minor update - préparation sunlight
This commit is contained in:
parent
261df5e257
commit
d8552d3f91
@ -3,7 +3,7 @@
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////////////////////////////////////////////////////////////////////////////////
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#ifndef _LIGHTSHADERCLASS_H_
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#define _LIGHTSHADERCLASS_H_
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#pragma once
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/////////////
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// GLOBALS //
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@ -29,6 +29,9 @@ ApplicationClass::ApplicationClass() : m_ShouldQuit(false)
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m_terrainChunk.clear();
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m_object.clear();
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m_RenderQueues.clear();
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m_Skybox.clear();
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m_Lights.clear();
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m_SunLight = 0;
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}
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ApplicationClass::~ApplicationClass()
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@ -274,6 +277,15 @@ bool ApplicationClass::Initialize(int screenWidth, int screenHeight, HWND hwnd)
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m_Lights[3]->SetSpecularPower(16.0f);
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m_Lights[3]->SetPosition(-10.0f, 7.0f, 5.0f);
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// Create || THE SUN ||
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m_SunLight = new LightClass;
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m_SunLight->SetDiffuseColor(1.0f, 1.0f, 1.0f, 1.0f); // White
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m_SunLight->SetDirection(0.0f, -1.0f, 0.0f);
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m_SunLight->SetAmbientColor(0.15f, 0.15f, 0.15f, 1.0f);
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m_SunLight->SetSpecularColor(1.0f, 1.0f, 1.0f, 1.0f);
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m_SunLight->SetSpecularPower(16.0f);
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m_SunLight->SetPosition(0.0f, 100.0f, 0.0f);
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// Create and initialize the normal map shader object.
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m_ShaderManager = new ShaderManagerClass;
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@ -1442,15 +1454,11 @@ void ApplicationClass::GenerateTerrain()
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{
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Object* newTerrain = new Object();
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newTerrain->Initialize(m_Direct3D->GetDevice(), m_Direct3D->GetDeviceContext(), modelFilename, textures);
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newTerrain->SetScaleMatrix(scaleMatrix);
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newTerrain->SetTranslateMatrix(XMMatrixTranslation(i / 2 * scaleX , -12.0f, j * scaleZ));
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newTerrain->SetName(filenameWithoutExtension);
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newTerrain->SetType(ObjectType::Cube);
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newTerrain->SetActiveShader(Object::SUNLIGHT);
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m_terrainChunk.push_back(newTerrain);
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}
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@ -1922,6 +1930,8 @@ bool ApplicationClass::RenderPass(const std::vector<std::reference_wrapper<std::
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Logger::Get().Log("Could not render the model using the texture shader", __FILE__, __LINE__, Logger::LogLevel::Error);
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return false;
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}
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break;
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case Object::LIGHTING:
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result = m_ShaderManager->RenderlightShader(m_Direct3D->GetDeviceContext(), object->GetIndexCount(), worldMatrix, view, projection,
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object->GetTexture(0), diffuse, position, ambient);
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@ -1931,6 +1941,16 @@ bool ApplicationClass::RenderPass(const std::vector<std::reference_wrapper<std::
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return false;
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}
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break;
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case Object::SUNLIGHT:
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result = m_ShaderManager->RenderSunlightShader(m_Direct3D->GetDeviceContext(), object->GetIndexCount(), worldMatrix, view, projection,
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object->GetTexture(0), m_SunLight->GetDiffuseColor(), m_SunLight->GetPosition(), m_SunLight->GetAmbientColor());
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if (!result)
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{
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Logger::Get().Log("Could not render the object model using the sunlight shader", __FILE__, __LINE__, Logger::LogLevel::Error);
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return false;
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}
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break;
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default:
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result = m_ShaderManager->RenderlightShader(m_Direct3D->GetDeviceContext(), object->GetIndexCount(), worldMatrix, view, projection,
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object->GetTexture(0), diffuse, position, ambient);
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@ -201,6 +201,7 @@ private :
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LightClass* m_Light;
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std::vector<LightClass*> m_Lights;
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int m_numLights;
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LightClass* m_SunLight;
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XMFLOAT3 TrueLightPosition;
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ModelClass* m_LightModel;
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@ -62,6 +62,7 @@
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<ClCompile Include="rendertextureclass.cpp" />
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<ClCompile Include="specmapshaderclass.cpp" />
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<ClCompile Include="Spriteclass.cpp" />
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<ClCompile Include="sunlightshaderclass.cpp" />
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<ClCompile Include="Systemclass.cpp" />
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<ClCompile Include="textclass.cpp" />
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<ClCompile Include="textureclass.cpp" />
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@ -118,6 +119,7 @@
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<ClInclude Include="resources.h" />
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<ClInclude Include="specmapshaderclass.h" />
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<ClInclude Include="Spriteclass.h" />
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<ClInclude Include="sunlightshaderclass.h" />
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<ClInclude Include="systemclass.h" />
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<ClInclude Include="textclass.h" />
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<ClInclude Include="textureclass.h" />
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@ -207,6 +209,12 @@
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<CopyFileToFolders Include="water.vs">
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<FileType>Document</FileType>
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</CopyFileToFolders>
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<CopyFileToFolders Include="sunlight.ps">
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<FileType>Document</FileType>
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</CopyFileToFolders>
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<CopyFileToFolders Include="sunlight.vs">
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<FileType>Document</FileType>
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</CopyFileToFolders>
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</ItemGroup>
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<ItemGroup>
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<CopyFileToFolders Include="Color.ps">
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@ -222,6 +222,9 @@
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<ClCompile Include="frustum.cpp">
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<Filter>Fichiers sources\System</Filter>
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</ClCompile>
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<ClCompile Include="sunlightshaderclass.cpp">
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<Filter>Fichiers sources\Shader</Filter>
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</ClCompile>
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</ItemGroup>
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<ItemGroup>
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<ClInclude Include="systemclass.h">
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@ -389,6 +392,9 @@
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<ClInclude Include="frustum.h">
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<Filter>Fichiers d%27en-tête\System</Filter>
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</ClInclude>
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<ClInclude Include="sunlightshaderclass.h">
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<Filter>Fichiers d%27en-tête\Shader</Filter>
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</ClInclude>
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</ItemGroup>
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<ItemGroup>
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<Image Include="KhaoticIcon.ico">
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@ -644,5 +650,11 @@
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<CopyFileToFolders Include="assets\Skybox\skybox_top.png">
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<Filter>Assets\Skybox</Filter>
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</CopyFileToFolders>
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<CopyFileToFolders Include="sunlight.ps">
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<Filter>shader</Filter>
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</CopyFileToFolders>
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<CopyFileToFolders Include="sunlight.vs">
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<Filter>shader</Filter>
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</CopyFileToFolders>
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</ItemGroup>
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</Project>
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@ -25,13 +25,12 @@ DockId=0x00000009,0
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Pos=8,27
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Size=330,487
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Collapsed=0
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DockId=0x00000004,1
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[Window][Shader Manager]
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Pos=8,27
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Size=330,487
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Collapsed=0
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DockId=0x00000004,2
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DockId=0x00000001,2
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[Window][Engine Settings]
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Pos=1180,27
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@ -73,9 +72,7 @@ DockId=0x0000000E,0
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[Docking][Data]
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DockSpace ID=0xC0DFADC4 Pos=8,27 Size=1568,826 Split=X
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DockNode ID=0x00000001 Parent=0xC0DFADC4 SizeRef=330,1094 Split=Y Selected=0x393905AB
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DockNode ID=0x00000004 Parent=0x00000001 SizeRef=330,487 Selected=0x393905AB
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DockNode ID=0x00000006 Parent=0x00000001 SizeRef=330,485 Selected=0x031DC75C
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DockNode ID=0x00000001 Parent=0xC0DFADC4 SizeRef=330,1094 Selected=0x393905AB
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DockNode ID=0x00000003 Parent=0xC0DFADC4 SizeRef=1700,1094 CentralNode=1
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DockSpace ID=0xCCBD8CF7 Window=0x3DA2F1DE Pos=8,27 Size=1568,826 Split=Y
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DockNode ID=0x0000000D Parent=0xCCBD8CF7 SizeRef=1568,598 Split=Y
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@ -3,7 +3,7 @@
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////////////////////////////////////////////////////////////////////////////////
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#ifndef _LIGHTSHADERCLASS_H_
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#define _LIGHTSHADERCLASS_H_
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#pragma once
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/////////////
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// GLOBALS //
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@ -76,7 +76,8 @@ public:
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REFLECTION,
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REFRACTION,
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TEXTURE,
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SKYBOX
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SKYBOX,
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SUNLIGHT
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};
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ShaderType GetActiveShader() const { return m_activeShader; };
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@ -134,6 +134,13 @@ bool ShaderManagerClass::Initialize(ID3D11Device* device, HWND hwnd)
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return false;
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}
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m_SunlightShader = new SunlightShaderClass;
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result = m_SunlightShader->Initialize(device, hwnd);
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if (!result)
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{
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return false;
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}
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Logger::Get().Log("ShaderManagerClass initialized", __FILE__, __LINE__, Logger::LogLevel::Initialize);
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return true;
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@ -239,6 +246,13 @@ void ShaderManagerClass::Shutdown()
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m_CelShadingShader = 0;
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}
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if (m_SunlightShader)
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{
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m_SunlightShader->Shutdown();
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delete m_SunlightShader;
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m_SunlightShader = 0;
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}
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Logger::Get().Log("ShaderManagerClass shut down", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
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}
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@ -419,4 +433,18 @@ bool ShaderManagerClass::RenderCelShadingShader(ID3D11DeviceContext* deviceConte
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}
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return true;
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}
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bool ShaderManagerClass::RenderSunlightShader(ID3D11DeviceContext* deviceContext, int indexCount, XMMATRIX worldMatrix, XMMATRIX viewMatrix, XMMATRIX projectionMatrix,
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ID3D11ShaderResourceView* texture, XMFLOAT4 ambientColor, XMFLOAT4 diffuseColor, XMFLOAT4 sunColor)
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{
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bool result;
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result = m_SunlightShader->Render(deviceContext, indexCount, worldMatrix, viewMatrix, projectionMatrix, texture, ambientColor, diffuseColor, sunColor);
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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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@ -17,6 +17,7 @@
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#include "refractionshaderclass.h"
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#include "watershaderclass.h"
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#include "celshadingshader.h"
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#include "sunlightshaderclass.h"
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using namespace DirectX;
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@ -42,8 +43,7 @@ public:
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bool RenderRefractionShader(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, XMFLOAT3, XMFLOAT4[], XMFLOAT4[], XMFLOAT4[], XMFLOAT4);
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bool RenderWaterShader(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, ID3D11ShaderResourceView*, ID3D11ShaderResourceView*, float, float);
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bool RenderCelShadingShader(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, XMFLOAT3, XMFLOAT4, XMFLOAT3);
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bool RenderSkyboxShader(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, const std::vector<ID3D11ShaderResourceView*>&);
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bool RenderSunlightShader(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, XMFLOAT4, XMFLOAT4, XMFLOAT4);
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private:
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TextureShaderClass* m_TextureShader;
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NormalMapShaderClass* m_NormalMapShader;
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@ -57,7 +57,7 @@ private:
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RefractionShaderClass* m_RefractionShader;
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WaterShaderClass* m_WaterShader;
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CelShadingShader* m_CelShadingShader;
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SunlightShaderClass* m_SunlightShader;
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};
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#endif
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#endif
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69
enginecustom/sunlight.ps
Normal file
69
enginecustom/sunlight.ps
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@ -0,0 +1,69 @@
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/////////////
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// GLOBALS //
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/////////////
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Texture2D shaderTexture : register(t0);
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SamplerState SampleType : register(s0);
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cbuffer SunLightBuffer
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{
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float4 ambientColor;
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float3 lightDirection;
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float padding;
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float specularPower;
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float4 specularColor;
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};
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cbuffer SunLightColorBuffer
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{
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float4 sunColor;
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};
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//////////////
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// TYPEDEFS //
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//////////////
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struct PixelInputType
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{
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float4 position : SV_POSITION;
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float2 tex : TEXCOORD0;
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float3 normal : NORMAL;
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float3 sunPos : TEXCOORD1;
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};
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////////////////////////////////////////////////////////////////////////////////
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// Pixel Shader
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////////////////////////////////////////////////////////////////////////////////
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float4 SunLightPixelShader(PixelInputType input) : SV_TARGET
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{
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float4 textureColor;
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float3 lightDir;
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float4 color;
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float3 reflection;
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float4 specular;
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float lightIntensity;
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float4 colorArray;
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float4 colorSum;
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int i;
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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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// Calculate the different amounts of light on this pixel based on the positions of the lights.
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lightIntensity = saturate(dot(input.normal, input.sunPos));
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// Determine the diffuse color amount of each of the four lights.
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colorArray = sunColor * lightIntensity;
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// Initialize the sum of colors.
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colorSum = float4(0.0f, 0.0f, 0.0f, 1.0f);
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// Add all of the light colors up.
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colorSum.r += colorArray.r;
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colorSum.g += colorArray.g;
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colorSum.b += colorArray.b;
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// Multiply the texture pixel by the combination of all four light colors to get the final result.
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color = saturate(colorSum) * textureColor;
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return color;
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}
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78
enginecustom/sunlight.vs
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78
enginecustom/sunlight.vs
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@ -0,0 +1,78 @@
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/////////////
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// GLOBALS //
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/////////////
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cbuffer MatrixBuffer
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{
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matrix worldMatrix;
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matrix viewMatrix;
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matrix projectionMatrix;
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};
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cbuffer CameraBuffer
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{
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float3 cameraPosition;
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float padding;
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};
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cbuffer SunLightPositionBuffer
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{
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float4 sunPosition;
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};
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//////////////
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// TYPEDEFS //
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//////////////
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struct VertexInputType
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{
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float4 position : POSITION;
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float2 tex : TEXCOORD0;
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float3 normal : NORMAL;
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};
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struct PixelInputType
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{
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float4 position : SV_POSITION;
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float2 tex : TEXCOORD0;
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float3 normal : NORMAL;
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float3 lightPos : TEXCOORD1;
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};
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////////////////////////////////////////////////////////////////////////////////
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// Vertex Shader
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////////////////////////////////////////////////////////////////////////////////
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PixelInputType SunLightVertexShader(VertexInputType input)
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{
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PixelInputType output;
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float4 worldPosition;
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int i;
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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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// 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(output.position, viewMatrix);
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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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output.tex = input.tex;
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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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// Normalize the normal vector.
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output.normal = normalize(output.normal);
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// Calculate the position of the vertex in the world.
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worldPosition = mul(input.position, worldMatrix);
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// Determine the light positions based on the position of the lights and the position of the vertex in the world.
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output.lightPos = sunPosition.xyz - worldPosition.xyz;
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// Normalize the light position vectors.
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output.lightPos = normalize(output.lightPos);
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return output;
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}
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538
enginecustom/sunlightshaderclass.cpp
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538
enginecustom/sunlightshaderclass.cpp
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@ -0,0 +1,538 @@
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////////////////////////////////////////////////////////////////////////////////
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// Filename: lightshaderclass.cpp
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////////////////////////////////////////////////////////////////////////////////
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#include "sunlightshaderclass.h"
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SunlightShaderClass::SunlightShaderClass()
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{
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m_vertexShader = 0;
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m_pixelShader = 0;
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m_layout = 0;
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m_sampleState = 0;
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m_matrixBuffer = 0;
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m_cameraBuffer = 0;
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m_sunlightBuffer = 0;
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m_sunlightColorBuffer = 0;
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m_sunlightPositionBuffer = 0;
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}
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SunlightShaderClass::SunlightShaderClass(const SunlightShaderClass& other)
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{
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}
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SunlightShaderClass::~SunlightShaderClass()
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{
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}
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bool SunlightShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
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{
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Logger::Get().Log("Initializing LightShaderClass", __FILE__, __LINE__, Logger::LogLevel::Initialize);
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wchar_t vsFilename[128];
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wchar_t psFilename[128];
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int error;
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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"sunlight.vs");
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if (error != 0)
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{
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Logger::Get().Log("Failed to copy string", __FILE__, __LINE__, Logger::LogLevel::Error);
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return false;
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}
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// Set the filename of the pixel shader.
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error = wcscpy_s(psFilename, 128, L"sunlight.ps");
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if (error != 0)
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{
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Logger::Get().Log("Failed to copy string", __FILE__, __LINE__, Logger::LogLevel::Error);
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||||
return false;
|
||||
}
|
||||
// Initialize the vertex and pixel shaders.
|
||||
result = InitializeShader(device, hwnd, vsFilename, psFilename);
|
||||
if (!result)
|
||||
{
|
||||
Logger::Get().Log("Failed to initialize shader", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
Logger::Get().Log("SunLightShaderClass initialized", __FILE__, __LINE__, Logger::LogLevel::Initialize);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
void SunlightShaderClass::Shutdown()
|
||||
{
|
||||
// Shutdown the vertex and pixel shaders as well as the related objects.
|
||||
ShutdownShader();
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
bool SunlightShaderClass::Render(ID3D11DeviceContext* deviceContext, int indexCount, XMMATRIX worldMatrix, XMMATRIX viewMatrix, XMMATRIX projectionMatrix,
|
||||
ID3D11ShaderResourceView* texture, XMFLOAT4 diffuseColor, XMFLOAT4 lightPosition, XMFLOAT4 ambientClor)
|
||||
{
|
||||
bool result;
|
||||
|
||||
|
||||
// Set the shader parameters that it will use for rendering.
|
||||
result = SetShaderParameters(deviceContext, worldMatrix, viewMatrix, projectionMatrix, texture, diffuseColor, lightPosition, ambientClor);
|
||||
if (!result)
|
||||
{
|
||||
Logger::Get().Log("Failed to set shader parameters", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
// Now render the prepared buffers with the shader.
|
||||
RenderShader(deviceContext, indexCount);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
bool SunlightShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR* vsFilename, WCHAR* psFilename)
|
||||
{
|
||||
Logger::Get().Log("Initializing shader", __FILE__, __LINE__, Logger::LogLevel::Initialize);
|
||||
|
||||
HRESULT result;
|
||||
ID3D10Blob* errorMessage;
|
||||
ID3D10Blob* vertexShaderBuffer;
|
||||
ID3D10Blob* pixelShaderBuffer;
|
||||
D3D11_INPUT_ELEMENT_DESC polygonLayout[3];
|
||||
unsigned int numElements;
|
||||
D3D11_SAMPLER_DESC samplerDesc;
|
||||
D3D11_BUFFER_DESC matrixBufferDesc;
|
||||
D3D11_BUFFER_DESC cameraBufferDesc;
|
||||
D3D11_BUFFER_DESC lightColorBufferDesc;
|
||||
D3D11_BUFFER_DESC lightPositionBufferDesc;
|
||||
|
||||
|
||||
// Initialize the pointers this function will use to null.
|
||||
errorMessage = 0;
|
||||
vertexShaderBuffer = 0;
|
||||
pixelShaderBuffer = 0;
|
||||
|
||||
// Compile the vertex shader code.
|
||||
result = D3DCompileFromFile(vsFilename, NULL, NULL, "SunLightVertexShader", "vs_5_0", D3D10_SHADER_ENABLE_STRICTNESS, 0, &vertexShaderBuffer, &errorMessage);
|
||||
if (FAILED(result))
|
||||
{
|
||||
// If the shader failed to compile it should have writen something to the error message.
|
||||
if (errorMessage)
|
||||
{
|
||||
OutputShaderErrorMessage(errorMessage, hwnd, vsFilename);
|
||||
}
|
||||
// If there was nothing in the error message then it simply could not find the shader file itself.
|
||||
else
|
||||
{
|
||||
Logger::Get().Log("Failed to compile shader", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
// Compile the pixel shader code.
|
||||
result = D3DCompileFromFile(psFilename, NULL, NULL, "SunLightPixelShader", "ps_5_0", D3D10_SHADER_ENABLE_STRICTNESS, 0, &pixelShaderBuffer, &errorMessage);
|
||||
if (FAILED(result))
|
||||
{
|
||||
// If the shader failed to compile it should have writen something to the error message.
|
||||
if (errorMessage)
|
||||
{
|
||||
OutputShaderErrorMessage(errorMessage, hwnd, psFilename);
|
||||
}
|
||||
// If there was nothing in the error message then it simply could not find the file itself.
|
||||
else
|
||||
{
|
||||
Logger::Get().Log("Failed to compile shader", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
// Create the vertex shader from the buffer.
|
||||
result = device->CreateVertexShader(vertexShaderBuffer->GetBufferPointer(), vertexShaderBuffer->GetBufferSize(), NULL, &m_vertexShader);
|
||||
if (FAILED(result))
|
||||
{
|
||||
Logger::Get().Log("Failed to create vertex shader", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
// Create the pixel shader from the buffer.
|
||||
result = device->CreatePixelShader(pixelShaderBuffer->GetBufferPointer(), pixelShaderBuffer->GetBufferSize(), NULL, &m_pixelShader);
|
||||
if (FAILED(result))
|
||||
{
|
||||
Logger::Get().Log("Failed to create pixel shader", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
// Create the vertex input layout description.
|
||||
// This setup needs to match the VertexType stucture in the ModelClass and in the shader.
|
||||
polygonLayout[0].SemanticName = "POSITION";
|
||||
polygonLayout[0].SemanticIndex = 0;
|
||||
polygonLayout[0].Format = DXGI_FORMAT_R32G32B32_FLOAT;
|
||||
polygonLayout[0].InputSlot = 0;
|
||||
polygonLayout[0].AlignedByteOffset = 0;
|
||||
polygonLayout[0].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
|
||||
polygonLayout[0].InstanceDataStepRate = 0;
|
||||
|
||||
polygonLayout[1].SemanticName = "TEXCOORD";
|
||||
polygonLayout[1].SemanticIndex = 0;
|
||||
polygonLayout[1].Format = DXGI_FORMAT_R32G32_FLOAT;
|
||||
polygonLayout[1].InputSlot = 0;
|
||||
polygonLayout[1].AlignedByteOffset = D3D11_APPEND_ALIGNED_ELEMENT;
|
||||
polygonLayout[1].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
|
||||
polygonLayout[1].InstanceDataStepRate = 0;
|
||||
|
||||
polygonLayout[2].SemanticName = "NORMAL";
|
||||
polygonLayout[2].SemanticIndex = 0;
|
||||
polygonLayout[2].Format = DXGI_FORMAT_R32G32B32_FLOAT;
|
||||
polygonLayout[2].InputSlot = 0;
|
||||
polygonLayout[2].AlignedByteOffset = D3D11_APPEND_ALIGNED_ELEMENT;
|
||||
polygonLayout[2].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
|
||||
polygonLayout[2].InstanceDataStepRate = 0;
|
||||
|
||||
// Get a count of the elements in the layout.
|
||||
numElements = sizeof(polygonLayout) / sizeof(polygonLayout[0]);
|
||||
|
||||
// Create the vertex input layout.
|
||||
result = device->CreateInputLayout(polygonLayout, numElements, vertexShaderBuffer->GetBufferPointer(), vertexShaderBuffer->GetBufferSize(),
|
||||
&m_layout);
|
||||
if (FAILED(result))
|
||||
{
|
||||
Logger::Get().Log("Failed to create input layout", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
// Release the vertex shader buffer and pixel shader buffer since they are no longer needed.
|
||||
vertexShaderBuffer->Release();
|
||||
vertexShaderBuffer = 0;
|
||||
|
||||
pixelShaderBuffer->Release();
|
||||
pixelShaderBuffer = 0;
|
||||
|
||||
// Create a texture sampler state description.
|
||||
samplerDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
|
||||
samplerDesc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP;
|
||||
samplerDesc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP;
|
||||
samplerDesc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP;
|
||||
samplerDesc.MipLODBias = 0.0f;
|
||||
samplerDesc.MaxAnisotropy = 1;
|
||||
samplerDesc.ComparisonFunc = D3D11_COMPARISON_ALWAYS;
|
||||
samplerDesc.BorderColor[0] = 0;
|
||||
samplerDesc.BorderColor[1] = 0;
|
||||
samplerDesc.BorderColor[2] = 0;
|
||||
samplerDesc.BorderColor[3] = 0;
|
||||
samplerDesc.MinLOD = 0;
|
||||
samplerDesc.MaxLOD = D3D11_FLOAT32_MAX;
|
||||
|
||||
// Create the texture sampler state.
|
||||
result = device->CreateSamplerState(&samplerDesc, &m_sampleState);
|
||||
if (FAILED(result))
|
||||
{
|
||||
Logger::Get().Log("Failed to create sampler state", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
// Setup the description of the dynamic matrix constant buffer that is in the vertex shader.
|
||||
matrixBufferDesc.Usage = D3D11_USAGE_DYNAMIC;
|
||||
matrixBufferDesc.ByteWidth = sizeof(MatrixBufferType);
|
||||
matrixBufferDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
|
||||
matrixBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
|
||||
matrixBufferDesc.MiscFlags = 0;
|
||||
matrixBufferDesc.StructureByteStride = 0;
|
||||
|
||||
// Create the constant buffer pointer so we can access the vertex shader constant buffer from within this class.
|
||||
result = device->CreateBuffer(&matrixBufferDesc, NULL, &m_matrixBuffer);
|
||||
if (FAILED(result))
|
||||
{
|
||||
Logger::Get().Log("Failed to create matrix buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
|
||||
|
||||
// Setup the description of the camera dynamic constant buffer that is in the vertex shader.
|
||||
cameraBufferDesc.Usage = D3D11_USAGE_DYNAMIC;
|
||||
cameraBufferDesc.ByteWidth = sizeof(CameraBufferType);
|
||||
cameraBufferDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
|
||||
cameraBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
|
||||
cameraBufferDesc.MiscFlags = 0;
|
||||
cameraBufferDesc.StructureByteStride = 0;
|
||||
|
||||
// Create the camera constant buffer pointer so we can access the vertex shader constant buffer from within this class.
|
||||
result = device->CreateBuffer(&cameraBufferDesc, NULL, &m_cameraBuffer);
|
||||
if (FAILED(result))
|
||||
{
|
||||
Logger::Get().Log("Failed to create camera buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
// Setup the description of the dynamic constant buffer that is in the pixel shader.
|
||||
lightColorBufferDesc.Usage = D3D11_USAGE_DYNAMIC;
|
||||
lightColorBufferDesc.ByteWidth = sizeof(SunLightColorBufferType);
|
||||
lightColorBufferDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
|
||||
lightColorBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
|
||||
lightColorBufferDesc.MiscFlags = 0;
|
||||
lightColorBufferDesc.StructureByteStride = 0;
|
||||
|
||||
// Create the constant buffer pointer so we can access the pixel shader constant buffer from within this class.
|
||||
result = device->CreateBuffer(&lightColorBufferDesc, NULL, &m_sunlightColorBuffer);
|
||||
if (FAILED(result))
|
||||
{
|
||||
Logger::Get().Log("Failed to create sunlight color buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
// Setup the description of the dynamic constant buffer that is in the vertex shader.
|
||||
lightPositionBufferDesc.Usage = D3D11_USAGE_DYNAMIC;
|
||||
lightPositionBufferDesc.ByteWidth = sizeof(SunLightPositionBufferType);
|
||||
lightPositionBufferDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
|
||||
lightPositionBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
|
||||
lightPositionBufferDesc.MiscFlags = 0;
|
||||
lightPositionBufferDesc.StructureByteStride = 0;
|
||||
|
||||
// Create the constant buffer pointer so we can access the vertex shader constant buffer from within this class.
|
||||
result = device->CreateBuffer(&lightPositionBufferDesc, NULL, &m_sunlightPositionBuffer);
|
||||
if (FAILED(result))
|
||||
{
|
||||
Logger::Get().Log("Failed to create sunlight position buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
Logger::Get().Log("Shader initialized", __FILE__, __LINE__, Logger::LogLevel::Initialize);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
void SunlightShaderClass::ShutdownShader()
|
||||
{
|
||||
Logger::Get().Log("Shutting down SunLightShaderClass", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
|
||||
|
||||
// Release the light constant buffers.
|
||||
if (m_sunlightColorBuffer)
|
||||
{
|
||||
m_sunlightColorBuffer->Release();
|
||||
m_sunlightColorBuffer = 0;
|
||||
}
|
||||
|
||||
if (m_sunlightPositionBuffer)
|
||||
{
|
||||
m_sunlightPositionBuffer->Release();
|
||||
m_sunlightPositionBuffer = 0;
|
||||
}
|
||||
|
||||
// Release the light constant buffer.
|
||||
if (m_sunlightBuffer)
|
||||
{
|
||||
m_sunlightBuffer->Release();
|
||||
m_sunlightBuffer = 0;
|
||||
}
|
||||
|
||||
// Release the camera constant buffer.
|
||||
if (m_cameraBuffer)
|
||||
{
|
||||
m_cameraBuffer->Release();
|
||||
m_cameraBuffer = 0;
|
||||
}
|
||||
|
||||
// Release the matrix constant buffer.
|
||||
if (m_matrixBuffer)
|
||||
{
|
||||
m_matrixBuffer->Release();
|
||||
m_matrixBuffer = 0;
|
||||
}
|
||||
|
||||
// Release the sampler state.
|
||||
if (m_sampleState)
|
||||
{
|
||||
m_sampleState->Release();
|
||||
m_sampleState = 0;
|
||||
}
|
||||
|
||||
// Release the layout.
|
||||
if (m_layout)
|
||||
{
|
||||
m_layout->Release();
|
||||
m_layout = 0;
|
||||
}
|
||||
|
||||
// Release the pixel shader.
|
||||
if (m_pixelShader)
|
||||
{
|
||||
m_pixelShader->Release();
|
||||
m_pixelShader = 0;
|
||||
}
|
||||
|
||||
// Release the vertex shader.
|
||||
if (m_vertexShader)
|
||||
{
|
||||
m_vertexShader->Release();
|
||||
m_vertexShader = 0;
|
||||
}
|
||||
|
||||
Logger::Get().Log("SunLightShaderClass shut down", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
void SunlightShaderClass::OutputShaderErrorMessage(ID3D10Blob* errorMessage, HWND hwnd, WCHAR* shaderFilename)
|
||||
{
|
||||
char* compileErrors;
|
||||
unsigned __int64 bufferSize, i;
|
||||
ofstream fout;
|
||||
|
||||
|
||||
// Get a pointer to the error message text buffer.
|
||||
compileErrors = (char*)(errorMessage->GetBufferPointer());
|
||||
|
||||
// Get the length of the message.
|
||||
bufferSize = errorMessage->GetBufferSize();
|
||||
|
||||
// Open a file to write the error message to.
|
||||
fout.open("shader-error.txt");
|
||||
|
||||
// Write out the error message.
|
||||
for (i = 0; i < bufferSize; i++)
|
||||
{
|
||||
fout << compileErrors[i];
|
||||
}
|
||||
|
||||
// Close the file.
|
||||
fout.close();
|
||||
|
||||
// Release the error message.
|
||||
errorMessage->Release();
|
||||
errorMessage = 0;
|
||||
|
||||
// Pop a message up on the screen to notify the user to check the text file for compile errors.
|
||||
MessageBox(hwnd, L"Error compiling shader. Check shader-error.txt for message.", shaderFilename, MB_OK);
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
bool SunlightShaderClass::SetShaderParameters(ID3D11DeviceContext* deviceContext, XMMATRIX worldMatrix, XMMATRIX viewMatrix, XMMATRIX projectionMatrix,
|
||||
ID3D11ShaderResourceView* texture, XMFLOAT4 diffuseColor, XMFLOAT4 lightPosition, XMFLOAT4 ambientColor)
|
||||
{
|
||||
HRESULT result;
|
||||
D3D11_MAPPED_SUBRESOURCE mappedResource;
|
||||
unsigned int bufferNumber;
|
||||
MatrixBufferType* dataPtr;
|
||||
SunLightPositionBufferType* dataPtr2;
|
||||
SunLightColorBufferType* dataPtr3;
|
||||
|
||||
// Transpose the matrices to prepare them for the shader.
|
||||
worldMatrix = XMMatrixTranspose(worldMatrix);
|
||||
viewMatrix = XMMatrixTranspose(viewMatrix);
|
||||
projectionMatrix = XMMatrixTranspose(projectionMatrix);
|
||||
|
||||
// Lock the constant buffer so it can be written to.
|
||||
result = deviceContext->Map(m_matrixBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
|
||||
if (FAILED(result))
|
||||
{
|
||||
Logger::Get().Log("Failed to map matrix buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
// Get a pointer to the data in the constant buffer.
|
||||
dataPtr = (MatrixBufferType*)mappedResource.pData;
|
||||
|
||||
// Copy the matrices into the constant buffer.
|
||||
dataPtr->world = worldMatrix;
|
||||
dataPtr->view = viewMatrix;
|
||||
dataPtr->projection = projectionMatrix;
|
||||
|
||||
// Unlock the constant buffer.
|
||||
deviceContext->Unmap(m_matrixBuffer, 0);
|
||||
|
||||
// Set the position of the constant buffer in the vertex shader.
|
||||
bufferNumber = 0;
|
||||
|
||||
// Now set the constant buffer in the vertex shader with the updated values.
|
||||
deviceContext->VSSetConstantBuffers(bufferNumber, 1, &m_matrixBuffer);
|
||||
|
||||
// Lock the camera constant buffer so it can be written to.
|
||||
result = deviceContext->Map(m_cameraBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
|
||||
if (FAILED(result))
|
||||
{
|
||||
Logger::Get().Log("Failed to map camera buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
// Lock the light position constant buffer so it can be written to.
|
||||
result = deviceContext->Map(m_sunlightPositionBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
|
||||
if (FAILED(result))
|
||||
{
|
||||
Logger::Get().Log("Failed to map sunlight position buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
// Get a pointer to the data in the constant buffer.
|
||||
dataPtr2 = (SunLightPositionBufferType*)mappedResource.pData;
|
||||
|
||||
// Copy the light position variables into the constant buffer.
|
||||
dataPtr2->sunPosition = lightPosition;
|
||||
|
||||
// Unlock the constant buffer.
|
||||
deviceContext->Unmap(m_sunlightPositionBuffer, 0);
|
||||
|
||||
// Set the position of the constant buffer in the vertex shader.
|
||||
bufferNumber = 1;
|
||||
|
||||
// Finally set the constant buffer in the vertex shader with the updated values.
|
||||
deviceContext->VSSetConstantBuffers(bufferNumber, 1, &m_sunlightPositionBuffer);
|
||||
|
||||
// Set shader texture resource in the pixel shader.
|
||||
deviceContext->PSSetShaderResources(0, 1, &texture);
|
||||
|
||||
// Lock the light color constant buffer so it can be written to.
|
||||
result = deviceContext->Map(m_sunlightColorBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
|
||||
if (FAILED(result))
|
||||
{
|
||||
Logger::Get().Log("Failed to map sunlight color buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
// Get a pointer to the data in the constant buffer.
|
||||
dataPtr3 = (SunLightColorBufferType*)mappedResource.pData;
|
||||
|
||||
// Copy the light color variables into the constant buffer.
|
||||
dataPtr3->sunColor = diffuseColor;
|
||||
|
||||
// Unlock the constant buffer.
|
||||
deviceContext->Unmap(m_sunlightColorBuffer, 0);
|
||||
|
||||
// Set the position of the constant buffer in the pixel shader.
|
||||
bufferNumber = 0;
|
||||
|
||||
// Finally set the constant buffer in the pixel shader with the updated values.
|
||||
deviceContext->PSSetConstantBuffers(bufferNumber, 1, &m_sunlightColorBuffer);
|
||||
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
void SunlightShaderClass::RenderShader(ID3D11DeviceContext* deviceContext, int indexCount)
|
||||
{
|
||||
// Set the vertex input layout.
|
||||
deviceContext->IASetInputLayout(m_layout);
|
||||
|
||||
// Set the vertex and pixel shaders that will be used to render this triangle.
|
||||
deviceContext->VSSetShader(m_vertexShader, NULL, 0);
|
||||
deviceContext->PSSetShader(m_pixelShader, NULL, 0);
|
||||
|
||||
// Set the sampler state in the pixel shader.
|
||||
deviceContext->PSSetSamplers(0, 1, &m_sampleState);
|
||||
|
||||
// Render the triangle.
|
||||
deviceContext->DrawIndexed(indexCount, 0, 0);
|
||||
|
||||
return;
|
||||
}
|
75
enginecustom/sunlightshaderclass.h
Normal file
75
enginecustom/sunlightshaderclass.h
Normal file
@ -0,0 +1,75 @@
|
||||
#pragma once
|
||||
|
||||
#include "Logger.h"
|
||||
#include <d3d11.h>
|
||||
#include <d3dcompiler.h>
|
||||
#include <directxmath.h>
|
||||
#include <fstream>
|
||||
using namespace DirectX;
|
||||
using namespace std;
|
||||
|
||||
class SunlightShaderClass
|
||||
{
|
||||
|
||||
private :
|
||||
struct MatrixBufferType
|
||||
{
|
||||
XMMATRIX world;
|
||||
XMMATRIX view;
|
||||
XMMATRIX projection;
|
||||
};
|
||||
|
||||
struct CameraBufferType
|
||||
{
|
||||
XMFLOAT3 cameraPosition;
|
||||
float padding;
|
||||
};
|
||||
|
||||
struct SunLightBufferType
|
||||
{
|
||||
XMFLOAT4 ambientColor;
|
||||
XMFLOAT4 diffuseColor;
|
||||
XMFLOAT3 lightDirection;
|
||||
float padding; // Added extra padding so structure is a multiple of 16 for CreateBuffer function requirements.
|
||||
float specularPower;
|
||||
XMFLOAT4 specularColor;
|
||||
};
|
||||
|
||||
struct SunLightColorBufferType
|
||||
{
|
||||
XMFLOAT4 sunColor;
|
||||
};
|
||||
|
||||
struct SunLightPositionBufferType
|
||||
{
|
||||
XMFLOAT4 sunPosition;
|
||||
};
|
||||
|
||||
public :
|
||||
SunlightShaderClass();
|
||||
SunlightShaderClass(const SunlightShaderClass&);
|
||||
~SunlightShaderClass();
|
||||
|
||||
bool Initialize(ID3D11Device*, HWND);
|
||||
void Shutdown();
|
||||
bool Render(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, XMFLOAT4, XMFLOAT4, XMFLOAT4);
|
||||
|
||||
private:
|
||||
bool InitializeShader(ID3D11Device*, HWND, WCHAR*, WCHAR*);
|
||||
void ShutdownShader();
|
||||
void OutputShaderErrorMessage(ID3D10Blob*, HWND, WCHAR*);
|
||||
|
||||
bool SetShaderParameters(ID3D11DeviceContext*, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, XMFLOAT4, XMFLOAT4, XMFLOAT4);
|
||||
void RenderShader(ID3D11DeviceContext*, int);
|
||||
|
||||
private:
|
||||
ID3D11VertexShader* m_vertexShader;
|
||||
ID3D11PixelShader* m_pixelShader;
|
||||
ID3D11InputLayout* m_layout;
|
||||
ID3D11SamplerState* m_sampleState;
|
||||
ID3D11Buffer* m_matrixBuffer;
|
||||
ID3D11Buffer* m_cameraBuffer;
|
||||
ID3D11Buffer* m_sunlightBuffer;
|
||||
ID3D11Buffer* m_sunlightColorBuffer;
|
||||
ID3D11Buffer* m_sunlightPositionBuffer;
|
||||
};
|
Loading…
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Reference in New Issue
Block a user