deviceContext->Unmap(m_lightBuffer, 0);
|
deviceContext->Unmap(m_lightBuffer, 0);
|
||||||
|
|
||||||
// Set the position of the light constant buffer in the pixel shader.
|
// Set the position of the light constant buffer in the pixel shader.
|
||||||
bufferNumber = 0;
|
bufferNumber = 0;
|
||||||
|
|
||||||
// Finally set the light constant buffer in the pixel shader with the updated values.
|
// Finally set the light constant buffer in the pixel shader with the updated values.
|
||||||
deviceContext->PSSetConstantBuffers(bufferNumber, 1, &m_lightBuffer);
|
deviceContext->PSSetConstantBuffers(bufferNumber, 1, &m_lightBuffer);
|
||||||
|
|
||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
void LightShaderClass::RenderShader(ID3D11DeviceContext* deviceContext, int indexCount)
|
void LightShaderClass::RenderShader(ID3D11DeviceContext* deviceContext, int indexCount)
|
||||||
{
|
{
|
||||||
// Set the vertex input layout.
|
// Set the vertex input layout.
|
||||||
deviceContext->IASetInputLayout(m_layout);
|
deviceContext->IASetInputLayout(m_layout);
|
||||||
|
|
||||||
// Set the vertex and pixel shaders that will be used to render this triangle.
|
// Set the vertex and pixel shaders that will be used to render this triangle.
|
||||||
deviceContext->VSSetShader(m_vertexShader, NULL, 0);
|
deviceContext->VSSetShader(m_vertexShader, NULL, 0);
|
||||||
deviceContext->PSSetShader(m_pixelShader, NULL, 0);
|
deviceContext->PSSetShader(m_pixelShader, NULL, 0);
|
||||||
|
|
||||||
// Set the sampler state in the pixel shader.
|
// Set the sampler state in the pixel shader.
|
||||||
deviceContext->PSSetSamplers(0, 1, &m_sampleState);
|
deviceContext->PSSetSamplers(0, 1, &m_sampleState);
|
||||||
|
|
||||||
// Render the triangle.
|
// Render the triangle.
|
||||||
deviceContext->DrawIndexed(indexCount, 0, 0);
|
deviceContext->DrawIndexed(indexCount, 0, 0);
|
||||||
|
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
@ -22,44 +22,44 @@ using namespace std;
|
|||||||
class LightShaderClass
|
class LightShaderClass
|
||||||
{
|
{
|
||||||
private:
|
private:
|
||||||
struct MatrixBufferType
|
struct MatrixBufferType
|
||||||
{
|
{
|
||||||
XMMATRIX world;
|
XMMATRIX world;
|
||||||
XMMATRIX view;
|
XMMATRIX view;
|
||||||
XMMATRIX projection;
|
XMMATRIX projection;
|
||||||
};
|
};
|
||||||
|
|
||||||
struct LightBufferType
|
struct LightBufferType
|
||||||
{
|
{
|
||||||
XMFLOAT4 diffuseColor;
|
XMFLOAT4 diffuseColor;
|
||||||
XMFLOAT3 lightDirection;
|
XMFLOAT3 lightDirection;
|
||||||
float padding; // Added extra padding so structure is a multiple of 16 for CreateBuffer function requirements.
|
float padding; // Added extra padding so structure is a multiple of 16 for CreateBuffer function requirements.
|
||||||
};
|
};
|
||||||
|
|
||||||
public:
|
public:
|
||||||
LightShaderClass();
|
LightShaderClass();
|
||||||
LightShaderClass(const LightShaderClass&);
|
LightShaderClass(const LightShaderClass&);
|
||||||
~LightShaderClass();
|
~LightShaderClass();
|
||||||
|
|
||||||
bool Initialize(ID3D11Device*, HWND);
|
bool Initialize(ID3D11Device*, HWND);
|
||||||
void Shutdown();
|
void Shutdown();
|
||||||
bool Render(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, XMFLOAT3, XMFLOAT4);
|
bool Render(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, XMFLOAT3, XMFLOAT4);
|
||||||
|
|
||||||
private:
|
private:
|
||||||
bool InitializeShader(ID3D11Device*, HWND, WCHAR*, WCHAR*);
|
bool InitializeShader(ID3D11Device*, HWND, WCHAR*, WCHAR*);
|
||||||
void ShutdownShader();
|
void ShutdownShader();
|
||||||
void OutputShaderErrorMessage(ID3D10Blob*, HWND, WCHAR*);
|
void OutputShaderErrorMessage(ID3D10Blob*, HWND, WCHAR*);
|
||||||
|
|
||||||
bool SetShaderParameters(ID3D11DeviceContext*, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, XMFLOAT3, XMFLOAT4);
|
bool SetShaderParameters(ID3D11DeviceContext*, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, XMFLOAT3, XMFLOAT4);
|
||||||
void RenderShader(ID3D11DeviceContext*, int);
|
void RenderShader(ID3D11DeviceContext*, int);
|
||||||
|
|
||||||
private:
|
private:
|
||||||
ID3D11VertexShader* m_vertexShader;
|
ID3D11VertexShader* m_vertexShader;
|
||||||
ID3D11PixelShader* m_pixelShader;
|
ID3D11PixelShader* m_pixelShader;
|
||||||
ID3D11InputLayout* m_layout;
|
ID3D11InputLayout* m_layout;
|
||||||
ID3D11SamplerState* m_sampleState;
|
ID3D11SamplerState* m_sampleState;
|
||||||
ID3D11Buffer* m_matrixBuffer;
|
ID3D11Buffer* m_matrixBuffer;
|
||||||
ID3D11Buffer* m_lightBuffer;
|
ID3D11Buffer* m_lightBuffer;
|
||||||
};
|
};
|
||||||
|
|
||||||
#endif
|
#endif
|
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