diff --git a/README.md b/README.md index 028b802..f482d70 100644 --- a/README.md +++ b/README.md @@ -37,6 +37,8 @@ This **DirectX11** based engine uses **ImGui** with an abstraction layer to enab - **Diffuse Lighting** - **Ambiant Lighting** - **Specular Lighting** + - **Light Shader** + - **Light Map Shader** - **Alpha Mapping** - **Normal Mapping** - **Specular Mapping** diff --git a/enginecustom/applicationclass.cpp b/enginecustom/applicationclass.cpp index 5b4c74e..8058c58 100644 --- a/enginecustom/applicationclass.cpp +++ b/enginecustom/applicationclass.cpp @@ -5,9 +5,6 @@ ApplicationClass::ApplicationClass() m_Direct3D = 0; m_Camera = 0; m_Model = 0; - m_LightShader = 0; - m_Light = 0; - m_TextureShader = 0; m_Bitmap = 0; m_Sprite = 0; m_Timer = 0; @@ -102,17 +99,6 @@ bool ApplicationClass::Initialize(int screenWidth, int screenHeight, HWND hwnd) return false; } - // Create and initialize the texture shader object. - m_TextureShader = new TextureShaderClass; - - result = m_TextureShader->Initialize(m_Direct3D->GetDevice(), hwnd); - if (!result) - { - logger.Log("Could not initialize the texture shader object", __FILE__, __LINE__, Logger::LogLevel::Error); - return false; - } - - // Create and initialize the render to texture object. m_RenderTexture = new RenderTextureClass; @@ -201,16 +187,6 @@ bool ApplicationClass::Initialize(int screenWidth, int screenHeight, HWND hwnd) return false; } - // Create and initialize the light shader object. - m_LightShader = new LightShaderClass; - - result = m_LightShader->Initialize(m_Direct3D->GetDevice(), hwnd); - if (!result) - { - logger.Log("Could not initialize the light shader object", __FILE__, __LINE__, Logger::LogLevel::Error); - return false; - } - // Create and initialize the light object. m_Light = new LightClass; @@ -322,7 +298,6 @@ bool ApplicationClass::Initialize(int screenWidth, int screenHeight, HWND hwnd) logger.Log(std::string("Exception caught during initialization: ") + e.what(), __FILE__, __LINE__, Logger::LogLevel::Error); return false; } - logger.Log("Application class initialized", __FILE__, __LINE__); return true; @@ -450,14 +425,6 @@ void ApplicationClass::Shutdown() m_Light = 0; } - // Release the light shader object. - if (m_LightShader) - { - m_LightShader->Shutdown(); - delete m_LightShader; - m_LightShader = 0; - } - // Release the model object. if (m_Model) { @@ -637,7 +604,8 @@ bool ApplicationClass::RenderSceneToTexture(float rotation) // Render the model using the texture shader. m_Model->Render(m_Direct3D->GetDeviceContext()); - result = m_TextureShader->Render(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix, m_Model->GetTexture(1)); + result = m_ShaderManager->RenderTextureShader(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix, + m_Model->GetTexture(1)); if (!result) { return false; @@ -697,7 +665,7 @@ bool ApplicationClass::Render(float rotation, float x, float y, float z, float t m_Model->Render(m_Direct3D->GetDeviceContext()); // Render the model using the light shader. - result = m_LightShader->Render(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix, m_Model->GetTexture(0), + result = m_ShaderManager->RenderlightShader(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix, m_Model->GetTexture(0), diffuseColor, lightPosition); for (auto cube : m_cubes) @@ -719,7 +687,7 @@ bool ApplicationClass::Render(float rotation, float x, float y, float z, float t cube->Render(m_Direct3D->GetDeviceContext()); - result = m_LightShader->Render(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix, m_Model->GetTexture(0), + result = m_ShaderManager->RenderlightShader(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix, m_Model->GetTexture(0), diffuseColor, lightPosition); if (!result) { @@ -743,7 +711,7 @@ bool ApplicationClass::Render(float rotation, float x, float y, float z, float t object->Render(m_Direct3D->GetDeviceContext()); - result = m_LightShader->Render(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix, m_Model->GetTexture(0), + result = m_ShaderManager->RenderlightShader(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix, m_Model->GetTexture(0), diffuseColor, lightPosition); if (!result) @@ -766,8 +734,9 @@ bool ApplicationClass::Render(float rotation, float x, float y, float z, float t chunk->Render(m_Direct3D->GetDeviceContext()); - result = m_LightShader->Render(m_Direct3D->GetDeviceContext(), chunk->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix, chunk->GetTexture(5), + result = m_ShaderManager->RenderlightShader(m_Direct3D->GetDeviceContext(), chunk->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix, chunk->GetTexture(5), diffuseColor, lightPosition); + if (!result) { logger.Log("Could not render the terrain model using the light shader", __FILE__, __LINE__, Logger::LogLevel::Error); @@ -781,7 +750,8 @@ bool ApplicationClass::Render(float rotation, float x, float y, float z, float t // Render the display plane using the texture shader and the render texture resource. m_DisplayPlane->Render(m_Direct3D->GetDeviceContext()); - result = m_TextureShader->Render(m_Direct3D->GetDeviceContext(), m_DisplayPlane->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix, m_RenderTexture->GetShaderResourceView()); + result = m_ShaderManager->RenderTextureShader(m_Direct3D->GetDeviceContext(), m_DisplayPlane->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix, + m_RenderTexture->GetShaderResourceView()); if (!result) { logger.Log("Could not render the display plane using the texture shader", __FILE__, __LINE__, Logger::LogLevel::Error); @@ -794,7 +764,8 @@ bool ApplicationClass::Render(float rotation, float x, float y, float z, float t // Render the display plane using the texture shader and the render texture resource. m_DisplayPlane->Render(m_Direct3D->GetDeviceContext()); - result = m_TextureShader->Render(m_Direct3D->GetDeviceContext(), m_DisplayPlane->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix, m_RenderTexture->GetShaderResourceView()); + result = m_ShaderManager->RenderTextureShader(m_Direct3D->GetDeviceContext(), m_DisplayPlane->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix, + m_RenderTexture->GetShaderResourceView()); if (!result) { logger.Log("Could not render the display plane using the texture shader", __FILE__, __LINE__, Logger::LogLevel::Error); @@ -807,7 +778,8 @@ bool ApplicationClass::Render(float rotation, float x, float y, float z, float t // Render the display plane using the texture shader and the render texture resource. m_DisplayPlane->Render(m_Direct3D->GetDeviceContext()); - result = m_TextureShader->Render(m_Direct3D->GetDeviceContext(), m_DisplayPlane->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix, m_RenderTexture->GetShaderResourceView()); + result = m_ShaderManager->RenderTextureShader(m_Direct3D->GetDeviceContext(), m_DisplayPlane->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix, + m_RenderTexture->GetShaderResourceView()); if (!result) { logger.Log("Could not render the display plane using the texture shader", __FILE__, __LINE__, Logger::LogLevel::Error); @@ -844,8 +816,8 @@ bool ApplicationClass::Render(float rotation, float x, float y, float z, float t // Render the model using the light shader. m_Model->Render(m_Direct3D->GetDeviceContext()); - result = m_LightShader->Render(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix, - m_Model->GetTexture(0), diffuseColor, lightPosition); + result = m_ShaderManager->RenderlightShader(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix, m_Model->GetTexture(0), + diffuseColor, lightPosition); if (!result) { logger.Log("Could not render the model using the light shader", __FILE__, __LINE__, Logger::LogLevel::Error); @@ -916,7 +888,8 @@ bool ApplicationClass::Render(float rotation, float x, float y, float z, float t } // Render the sprite with the texture shader. - result = m_TextureShader->Render(m_Direct3D->GetDeviceContext(), m_Sprite->GetIndexCount(), worldMatrix, viewMatrix, orthoMatrix, m_Sprite->GetTexture()); + result = m_ShaderManager->RenderTextureShader(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, orthoMatrix, + m_Sprite->GetTexture()); if (!result) { logger.Log("Could not render the sprite using the texture shader", __FILE__, __LINE__, Logger::LogLevel::Error); @@ -1075,27 +1048,34 @@ bool ApplicationClass::Render(float rotation, float x, float y, float z, float t return false; } - // Turn off alpha blending. - m_Direct3D->DisableAlphaBlending(); + // Setup matrices. + rotateMatrix = XMMatrixRotationY(rotation); + translateMatrix = XMMatrixTranslation(-10.0f, -2.0f, -20.0f); + worldMatrix = XMMatrixMultiply(rotateMatrix, translateMatrix); + + // Render the model using the transparent shader. + m_Model->Render(m_Direct3D->GetDeviceContext()); + + result = m_ShaderManager->RenderlightShader(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix, m_Model->GetTexture(0), diffuseColor, lightPosition); + if (!result) + { + return false; + } + + // Setup matrices. + rotateMatrix = XMMatrixRotationY(rotation); + translateMatrix = XMMatrixTranslation(-10.0f, 1.0f, -20.0f); + worldMatrix = XMMatrixMultiply(rotateMatrix, translateMatrix); + + // Render the model using the transparent shader. + m_Model->Render(m_Direct3D->GetDeviceContext()); + + result = m_ShaderManager->RenderlightMapShader(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix, m_Model->GetTexture(0), m_Model->GetTexture(4)); + if (!result) + { + return false; + } - - // Lighting, utilise plusieurs lights donc Multiple Points Lighting - //result = m_LightShader->Render(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix, m_Model->GetTexture(0), - // diffuseColor, lightPosition); - //if (!result) - //{ - // return false; - //} - - // Lightmapping, utiliser light01.tga en deuxieme texture - //result = m_LightMapShader->Render(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix, - // m_Model->GetTexture(0), m_Model->GetTexture(1)); - //if (!result) - //{ - // return false; - //} - - // Enable the Z buffer and disable alpha blending now that 2D rendering is complete. m_Direct3D->TurnZBufferOn(); m_Direct3D->DisableAlphaBlending(); diff --git a/enginecustom/applicationclass.h b/enginecustom/applicationclass.h index 0866b0d..306d30c 100644 --- a/enginecustom/applicationclass.h +++ b/enginecustom/applicationclass.h @@ -16,7 +16,6 @@ #include "lightmapshaderclass.h" #include "bitmapclass.h" #include "spriteclass.h" -#include "textureshaderclass.h" #include "timerclass.h" #include "fontshaderclass.h" #include "fontclass.h" @@ -30,8 +29,6 @@ #include "rendertextureclass.h" #include "displayplaneclass.h" #include "reflectionshaderclass.h" -#include "transparentshaderclass.h" - ///////////// @@ -102,9 +99,6 @@ private : D3DClass* m_Direct3D; IDXGISwapChain* m_swapChain; ModelClass* m_Model; - TextureShaderClass* m_TextureShader; - /*TransparentShaderClass* m_TransparentShader;*/ - ShaderManagerClass* m_ShaderManager; ModelListClass* m_ModelList; // ------------------------------------- // @@ -141,8 +135,7 @@ private : // ------------- SHADERS ------------- // // ----------------------------------- // - LightShaderClass* m_LightShader; - LightMapShaderClass* m_LightMapShader; + ShaderManagerClass* m_ShaderManager; FontShaderClass* m_FontShader; ReflectionShaderClass* m_ReflectionShader; diff --git a/enginecustom/enginecustom.vcxproj b/enginecustom/enginecustom.vcxproj index 7eb8b74..868cc9b 100644 --- a/enginecustom/enginecustom.vcxproj +++ b/enginecustom/enginecustom.vcxproj @@ -188,7 +188,6 @@ - @@ -206,10 +205,10 @@ - + diff --git a/enginecustom/enginecustom.vcxproj.filters b/enginecustom/enginecustom.vcxproj.filters index 46ace05..a60fa9b 100644 --- a/enginecustom/enginecustom.vcxproj.filters +++ b/enginecustom/enginecustom.vcxproj.filters @@ -123,9 +123,6 @@ Fichiers sources - - Fichiers sources - Fichiers sources @@ -162,6 +159,9 @@ Fichiers sources + + Fichiers sources + @@ -307,81 +307,15 @@ assets - - assets - - - assets - assets - - assets - - - assets - - - Assets - Assets - - - - - shader - - - shader - - - shader - - - shader - - - texture - - - texture - - - shader - - - shader - - - Texture - - - Texture - - - Texture - - - Texture - - - shader - - - shader - - - - - - - @@ -390,6 +324,9 @@ assets + + Assets + @@ -415,19 +352,63 @@ fonts - - assets Assets - - + Assets - + + + + + + + + + + + + + + + + + + + + + + Assets + + + Assets + + + Assets + + + Assets + + + Assets + + + Assets + + + Assets + + + Assets + + + Assets + + Assets diff --git a/enginecustom/shadermanagerclass.cpp b/enginecustom/shadermanagerclass.cpp index de94f84..bb95c1c 100644 --- a/enginecustom/shadermanagerclass.cpp +++ b/enginecustom/shadermanagerclass.cpp @@ -9,6 +9,8 @@ ShaderManagerClass::ShaderManagerClass() m_AlphaMapShader = 0; m_SpecMapShader = 0; m_TransparentShader = 0; + m_LightShader = 0; + m_LightMapShader = 0; } @@ -88,7 +90,7 @@ bool ShaderManagerClass::Initialize(ID3D11Device* device, HWND hwnd) return false; } - // Create and initialize the specular map shader object. + // Create and initialize the transparent shader object. m_TransparentShader = new TransparentShaderClass; result = m_TransparentShader->Initialize(device, hwnd); @@ -99,6 +101,23 @@ bool ShaderManagerClass::Initialize(ID3D11Device* device, HWND hwnd) } logger.Log("ShaderManagerClass initialized", __FILE__, __LINE__); + // Create and initialize the light shader object. + m_LightShader = new LightShaderClass; + + result = m_LightShader->Initialize(device, hwnd); + if (!result) + { + return false; + } + + // Create and initialize the light map shader object. + m_LightMapShader = new LightMapShaderClass; + + result = m_LightMapShader->Initialize(device, hwnd); + if (!result) + { + return false; + } return true; } @@ -164,6 +183,21 @@ void ShaderManagerClass::Shutdown() } logger.Log("ShaderManagerClass shut down", __FILE__, __LINE__); + // Release the light shader object. + if (m_LightShader) + { + m_LightShader->Shutdown(); + delete m_LightShader; + m_LightShader = 0; + } + + // Release the light map shader object. + if (m_LightMapShader) + { + m_LightMapShader->Shutdown(); + delete m_LightMapShader; + m_LightMapShader = 0; + } return; @@ -280,5 +314,35 @@ bool ShaderManagerClass::RenderTransparentShader(ID3D11DeviceContext* deviceCont return false; } + return true; +} + +bool ShaderManagerClass::RenderlightShader(ID3D11DeviceContext* deviceContext, int indexCount, XMMATRIX worldMatrix, XMMATRIX viewMatrix, XMMATRIX projectionMatrix, + ID3D11ShaderResourceView* texture, XMFLOAT4 diffuseColor[], XMFLOAT4 lightPosition[]) +{ + bool result; + + + result = m_LightShader->Render(deviceContext, indexCount, worldMatrix, viewMatrix, projectionMatrix, texture, diffuseColor, lightPosition); + if (!result) + { + return false; + } + + return true; +} + +bool ShaderManagerClass::RenderlightMapShader(ID3D11DeviceContext* deviceContext, int indexCount, XMMATRIX worldMatrix, XMMATRIX viewMatrix, + XMMATRIX projectionMatrix, ID3D11ShaderResourceView* texture1, ID3D11ShaderResourceView* texture2) +{ + bool result; + + + result = m_LightMapShader->Render(deviceContext, indexCount, worldMatrix, viewMatrix, projectionMatrix, texture1, texture2); + if (!result) + { + return false; + } + return true; } \ No newline at end of file diff --git a/enginecustom/shadermanagerclass.h b/enginecustom/shadermanagerclass.h index 2e8678c..55a6397 100644 --- a/enginecustom/shadermanagerclass.h +++ b/enginecustom/shadermanagerclass.h @@ -11,6 +11,8 @@ #include "alphamapshaderclass.h" #include "specmapshaderclass.h" #include "transparentshaderclass.h" +#include "lightshaderclass.h" +#include "lightmapshaderclass.h" //////////////////////////////////////////////////////////////////////////////// @@ -33,6 +35,8 @@ public: bool RenderSpecMapShader(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, ID3D11ShaderResourceView*, ID3D11ShaderResourceView*, XMFLOAT3, XMFLOAT4, XMFLOAT3, XMFLOAT4, float); bool RenderTransparentShader(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, float); + bool RenderlightShader(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, XMFLOAT4[], XMFLOAT4[]); + bool RenderlightMapShader(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, ID3D11ShaderResourceView*); private: TextureShaderClass* m_TextureShader; @@ -44,6 +48,8 @@ private: TransparentShaderClass* m_TransparentShader; Logger logger; + LightShaderClass* m_LightShader; + LightMapShaderClass* m_LightMapShader; }; #endif \ No newline at end of file