Avancement Limière

This commit is contained in:
Harpie94 2024-03-25 18:03:06 +01:00
parent af2231210c
commit da18ae6547
12 changed files with 678 additions and 50 deletions

View File

@ -10,12 +10,12 @@ Texture2D shaderTexture : register(t0);
SamplerState SampleType : register(s0);
cbuffer LightBuffer
{
float4 ambientColor;
float4 diffuseColor;
float3 lightDirection;
float specularPower;
float4 specularColor;
float padding;
};
//////////////
// TYPEDEFS //
//////////////
@ -24,9 +24,9 @@ struct PixelInputType
float4 position : SV_POSITION;
float2 tex : TEXCOORD0;
float3 normal : NORMAL;
float3 viewDirection : TEXCOORD1;
};
////////////////////////////////////////////////////////////////////////////////
// Pixel Shader
////////////////////////////////////////////////////////////////////////////////
@ -36,44 +36,22 @@ float4 LightPixelShader(PixelInputType input) : SV_TARGET
float3 lightDir;
float lightIntensity;
float4 color;
float3 reflection;
float4 specular;
// Sample the pixel color from the texture using the sampler at this texture coordinate location.
textureColor = shaderTexture.Sample(SampleType, input.tex);
// Set the default output color to the ambient light value for all pixels.
color = ambientColor;
// Initialize the specular color.
specular = float4(0.0f, 0.0f, 0.0f, 0.0f);
// Invert the light direction for calculations.
lightDir = -lightDirection;
// Calculate the amount of light on this pixel.
lightIntensity = saturate(dot(input.normal, lightDir));
if(lightIntensity > 0.0f)
{
// Determine the final diffuse color based on the diffuse color and the amount of light intensity.
color += (diffuseColor * lightIntensity);
// Saturate the ambient and diffuse color.
color = saturate(color);
// Calculate the reflection vector based on the light intensity, normal vector, and light direction.
reflection = normalize(2.0f * lightIntensity * input.normal - lightDir);
// Determine the amount of specular light based on the reflection vector, viewing direction, and specular power.
specular = pow(saturate(dot(reflection, input.viewDirection)), specularPower);
}
// Determine the final amount of diffuse color based on the diffuse color combined with the light intensity.
color = saturate(diffuseColor * lightIntensity);
// Multiply the texture pixel and the final diffuse color to get the final pixel color result.
color = color * textureColor;
// Add the specular component last to the output color.
color = saturate(color + specular);
return color;
}
}

View File

@ -12,11 +12,7 @@ cbuffer MatrixBuffer
matrix viewMatrix;
matrix projectionMatrix;
};
cbuffer CameraBuffer
{
float3 cameraPosition;
float padding;
};
//////////////
// TYPEDEFS //
//////////////
@ -26,22 +22,22 @@ struct VertexInputType
float2 tex : TEXCOORD0;
float3 normal : NORMAL;
};
struct PixelInputType
{
float4 position : SV_POSITION;
float2 tex : TEXCOORD0;
float3 normal : NORMAL;
float3 viewDirection : TEXCOORD1;
};
////////////////////////////////////////////////////////////////////////////////
// Vertex Shader
////////////////////////////////////////////////////////////////////////////////
PixelInputType LightVertexShader(VertexInputType input)
{
PixelInputType output;
float4 worldPosition;
// Change the position vector to be 4 units for proper matrix calculations.
input.position.w = 1.0f;
@ -53,21 +49,12 @@ PixelInputType LightVertexShader(VertexInputType input)
// 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 viewing direction based on the position of the camera and the position of the vertex in the world.
output.viewDirection = cameraPosition.xyz - worldPosition.xyz;
// Normalize the viewing direction vector.
output.viewDirection = normalize(output.viewDirection);
return output;
}

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@ -0,0 +1,45 @@
////////////////////////////////////////////////////////////////////////////////
// Filename: lightclass.cpp
////////////////////////////////////////////////////////////////////////////////
#include "lightclass.h"
LightClass::LightClass()
{
}
LightClass::LightClass(const LightClass& other)
{
}
LightClass::~LightClass()
{
}
void LightClass::SetDiffuseColor(float red, float green, float blue, float alpha)
{
m_diffuseColor = XMFLOAT4(red, green, blue, alpha);
return;
}
void LightClass::SetDirection(float x, float y, float z)
{
m_direction = XMFLOAT3(x, y, z);
return;
}
XMFLOAT4 LightClass::GetDiffuseColor()
{
return m_diffuseColor;
}
XMFLOAT3 LightClass::GetDirection()
{
return m_direction;
}

37
enginecustom/Lightclass.h Normal file
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@ -0,0 +1,37 @@
#pragma once
////////////////////////////////////////////////////////////////////////////////
// Filename: lightclass.h
////////////////////////////////////////////////////////////////////////////////
#ifndef _LIGHTCLASS_H_
#define _LIGHTCLASS_H_
//////////////
// INCLUDES //
//////////////
#include <directxmath.h>
using namespace DirectX;
////////////////////////////////////////////////////////////////////////////////
// Class name: LightClass
////////////////////////////////////////////////////////////////////////////////
class LightClass
{
public:
LightClass();
LightClass(const LightClass&);
~LightClass();
void SetDirection(float, float, float);
void SetDiffuseColor(float, float, float, float);
XMFLOAT3 GetDirection();
XMFLOAT4 GetDiffuseColor();
private:
XMFLOAT4 m_diffuseColor;
XMFLOAT3 m_direction;
};
#endif

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@ -0,0 +1,428 @@
////////////////////////////////////////////////////////////////////////////////
// Filename: lightshaderclass.cpp
////////////////////////////////////////////////////////////////////////////////
#include "lightshaderclass.h"
LightShaderClass::LightShaderClass()
{
m_vertexShader = 0;
m_pixelShader = 0;
m_layout = 0;
m_sampleState = 0;
m_matrixBuffer = 0;
m_lightBuffer = 0;
}
LightShaderClass::LightShaderClass(const LightShaderClass& other)
{
}
LightShaderClass::~LightShaderClass()
{
}
bool LightShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
{
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"../Engine/light.vs");
if (error != 0)
{
return false;
}
// Set the filename of the pixel shader.
error = wcscpy_s(psFilename, 128, L"../Engine/light.ps");
if (error != 0)
{
return false;
}
// Initialize the vertex and pixel shaders.
result = InitializeShader(device, hwnd, vsFilename, psFilename);
if (!result)
{
return false;
}
return true;
}
void LightShaderClass::Shutdown()
{
// Shutdown the vertex and pixel shaders as well as the related objects.
ShutdownShader();
return;
}
bool LightShaderClass::Render(ID3D11DeviceContext* deviceContext, int indexCount, XMMATRIX worldMatrix, XMMATRIX viewMatrix, XMMATRIX projectionMatrix,
ID3D11ShaderResourceView* texture, XMFLOAT3 lightDirection, XMFLOAT4 diffuseColor)
{
bool result;
// Set the shader parameters that it will use for rendering.
result = SetShaderParameters(deviceContext, worldMatrix, viewMatrix, projectionMatrix, texture, lightDirection, diffuseColor);
if (!result)
{
return false;
}
// Now render the prepared buffers with the shader.
RenderShader(deviceContext, indexCount);
return true;
}
bool LightShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR* vsFilename, WCHAR* psFilename)
{
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 lightBufferDesc;
// 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, "LightVertexShader", "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
{
MessageBox(hwnd, vsFilename, L"Missing Shader File", MB_OK);
}
return false;
}
// Compile the pixel shader code.
result = D3DCompileFromFile(psFilename, NULL, NULL, "LightPixelShader", "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
{
MessageBox(hwnd, psFilename, L"Missing Shader File", MB_OK);
}
return false;
}
// Create the vertex shader from the buffer.
result = device->CreateVertexShader(vertexShaderBuffer->GetBufferPointer(), vertexShaderBuffer->GetBufferSize(), NULL, &m_vertexShader);
if (FAILED(result))
{
return false;
}
// Create the pixel shader from the buffer.
result = device->CreatePixelShader(pixelShaderBuffer->GetBufferPointer(), pixelShaderBuffer->GetBufferSize(), NULL, &m_pixelShader);
if (FAILED(result))
{
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))
{
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))
{
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))
{
return false;
}
// Setup the description of the light dynamic constant buffer that is in the pixel shader.
// Note that ByteWidth always needs to be a multiple of 16 if using D3D11_BIND_CONSTANT_BUFFER or CreateBuffer will fail.
lightBufferDesc.Usage = D3D11_USAGE_DYNAMIC;
lightBufferDesc.ByteWidth = sizeof(LightBufferType);
lightBufferDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
lightBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
lightBufferDesc.MiscFlags = 0;
lightBufferDesc.StructureByteStride = 0;
// Create the constant buffer pointer so we can access the vertex shader constant buffer from within this class.
result = device->CreateBuffer(&lightBufferDesc, NULL, &m_lightBuffer);
if (FAILED(result))
{
return false;
}
return true;
}
void LightShaderClass::ShutdownShader()
{
// Release the light constant buffer.
if (m_lightBuffer)
{
m_lightBuffer->Release();
m_lightBuffer = 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;
}
return;
}
void LightShaderClass::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 LightShaderClass::SetShaderParameters(ID3D11DeviceContext* deviceContext, XMMATRIX worldMatrix, XMMATRIX viewMatrix, XMMATRIX projectionMatrix,
ID3D11ShaderResourceView* texture, XMFLOAT3 lightDirection, XMFLOAT4 diffuseColor)
{
HRESULT result;
D3D11_MAPPED_SUBRESOURCE mappedResource;
unsigned int bufferNumber;
MatrixBufferType* dataPtr;
LightBufferType* dataPtr2;
// 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))
{
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);
// Set shader texture resource in the pixel shader.
deviceContext->PSSetShaderResources(0, 1, &texture);
// Lock the light constant buffer so it can be written to.
result = deviceContext->Map(m_lightBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
if (FAILED(result))
{
return false;
}
// Get a pointer to the data in the constant buffer.
dataPtr2 = (LightBufferType*)mappedResource.pData;
// Copy the lighting variables into the constant buffer.
dataPtr2->diffuseColor = diffuseColor;
dataPtr2->lightDirection = lightDirection;
dataPtr2->padding = 0.0f;
// Unlock the constant buffer.
deviceContext->Unmap(m_lightBuffer, 0);
// Set the position of the light constant buffer in the pixel shader.
bufferNumber = 0;
// Finally set the light constant buffer in the pixel shader with the updated values.
deviceContext->PSSetConstantBuffers(bufferNumber, 1, &m_lightBuffer);
return true;
}
void LightShaderClass::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 +1,65 @@
////////////////////////////////////////////////////////////////////////////////
// Filename: lightshaderclass.h
////////////////////////////////////////////////////////////////////////////////
#ifndef _LIGHTSHADERCLASS_H_
#define _LIGHTSHADERCLASS_H_
//////////////
// INCLUDES //
//////////////
#include <d3d11.h>
#include <d3dcompiler.h>
#include <directxmath.h>
#include <fstream>
using namespace DirectX;
using namespace std;
////////////////////////////////////////////////////////////////////////////////
// Class name: LightShaderClass
////////////////////////////////////////////////////////////////////////////////
class LightShaderClass
{
private:
struct MatrixBufferType
{
XMMATRIX world;
XMMATRIX view;
XMMATRIX projection;
};
struct LightBufferType
{
XMFLOAT4 diffuseColor;
XMFLOAT3 lightDirection;
float padding; // Added extra padding so structure is a multiple of 16 for CreateBuffer function requirements.
};
public:
LightShaderClass();
LightShaderClass(const LightShaderClass&);
~LightShaderClass();
bool Initialize(ID3D11Device*, HWND);
void Shutdown();
bool Render(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, XMFLOAT3, XMFLOAT4);
private:
bool InitializeShader(ID3D11Device*, HWND, WCHAR*, WCHAR*);
void ShutdownShader();
void OutputShaderErrorMessage(ID3D10Blob*, HWND, WCHAR*);
bool SetShaderParameters(ID3D11DeviceContext*, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, XMFLOAT3, XMFLOAT4);
void RenderShader(ID3D11DeviceContext*, int);
private:
ID3D11VertexShader* m_vertexShader;
ID3D11PixelShader* m_pixelShader;
ID3D11InputLayout* m_layout;
ID3D11SamplerState* m_sampleState;
ID3D11Buffer* m_matrixBuffer;
ID3D11Buffer* m_lightBuffer;
};
#endif

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@ -6,6 +6,8 @@ ApplicationClass::ApplicationClass()
m_Camera = 0;
m_Model = 0;
m_TextureShader = 0;
m_LightShader = 0;
m_Light = 0;
}
@ -72,12 +74,43 @@ 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)
{
MessageBox(hwnd, L"Could not initialize the light shader object.", L"Error", MB_OK);
return false;
}
// Create and initialize the light object.
m_Light = new LightClass;
m_Light->SetDiffuseColor(1.0f, 1.0f, 1.0f, 1.0f);
m_Light->SetDirection(0.0f, 0.0f, 1.0f);
return true;
}
void ApplicationClass::Shutdown()
{
// Release the light object.
if (m_Light)
{
delete m_Light;
m_Light = 0;
}
// Release the light shader object.
if (m_LightShader)
{
m_LightShader->Shutdown();
delete m_LightShader;
m_LightShader = 0;
}
// Release the texture shader object.
if (m_TextureShader)
{
@ -115,11 +148,19 @@ void ApplicationClass::Shutdown()
bool ApplicationClass::Frame()
{
static float rotation = 0.0f;
bool result;
// Update the rotation variable each frame.
rotation -= 0.0174532925f * 0.1f;
if (rotation < 0.0f)
{
rotation += 360.0f;
}
// Render the graphics scene.
result = Render();
result = Render(rotation);
if (!result)
{
return false;
@ -129,7 +170,8 @@ bool ApplicationClass::Frame()
}
bool ApplicationClass::Render()
bool ApplicationClass::Render(float rotation)
{
XMMATRIX worldMatrix, viewMatrix, projectionMatrix;
bool result;
@ -146,8 +188,15 @@ bool ApplicationClass::Render()
m_Camera->GetViewMatrix(viewMatrix);
m_Direct3D->GetProjectionMatrix(projectionMatrix);
// Rotate the world matrix by the rotation value so that the triangle will spin.
worldMatrix = XMMatrixRotationY(rotation);
// Put the model vertex and index buffers on the graphics pipeline to prepare them for drawing.
m_Model->Render(m_Direct3D->GetDeviceContext());
// Render the model using the texture shader.
result = m_TextureShader->Render(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix, m_Model->GetTexture());
if (!result)
@ -155,6 +204,14 @@ bool ApplicationClass::Render()
return false;
}
// Render the model using the light shader.
result = m_LightShader->Render(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix, m_Model->GetTexture(),
m_Light->GetDirection(), m_Light->GetDiffuseColor());
if (!result)
{
return false;
}
// Present the rendered scene to the screen.
m_Direct3D->EndScene();

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@ -11,6 +11,8 @@
#include "textureshaderclass.h"
#include "lightshaderclass.h"
#include "lightclass.h"
/////////////
// GLOBALS //
@ -36,13 +38,15 @@ public:
bool Frame();
private:
bool Render();
bool Render(float);
private:
D3DClass* m_Direct3D;
CameraClass* m_Camera;
ModelClass* m_Model;
TextureShaderClass* m_TextureShader;
LightShaderClass* m_LightShader;
LightClass* m_Light;
};
#endif

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@ -25,6 +25,8 @@
<ClCompile Include="Colorshaderclass.cpp" />
<ClCompile Include="d3dclass.cpp" />
<ClCompile Include="inputclass.cpp" />
<ClCompile Include="Lightclass.cpp" />
<ClCompile Include="Lightshaderclass.cpp" />
<ClCompile Include="Main.cpp" />
<ClCompile Include="modelclass.cpp" />
<ClCompile Include="Systemclass.cpp" />
@ -37,12 +39,15 @@
<ClInclude Include="Colorshaderclass.h" />
<ClInclude Include="d3dclass.h" />
<ClInclude Include="inputclass.h" />
<ClInclude Include="Lightclass.h" />
<ClInclude Include="Lightshaderclass.h" />
<ClInclude Include="modelclass.h" />
<ClInclude Include="systemclass.h" />
<ClInclude Include="textureclass.h" />
<ClInclude Include="textureshaderclass.h" />
</ItemGroup>
<ItemGroup>
<None Include="Light.ps" />
<None Include="Light.vs" />
<None Include="packages.config" />
<None Include="texture.ps" />

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@ -54,6 +54,12 @@
<ClCompile Include="textureclass.cpp">
<Filter>Fichiers sources</Filter>
</ClCompile>
<ClCompile Include="Lightshaderclass.cpp">
<Filter>Fichiers sources</Filter>
</ClCompile>
<ClCompile Include="Lightclass.cpp">
<Filter>Fichiers sources</Filter>
</ClCompile>
</ItemGroup>
<ItemGroup>
<ClInclude Include="systemclass.h">
@ -83,6 +89,12 @@
<ClInclude Include="textureclass.h">
<Filter>Fichiers d%27en-tête</Filter>
</ClInclude>
<ClInclude Include="Lightshaderclass.h">
<Filter>Fichiers d%27en-tête</Filter>
</ClInclude>
<ClInclude Include="Lightclass.h">
<Filter>Fichiers d%27en-tête</Filter>
</ClInclude>
</ItemGroup>
<ItemGroup>
<None Include="packages.config" />
@ -101,6 +113,9 @@
<None Include="Light.vs">
<Filter>shader</Filter>
</None>
<None Include="Light.ps">
<Filter>shader</Filter>
</None>
</ItemGroup>
<ItemGroup>
<Image Include="stone01.tga">

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@ -97,22 +97,28 @@ bool ModelClass::InitializeBuffers(ID3D11Device* device)
// Triangle 1
vertices[0].position = XMFLOAT3(-1.0f, -1.0f, 0.0f); // Bottom Left.
vertices[0].texture = XMFLOAT2(0.0f, 1.0f);
vertices[0].normal = XMFLOAT3(0.0f, 0.0f, -1.0f);
vertices[1].position = XMFLOAT3(1.0f, 1.0f, 0.0f); // Top Right.
vertices[1].texture = XMFLOAT2(1.0f, 0.0f);
vertices[1].normal = XMFLOAT3(0.0f, 0.0f, -1.0f);
vertices[2].position = XMFLOAT3(1.0f, -1.0f, 0.0f); // Bottom Right.
vertices[2].texture = XMFLOAT2(1.0f, 1.0f);
vertices[2].normal = XMFLOAT3(0.0f, 0.0f, -1.0f);
// Triangle 2
vertices[3].position = XMFLOAT3(-1.0f, 1.0f, 0.0f); // Top Left.
vertices[3].texture = XMFLOAT2(0.0f, 0.0f);
vertices[3].normal = XMFLOAT3(0.0f, 0.0f, -1.0f);
vertices[4].position = XMFLOAT3(1.0f, 1.0f, 0.0f); // Top Right.
vertices[4].texture = XMFLOAT2(1.0f, 0.0f);
vertices[4].normal = XMFLOAT3(0.0f, 0.0f, -1.0f);
vertices[5].position = XMFLOAT3(-1.0f, -1.0f, 0.0f); // Bottom Left.
vertices[5].texture = XMFLOAT2(0.0f, 1.0f);
vertices[5].normal = XMFLOAT3(0.0f, 0.0f, -1.0f);
// Load the index array with data.
indices[0] = 0; // Bottom left.

View File

@ -26,6 +26,7 @@ private:
{
XMFLOAT3 position;
XMFLOAT2 texture;
XMFLOAT3 normal;
};
public: