diff --git a/.idea/.idea.KhaoticEngineReborn/.idea/workspace.xml b/.idea/.idea.KhaoticEngineReborn/.idea/workspace.xml
index d43725b..690b46b 100644
--- a/.idea/.idea.KhaoticEngineReborn/.idea/workspace.xml
+++ b/.idea/.idea.KhaoticEngineReborn/.idea/workspace.xml
@@ -5,24 +5,97 @@
-
-
-
-
-
-
+
+
+
+
-
-
-
-
-
-
-
-
-
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
@@ -108,10 +181,64 @@
-
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
{}
@@ -126,9 +253,6 @@
"associatedIndex": 6
}
-
-
-
@@ -282,7 +406,6 @@
-
diff --git a/enginecustom/enginecustom.vcxproj b/enginecustom/enginecustom.vcxproj
index 338bdf3..3fa969b 100644
--- a/enginecustom/enginecustom.vcxproj
+++ b/enginecustom/enginecustom.vcxproj
@@ -33,82 +33,6 @@
-
- MultiThreadedDebugDll
- EnableFastChecks
- Disabled
- true
- NoListing
- x64\Debug\
- false
- false
- x64\Debug\
- Default
- true
- Column
- false
- Prompt
- false
- Sync
- false
- false
- false
- NotSet
- NotSet
- Precise
- true
- false
- false
- false
- Default
- false
- false
- stdcpp17
- Default
- false
- x64\Debug\
- x64\Debug\
- false
- Neither
- false
- x64\Debug\
- Cdecl
- x64\Debug\vc143.pdb
- NotUsing
- stdafx.h
- x64\Debug\KhaoticCore.pch
- false
- false
- false
- true
- false
- false
- x64\Debug\
- true
- true
- false
- false
- Default
- x64\Debug\KhaoticCore.tlog\
- false
- true
- false
- true
- true
- Level3
- x64\Debug\
- EditAndContinue
- false
- false
- false
- InheritWarningLevel
- true
- false
- _DEBUG;_WINDOWS;_UNICODE;UNICODE;
- true
- F:\Github_Repo\khaotic-engine-Reborn\enginecustom\include\backends;F:\Github_Repo\khaotic-engine-Reborn\enginecustom\include\Inc;F:\Github_Repo\khaotic-engine-Reborn\enginecustom\include;F:\Github_Repo\khaotic-engine-Reborn\enginecustom\src\inc\shader;F:\Github_Repo\khaotic-engine-Reborn\enginecustom\src\inc\system;F:\Github_Repo\khaotic-engine-Reborn\enginecustom\include\Vulkan\Include;
- true
-
@@ -143,7 +67,6 @@
-
@@ -169,7 +92,6 @@
-
@@ -206,7 +128,6 @@
-
@@ -246,16 +167,6 @@
$(OutDir)\src\hlsl
$(OutDir)\src\hlsl
-
- F:\Github_Repo\khaotic-engine-Reborn\x64\Debug\\src\hlsl
- %(Filename)%(Extension)
- Document
-
-
- F:\Github_Repo\khaotic-engine-Reborn\x64\Debug\\src\hlsl
- %(Filename)%(Extension)
- Document
-
Document
$(OutDir)\src\hlsl
diff --git a/enginecustom/imgui.ini b/enginecustom/imgui.ini
index 3640275..1dbfb45 100644
--- a/enginecustom/imgui.ini
+++ b/enginecustom/imgui.ini
@@ -16,8 +16,8 @@ Collapsed=0
DockId=0x00000011,0
[Window][Terrain]
-Pos=0,19
-Size=280,842
+Pos=283,19
+Size=280,615
Collapsed=0
DockId=0x00000007,0
diff --git a/enginecustom/shader-error.txt b/enginecustom/shader-error.txt
index b511831..7490cae 100644
Binary files a/enginecustom/shader-error.txt and b/enginecustom/shader-error.txt differ
diff --git a/enginecustom/src/hlsl/depth.ps b/enginecustom/src/hlsl/depth.ps
deleted file mode 100644
index d13f893..0000000
--- a/enginecustom/src/hlsl/depth.ps
+++ /dev/null
@@ -1,10 +0,0 @@
-struct PS_INPUT
-{
- float4 position : SV_POSITION;
-};
-
-float4 DepthPixelShader(PS_INPUT input) : SV_TARGET
-{
- // Pas de couleur, juste la profondeur
- return float4(0.0f, 0.0f, 0.0f, 1.0f);
-}
\ No newline at end of file
diff --git a/enginecustom/src/hlsl/depth.vs b/enginecustom/src/hlsl/depth.vs
deleted file mode 100644
index f58476b..0000000
--- a/enginecustom/src/hlsl/depth.vs
+++ /dev/null
@@ -1,25 +0,0 @@
-cbuffer MatrixBuffer : register(b0)
-{
- matrix world;
- matrix view;
- matrix projection;
-};
-
-struct VS_INPUT
-{
- float3 position : POSITION;
-};
-
-struct VS_OUTPUT
-{
- float4 position : SV_POSITION;
-};
-
-VS_OUTPUT DepthVertexShader(VS_INPUT input)
-{
- VS_OUTPUT output;
- float4 worldPosition = mul(float4(input.position, 1.0f), world);
- float4 viewPosition = mul(worldPosition, view);
- output.position = mul(viewPosition, projection);
- return output;
-}
\ No newline at end of file
diff --git a/enginecustom/src/hlsl/sunlight.ps b/enginecustom/src/hlsl/sunlight.ps
index 729c220..0e1b84b 100644
--- a/enginecustom/src/hlsl/sunlight.ps
+++ b/enginecustom/src/hlsl/sunlight.ps
@@ -3,9 +3,6 @@
/////////////
Texture2D shaderTexture : register(t0);
SamplerState SampleType : register(s0);
-Texture2D shadowMap : register(t1);
-SamplerState shadowSampleType : register(s1);
-
cbuffer SunLightBuffer
{
float4 ambientColor;
@@ -27,7 +24,6 @@ struct PixelInputType
float4 position : SV_POSITION;
float2 tex : TEXCOORD0;
float3 normal : NORMAL;
- float4 lightPosition : TEXCOORD1;
};
////////////////////////////////////////////////////////////////////////////////
@@ -35,47 +31,23 @@ struct PixelInputType
////////////////////////////////////////////////////////////////////////////////
float4 SunLightPixelShader(PixelInputType input) : SV_TARGET
{
-
- // temp return to check if the shader is working
- return float4(1.0f, 0.0f, 0.0f, 1.0f);
-
float4 textureColor;
float4 color;
float lightIntensity;
float4 colorArray;
float4 colorSum;
- float bias = 0.001f;
- float shadowFactor = 1.0f;
- // Sample the pixel color from the texture using the sampler at this coordinate
+ // Sample the pixel color from the texture using the sampler at this texture coordinate location.
textureColor = shaderTexture.Sample(SampleType, input.tex);
- // Calculate shadow factor
- // Projection division to normalize coordinates
- float2 projectTexCoord;
- projectTexCoord.x = input.lightPosition.x / input.lightPosition.w / 2.0f + 0.5f;
- projectTexCoord.y = -input.lightPosition.y / input.lightPosition.w / 2.0f + 0.5f;
-
- if((saturate(projectTexCoord.x) == projectTexCoord.x) && (saturate(projectTexCoord.y) == projectTexCoord.y))
- {
- float depthValue = input.lightPosition.z / input.lightPosition.w;
- float shadowDepth = shadowMap.Sample(shadowSampleType, projectTexCoord).r;
-
- if(depthValue - bias > shadowDepth)
- {
- // Pixel est dans l'ombre
- shadowFactor = 0.3f; // Ombre non totale pour un effet plus réaliste
- }
- }
-
// Calculate the different amounts of light on this pixel based on the direction of the light.
lightIntensity = saturate(dot(input.normal, -lightDirection));
// Determine the diffuse color amount of the light.
- colorArray = (diffuseColor * lightIntensity) * intensity * shadowFactor;
-
+ colorArray = (diffuseColor * lightIntensity) * intensity;
+
// Initialize the sum of colors.
- colorSum = ambientColor; // Conserver l'éclairage ambiant même dans l'ombre
+ colorSum = float4(0.0f, 0.0f, 0.0f, 1.0f);
// Add the light color.
colorSum.r += colorArray.r;
@@ -86,4 +58,4 @@ float4 SunLightPixelShader(PixelInputType input) : SV_TARGET
color = saturate(colorSum) * textureColor;
return color;
-}
\ No newline at end of file
+}
diff --git a/enginecustom/src/hlsl/sunlight.vs b/enginecustom/src/hlsl/sunlight.vs
index 34a047a..46fab3b 100644
--- a/enginecustom/src/hlsl/sunlight.vs
+++ b/enginecustom/src/hlsl/sunlight.vs
@@ -22,12 +22,6 @@ cbuffer SunLightBuffer
float intensity;
};
-cbuffer LightViewMatrixBuffer : register(b2)
-{
- matrix lightViewMatrix;
- matrix lightProjectionMatrix;
-};
-
//////////////
// TYPEDEFS //
//////////////
@@ -43,7 +37,6 @@ struct PixelInputType
float4 position : SV_POSITION;
float2 tex : TEXCOORD0;
float3 normal : NORMAL;
- float4 lightPosition : TEXCOORD1;
};
////////////////////////////////////////////////////////////////////////////////
@@ -52,30 +45,23 @@ struct PixelInputType
PixelInputType SunLightVertexShader(VertexInputType input)
{
PixelInputType output;
- float4 worldPosition; // Déclaration de la variable manquante
// 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 matrix
- worldPosition = mul(input.position, worldMatrix);
-
- // Calculate position in light view space.
- output.lightPosition = mul(worldPosition, lightViewMatrix);
- output.lightPosition = mul(output.lightPosition, lightProjectionMatrix);
- // Standard position calculation
- output.position = mul(worldPosition, viewMatrix);
+ // 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);
+ output.normal = mul(input.normal, (float3x3) worldMatrix);
// Normalize the normal vector.
output.normal = normalize(output.normal);
return output;
-}
\ No newline at end of file
+}
diff --git a/enginecustom/src/inc/shader/depth_shader_class.h b/enginecustom/src/inc/shader/depth_shader_class.h
deleted file mode 100644
index f442c8c..0000000
--- a/enginecustom/src/inc/shader/depth_shader_class.h
+++ /dev/null
@@ -1,37 +0,0 @@
-#pragma once
-
-#include
-#include
-using namespace DirectX;
-
-class depth_shader_class
-{
-public:
- depth_shader_class();
- ~depth_shader_class();
-
- bool initialize(ID3D11Device* device, HWND hwnd);
- void shutdown();
- bool render(ID3D11DeviceContext* deviceContext, int indexCount,
- XMMATRIX worldMatrix, XMMATRIX viewMatrix, XMMATRIX projectionMatrix);
-
-private:
- struct MatrixBufferType
- {
- XMMATRIX world;
- XMMATRIX view;
- XMMATRIX projection;
- };
-
- bool initialize_shader(ID3D11Device* device, HWND hwnd, const WCHAR* vsFilename, const WCHAR* psFilename);
- void shutdown_shader();
- void output_shader_error_message(ID3D10Blob* errorMessage, HWND hwnd, const WCHAR* shaderFilename);
- bool set_shader_parameters(ID3D11DeviceContext* deviceContext,
- XMMATRIX worldMatrix, XMMATRIX viewMatrix, XMMATRIX projectionMatrix);
- void render_shader(ID3D11DeviceContext* deviceContext, int indexCount);
-
- ID3D11VertexShader* vertex_shader_;
- ID3D11PixelShader* pixel_shader_;
- ID3D11InputLayout* layout_;
- ID3D11Buffer* matrix_buffer_;
-};
\ No newline at end of file
diff --git a/enginecustom/src/inc/shader/shader_manager_class.h b/enginecustom/src/inc/shader/shader_manager_class.h
index cf805ff..11ea684 100644
--- a/enginecustom/src/inc/shader/shader_manager_class.h
+++ b/enginecustom/src/inc/shader/shader_manager_class.h
@@ -19,7 +19,6 @@
#include "celshade_class.h"
#include "skybox_shader_class.h"
#include "sunlight_shader_class.h"
-#include "depth_shader_class.h"
using namespace DirectX;
@@ -45,10 +44,8 @@ public:
bool render_refraction_shader(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, XMFLOAT3, XMFLOAT4[], XMFLOAT4[], XMFLOAT4[], XMFLOAT4);
bool render_water_shader(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, ID3D11ShaderResourceView*, ID3D11ShaderResourceView*, float, float);
bool render_cel_shading_shader(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, XMFLOAT4, XMFLOAT4, XMFLOAT3, float);
- bool render_sunlight_shader(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, XMFLOAT4, XMFLOAT4, XMFLOAT3, float, ID3D11ShaderResourceView
- * shadowMap, XMMATRIX lightViewMatrix, XMMATRIX lightProjectionMatrix);
+ bool render_sunlight_shader(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, XMFLOAT4, XMFLOAT4, XMFLOAT3, float);
bool render_skybox_shader(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, XMFLOAT4, XMFLOAT4, XMFLOAT3, float);
- bool render_depth_shader(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX);
private:
texture_shader_class* texture_shader_;
@@ -65,7 +62,6 @@ private:
celshade_class* cel_shading_shader_;
sunlight_shader_class* sunlight_shader_;
skybox_shader_class* skybox_shader_;
- depth_shader_class* depth_shader_;
};
#endif
\ No newline at end of file
diff --git a/enginecustom/src/inc/shader/sunlight_shader_class.h b/enginecustom/src/inc/shader/sunlight_shader_class.h
index 90b73b2..2d15d4d 100644
--- a/enginecustom/src/inc/shader/sunlight_shader_class.h
+++ b/enginecustom/src/inc/shader/sunlight_shader_class.h
@@ -38,12 +38,6 @@ private :
XMFLOAT4 sun_color;
};
- struct light_view_matrix_buffer_type
- {
- XMMATRIX light_view;
- XMMATRIX light_projection;
- };
-
public :
sunlight_shader_class();
sunlight_shader_class(const sunlight_shader_class&);
@@ -51,29 +45,14 @@ public :
bool initialize(ID3D11Device*, HWND);
void shutdown();
- bool render(
- ID3D11DeviceContext* device_context,
- int index_count,
- XMMATRIX world_matrix,
- XMMATRIX view_matrix,
- XMMATRIX projection_matrix,
- ID3D11ShaderResourceView* texture,
- XMFLOAT4 diffuse_color,
- XMFLOAT4 ambient_color,
- XMFLOAT3 sun_direction,
- float sun_intensity,
- ID3D11ShaderResourceView* shadow_map,
- XMMATRIX light_view_matrix,
- XMMATRIX light_projection_matrix
- );
+ bool render(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, XMFLOAT4, XMFLOAT4, XMFLOAT3,float);
private:
bool initialize_shader(ID3D11Device*, HWND, WCHAR*, WCHAR*);
void shutdown_shader();
void output_shader_error_message(ID3D10Blob*, HWND, WCHAR*);
- bool set_shader_parameters(ID3D11DeviceContext*, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, XMFLOAT4, XMFLOAT4, XMFLOAT3, float, ID3D11ShaderResourceView
- * shadowMap, XMMATRIX lightViewMatrix, XMMATRIX lightProjectionMatrix);
+ bool set_shader_parameters(ID3D11DeviceContext*, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, XMFLOAT4, XMFLOAT4, XMFLOAT3, float);
void render_shader(ID3D11DeviceContext*, int);
private:
@@ -86,7 +65,4 @@ private:
ID3D11Buffer* sunlight_buffer_;
ID3D11Buffer* sunlight_color_buffer_;
ID3D11Buffer* sunlight_position_buffer_;
- ID3D11Buffer* light_view_matrix_buffer_;
- ID3D11ShaderResourceView* shadow_map_texture_;
- ID3D11SamplerState* shadow_sampler_state_;
};
\ No newline at end of file
diff --git a/enginecustom/src/inc/system/application_class.h b/enginecustom/src/inc/system/application_class.h
index 82c650b..08af6f5 100644
--- a/enginecustom/src/inc/system/application_class.h
+++ b/enginecustom/src/inc/system/application_class.h
@@ -43,8 +43,6 @@
#include
#include
-#include "shadow_map.h"
-
/////////////
// GLOBALS //
@@ -187,17 +185,8 @@ private:
bool render_scene_to_texture(float);
bool render_refraction_to_texture();
bool render_reflection_to_texture();
- bool render_pass(
- const std::vector>>& RenderQueues,
- XMFLOAT4* diffuse,
- XMFLOAT4* position,
- XMFLOAT4* ambient,
- XMMATRIX view,
- XMMATRIX projection
- );
- bool create_shadow_map(
- const std::vector>>& RenderQueues
- );
+ bool render_pass(const std::vector>>& RenderQueues, XMFLOAT4* diffuse, XMFLOAT4* position, XMFLOAT4* ambient, XMMATRIX view, XMMATRIX projection);
+
void update_skybox_position();
public :
@@ -331,18 +320,6 @@ private :
// ------------------------------------------------- //
input inputs_;
-
- // ------------------------------------------------- //
- // -------------------- Shadows -------------------- //
- // ------------------------------------------------- //
-
- shadow_map* shadow_map_;
- camera_class* light_camera_;
- XMFLOAT4 light_position_buffer_;
- XMFLOAT3 light_rotation_buffer_;
- XMMATRIX light_view_matrix_;
- XMMATRIX light_projection_matrix_;
- ID3D11ShaderResourceView* shadow_srv_;
};
#endif
\ No newline at end of file
diff --git a/enginecustom/src/inc/system/shadow_map.h b/enginecustom/src/inc/system/shadow_map.h
deleted file mode 100644
index 2f4e19f..0000000
--- a/enginecustom/src/inc/system/shadow_map.h
+++ /dev/null
@@ -1,33 +0,0 @@
-#pragma once
-#include
-
-class shadow_map
-{
-public:
-
- shadow_map();
- shadow_map(const shadow_map&) = delete;
- shadow_map& operator=(const shadow_map&) = delete;
- ~shadow_map();
-
- bool initialize(
- ID3D11Device* device,
- int shadow_map_width,
- int shadow_map_height
- );
-
- void set_render_target(ID3D11DeviceContext* context);
- void clear_render_target(ID3D11DeviceContext* context, float depth);
-
- ID3D11ShaderResourceView* get_shader_resource_view() const;
-
- void shutdown();
-
-private:
- ID3D11Texture2D* depth_texture_;
- ID3D11DepthStencilView* depth_stencil_view_;
- ID3D11ShaderResourceView* shader_resource_view_;
- D3D11_VIEWPORT viewport_;
-
-
-};
diff --git a/enginecustom/src/src/shader/depth_shader_class.cpp b/enginecustom/src/src/shader/depth_shader_class.cpp
deleted file mode 100644
index 183261a..0000000
--- a/enginecustom/src/src/shader/depth_shader_class.cpp
+++ /dev/null
@@ -1,224 +0,0 @@
-#include "depth_shader_class.h"
-
-#include
-
-#include "logger.h"
-
-depth_shader_class::depth_shader_class()
-{
- vertex_shader_ = nullptr;
- pixel_shader_ = nullptr;
- layout_ = nullptr;
- matrix_buffer_ = nullptr;
-}
-
-depth_shader_class::~depth_shader_class()
-{
- shutdown();
-}
-
-bool depth_shader_class::initialize(ID3D11Device* device, HWND hwnd)
-{
-
- Logger::Get().Log("Initializing depth shader class", __FILE__, __LINE__, Logger::LogLevel::Initialize);
-
- // Charger et compiler les shaders (remplacez les chemins par les vôtres)
- bool result = initialize_shader(device, hwnd, L"src/hlsl/depth.vs", L"src/hlsl/depth.ps");
- if (!result)
- {
- Logger::Get().Log("Failed to initialize depth shader", __FILE__, __LINE__, Logger::LogLevel::Error);
- return false;
- }
-
- Logger::Get().Log("Initialized depth shader class", __FILE__, __LINE__, Logger::LogLevel::Info);
-
- return true;
-}
-
-void depth_shader_class::shutdown()
-{
- shutdown_shader();
-}
-
-bool depth_shader_class::render(ID3D11DeviceContext* deviceContext, int indexCount, XMMATRIX worldMatrix, XMMATRIX viewMatrix, XMMATRIX projectionMatrix)
-{
- if (!set_shader_parameters(deviceContext, worldMatrix, viewMatrix, projectionMatrix))
- return false;
-
- render_shader(deviceContext, indexCount);
- return true;
-}
-
-bool depth_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd, const WCHAR* vsFilename, const WCHAR* psFilename)
-{
- HRESULT result;
- ID3DBlob* vertexShaderBuffer = nullptr;
- ID3DBlob* pixelShaderBuffer = nullptr;
- ID3DBlob* errorMessage = nullptr;
-
- // Compiler le vertex shader
- result = D3DCompileFromFile(vsFilename, nullptr, nullptr, "DepthVertexShader", "vs_5_0", 0, 0, &vertexShaderBuffer, &errorMessage);
- if (FAILED(result))
- {
- if (errorMessage)
- {
- output_shader_error_message(errorMessage, hwnd, vsFilename);
- errorMessage->Release();
- }
- else
- {
- Logger::Get().Log("Fichier de vertex shader introuvable: " + std::to_string(reinterpret_cast(vsFilename)), __FILE__, __LINE__, Logger::LogLevel::Error);
- }
- return false;
- }
-
- // Compiler le pixel shader
- errorMessage = nullptr;
- result = D3DCompileFromFile(psFilename, nullptr, nullptr, "DepthPixelShader", "ps_5_0", 0, 0, &pixelShaderBuffer, &errorMessage);
- if (FAILED(result))
- {
- if (errorMessage)
- {
- output_shader_error_message(errorMessage, hwnd, psFilename);
- errorMessage->Release();
- }
- else
- {
- Logger::Get().Log("Fichier de pixel shader introuvable: " + std::to_string(reinterpret_cast(psFilename)), __FILE__, __LINE__, Logger::LogLevel::Error);
- }
-
- if (vertexShaderBuffer)
- {
- vertexShaderBuffer->Release();
- }
- return false;
- }
-
- // Créer les shaders
- device->CreateVertexShader(vertexShaderBuffer->GetBufferPointer(), vertexShaderBuffer->GetBufferSize(), nullptr, &vertex_shader_);
- device->CreatePixelShader(pixelShaderBuffer->GetBufferPointer(), pixelShaderBuffer->GetBufferSize(), nullptr, &pixel_shader_);
-
- // Définir la description du layout d'entrée
- D3D11_INPUT_ELEMENT_DESC polygonLayout[1];
- 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;
-
- // Créer le layout
- device->CreateInputLayout(polygonLayout, 1, vertexShaderBuffer->GetBufferPointer(), vertexShaderBuffer->GetBufferSize(), &layout_);
-
- // Libérer les buffers
- vertexShaderBuffer->Release();
- pixelShaderBuffer->Release();
-
- // Créer le buffer de matrices
- D3D11_BUFFER_DESC matrixBufferDesc = {};
- matrixBufferDesc.Usage = D3D11_USAGE_DYNAMIC;
- matrixBufferDesc.ByteWidth = sizeof(MatrixBufferType);
- matrixBufferDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
- matrixBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
- device->CreateBuffer(&matrixBufferDesc, nullptr, &matrix_buffer_);
-
- return true;
-}
-
-bool depth_shader_class::set_shader_parameters(ID3D11DeviceContext* deviceContext, XMMATRIX worldMatrix, XMMATRIX viewMatrix, XMMATRIX projectionMatrix)
-{
- D3D11_MAPPED_SUBRESOURCE mappedResource;
- MatrixBufferType* dataPtr;
-
- // Transposer les matrices pour le shader
- worldMatrix = XMMatrixTranspose(worldMatrix);
- viewMatrix = XMMatrixTranspose(viewMatrix);
- projectionMatrix = XMMatrixTranspose(projectionMatrix);
-
- // Mapper le buffer
- HRESULT result = deviceContext->Map(matrix_buffer_, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
- if (FAILED(result))
- return false;
-
- dataPtr = (MatrixBufferType*)mappedResource.pData;
- dataPtr->world = worldMatrix;
- dataPtr->view = viewMatrix;
- dataPtr->projection = projectionMatrix;
-
- deviceContext->Unmap(matrix_buffer_, 0);
-
- // Définir le buffer de constantes pour le vertex shader
- deviceContext->VSSetConstantBuffers(0, 1, &matrix_buffer_);
-
- return true;
-}
-
-void depth_shader_class::render_shader(ID3D11DeviceContext* deviceContext, int indexCount)
-{
- // Définir le layout d'entrée
- deviceContext->IASetInputLayout(layout_);
-
- // Définir les shaders
- deviceContext->VSSetShader(vertex_shader_, nullptr, 0);
- deviceContext->PSSetShader(pixel_shader_, nullptr, 0);
-
- // Dessiner
- deviceContext->DrawIndexed(indexCount, 0, 0);
-}
-
-void depth_shader_class::shutdown_shader()
-{
- // Libérer le buffer de matrice
- if (matrix_buffer_)
- {
- matrix_buffer_->Release();
- matrix_buffer_ = nullptr;
- }
-
- // Libérer le layout
- if (layout_)
- {
- layout_->Release();
- layout_ = nullptr;
- }
-
- // Libérer le pixel shader
- if (pixel_shader_)
- {
- pixel_shader_->Release();
- pixel_shader_ = nullptr;
- }
-
- // Libérer le vertex shader
- if (vertex_shader_)
- {
- vertex_shader_->Release();
- vertex_shader_ = nullptr;
- }
-}
-
-void depth_shader_class::output_shader_error_message(ID3DBlob* errorMessage, HWND hwnd, const WCHAR* shaderFilename)
-{
- // Obtenir un pointeur vers le message d'erreur
- char* compileErrors = (char*)(errorMessage->GetBufferPointer());
-
- // Obtenir la taille du message
- SIZE_T bufferSize = errorMessage->GetBufferSize();
-
- // Allouer de la mémoire pour le message d'erreur formaté
- char* message = new char[bufferSize + 100];
-
- // Définir le message d'erreur formaté
- sprintf_s(message, bufferSize + 100, "Erreur de compilation du shader %ls :\n%s",
- shaderFilename, compileErrors);
-
- // Afficher le message d'erreur dans la console
- Logger::Get().Log(message, __FILE__, __LINE__, Logger::LogLevel::Error);
-
- // Afficher une boîte de dialogue avec l'erreur
- MessageBoxA(hwnd, message, "Erreur de Shader", MB_OK);
-
- // Libérer la mémoire
- delete[] message;
-}
\ No newline at end of file
diff --git a/enginecustom/src/src/shader/shader_manager_class.cpp b/enginecustom/src/src/shader/shader_manager_class.cpp
index 756f44b..dcdb19c 100644
--- a/enginecustom/src/src/shader/shader_manager_class.cpp
+++ b/enginecustom/src/src/shader/shader_manager_class.cpp
@@ -149,14 +149,6 @@ bool shader_manager_class::initialize(ID3D11Device* device, HWND hwnd)
return false;
}
- depth_shader_ = new depth_shader_class;
- result = depth_shader_->initialize(device, hwnd);
- if (!result)
- {
- Logger::Get().Log("Error initializing depth_shader_class", __FILE__, __LINE__, Logger::LogLevel::Error);
- return false;
- }
-
Logger::Get().Log("shader_manager_class initialized", __FILE__, __LINE__, Logger::LogLevel::Initialize);
return true;
@@ -276,13 +268,6 @@ void shader_manager_class::shutdown()
skybox_shader_ = 0;
}
- if (depth_shader_)
- {
- skybox_shader_->Shutdown();
- delete depth_shader_;
- depth_shader_ = 0;
- }
-
Logger::Get().Log("shader_manager_class shut down", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
}
@@ -465,39 +450,12 @@ bool shader_manager_class::render_cel_shading_shader(ID3D11DeviceContext* device
return true;
}
-bool shader_manager_class::render_sunlight_shader(
- ID3D11DeviceContext* deviceContext,
- int indexCount,
- XMMATRIX worldMatrix,
- XMMATRIX viewMatrix,
- XMMATRIX projectionMatrix,
- ID3D11ShaderResourceView* texture,
- XMFLOAT4 diffuseColor,
- XMFLOAT4 ambientColor,
- XMFLOAT3 sunDirection,
- float sunIntensity,
- ID3D11ShaderResourceView* shadowMap,
- XMMATRIX lightViewMatrix,
- XMMATRIX lightProjectionMatrix
- )
+bool shader_manager_class::render_sunlight_shader(ID3D11DeviceContext* deviceContext, int indexCount, XMMATRIX worldMatrix, XMMATRIX viewMatrix, XMMATRIX projectionMatrix,
+ ID3D11ShaderResourceView* texture, XMFLOAT4 diffuseColor, XMFLOAT4 ambientColor, XMFLOAT3 sunDirection, float sunIntensity)
{
bool result;
- result = sunlight_shader_->render(
- deviceContext,
- indexCount,
- worldMatrix,
- viewMatrix,
- projectionMatrix,
- texture,
- diffuseColor,
- ambientColor,
- sunDirection,
- sunIntensity,
- shadowMap,
- lightViewMatrix,
- lightProjectionMatrix
- );
+ result = sunlight_shader_->render(deviceContext, indexCount, worldMatrix, viewMatrix, projectionMatrix, texture, diffuseColor, ambientColor, sunDirection, sunIntensity);
if (!result)
{
return false;
@@ -519,16 +477,3 @@ bool shader_manager_class::render_skybox_shader(ID3D11DeviceContext* deviceConte
return true;
}
-
-bool shader_manager_class::render_depth_shader(ID3D11DeviceContext* deviceContext, int indexCount, XMMATRIX worldMatrix, XMMATRIX viewMatrix, XMMATRIX projectionMatrix)
-{
- bool result;
-
- result = depth_shader_->render(deviceContext, indexCount, worldMatrix, viewMatrix, projectionMatrix);
- if (!result)
- {
- return false;
- }
-
- return true;
-}
\ No newline at end of file
diff --git a/enginecustom/src/src/shader/sunlight_shader_class.cpp b/enginecustom/src/src/shader/sunlight_shader_class.cpp
index e81c4da..da53368 100644
--- a/enginecustom/src/src/shader/sunlight_shader_class.cpp
+++ b/enginecustom/src/src/shader/sunlight_shader_class.cpp
@@ -1,552 +1,462 @@
+////////////////////////////////////////////////////////////////////////////////
+// Filename: lightshaderclass.cpp
+////////////////////////////////////////////////////////////////////////////////
#include "sunlight_shader_class.h"
+
sunlight_shader_class::sunlight_shader_class()
{
- vertex_shader_ = nullptr;
- pixel_shader_ = nullptr;
- layout_ = nullptr;
- sample_state_ = nullptr;
- matrix_buffer_ = nullptr;
- camera_buffer_ = nullptr;
- sunlight_buffer_ = nullptr;
- sunlight_color_buffer_ = nullptr;
- sunlight_position_buffer_ = nullptr;
- light_view_matrix_buffer_ = nullptr;
- shadow_map_texture_ = nullptr;
- shadow_sampler_state_ = nullptr;
+ vertex_shader_ = 0;
+ pixel_shader_ = 0;
+ layout_ = 0;
+ sample_state_ = 0;
+ matrix_buffer_ = 0;
+ camera_buffer_ = 0;
+ sunlight_buffer_ = 0;
+ sunlight_color_buffer_ = 0;
+ sunlight_position_buffer_ = 0;
}
-sunlight_shader_class::sunlight_shader_class(const sunlight_shader_class&)
+
+sunlight_shader_class::sunlight_shader_class(const sunlight_shader_class& other)
{
}
+
sunlight_shader_class::~sunlight_shader_class()
{
}
+
bool sunlight_shader_class::initialize(ID3D11Device* device, HWND hwnd)
{
- bool result;
- WCHAR vs_filename[128];
- WCHAR ps_filename[128];
+ Logger::Get().Log("Initializing LightShaderClass", __FILE__, __LINE__, Logger::LogLevel::Initialize);
- // Définir les fichiers des shaders vertex et pixel
- wcscpy_s(vs_filename, 128, L"./src/hlsl/sunlight.vs");
- wcscpy_s(ps_filename, 128, L"./src/hlsl/sunlight.ps");
+ wchar_t vsFilename[128];
+ wchar_t psFilename[128];
+ int error;
+ bool result;
- // Initialiser les shaders
- result = initialize_shader(device, hwnd, vs_filename, ps_filename);
- if (!result)
- {
- Logger::Get().Log("Échec d'initialisation des shaders sunlight", __FILE__, __LINE__, Logger::LogLevel::Error);
- return false;
- }
+ // Set the filename of the vertex shader.
+ error = wcscpy_s(vsFilename, 128, L"src/hlsl/sunlight.vs");
+ if (error != 0)
+ {
+ Logger::Get().Log("Failed to copy string", __FILE__, __LINE__, Logger::LogLevel::Error);
+ return false;
+ }
- return true;
+ // Set the filename of the pixel shader.
+ error = wcscpy_s(psFilename, 128, L"src/hlsl/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 = initialize_shader(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 sunlight_shader_class::shutdown()
{
- shutdown_shader();
- return;
+ // shutdown the vertex and pixel shaders as well as the related objects.
+ shutdown_shader();
+
+ return;
}
-bool sunlight_shader_class::render(ID3D11DeviceContext* device_context, int index_count, XMMATRIX world_matrix, XMMATRIX view_matrix, XMMATRIX projection_matrix, ID3D11ShaderResourceView* texture, XMFLOAT4 diffuse_color, XMFLOAT4 ambient_color, XMFLOAT3 sun_direction, float sun_intensity, ID3D11ShaderResourceView* shadow_map, XMMATRIX light_view_matrix, XMMATRIX light_projection_matrix)
+bool sunlight_shader_class::render(ID3D11DeviceContext* deviceContext, int indexCount, XMMATRIX worldMatrix, XMMATRIX viewMatrix, XMMATRIX projectionMatrix,
+ ID3D11ShaderResourceView* texture, XMFLOAT4 diffuseColor, XMFLOAT4 ambientColor, XMFLOAT3 sunDirection, float sunIntensity)
{
- bool result;
+ bool result;
- // Définir les paramètres du shader
- result = set_shader_parameters(device_context, world_matrix, view_matrix, projection_matrix, texture, diffuse_color, ambient_color, sun_direction, sun_intensity, shadow_map, light_view_matrix, light_projection_matrix);
- if (!result)
- {
- Logger::Get().Log("Échec de définition des paramètres du shader sunlight", __FILE__, __LINE__, Logger::LogLevel::Error);
- return false;
- }
- // Rendre le shader
- render_shader(device_context, index_count);
+ // Set the shader parameters that it will use for rendering.
+ result = set_shader_parameters(deviceContext, worldMatrix, viewMatrix, projectionMatrix, texture, diffuseColor, ambientColor, sunDirection, sunIntensity);
+ if (!result)
+ {
+ Logger::Get().Log("Failed to set shader parameters", __FILE__, __LINE__, Logger::LogLevel::Error);
+ return false;
+ }
- return true;
+ // Now render the prepared buffers with the shader.
+ render_shader(deviceContext, indexCount);
+
+ return true;
}
-bool sunlight_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd, WCHAR* vs_filename, WCHAR* ps_filename)
+
+bool sunlight_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd, WCHAR* vsFilename, WCHAR* psFilename)
{
- HRESULT result;
- ID3D10Blob* error_message = nullptr;
- ID3D10Blob* vertex_shader_buffer = nullptr;
- ID3D10Blob* pixel_shader_buffer = nullptr;
- D3D11_INPUT_ELEMENT_DESC polygon_layout[3];
- unsigned int num_elements;
- D3D11_BUFFER_DESC matrix_buffer_desc;
- D3D11_BUFFER_DESC camera_buffer_desc;
- D3D11_BUFFER_DESC light_buffer_desc;
- D3D11_BUFFER_DESC light_color_buffer_desc;
- D3D11_BUFFER_DESC light_view_matrix_buffer_desc;
- D3D11_SAMPLER_DESC sampler_desc;
- D3D11_SAMPLER_DESC shadow_sampler_desc;
+ Logger::Get().Log("Initializing shader", __FILE__, __LINE__, Logger::LogLevel::Initialize);
- // Compiler le vertex shader
- result = D3DCompileFromFile(vs_filename, NULL, NULL, "SunLightVertexShader", "vs_5_0", D3D10_SHADER_ENABLE_STRICTNESS, 0, &vertex_shader_buffer, &error_message);
- if (FAILED(result))
- {
- if (error_message)
- {
- output_shader_error_message(error_message, hwnd, vs_filename);
- }
- else
- {
- MessageBox(hwnd, vs_filename, L"Fichier shader manquant", MB_OK);
- }
+ 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 sunlightBufferDesc;
- return false;
- }
+ // initialize the pointers this function will use to null.
+ errorMessage = 0;
+ vertexShaderBuffer = 0;
+ pixelShaderBuffer = 0;
- // Compiler le pixel shader
- result = D3DCompileFromFile(ps_filename, NULL, NULL, "SunLightPixelShader", "ps_5_0", D3D10_SHADER_ENABLE_STRICTNESS, 0, &pixel_shader_buffer, &error_message);
- if (FAILED(result))
- {
- if (error_message)
- {
- output_shader_error_message(error_message, hwnd, ps_filename);
- }
- else
- {
- MessageBox(hwnd, ps_filename, L"Fichier shader manquant", MB_OK);
- }
+ // 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 (errorMessage)
+ {
+ output_shader_error_message(errorMessage, hwnd, vsFilename);
+ }
+ else
+ {
+ Logger::Get().Log("Failed to compile shader", __FILE__, __LINE__, Logger::LogLevel::Error);
+ }
+ return false;
+ }
- 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 (errorMessage)
+ {
+ output_shader_error_message(errorMessage, hwnd, psFilename);
+ }
+ else
+ {
+ Logger::Get().Log("Failed to compile shader", __FILE__, __LINE__, Logger::LogLevel::Error);
+ }
+ return false;
+ }
- // Créer le vertex shader à partir du buffer
- result = device->CreateVertexShader(vertex_shader_buffer->GetBufferPointer(), vertex_shader_buffer->GetBufferSize(), NULL, &vertex_shader_);
- if (FAILED(result))
- {
- Logger::Get().Log("Échec de création du vertex shader", __FILE__, __LINE__, Logger::LogLevel::Error);
- return false;
- }
+ // Create the vertex shader from the buffer.
+ result = device->CreateVertexShader(vertexShaderBuffer->GetBufferPointer(), vertexShaderBuffer->GetBufferSize(), NULL, &vertex_shader_);
+ if (FAILED(result))
+ {
+ Logger::Get().Log("Failed to create vertex shader", __FILE__, __LINE__, Logger::LogLevel::Error);
+ return false;
+ }
- // Créer le pixel shader à partir du buffer
- result = device->CreatePixelShader(pixel_shader_buffer->GetBufferPointer(), pixel_shader_buffer->GetBufferSize(), NULL, &pixel_shader_);
- if (FAILED(result))
- {
- Logger::Get().Log("Échec de création du pixel shader", __FILE__, __LINE__, Logger::LogLevel::Error);
- return false;
- }
+ // Create the pixel shader from the buffer.
+ result = device->CreatePixelShader(pixelShaderBuffer->GetBufferPointer(), pixelShaderBuffer->GetBufferSize(), NULL, &pixel_shader_);
+ if (FAILED(result))
+ {
+ Logger::Get().Log("Failed to create pixel shader", __FILE__, __LINE__, Logger::LogLevel::Error);
+ return false;
+ }
- // Créer le layout d'entrée du vertex shader
- polygon_layout[0].SemanticName = "POSITION";
- polygon_layout[0].SemanticIndex = 0;
- polygon_layout[0].Format = DXGI_FORMAT_R32G32B32_FLOAT;
- polygon_layout[0].InputSlot = 0;
- polygon_layout[0].AlignedByteOffset = 0;
- polygon_layout[0].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
- polygon_layout[0].InstanceDataStepRate = 0;
+ // Create the vertex input layout description.
+ 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;
- polygon_layout[1].SemanticName = "TEXCOORD";
- polygon_layout[1].SemanticIndex = 0;
- polygon_layout[1].Format = DXGI_FORMAT_R32G32_FLOAT;
- polygon_layout[1].InputSlot = 0;
- polygon_layout[1].AlignedByteOffset = D3D11_APPEND_ALIGNED_ELEMENT;
- polygon_layout[1].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
- polygon_layout[1].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;
- polygon_layout[2].SemanticName = "NORMAL";
- polygon_layout[2].SemanticIndex = 0;
- polygon_layout[2].Format = DXGI_FORMAT_R32G32B32_FLOAT;
- polygon_layout[2].InputSlot = 0;
- polygon_layout[2].AlignedByteOffset = D3D11_APPEND_ALIGNED_ELEMENT;
- polygon_layout[2].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
- polygon_layout[2].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;
- // Obtenir le nombre d'éléments dans le layout
- num_elements = sizeof(polygon_layout) / sizeof(polygon_layout[0]);
+ // Get a count of the elements in the layout.
+ numElements = sizeof(polygonLayout) / sizeof(polygonLayout[0]);
- // Créer le layout d'entrée du vertex
- result = device->CreateInputLayout(polygon_layout, num_elements, vertex_shader_buffer->GetBufferPointer(), vertex_shader_buffer->GetBufferSize(), &layout_);
- if (FAILED(result))
- {
- Logger::Get().Log("Échec de création du layout d'entrée", __FILE__, __LINE__, Logger::LogLevel::Error);
- return false;
- }
+ // Create the vertex input layout.
+ result = device->CreateInputLayout(polygonLayout, numElements, vertexShaderBuffer->GetBufferPointer(), vertexShaderBuffer->GetBufferSize(), &layout_);
+ if (FAILED(result))
+ {
+ Logger::Get().Log("Failed to create input layout", __FILE__, __LINE__, Logger::LogLevel::Error);
+ return false;
+ }
- // Libérer les buffers des shaders
- vertex_shader_buffer->Release();
- vertex_shader_buffer = nullptr;
+ // Release the vertex shader buffer and pixel shader buffer since they are no longer needed.
+ vertexShaderBuffer->Release();
+ vertexShaderBuffer = 0;
- pixel_shader_buffer->Release();
- pixel_shader_buffer = nullptr;
+ pixelShaderBuffer->Release();
+ pixelShaderBuffer = 0;
- // Configurer les descripteurs des buffers constants
- // Descripteur du buffer de matrices
- matrix_buffer_desc.Usage = D3D11_USAGE_DYNAMIC;
- matrix_buffer_desc.ByteWidth = sizeof(matrix_buffer_type);
- matrix_buffer_desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
- matrix_buffer_desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
- matrix_buffer_desc.MiscFlags = 0;
- matrix_buffer_desc.StructureByteStride = 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;
- // Créer le buffer constant de matrices
- result = device->CreateBuffer(&matrix_buffer_desc, NULL, &matrix_buffer_);
- if (FAILED(result))
- {
- Logger::Get().Log("Échec de création du buffer constant de matrices", __FILE__, __LINE__, Logger::LogLevel::Error);
- return false;
- }
+ // Create the texture sampler state.
+ result = device->CreateSamplerState(&samplerDesc, &sample_state_);
+ if (FAILED(result))
+ {
+ Logger::Get().Log("Failed to create sampler state", __FILE__, __LINE__, Logger::LogLevel::Error);
+ return false;
+ }
- // Descripteur du buffer de caméra
- camera_buffer_desc.Usage = D3D11_USAGE_DYNAMIC;
- camera_buffer_desc.ByteWidth = sizeof(camera_buffer_type);
- camera_buffer_desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
- camera_buffer_desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
- camera_buffer_desc.MiscFlags = 0;
- camera_buffer_desc.StructureByteStride = 0;
+ // Setup the description of the dynamic matrix constant buffer that is in the vertex shader.
+ matrixBufferDesc.Usage = D3D11_USAGE_DYNAMIC;
+ matrixBufferDesc.ByteWidth = sizeof(matrix_buffer_type);
+ matrixBufferDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
+ matrixBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
+ matrixBufferDesc.MiscFlags = 0;
+ matrixBufferDesc.StructureByteStride = 0;
- // Créer le buffer constant de caméra
- result = device->CreateBuffer(&camera_buffer_desc, NULL, &camera_buffer_);
- if (FAILED(result))
- {
- Logger::Get().Log("Échec de création du buffer constant de caméra", __FILE__, __LINE__, Logger::LogLevel::Error);
- return false;
- }
+ // Create the constant buffer pointer so we can access the vertex shader constant buffer from within this class.
+ result = device->CreateBuffer(&matrixBufferDesc, NULL, &matrix_buffer_);
+ if (FAILED(result))
+ {
+ Logger::Get().Log("Failed to create matrix buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
+ return false;
+ }
- // Descripteur du buffer de lumière du soleil
- light_buffer_desc.Usage = D3D11_USAGE_DYNAMIC;
- light_buffer_desc.ByteWidth = sizeof(sun_light_buffer_type);
- light_buffer_desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
- light_buffer_desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
- light_buffer_desc.MiscFlags = 0;
- light_buffer_desc.StructureByteStride = 0;
+ // Setup the description of the dynamic sunlight constant buffer that is in the pixel shader.
+ sunlightBufferDesc.Usage = D3D11_USAGE_DYNAMIC;
+ sunlightBufferDesc.ByteWidth = sizeof(sun_light_buffer_type);
+ sunlightBufferDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
+ sunlightBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
+ sunlightBufferDesc.MiscFlags = 0;
+ sunlightBufferDesc.StructureByteStride = 0;
- // Créer le buffer constant de lumière du soleil
- result = device->CreateBuffer(&light_buffer_desc, NULL, &sunlight_buffer_);
- if (FAILED(result))
- {
- Logger::Get().Log("Échec de création du buffer constant de lumière du soleil", __FILE__, __LINE__, Logger::LogLevel::Error);
- return false;
- }
+ // Create the constant buffer pointer so we can access the pixel shader constant buffer from within this class.
+ result = device->CreateBuffer(&sunlightBufferDesc, NULL, &sunlight_buffer_);
+ if (FAILED(result))
+ {
+ Logger::Get().Log("Failed to create sunlight buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
+ return false;
+ }
- // Descripteur du buffer de couleur de lumière du soleil
- light_color_buffer_desc.Usage = D3D11_USAGE_DYNAMIC;
- light_color_buffer_desc.ByteWidth = sizeof(sun_light_color_buffer_type);
- light_color_buffer_desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
- light_color_buffer_desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
- light_color_buffer_desc.MiscFlags = 0;
- light_color_buffer_desc.StructureByteStride = 0;
+ Logger::Get().Log("Shader initialized", __FILE__, __LINE__, Logger::LogLevel::Initialize);
- // Créer le buffer constant de couleur de lumière du soleil
- result = device->CreateBuffer(&light_color_buffer_desc, NULL, &sunlight_color_buffer_);
- if (FAILED(result))
- {
- Logger::Get().Log("Échec de création du buffer constant de couleur de lumière du soleil", __FILE__, __LINE__, Logger::LogLevel::Error);
- return false;
- }
-
- // Descripteur du buffer de matrices de vue de lumière
- light_view_matrix_buffer_desc.Usage = D3D11_USAGE_DYNAMIC;
- light_view_matrix_buffer_desc.ByteWidth = sizeof(light_view_matrix_buffer_type);
- light_view_matrix_buffer_desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
- light_view_matrix_buffer_desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
- light_view_matrix_buffer_desc.MiscFlags = 0;
- light_view_matrix_buffer_desc.StructureByteStride = 0;
-
- // Créer le buffer constant de matrices de vue de lumière
- result = device->CreateBuffer(&light_view_matrix_buffer_desc, NULL, &light_view_matrix_buffer_);
- if (FAILED(result))
- {
- Logger::Get().Log("Échec de création du buffer constant de matrices de vue de lumière", __FILE__, __LINE__, Logger::LogLevel::Error);
- return false;
- }
-
- // Créer un sampler state pour la texture
- sampler_desc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
- sampler_desc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP;
- sampler_desc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP;
- sampler_desc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP;
- sampler_desc.MipLODBias = 0.0f;
- sampler_desc.MaxAnisotropy = 1;
- sampler_desc.ComparisonFunc = D3D11_COMPARISON_ALWAYS;
- sampler_desc.BorderColor[0] = 0;
- sampler_desc.BorderColor[1] = 0;
- sampler_desc.BorderColor[2] = 0;
- sampler_desc.BorderColor[3] = 0;
- sampler_desc.MinLOD = 0;
- sampler_desc.MaxLOD = D3D11_FLOAT32_MAX;
-
- // Créer le sampler state
- result = device->CreateSamplerState(&sampler_desc, &sample_state_);
- if (FAILED(result))
- {
- Logger::Get().Log("Échec de création du sampler state", __FILE__, __LINE__, Logger::LogLevel::Error);
- return false;
- }
-
- // Créer un sampler state pour la shadow map
- shadow_sampler_desc.Filter = D3D11_FILTER_MIN_MAG_MIP_POINT;
- shadow_sampler_desc.AddressU = D3D11_TEXTURE_ADDRESS_BORDER;
- shadow_sampler_desc.AddressV = D3D11_TEXTURE_ADDRESS_BORDER;
- shadow_sampler_desc.AddressW = D3D11_TEXTURE_ADDRESS_BORDER;
- shadow_sampler_desc.MipLODBias = 0.0f;
- shadow_sampler_desc.MaxAnisotropy = 1;
- shadow_sampler_desc.ComparisonFunc = D3D11_COMPARISON_ALWAYS;
- shadow_sampler_desc.BorderColor[0] = 1.0f;
- shadow_sampler_desc.BorderColor[1] = 1.0f;
- shadow_sampler_desc.BorderColor[2] = 1.0f;
- shadow_sampler_desc.BorderColor[3] = 1.0f;
- shadow_sampler_desc.MinLOD = 0;
- shadow_sampler_desc.MaxLOD = D3D11_FLOAT32_MAX;
-
- // Créer le sampler state pour la shadow map
- result = device->CreateSamplerState(&shadow_sampler_desc, &shadow_sampler_state_);
- if (FAILED(result))
- {
- Logger::Get().Log("Échec de création du sampler state pour la shadow map", __FILE__, __LINE__, Logger::LogLevel::Error);
- return false;
- }
-
- return true;
+ return true;
}
+
+
+
void sunlight_shader_class::shutdown_shader()
{
- // Libérer tous les objets
- if (shadow_sampler_state_)
- {
- shadow_sampler_state_->Release();
- shadow_sampler_state_ = nullptr;
- }
+ Logger::Get().Log("Shutting down SunLightShaderClass", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
- if (light_view_matrix_buffer_)
- {
- light_view_matrix_buffer_->Release();
- light_view_matrix_buffer_ = nullptr;
- }
+ // Release the light constant buffers.
+ if (sunlight_color_buffer_)
+ {
+ sunlight_color_buffer_->Release();
+ sunlight_color_buffer_ = 0;
+ }
- if (sunlight_color_buffer_)
- {
- sunlight_color_buffer_->Release();
- sunlight_color_buffer_ = nullptr;
- }
+ if (sunlight_position_buffer_)
+ {
+ sunlight_position_buffer_->Release();
+ sunlight_position_buffer_ = 0;
+ }
- if (sunlight_buffer_)
- {
- sunlight_buffer_->Release();
- sunlight_buffer_ = nullptr;
- }
+ // Release the light constant buffer.
+ if (sunlight_buffer_)
+ {
+ sunlight_buffer_->Release();
+ sunlight_buffer_ = 0;
+ }
- if (camera_buffer_)
- {
- camera_buffer_->Release();
- camera_buffer_ = nullptr;
- }
+ // Release the camera constant buffer.
+ if (camera_buffer_)
+ {
+ camera_buffer_->Release();
+ camera_buffer_ = 0;
+ }
- if (matrix_buffer_)
- {
- matrix_buffer_->Release();
- matrix_buffer_ = nullptr;
- }
+ // Release the matrix constant buffer.
+ if (matrix_buffer_)
+ {
+ matrix_buffer_->Release();
+ matrix_buffer_ = 0;
+ }
- if (sample_state_)
- {
- sample_state_->Release();
- sample_state_ = nullptr;
- }
+ // Release the sampler state.
+ if (sample_state_)
+ {
+ sample_state_->Release();
+ sample_state_ = 0;
+ }
- if (layout_)
- {
- layout_->Release();
- layout_ = nullptr;
- }
+ // Release the layout.
+ if (layout_)
+ {
+ layout_->Release();
+ layout_ = 0;
+ }
- if (pixel_shader_)
- {
- pixel_shader_->Release();
- pixel_shader_ = nullptr;
- }
+ // Release the pixel shader.
+ if (pixel_shader_)
+ {
+ pixel_shader_->Release();
+ pixel_shader_ = 0;
+ }
- if (vertex_shader_)
- {
- vertex_shader_->Release();
- vertex_shader_ = nullptr;
- }
+ // Release the vertex shader.
+ if (vertex_shader_)
+ {
+ vertex_shader_->Release();
+ vertex_shader_ = 0;
+ }
- return;
+ Logger::Get().Log("SunLightShaderClass shut down", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
+
+ return;
}
-void sunlight_shader_class::output_shader_error_message(ID3D10Blob* error_message, HWND hwnd, WCHAR* shader_filename)
+
+void sunlight_shader_class::output_shader_error_message(ID3D10Blob* errorMessage, HWND hwnd, WCHAR* shaderFilename)
{
- char* compile_errors;
- unsigned long long buffer_size;
- ofstream fout;
+ char* compileErrors;
+ unsigned __int64 bufferSize, i;
+ ofstream fout;
- // Obtenir un pointeur vers le texte d'erreur dans le buffer d'erreur
- compile_errors = (char*)(error_message->GetBufferPointer());
- // Obtenir la taille du message
- buffer_size = error_message->GetBufferSize();
+ // Get a pointer to the error message text buffer.
+ compileErrors = (char*)(errorMessage->GetBufferPointer());
- // Ouvrir un fichier pour écrire les messages d'erreur
- fout.open("shader-error.txt");
+ // Get the length of the message.
+ bufferSize = errorMessage->GetBufferSize();
- // Écrire le message d'erreur
- for (unsigned long long i = 0; i < buffer_size; i++)
- {
- fout << compile_errors[i];
- }
+ // Open a file to write the error message to.
+ fout.open("shader-error.txt");
- // Fermer le fichier
- fout.close();
+ // Write out the error message.
+ for (i = 0; i < bufferSize; i++)
+ {
+ fout << compileErrors[i];
+ }
- // Libérer le buffer d'erreur
- error_message->Release();
- error_message = nullptr;
+ // Close the file.
+ fout.close();
- // Afficher un message d'erreur
- MessageBox(hwnd, L"Erreur de compilation du shader. Voir shader-error.txt pour plus de détails.", shader_filename, MB_OK);
+ // Release the error message.
+ errorMessage->Release();
+ errorMessage = 0;
- return;
+ // 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 sunlight_shader_class::set_shader_parameters(ID3D11DeviceContext* device_context, XMMATRIX world_matrix, XMMATRIX view_matrix, XMMATRIX projection_matrix, ID3D11ShaderResourceView* texture, XMFLOAT4 diffuse_color, XMFLOAT4 ambient_color, XMFLOAT3 sun_direction, float sun_intensity, ID3D11ShaderResourceView* shadow_map, XMMATRIX light_view_matrix, XMMATRIX light_projection_matrix)
+
+bool sunlight_shader_class::set_shader_parameters(ID3D11DeviceContext* deviceContext, XMMATRIX worldMatrix, XMMATRIX viewMatrix, XMMATRIX projectionMatrix, ID3D11ShaderResourceView* texture, XMFLOAT4 ambientColor, XMFLOAT4 diffuseColor, XMFLOAT3 lightDirection, float sunIntensity)
{
- HRESULT result;
- D3D11_MAPPED_SUBRESOURCE mapped_resource;
- matrix_buffer_type* data_ptr;
- camera_buffer_type* camera_data_ptr;
- sun_light_buffer_type* light_data_ptr;
- sun_light_color_buffer_type* light_color_data_ptr;
- light_view_matrix_buffer_type* light_view_data_ptr;
+ HRESULT result;
+ D3D11_MAPPED_SUBRESOURCE mappedResource;
+ matrix_buffer_type* dataPtr;
+ camera_buffer_type* dataPtr2;
+ sun_light_buffer_type* dataPtr3;
+ unsigned int bufferNumber;
- // Transposer les matrices pour qu'elles soient prêtes pour le shader
- world_matrix = XMMatrixTranspose(world_matrix);
- view_matrix = XMMatrixTranspose(view_matrix);
- projection_matrix = XMMatrixTranspose(projection_matrix);
- light_view_matrix = XMMatrixTranspose(light_view_matrix);
- light_projection_matrix = XMMatrixTranspose(light_projection_matrix);
+ // Transpose the matrices to prepare them for the shader.
+ worldMatrix = XMMatrixTranspose(worldMatrix);
+ viewMatrix = XMMatrixTranspose(viewMatrix);
+ projectionMatrix = XMMatrixTranspose(projectionMatrix);
- // Verrouiller le buffer constant pour l'écriture
- result = device_context->Map(matrix_buffer_, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped_resource);
- if (FAILED(result))
- {
- Logger::Get().Log("Échec du verrouillage du buffer constant de matrices", __FILE__, __LINE__, Logger::LogLevel::Error);
- return false;
- }
+ // Lock the constant buffer so it can be written to.
+ result = deviceContext->Map(matrix_buffer_, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
+ if (FAILED(result))
+ {
+ return false;
+ }
- // Obtenir un pointeur vers les données
- data_ptr = (matrix_buffer_type*)mapped_resource.pData;
+ // Get a pointer to the data in the constant buffer.
+ dataPtr = (matrix_buffer_type*)mappedResource.pData;
- // Copier les matrices dans le buffer constant
- data_ptr->world = world_matrix;
- data_ptr->view = view_matrix;
- data_ptr->projection = projection_matrix;
+ // Copy the matrices into the constant buffer.
+ dataPtr->world = worldMatrix;
+ dataPtr->view = viewMatrix;
+ dataPtr->projection = projectionMatrix;
- // Déverrouiller le buffer constant
- device_context->Unmap(matrix_buffer_, 0);
+ // Unlock the constant buffer.
+ deviceContext->Unmap(matrix_buffer_, 0);
- // Définir la position du buffer constant dans le vertex shader
- unsigned int buffer_number = 0;
+ // Set the position of the constant buffer in the vertex shader.
+ bufferNumber = 0;
- // Définir le buffer constant du vertex shader
- device_context->VSSetConstantBuffers(buffer_number, 1, &matrix_buffer_);
+ // Finally set the constant buffer in the vertex shader with the updated values.
+ deviceContext->VSSetConstantBuffers(bufferNumber, 1, &matrix_buffer_);
- // Verrouiller le buffer constant de caméra
- result = device_context->Map(camera_buffer_, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped_resource);
- if (FAILED(result))
- {
- Logger::Get().Log("Échec du verrouillage du buffer constant de caméra", __FILE__, __LINE__, Logger::LogLevel::Error);
- return false;
- }
+ // Lock the sunlight constant buffer so it can be written to.
+ result = deviceContext->Map(sunlight_buffer_, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
+ if (FAILED(result))
+ {
+ return false;
+ }
- // Obtenir un pointeur vers les données
- camera_data_ptr = (camera_buffer_type*)mapped_resource.pData;
+ // Get a pointer to the data in the constant buffer.
+ dataPtr3 = (sun_light_buffer_type*)mappedResource.pData;
- // TODO: Ajouter la position de la caméra ici si nécessaire
- camera_data_ptr->camera_position = XMFLOAT3(0.0f, 0.0f, 0.0f);
- camera_data_ptr->padding = 0.0f;
+ // Copy the lighting variables into the constant buffer.
+ dataPtr3->ambient_color = ambientColor;
+ dataPtr3->diffuse_color = diffuseColor;
+ dataPtr3->sun_direction = lightDirection;
+ dataPtr3->intensity = sunIntensity;
- // Déverrouiller le buffer constant
- device_context->Unmap(camera_buffer_, 0);
+ // Unlock the constant buffer.
+ deviceContext->Unmap(sunlight_buffer_, 0);
- // Définir la position du buffer constant dans le vertex shader
- buffer_number = 1;
+ // Set the position of the sunlight constant buffer in the pixel shader.
+ bufferNumber = 0;
- // Définir le buffer constant du vertex shader
- device_context->VSSetConstantBuffers(buffer_number, 1, &camera_buffer_);
+ // Finally set the sunlight constant buffer in the pixel shader with the updated values.
+ deviceContext->PSSetConstantBuffers(bufferNumber, 1, &sunlight_buffer_);
- // Verrouiller le buffer constant de lumière
- result = device_context->Map(sunlight_buffer_, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped_resource);
- if (FAILED(result))
- {
- Logger::Get().Log("Échec du verrouillage du buffer constant de lumière", __FILE__, __LINE__, Logger::LogLevel::Error);
- return false;
- }
+ // Set shader texture resource in the pixel shader.
+ deviceContext->PSSetShaderResources(0, 1, &texture);
- // Obtenir un pointeur vers les données
- light_data_ptr = (sun_light_buffer_type*)mapped_resource.pData;
-
- // Copier les paramètres de lumière dans le buffer constant
- light_data_ptr->ambient_color = ambient_color;
- light_data_ptr->diffuse_color = diffuse_color;
- light_data_ptr->sun_direction = sun_direction;
- light_data_ptr->intensity = sun_intensity;
-
- // Déverrouiller le buffer constant
- device_context->Unmap(sunlight_buffer_, 0);
-
- // Définir la position du buffer constant dans le pixel shader
- buffer_number = 0;
-
- // Définir le buffer constant du pixel shader
- device_context->PSSetConstantBuffers(buffer_number, 1, &sunlight_buffer_);
- device_context->VSSetConstantBuffers(buffer_number, 1, &sunlight_buffer_);
-
- // Verrouiller le buffer constant de matrices de vue de lumière
- result = device_context->Map(light_view_matrix_buffer_, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped_resource);
- if (FAILED(result))
- {
- Logger::Get().Log("Échec du verrouillage du buffer constant de matrices de vue de lumière", __FILE__, __LINE__, Logger::LogLevel::Error);
- return false;
- }
-
- // Obtenir un pointeur vers les données
- light_view_data_ptr = (light_view_matrix_buffer_type*)mapped_resource.pData;
-
- // Copier les matrices de vue de lumière dans le buffer constant
- light_view_data_ptr->light_view = light_view_matrix;
- light_view_data_ptr->light_projection = light_projection_matrix;
-
- // Déverrouiller le buffer constant
- device_context->Unmap(light_view_matrix_buffer_, 0);
-
- // Définir la position du buffer constant dans le vertex shader
- buffer_number = 2;
-
- // Définir le buffer constant du vertex shader
- device_context->VSSetConstantBuffers(buffer_number, 1, &light_view_matrix_buffer_);
-
- // Définir la ressource de texture du shader
- device_context->PSSetShaderResources(0, 1, &texture);
-
- // Définir la ressource de shadow map du shader
- device_context->PSSetShaderResources(1, 1, &shadow_map);
-
- // Définir les sampler states dans le pixel shader
- device_context->PSSetSamplers(0, 1, &sample_state_);
- device_context->PSSetSamplers(1, 1, &shadow_sampler_state_);
-
- return true;
+ return true;
}
-void sunlight_shader_class::render_shader(ID3D11DeviceContext* device_context, int index_count)
+void sunlight_shader_class::render_shader(ID3D11DeviceContext* deviceContext, int indexCount)
{
- // Définir le layout du vertex input
- device_context->IASetInputLayout(layout_);
+ // Set the vertex input layout.
+ deviceContext->IASetInputLayout(layout_);
- // Définir les shaders vertex et pixel
- device_context->VSSetShader(vertex_shader_, NULL, 0);
- device_context->PSSetShader(pixel_shader_, NULL, 0);
+ // Set the vertex and pixel shaders that will be used to render this triangle.
+ deviceContext->VSSetShader(vertex_shader_, NULL, 0);
+ deviceContext->PSSetShader(pixel_shader_, NULL, 0);
- // Rendre la géométrie
- device_context->DrawIndexed(index_count, 0, 0);
+ // Set the sampler state in the pixel shader.
+ deviceContext->PSSetSamplers(0, 1, &sample_state_);
- return;
-}
\ No newline at end of file
+ // render the triangle.
+ deviceContext->DrawIndexed(indexCount, 0, 0);
+
+ return;
+}
diff --git a/enginecustom/src/src/system/application_class.cpp b/enginecustom/src/src/system/application_class.cpp
index 1d09277..b291414 100644
--- a/enginecustom/src/src/system/application_class.cpp
+++ b/enginecustom/src/src/system/application_class.cpp
@@ -126,14 +126,6 @@ bool application_class::initialize(int screenWidth, int screenHeight, HWND hwnd,
camera_->set_rotation(0.0f, 0.0f, 0.0f);
camera_->render();
camera_->get_view_matrix(base_view_matrix_);
-
- // create the ligth camera
- light_camera_ = new camera_class;
- if (!light_camera_)
- {
- Logger::Get().Log("Could not create the light camera object", __FILE__, __LINE__, Logger::LogLevel::Error);
- return false;
- }
// Create and initialize the font shader object.
font_shader_ = new font_shader_class;
@@ -473,13 +465,6 @@ bool application_class::initialize(int screenWidth, int screenHeight, HWND hwnd,
return false;
}
- shadow_map_ = new shadow_map();
- if (!shadow_map_->initialize(direct_3d_->get_device(), screenWidth, screenHeight))
- {
- Logger::Get().Log("Could not create the shadow map object", __FILE__, __LINE__, Logger::LogLevel::Error);
- return false;
- }
-
physics_ = new physics;
physics_thread_ = std::thread(&application_class::physics_thread_function, this);
@@ -508,12 +493,6 @@ bool application_class::initialize(int screenWidth, int screenHeight, HWND hwnd,
void application_class::shutdown()
{
Logger::Get().Log("Shutting down application class", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
-
- if (shadow_map_) {
- shadow_map_->shutdown();
- delete shadow_map_;
- shadow_map_ = nullptr;
- }
// Release the shader manager object.
if (shader_manager_)
@@ -1039,11 +1018,11 @@ bool application_class::render(float rotation, float x, float y, float z, float
// Redimensionner la texture de rendu si nécessaire
if (DEBUG_MODE)
{
- // if ((float)scene_texture_->GetTextureWidth() != window_size_.x || (float)scene_texture_->GetTextureHeight() != window_size_.y)
- // {
- // scene_texture_->Shutdown();
- // scene_texture_->Initialize(direct_3d_->get_device(), (int)window_size_.x, (int)window_size_.y, screen_depth, screen_near, 1);
- // }
+ if ((float)scene_texture_->GetTextureWidth() != window_size_.x || (float)scene_texture_->GetTextureHeight() != window_size_.y)
+ {
+ scene_texture_->Shutdown();
+ scene_texture_->Initialize(direct_3d_->get_device(), (int)window_size_.x, (int)window_size_.y, screen_depth, screen_near, 1);
+ }
direct_3d_->set_back_buffer_render_target();
direct_3d_->reset_viewport();
@@ -1074,51 +1053,9 @@ bool application_class::render(float rotation, float x, float y, float z, float
direct_3d_->turn_z_buffer_on(); // Enable the Z buffer after rendering the skybox.
-
- // --------------------------------------------------------- //
- // ------------------ shadow map creation ------------------ //
- // --------------------------------------------------------- //
-
- shadow_map_->set_render_target(direct_3d_->get_device_context());
- shadow_map_->clear_render_target(direct_3d_->get_device_context(), 1.0f);
-
- // Configuration de la caméra de lumière
- light_position_buffer_ = sun_light_->GetPosition();
- light_rotation_buffer_ = sun_light_->GetDirection();
-
- // Positionnez la caméra de lumière à une position appropriée pour votre scène
- float lightDistance = 100.0f;
- light_camera_->set_position(-light_rotation_buffer_.x * lightDistance, -light_rotation_buffer_.y * lightDistance, -light_rotation_buffer_.z * lightDistance);
- light_camera_->set_rotation(light_rotation_buffer_.x, light_rotation_buffer_.y, light_rotation_buffer_.z);
- light_camera_->render();
-
- // Récupération explicite de la matrice de vue
- light_camera_->get_view_matrix(light_view_matrix_);
-
- // Création d'une matrice de projection orthographique avec des valeurs adaptées
- float lightViewWidth = 200.0f; // Agrandir la zone couverte par l'ombre
- float lightViewHeight = 200.0f;
- float lightNearPlane = 1.0f;
- float lightFarPlane = 300.0f; // Augmenter la profondeur
- light_projection_matrix_ = XMMatrixOrthographicLH(lightViewWidth, lightViewHeight, lightNearPlane, lightFarPlane);
-
-
- // Rendu de la scene sans texture juste geometrie.
- if (!create_shadow_map(render_queues_))
- {
- Logger::Get().Log("Error creating shadow map", __FILE__, __LINE__, Logger::LogLevel::Error);
- }
-
- shadow_srv_ = shadow_map_->get_shader_resource_view();
-
- // reset the render target back to the original back buffer and not the render to texture anymore. And reset the viewport back to the original.
- direct_3d_->set_back_buffer_render_target();
- direct_3d_->reset_viewport();
-
// -------------------------------------------------------- //
// ------------ render the object in the queue ------------ //
// -------------------------------------------------------- //
-
result = render_pass(render_queues_, diffuseColor, lightPosition, ambientColor, viewMatrix, projectionMatrix);
if (!result)
{
@@ -1934,11 +1871,8 @@ bool application_class::render_pass(const std::vectorGetDiffuseColor(),
sun_light_->GetAmbientColor(),
sun_light_->GetDirection(),
- sun_light_->GetIntensity(),
- shadow_srv_,
- light_view_matrix_,
- light_projection_matrix_
- );
+ sun_light_->GetIntensity()
+ );
if (!result)
{
Logger::Get().Log("Could not render the object model using the sunlight shader", __FILE__, __LINE__, Logger::LogLevel::Error);
@@ -1980,76 +1914,6 @@ bool application_class::render_pass(const std::vector>>& RenderQueues)
-{
- for (auto& RenderQueue : RenderQueues)
- {
-
- if (&RenderQueue.get() == &skybox_)
- {
- continue; // Skip rendering the skybox_ for shadow mapping
- }
-
- for (auto& object : RenderQueue.get())
- {
-
- // Vérification des ressources critiques
- if (shadow_map_ == nullptr) {
- Logger::Get().Log("shadow_map_ est nul!", __FILE__, __LINE__, Logger::LogLevel::Error);
- return false;
- }
-
- if (light_camera_ == nullptr) {
- Logger::Get().Log("light_camera_ est nul!", __FILE__, __LINE__, Logger::LogLevel::Error);
- return false;
- }
-
- bool hasNaN = false;
- for (int i = 0; i < 4; i++) {
- XMVECTOR row = light_view_matrix_.r[i];
- if (XMComparisonAnyTrue(XMVector4IsNaN(row))) {
- hasNaN = true;
- break;
- }
- }
-
- if (hasNaN) {
- Logger::Get().Log("light_view_matrix_ contient des valeurs invalides!", __FILE__, __LINE__, Logger::LogLevel::Error);
- return false;
- }
-
-
- if (object == nullptr)
- {
- Logger::Get().Log("object is null", __FILE__, __LINE__, Logger::LogLevel::Error);
- return false;
- }
-
- if (!object->IsVisible())
- {
- continue;
- }
-
- object->Render(direct_3d_->get_device_context());
-
- bool result = shader_manager_->render_depth_shader(
- direct_3d_->get_device_context(),
- object->GetIndexCount(),
- object->GetTranslateMatrix(),
- light_view_matrix_,
- light_projection_matrix_
- );
- if (!result)
- {
- Logger::Get().Log("Could not render the object model using the shadow map shader", __FILE__, __LINE__, Logger::LogLevel::Error);
- return false;
- }
- }
- }
-
- return true;
-}
-
void application_class::construct_frustum()
{
XMMATRIX projectionMatrix = direct_3d_->get_projection_matrix();
diff --git a/enginecustom/src/src/system/shadow_map.cpp b/enginecustom/src/src/system/shadow_map.cpp
deleted file mode 100644
index 7fe549b..0000000
--- a/enginecustom/src/src/system/shadow_map.cpp
+++ /dev/null
@@ -1,105 +0,0 @@
-#include "shadow_map.h"
-
-#include "Logger.h"
-
-shadow_map::shadow_map() :
- depth_texture_(nullptr),
- depth_stencil_view_(nullptr),
- shader_resource_view_(nullptr)
-{
- ZeroMemory(&viewport_, sizeof(viewport_));
-}
-
-shadow_map::~shadow_map()
-{
- shutdown();
-}
-
-bool shadow_map::initialize(ID3D11Device* device, int shadow_map_width, int shadow_map_height)
-{
- D3D11_TEXTURE2D_DESC text_desc = {};
- text_desc.Width = shadow_map_width;
- text_desc.Height = shadow_map_height;
- text_desc.MipLevels = 1;
- text_desc.ArraySize = 1;
- text_desc.Format = DXGI_FORMAT_R32_TYPELESS;
- text_desc.SampleDesc.Count = 1;
- text_desc.Usage = D3D11_USAGE_DEFAULT;
- text_desc.BindFlags = D3D11_BIND_DEPTH_STENCIL | D3D11_BIND_SHADER_RESOURCE;
-
- if (FAILED(device->CreateTexture2D(&text_desc, nullptr, &depth_texture_)))
- {
- Logger::Get().Log("Failed to create depth texture", __FILE__, __LINE__, Logger::LogLevel::Error);
- return false;
- }
-
- D3D11_DEPTH_STENCIL_VIEW_DESC dsv_Desc = {};
- dsv_Desc.Format = DXGI_FORMAT_D32_FLOAT;
- dsv_Desc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D;
- dsv_Desc.Texture2D.MipSlice = 0;
-
- if (FAILED(device->CreateDepthStencilView(depth_texture_, &dsv_Desc, &depth_stencil_view_)))
- {
- Logger::Get().Log("Failed to create depth texture", __FILE__, __LINE__, Logger::LogLevel::Error);
- return false;
- }
-
- D3D11_SHADER_RESOURCE_VIEW_DESC srv_desc = {};
- srv_desc.Format = DXGI_FORMAT_R32_FLOAT;
- srv_desc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
- srv_desc.Texture2D.MostDetailedMip = 0;
- srv_desc.Texture2D.MipLevels = 1;
-
- if (FAILED(device->CreateShaderResourceView(depth_texture_, &srv_desc, &shader_resource_view_)))
- {
- Logger::Get().Log("Failed to create shader resource view", __FILE__, __LINE__, Logger::LogLevel::Error);
- return false;
- }
-
- viewport_.Width = static_cast(shadow_map_width);
- viewport_.Height = static_cast(shadow_map_height);
- viewport_.MinDepth = 0.0f;
- viewport_.MaxDepth = 1.0f;
- viewport_.TopLeftX = 0.0f;
- viewport_.TopLeftY = 0.0f;
-
- Logger::Get().Log("Shadow map initialized", __FILE__, __LINE__, Logger::LogLevel::Info);
-
- return true;
-
-}
-
-void shadow_map::set_render_target(ID3D11DeviceContext* context)
-{
- context->OMSetRenderTargets(0, nullptr, depth_stencil_view_);
- context->RSSetViewports(1, &viewport_);
-}
-
-void shadow_map::clear_render_target(ID3D11DeviceContext* context, float depth)
-{
- context->ClearDepthStencilView(depth_stencil_view_, D3D11_CLEAR_DEPTH, depth, 0);
-}
-
-ID3D11ShaderResourceView* shadow_map::get_shader_resource_view() const
-{
- return shader_resource_view_;
-}
-
-void shadow_map::shutdown()
-{
-
- if (shader_resource_view_) {
- shader_resource_view_->Release();
- shader_resource_view_ = nullptr;
- }
- if (depth_stencil_view_) {
- depth_stencil_view_->Release();
- depth_stencil_view_ = nullptr;
- }
- if (depth_texture_) {
- depth_texture_->Release();
- depth_texture_ = nullptr;
- }
-
- Logger::Get().Log("Shadow map shut down", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
-}
\ No newline at end of file