minor update - préparation sunlight

This commit is contained in:
CatChow0 2025-01-22 19:56:28 +01:00
parent 261df5e257
commit d8552d3f91
14 changed files with 844 additions and 17 deletions

View File

@ -3,7 +3,7 @@
////////////////////////////////////////////////////////////////////////////////
#ifndef _LIGHTSHADERCLASS_H_
#define _LIGHTSHADERCLASS_H_
#pragma once
/////////////
// GLOBALS //

View File

@ -29,6 +29,9 @@ ApplicationClass::ApplicationClass() : m_ShouldQuit(false)
m_terrainChunk.clear();
m_object.clear();
m_RenderQueues.clear();
m_Skybox.clear();
m_Lights.clear();
m_SunLight = 0;
}
ApplicationClass::~ApplicationClass()
@ -274,6 +277,15 @@ bool ApplicationClass::Initialize(int screenWidth, int screenHeight, HWND hwnd)
m_Lights[3]->SetSpecularPower(16.0f);
m_Lights[3]->SetPosition(-10.0f, 7.0f, 5.0f);
// Create || THE SUN ||
m_SunLight = new LightClass;
m_SunLight->SetDiffuseColor(1.0f, 1.0f, 1.0f, 1.0f); // White
m_SunLight->SetDirection(0.0f, -1.0f, 0.0f);
m_SunLight->SetAmbientColor(0.15f, 0.15f, 0.15f, 1.0f);
m_SunLight->SetSpecularColor(1.0f, 1.0f, 1.0f, 1.0f);
m_SunLight->SetSpecularPower(16.0f);
m_SunLight->SetPosition(0.0f, 100.0f, 0.0f);
// Create and initialize the normal map shader object.
m_ShaderManager = new ShaderManagerClass;
@ -1442,15 +1454,11 @@ void ApplicationClass::GenerateTerrain()
{
Object* newTerrain = new Object();
newTerrain->Initialize(m_Direct3D->GetDevice(), m_Direct3D->GetDeviceContext(), modelFilename, textures);
newTerrain->SetScaleMatrix(scaleMatrix);
newTerrain->SetTranslateMatrix(XMMatrixTranslation(i / 2 * scaleX , -12.0f, j * scaleZ));
newTerrain->SetName(filenameWithoutExtension);
newTerrain->SetType(ObjectType::Cube);
newTerrain->SetActiveShader(Object::SUNLIGHT);
m_terrainChunk.push_back(newTerrain);
}
@ -1922,6 +1930,8 @@ bool ApplicationClass::RenderPass(const std::vector<std::reference_wrapper<std::
Logger::Get().Log("Could not render the model using the texture shader", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
break;
case Object::LIGHTING:
result = m_ShaderManager->RenderlightShader(m_Direct3D->GetDeviceContext(), object->GetIndexCount(), worldMatrix, view, projection,
object->GetTexture(0), diffuse, position, ambient);
@ -1931,6 +1941,16 @@ bool ApplicationClass::RenderPass(const std::vector<std::reference_wrapper<std::
return false;
}
break;
case Object::SUNLIGHT:
result = m_ShaderManager->RenderSunlightShader(m_Direct3D->GetDeviceContext(), object->GetIndexCount(), worldMatrix, view, projection,
object->GetTexture(0), m_SunLight->GetDiffuseColor(), m_SunLight->GetPosition(), m_SunLight->GetAmbientColor());
if (!result)
{
Logger::Get().Log("Could not render the object model using the sunlight shader", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
break;
default:
result = m_ShaderManager->RenderlightShader(m_Direct3D->GetDeviceContext(), object->GetIndexCount(), worldMatrix, view, projection,
object->GetTexture(0), diffuse, position, ambient);

View File

@ -201,6 +201,7 @@ private :
LightClass* m_Light;
std::vector<LightClass*> m_Lights;
int m_numLights;
LightClass* m_SunLight;
XMFLOAT3 TrueLightPosition;
ModelClass* m_LightModel;

View File

@ -62,6 +62,7 @@
<ClCompile Include="rendertextureclass.cpp" />
<ClCompile Include="specmapshaderclass.cpp" />
<ClCompile Include="Spriteclass.cpp" />
<ClCompile Include="sunlightshaderclass.cpp" />
<ClCompile Include="Systemclass.cpp" />
<ClCompile Include="textclass.cpp" />
<ClCompile Include="textureclass.cpp" />
@ -118,6 +119,7 @@
<ClInclude Include="resources.h" />
<ClInclude Include="specmapshaderclass.h" />
<ClInclude Include="Spriteclass.h" />
<ClInclude Include="sunlightshaderclass.h" />
<ClInclude Include="systemclass.h" />
<ClInclude Include="textclass.h" />
<ClInclude Include="textureclass.h" />
@ -207,6 +209,12 @@
<CopyFileToFolders Include="water.vs">
<FileType>Document</FileType>
</CopyFileToFolders>
<CopyFileToFolders Include="sunlight.ps">
<FileType>Document</FileType>
</CopyFileToFolders>
<CopyFileToFolders Include="sunlight.vs">
<FileType>Document</FileType>
</CopyFileToFolders>
</ItemGroup>
<ItemGroup>
<CopyFileToFolders Include="Color.ps">

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@ -222,6 +222,9 @@
<ClCompile Include="frustum.cpp">
<Filter>Fichiers sources\System</Filter>
</ClCompile>
<ClCompile Include="sunlightshaderclass.cpp">
<Filter>Fichiers sources\Shader</Filter>
</ClCompile>
</ItemGroup>
<ItemGroup>
<ClInclude Include="systemclass.h">
@ -389,6 +392,9 @@
<ClInclude Include="frustum.h">
<Filter>Fichiers d%27en-tête\System</Filter>
</ClInclude>
<ClInclude Include="sunlightshaderclass.h">
<Filter>Fichiers d%27en-tête\Shader</Filter>
</ClInclude>
</ItemGroup>
<ItemGroup>
<Image Include="KhaoticIcon.ico">
@ -644,5 +650,11 @@
<CopyFileToFolders Include="assets\Skybox\skybox_top.png">
<Filter>Assets\Skybox</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="sunlight.ps">
<Filter>shader</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="sunlight.vs">
<Filter>shader</Filter>
</CopyFileToFolders>
</ItemGroup>
</Project>

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@ -25,13 +25,12 @@ DockId=0x00000009,0
Pos=8,27
Size=330,487
Collapsed=0
DockId=0x00000004,1
[Window][Shader Manager]
Pos=8,27
Size=330,487
Collapsed=0
DockId=0x00000004,2
DockId=0x00000001,2
[Window][Engine Settings]
Pos=1180,27
@ -73,9 +72,7 @@ DockId=0x0000000E,0
[Docking][Data]
DockSpace ID=0xC0DFADC4 Pos=8,27 Size=1568,826 Split=X
DockNode ID=0x00000001 Parent=0xC0DFADC4 SizeRef=330,1094 Split=Y Selected=0x393905AB
DockNode ID=0x00000004 Parent=0x00000001 SizeRef=330,487 Selected=0x393905AB
DockNode ID=0x00000006 Parent=0x00000001 SizeRef=330,485 Selected=0x031DC75C
DockNode ID=0x00000001 Parent=0xC0DFADC4 SizeRef=330,1094 Selected=0x393905AB
DockNode ID=0x00000003 Parent=0xC0DFADC4 SizeRef=1700,1094 CentralNode=1
DockSpace ID=0xCCBD8CF7 Window=0x3DA2F1DE Pos=8,27 Size=1568,826 Split=Y
DockNode ID=0x0000000D Parent=0xCCBD8CF7 SizeRef=1568,598 Split=Y

View File

@ -3,7 +3,7 @@
////////////////////////////////////////////////////////////////////////////////
#ifndef _LIGHTSHADERCLASS_H_
#define _LIGHTSHADERCLASS_H_
#pragma once
/////////////
// GLOBALS //

View File

@ -76,7 +76,8 @@ public:
REFLECTION,
REFRACTION,
TEXTURE,
SKYBOX
SKYBOX,
SUNLIGHT
};
ShaderType GetActiveShader() const { return m_activeShader; };

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@ -134,6 +134,13 @@ bool ShaderManagerClass::Initialize(ID3D11Device* device, HWND hwnd)
return false;
}
m_SunlightShader = new SunlightShaderClass;
result = m_SunlightShader->Initialize(device, hwnd);
if (!result)
{
return false;
}
Logger::Get().Log("ShaderManagerClass initialized", __FILE__, __LINE__, Logger::LogLevel::Initialize);
return true;
@ -239,6 +246,13 @@ void ShaderManagerClass::Shutdown()
m_CelShadingShader = 0;
}
if (m_SunlightShader)
{
m_SunlightShader->Shutdown();
delete m_SunlightShader;
m_SunlightShader = 0;
}
Logger::Get().Log("ShaderManagerClass shut down", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
}
@ -419,4 +433,18 @@ bool ShaderManagerClass::RenderCelShadingShader(ID3D11DeviceContext* deviceConte
}
return true;
}
bool ShaderManagerClass::RenderSunlightShader(ID3D11DeviceContext* deviceContext, int indexCount, XMMATRIX worldMatrix, XMMATRIX viewMatrix, XMMATRIX projectionMatrix,
ID3D11ShaderResourceView* texture, XMFLOAT4 ambientColor, XMFLOAT4 diffuseColor, XMFLOAT4 sunColor)
{
bool result;
result = m_SunlightShader->Render(deviceContext, indexCount, worldMatrix, viewMatrix, projectionMatrix, texture, ambientColor, diffuseColor, sunColor);
if (!result)
{
return false;
}
return true;
}

View File

@ -17,6 +17,7 @@
#include "refractionshaderclass.h"
#include "watershaderclass.h"
#include "celshadingshader.h"
#include "sunlightshaderclass.h"
using namespace DirectX;
@ -42,8 +43,7 @@ public:
bool RenderRefractionShader(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, XMFLOAT3, XMFLOAT4[], XMFLOAT4[], XMFLOAT4[], XMFLOAT4);
bool RenderWaterShader(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, ID3D11ShaderResourceView*, ID3D11ShaderResourceView*, float, float);
bool RenderCelShadingShader(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, XMFLOAT3, XMFLOAT4, XMFLOAT3);
bool RenderSkyboxShader(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, const std::vector<ID3D11ShaderResourceView*>&);
bool RenderSunlightShader(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, XMFLOAT4, XMFLOAT4, XMFLOAT4);
private:
TextureShaderClass* m_TextureShader;
NormalMapShaderClass* m_NormalMapShader;
@ -57,7 +57,7 @@ private:
RefractionShaderClass* m_RefractionShader;
WaterShaderClass* m_WaterShader;
CelShadingShader* m_CelShadingShader;
SunlightShaderClass* m_SunlightShader;
};
#endif
#endif

69
enginecustom/sunlight.ps Normal file
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@ -0,0 +1,69 @@
/////////////
// GLOBALS //
/////////////
Texture2D shaderTexture : register(t0);
SamplerState SampleType : register(s0);
cbuffer SunLightBuffer
{
float4 ambientColor;
float3 lightDirection;
float padding;
float specularPower;
float4 specularColor;
};
cbuffer SunLightColorBuffer
{
float4 sunColor;
};
//////////////
// TYPEDEFS //
//////////////
struct PixelInputType
{
float4 position : SV_POSITION;
float2 tex : TEXCOORD0;
float3 normal : NORMAL;
float3 sunPos : TEXCOORD1;
};
////////////////////////////////////////////////////////////////////////////////
// Pixel Shader
////////////////////////////////////////////////////////////////////////////////
float4 SunLightPixelShader(PixelInputType input) : SV_TARGET
{
float4 textureColor;
float3 lightDir;
float4 color;
float3 reflection;
float4 specular;
float lightIntensity;
float4 colorArray;
float4 colorSum;
int i;
// Sample the pixel color from the texture using the sampler at this texture coordinate location.
textureColor = shaderTexture.Sample(SampleType, input.tex);
// Calculate the different amounts of light on this pixel based on the positions of the lights.
lightIntensity = saturate(dot(input.normal, input.sunPos));
// Determine the diffuse color amount of each of the four lights.
colorArray = sunColor * lightIntensity;
// Initialize the sum of colors.
colorSum = float4(0.0f, 0.0f, 0.0f, 1.0f);
// Add all of the light colors up.
colorSum.r += colorArray.r;
colorSum.g += colorArray.g;
colorSum.b += colorArray.b;
// Multiply the texture pixel by the combination of all four light colors to get the final result.
color = saturate(colorSum) * textureColor;
return color;
}

78
enginecustom/sunlight.vs Normal file
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@ -0,0 +1,78 @@
/////////////
// GLOBALS //
/////////////
cbuffer MatrixBuffer
{
matrix worldMatrix;
matrix viewMatrix;
matrix projectionMatrix;
};
cbuffer CameraBuffer
{
float3 cameraPosition;
float padding;
};
cbuffer SunLightPositionBuffer
{
float4 sunPosition;
};
//////////////
// TYPEDEFS //
//////////////
struct VertexInputType
{
float4 position : POSITION;
float2 tex : TEXCOORD0;
float3 normal : NORMAL;
};
struct PixelInputType
{
float4 position : SV_POSITION;
float2 tex : TEXCOORD0;
float3 normal : NORMAL;
float3 lightPos : TEXCOORD1;
};
////////////////////////////////////////////////////////////////////////////////
// Vertex Shader
////////////////////////////////////////////////////////////////////////////////
PixelInputType SunLightVertexShader(VertexInputType input)
{
PixelInputType output;
float4 worldPosition;
int i;
// Change the position vector to be 4 units for proper matrix calculations.
input.position.w = 1.0f;
// Calculate the position of the vertex against the world, view, and projection matrices.
output.position = mul(input.position, worldMatrix);
output.position = mul(output.position, viewMatrix);
output.position = mul(output.position, projectionMatrix);
// Store the texture coordinates for the pixel shader.
output.tex = input.tex;
// Calculate the normal vector against the world matrix only.
output.normal = mul(input.normal, (float3x3) worldMatrix);
// Normalize the normal vector.
output.normal = normalize(output.normal);
// Calculate the position of the vertex in the world.
worldPosition = mul(input.position, worldMatrix);
// Determine the light positions based on the position of the lights and the position of the vertex in the world.
output.lightPos = sunPosition.xyz - worldPosition.xyz;
// Normalize the light position vectors.
output.lightPos = normalize(output.lightPos);
return output;
}

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@ -0,0 +1,538 @@
////////////////////////////////////////////////////////////////////////////////
// Filename: lightshaderclass.cpp
////////////////////////////////////////////////////////////////////////////////
#include "sunlightshaderclass.h"
SunlightShaderClass::SunlightShaderClass()
{
m_vertexShader = 0;
m_pixelShader = 0;
m_layout = 0;
m_sampleState = 0;
m_matrixBuffer = 0;
m_cameraBuffer = 0;
m_sunlightBuffer = 0;
m_sunlightColorBuffer = 0;
m_sunlightPositionBuffer = 0;
}
SunlightShaderClass::SunlightShaderClass(const SunlightShaderClass& other)
{
}
SunlightShaderClass::~SunlightShaderClass()
{
}
bool SunlightShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
{
Logger::Get().Log("Initializing LightShaderClass", __FILE__, __LINE__, Logger::LogLevel::Initialize);
wchar_t vsFilename[128];
wchar_t psFilename[128];
int error;
bool result;
// Set the filename of the vertex shader.
error = wcscpy_s(vsFilename, 128, L"sunlight.vs");
if (error != 0)
{
Logger::Get().Log("Failed to copy string", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
// Set the filename of the pixel shader.
error = wcscpy_s(psFilename, 128, L"sunlight.ps");
if (error != 0)
{
Logger::Get().Log("Failed to copy string", __FILE__, __LINE__, Logger::LogLevel::Error);
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;
}

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@ -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;
};