This commit is contained in:
GolfOcean334 2024-04-25 10:41:23 +02:00
commit de054600c9
35 changed files with 484 additions and 287 deletions

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@ -48,8 +48,6 @@ This **DirectX11** based engine uses **ImGui** with an abstraction layer to enab
- **Water**
- **Refraction**
- *Reflection (cassé / broken)*
- *Glace (cassé / broken)*
- *Verre (cassé / broken)*
*Plus de shaders seront disponibles dans le futur*

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@ -23,7 +23,7 @@ ColorShaderClass::~ColorShaderClass()
bool ColorShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
{
Logger::Get().Log("Initializing ColorShaderClass", __FILE__, __LINE__);
Logger::Get().Log("Initializing ColorShaderClass", __FILE__, __LINE__, Logger::LogLevel::Initialize);
bool result;
wchar_t vsFilename[128];
@ -55,7 +55,7 @@ bool ColorShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
return false;
}
Logger::Get().Log("ColorShaderClass initialized", __FILE__, __LINE__);
Logger::Get().Log("ColorShaderClass initialized", __FILE__, __LINE__, Logger::LogLevel::Initialize);
return true;
}
@ -90,7 +90,7 @@ bool ColorShaderClass::Render(ID3D11DeviceContext* deviceContext, int indexCount
bool ColorShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR* vsFilename, WCHAR* psFilename)
{
Logger::Get().Log("Initializing shader", __FILE__, __LINE__);
Logger::Get().Log("Initializing shader", __FILE__, __LINE__, Logger::LogLevel::Initialize);
HRESULT result;
ID3D10Blob* errorMessage;
@ -213,41 +213,49 @@ bool ColorShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR*
return false;
}
Logger::Get().Log("Shader initialized", __FILE__, __LINE__);
Logger::Get().Log("Shader initialized", __FILE__, __LINE__, Logger::LogLevel::Initialize);
return true;
}
void ColorShaderClass::ShutdownShader()
{
Logger::Get().Log("Shutting down shader", __FILE__, __LINE__);
Logger::Get().Log("Shutting down shader", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
// Release the matrix constant buffer.
if (m_matrixBuffer)
{
Logger::Get().Log("Releasing matrix buffer", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
m_matrixBuffer->Release();
m_matrixBuffer = 0;
Logger::Get().Log("Matrix buffer released", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
}
// Release the layout.
if (m_layout)
{
Logger::Get().Log("Releasing layout", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
m_layout->Release();
m_layout = 0;
Logger::Get().Log("Layout released", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
}
// Release the pixel shader.
if (m_pixelShader)
{
Logger::Get().Log("Releasing pixel shader", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
m_pixelShader->Release();
m_pixelShader = 0;
Logger::Get().Log("Pixel shader released", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
}
// Release the vertex shader.
if (m_vertexShader)
{
Logger::Get().Log("Releasing vertex shader", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
m_vertexShader->Release();
m_vertexShader = 0;
Logger::Get().Log("Vertex shader released", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
}
Logger::Get().Log("Shader shut down", __FILE__, __LINE__);

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@ -30,7 +30,7 @@ LightShaderClass::~LightShaderClass()
bool LightShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
{
Logger::Get().Log("Initializing LightShaderClass", __FILE__, __LINE__);
Logger::Get().Log("Initializing LightShaderClass", __FILE__, __LINE__, Logger::LogLevel::Initialize);
wchar_t vsFilename[128];
wchar_t psFilename[128];
@ -60,7 +60,7 @@ bool LightShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
return false;
}
Logger::Get().Log("LightShaderClass initialized", __FILE__, __LINE__);
Logger::Get().Log("LightShaderClass initialized", __FILE__, __LINE__, Logger::LogLevel::Initialize);
return true;
}
@ -97,6 +97,8 @@ bool LightShaderClass::Render(ID3D11DeviceContext* deviceContext, int indexCount
bool LightShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR* vsFilename, WCHAR* psFilename)
{
Logger::Get().Log("Initializing shader", __FILE__, __LINE__, Logger::LogLevel::Initialize);
HRESULT result;
ID3D10Blob* errorMessage;
ID3D10Blob* vertexShaderBuffer;
@ -301,7 +303,7 @@ bool LightShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR*
return false;
}
Logger::Get().Log("Shader initialized", __FILE__, __LINE__);
Logger::Get().Log("Shader initialized", __FILE__, __LINE__, Logger::LogLevel::Initialize);
return true;
}
@ -309,7 +311,7 @@ bool LightShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR*
void LightShaderClass::ShutdownShader()
{
Logger::Get().Log("Shutting down LightShaderClass", __FILE__, __LINE__);
Logger::Get().Log("Shutting down LightShaderClass", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
// Release the light constant buffers.
if (m_lightColorBuffer)
@ -373,7 +375,7 @@ void LightShaderClass::ShutdownShader()
m_vertexShader = 0;
}
Logger::Get().Log("LightShaderClass shut down", __FILE__, __LINE__);
Logger::Get().Log("LightShaderClass shut down", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
return;
}
@ -475,10 +477,10 @@ bool LightShaderClass::SetShaderParameters(ID3D11DeviceContext* deviceContext, X
dataPtr2 = (LightPositionBufferType*)mappedResource.pData;
// Copy the light position variables into the constant buffer.
dataPtr2->lightPosition[0] = lightPosition[0];
dataPtr2->lightPosition[1] = lightPosition[1];
dataPtr2->lightPosition[2] = lightPosition[2];
dataPtr2->lightPosition[3] = lightPosition[3];
for (int i = 0; i < NUM_LIGHTS; i++)
{
dataPtr2->lightPosition[i] = lightPosition[i];
}
// Unlock the constant buffer.
deviceContext->Unmap(m_lightPositionBuffer, 0);
@ -504,10 +506,10 @@ bool LightShaderClass::SetShaderParameters(ID3D11DeviceContext* deviceContext, X
dataPtr3 = (LightColorBufferType*)mappedResource.pData;
// Copy the light color variables into the constant buffer.
dataPtr3->diffuseColor[0] = diffuseColor[0];
dataPtr3->diffuseColor[1] = diffuseColor[1];
dataPtr3->diffuseColor[2] = diffuseColor[2];
dataPtr3->diffuseColor[3] = diffuseColor[3];
for (int i = 0; i < NUM_LIGHTS; i++)
{
dataPtr3->diffuseColor[i] = diffuseColor[i];
}
// Unlock the constant buffer.
deviceContext->Unmap(m_lightColorBuffer, 0);

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@ -9,7 +9,6 @@
// GLOBALS //
/////////////
const int NUM_LIGHTS = 4;
//////////////
// INCLUDES //
//////////////
@ -88,7 +87,6 @@ private:
ID3D11Buffer* m_lightBuffer;
ID3D11Buffer* m_lightColorBuffer;
ID3D11Buffer* m_lightPositionBuffer;
};
#endif

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@ -24,7 +24,20 @@ public:
{
Info,
Warning,
Error
Error,
Shutdown,
Initialize,
Update,
Render,
Input,
Physics,
Audio,
Network,
Scripting,
AI,
Resource,
Memory,
Debug
};
Logger()
@ -72,6 +85,46 @@ public:
case LogLevel::Info:
levelStr = "INFO";
break;
case LogLevel::Shutdown:
levelStr = "SHUTDOWN";
break;
case LogLevel::Initialize:
levelStr = "INITIALIZE";
break;
case LogLevel::Update:
levelStr = "UPDATE";
break;
case LogLevel::Render:
levelStr = "RENDER";
break;
case LogLevel::Input:
levelStr = "INPUT";
break;
case LogLevel::Physics:
levelStr = "PHYSICS";
break;
case LogLevel::Audio:
levelStr = "AUDIO";
break;
case LogLevel::Network:
levelStr = "NETWORK";
break;
case LogLevel::Scripting:
levelStr = "SCRIPTING";
break;
case LogLevel::AI:
levelStr = "AI";
break;
case LogLevel::Resource:
levelStr = "RESOURCE";
break;
case LogLevel::Memory:
levelStr = "MEMORY";
break;
case LogLevel::Debug:
levelStr = "DEBUG";
break;
}
std::stringstream ss;

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@ -13,7 +13,7 @@ int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, PSTR pScmdline,
result = System->Initialize();
if (result)
{
Logger::Get().Log("System initialized", __FILE__, __LINE__);
Logger::Get().Log("System initialized", __FILE__, __LINE__, Logger::LogLevel::Initialize);
System->Run();
}

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@ -19,6 +19,7 @@ ModelListClass::~ModelListClass()
void ModelListClass::Initialize(int numModels)
{
int i;
// Store the number of models.

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@ -26,7 +26,7 @@ MultiTextureShaderClass::~MultiTextureShaderClass()
bool MultiTextureShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
{
Logger::Get().Log("Initializing MultiTextureShaderClass", __FILE__, __LINE__);
Logger::Get().Log("Initializing MultiTextureShaderClass", __FILE__, __LINE__, Logger::LogLevel::Initialize);
bool result;
wchar_t vsFilename[128];
@ -57,6 +57,8 @@ bool MultiTextureShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
return false;
}
Logger::Get().Log("MultiTextureShaderClass initialized", __FILE__, __LINE__, Logger::LogLevel::Initialize);
return true;
}
@ -90,7 +92,7 @@ bool MultiTextureShaderClass::Render(ID3D11DeviceContext* deviceContext, int ind
bool MultiTextureShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR* vsFilename, WCHAR* psFilename)
{
Logger::Get().Log("Initializing the shader", __FILE__, __LINE__);
Logger::Get().Log("Initializing the shader", __FILE__, __LINE__, Logger::LogLevel::Initialize);
HRESULT result;
ID3D10Blob* errorMessage;
@ -244,14 +246,14 @@ bool MultiTextureShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd,
return false;
}
Logger::Get().Log("Shader initialized", __FILE__, __LINE__);
Logger::Get().Log("Shader initialized", __FILE__, __LINE__, Logger::LogLevel::Initialize);
return true;
}
void MultiTextureShaderClass::ShutdownShader()
{
Logger::Get().Log("Shutting down the shader", __FILE__, __LINE__);
Logger::Get().Log("Shutting down the shader", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
// Release the sampler state.
if (m_sampleState)
@ -288,7 +290,7 @@ void MultiTextureShaderClass::ShutdownShader()
m_vertexShader = 0;
}
Logger::Get().Log("Shader shut down", __FILE__, __LINE__);
Logger::Get().Log("Shader shut down", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
return;
}

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@ -25,7 +25,7 @@ bool SystemClass::Initialize()
int screenWidth, screenHeight;
bool result;
Logger::Get().Log("Initializing system class", __FILE__, __LINE__);
Logger::Get().Log("Initializing system class", __FILE__, __LINE__, Logger::LogLevel::Initialize);
try
{
@ -81,50 +81,50 @@ bool SystemClass::Initialize()
return false;
}
Logger::Get().Log("System class initialized", __FILE__, __LINE__);
Logger::Get().Log("System class initialized", __FILE__, __LINE__, Logger::LogLevel::Initialize);
return true;
}
void SystemClass::Shutdown()
{
Logger::Get().Log("Shutting down system class", __FILE__, __LINE__);
Logger::Get().Log("Shutting down system class", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
std::lock_guard<std::mutex> guard(renderMutex);
// Shutdown imgui
if (m_imguiManager)
{
Logger::Get().Log("Shutting down imgui manager", __FILE__, __LINE__);
Logger::Get().Log("Shutting down imgui manager", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
m_imguiManager->Shutdown();
delete m_imguiManager;
m_imguiManager = 0;
Logger::Get().Log("Imgui manager shut down", __FILE__, __LINE__);
Logger::Get().Log("Imgui manager shut down", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
}
// Release the application class object.
if (m_Application)
{
Logger::Get().Log("Shutting down application", __FILE__, __LINE__);
Logger::Get().Log("Shutting down application", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
m_Application->Shutdown();
delete m_Application;
m_Application = 0;
Logger::Get().Log("Application shut down", __FILE__, __LINE__);
Logger::Get().Log("Application shut down", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
}
// Release the input object.
if (m_Input)
{
Logger::Get().Log("Shutting down input", __FILE__, __LINE__);
Logger::Get().Log("Shutting down input", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
delete m_Input;
m_Input = 0;
Logger::Get().Log("Input shut down", __FILE__, __LINE__);
Logger::Get().Log("Input shut down", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
}
@ -132,7 +132,7 @@ void SystemClass::Shutdown()
// Shutdown the window.
ShutdownWindows();
Logger::Get().Log("System class shut down", __FILE__, __LINE__);
Logger::Get().Log("System class shut down", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
return;
}
@ -189,6 +189,8 @@ void SystemClass::Run()
bool SystemClass::Frame()
{
// Clear the buffers to begin the scene.
m_Application->GetDirect3D()->BeginScene(0.0f, 0.0f, 0.0f, 1.0f);
std::lock_guard<std::mutex> guard(renderMutex);
bool result;
@ -201,6 +203,14 @@ bool SystemClass::Frame()
return false;
}
// Do the frame processing for the application class object.
result = m_Application->Frame(m_Input);
if (!result)
{
Logger::Get().Log("Failed to process application frame", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
// Render ImGui
result = m_imguiManager->ImGuiWidgetRenderer(m_Application);
if (!result)
@ -209,13 +219,7 @@ bool SystemClass::Frame()
return false;
}
// Do the frame processing for the application class object.
result = m_Application->Frame(m_Input);
if (!result)
{
Logger::Get().Log("Failed to process application frame", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
m_Application->GetDirect3D()->EndScene();
return true;
}
@ -324,7 +328,7 @@ void SystemClass::InitializeWindows(int& screenWidth, int& screenHeight)
DEVMODE dmScreenSettings;
int posX, posY;
Logger::Get().Log("Initializing windows", __FILE__, __LINE__);
Logger::Get().Log("Initializing windows", __FILE__, __LINE__, Logger::LogLevel::Initialize);
// Get an external pointer to this object.
ApplicationHandle = this;
@ -404,10 +408,7 @@ void SystemClass::InitializeWindows(int& screenWidth, int& screenHeight)
void SystemClass::ShutdownWindows()
{
Logger::Get().Log("Shutting down windows", __FILE__, __LINE__);
Logger::Get().Log("Shutting down the windows", __FILE__, __LINE__);
Logger::Get().Log("Shutting down the windows", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
// Show the mouse cursor.
ShowCursor(true);

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@ -17,7 +17,7 @@ TimerClass::~TimerClass()
bool TimerClass::Initialize()
{
Logger::Get().Log("Initilazing timer class", __FILE__, __LINE__);
Logger::Get().Log("Initilazing timer class", __FILE__, __LINE__, Logger::LogLevel::Initialize);
INT64 frequency;
@ -36,6 +36,8 @@ bool TimerClass::Initialize()
// Get the initial start time.
QueryPerformanceCounter((LARGE_INTEGER*)&m_startTime);
Logger::Get().Log("Timer class initialized", __FILE__, __LINE__, Logger::LogLevel::Initialize);
return true;
}

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@ -23,7 +23,7 @@ AlphaMapShaderClass::~AlphaMapShaderClass()
bool AlphaMapShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
{
Logger::Get().Log("Initializing AlphaMapShaderClass", __FILE__, __LINE__);
Logger::Get().Log("Initializing AlphaMapShaderClass", __FILE__, __LINE__, Logger::LogLevel::Initialize);
bool result;
wchar_t vsFilename[128];
@ -77,6 +77,7 @@ bool AlphaMapShaderClass::Render(ID3D11DeviceContext* deviceContext, int indexCo
result = SetShaderParameters(deviceContext, worldMatrix, viewMatrix, projectionMatrix, texture1, texture2, texture3);
if (!result)
{
Logger::Get().Log("Error setting shader parameters", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
@ -89,7 +90,7 @@ bool AlphaMapShaderClass::Render(ID3D11DeviceContext* deviceContext, int indexCo
bool AlphaMapShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR* vsFilename, WCHAR* psFilename)
{
Logger::Get().Log("Initializing shader", __FILE__, __LINE__);
Logger::Get().Log("Initializing shader", __FILE__, __LINE__, Logger::LogLevel::Initialize);
HRESULT result;
ID3D10Blob* errorMessage;
@ -243,7 +244,7 @@ bool AlphaMapShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHA
return false;
}
Logger::Get().Log("Shader initialized", __FILE__, __LINE__);
Logger::Get().Log("Shader initialized", __FILE__, __LINE__, Logger::LogLevel::Initialize);
return true;
}
@ -252,44 +253,54 @@ bool AlphaMapShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHA
void AlphaMapShaderClass::ShutdownShader()
{
Logger::Get().Log("Shutting down shader", __FILE__, __LINE__);
Logger::Get().Log("Shutting down shader", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
// Release the sampler state.
if (m_sampleState)
{
Logger::Get().Log("Releasing sampler state", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
m_sampleState->Release();
m_sampleState = 0;
Logger::Get().Log("Sampler state released", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
}
// Release the matrix constant buffer.
if (m_matrixBuffer)
{
Logger::Get().Log("Releasing constant buffer", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
m_matrixBuffer->Release();
m_matrixBuffer = 0;
Logger::Get().Log("Constant buffer released", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
}
// Release the layout.
if (m_layout)
{
Logger::Get().Log("Releasing layout", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
m_layout->Release();
m_layout = 0;
Logger::Get().Log("Layout released", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
}
// Release the pixel shader.
if (m_pixelShader)
{
Logger::Get().Log("Releasing pixel shader", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
m_pixelShader->Release();
m_pixelShader = 0;
Logger::Get().Log("Pixel shader released", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
}
// Release the vertex shader.
if (m_vertexShader)
{
Logger::Get().Log("Releasing vertex shader", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
m_vertexShader->Release();
m_vertexShader = 0;
Logger::Get().Log("Vertex shader released", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
}
Logger::Get().Log("Shader shutdown complete", __FILE__, __LINE__);
Logger::Get().Log("Shader shutdown complete", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
return;
}

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@ -40,7 +40,7 @@ ApplicationClass::~ApplicationClass()
bool ApplicationClass::Initialize(int screenWidth, int screenHeight, HWND hwnd)
{
Logger::Get().Log("Initializing application class", __FILE__, __LINE__);
Logger::Get().Log("Initializing application class", __FILE__, __LINE__, Logger::LogLevel::Initialize);
try
{
@ -202,7 +202,6 @@ bool ApplicationClass::Initialize(int screenWidth, int screenHeight, HWND hwnd)
// Set the number of lights we will use.
m_numLights = 4;
// Create and initialize the light objects array.
m_Lights.resize(m_numLights);
@ -214,31 +213,29 @@ bool ApplicationClass::Initialize(int screenWidth, int screenHeight, HWND hwnd)
m_Lights[0]->SetSpecularPower(16.0f);
m_Lights[0]->SetPosition(10.0f, 7.0f, -5.0f);
// Manually set the color and position of each light.
m_Lights[1] = new LightClass;
m_Lights[1]->SetDiffuseColor(1.0f, 0.0f, 0.0f, 1.0f); // Red
m_Lights[1]->SetDirection(0.0f, 0.0f, 1.0f);
m_Lights[1]->SetDirection(0.0f, 0.0f, -1.0f);
m_Lights[1]->SetAmbientColor(0.15f, 0.15f, 0.15f, 1.0f);
m_Lights[1]->SetSpecularColor(1.0f, 0.0f, 0.0f, 1.0f);
m_Lights[1]->SetSpecularPower(16.0f);
m_Lights[1]->SetPosition(10.0f, 7.0f, -5.0f);
m_Lights[1]->SetPosition(-10.0f, 7.0f, -5.0f);
m_Lights[2] = new LightClass;
m_Lights[2]->SetDiffuseColor(0.0f, 1.0f, 0.0f, 1.0f); // Green
m_Lights[2]->SetDirection(0.0f, 0.0f, 1.0f);
m_Lights[2]->SetDirection(0.0f, 0.0f, -1.0f);
m_Lights[2]->SetAmbientColor(0.15f, 0.15f, 0.15f, 1.0f);
m_Lights[2]->SetSpecularColor(0.0f, 1.0f, 0.0f, 1.0f);
m_Lights[2]->SetSpecularPower(16.0f);
m_Lights[2]->SetPosition(10.0f, 7.0f, -5.0f);
m_Lights[2]->SetPosition(10.0f, 7.0f, 5.0f);
m_Lights[3] = new LightClass;
m_Lights[3]->SetDiffuseColor(0.0f, 0.0f, 1.0f, 1.0f); // Blue
m_Lights[3]->SetDirection(0.0f, 0.0f, 1.0f);
m_Lights[3]->SetDirection(0.0f, 0.0f, -1.0f);
m_Lights[3]->SetAmbientColor(0.15f, 0.15f, 0.15f, 1.0f);
m_Lights[3]->SetSpecularColor(0.0f, 0.0f, 1.0f, 1.0f);
m_Lights[3]->SetSpecularPower(16.0f);
m_Lights[3]->SetPosition(10.0f, 7.0f, -5.0f);
m_Lights[3]->SetPosition(-10.0f, 7.0f, 5.0f);
// Create and initialize the normal map shader object.
m_ShaderManager = new ShaderManagerClass;
@ -361,7 +358,7 @@ bool ApplicationClass::Initialize(int screenWidth, int screenHeight, HWND hwnd)
Logger::Get().Log(std::string("Exception caught during initialization: ") + e.what(), __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
Logger::Get().Log("Application class initialized", __FILE__, __LINE__);
Logger::Get().Log("Application class initialized", __FILE__, __LINE__, Logger::LogLevel::Initialize);
return true;
}
@ -369,18 +366,18 @@ bool ApplicationClass::Initialize(int screenWidth, int screenHeight, HWND hwnd)
void ApplicationClass::Shutdown()
{
Logger::Get().Log("Shutting down application class", __FILE__, __LINE__);
Logger::Get().Log("Shutting down application class", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
// Release the shader manager object.
if (m_ShaderManager)
{
Logger::Get().Log("Releasing the shader manager object", __FILE__, __LINE__);
Logger::Get().Log("Releasing the shader manager object", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
m_ShaderManager->Shutdown();
delete m_ShaderManager;
m_ShaderManager = 0;
Logger::Get().Log("Shader manager object released", __FILE__, __LINE__);
Logger::Get().Log("Shader manager object released", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
}
// Release the reflection render texture object.
@ -418,65 +415,65 @@ void ApplicationClass::Shutdown()
// Release the frustum class object.
if (m_Frustum)
{
Logger::Get().Log("Releasing the frustum class object", __FILE__, __LINE__);
Logger::Get().Log("Releasing the frustum class object", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
delete m_Frustum;
m_Frustum = 0;
Logger::Get().Log("Frustum class object released", __FILE__, __LINE__);
Logger::Get().Log("Frustum class object released", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
}
// Release the display plane object.
if (m_DisplayPlane)
{
Logger::Get().Log("Releasing the display plane object", __FILE__, __LINE__);
Logger::Get().Log("Releasing the display plane object", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
m_DisplayPlane->Shutdown();
delete m_DisplayPlane;
m_DisplayPlane = 0;
Logger::Get().Log("Display plane object released", __FILE__, __LINE__);
Logger::Get().Log("Display plane object released", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
}
// Release the position object.
if (m_Position)
{
Logger::Get().Log("Releasing the position object", __FILE__, __LINE__);
Logger::Get().Log("Releasing the position object", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
delete m_Position;
m_Position = 0;
Logger::Get().Log("Position object released", __FILE__, __LINE__);
Logger::Get().Log("Position object released", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
}
// Release the model list object.
if (m_ModelList)
{
Logger::Get().Log("Releasing the model list object", __FILE__, __LINE__);
Logger::Get().Log("Releasing the model list object", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
m_ModelList->Shutdown();
delete m_ModelList;
m_ModelList = 0;
Logger::Get().Log("Model list object released", __FILE__, __LINE__);
Logger::Get().Log("Model list object released", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
}
// Release the text objects for the render count string.
if (m_RenderCountString)
{
Logger::Get().Log("Releasing the render count string object", __FILE__, __LINE__);
Logger::Get().Log("Releasing the render count string object", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
m_RenderCountString->Shutdown();
delete m_RenderCountString;
m_RenderCountString = 0;
Logger::Get().Log("Render count string object released", __FILE__, __LINE__);
Logger::Get().Log("Render count string object released", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
}
// Release the text objects for the mouse strings.
if (m_MouseStrings)
{
Logger::Get().Log("Releasing the mouse strings", __FILE__, __LINE__);
Logger::Get().Log("Releasing the mouse strings", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
m_MouseStrings[0].Shutdown();
m_MouseStrings[1].Shutdown();
@ -485,108 +482,110 @@ void ApplicationClass::Shutdown()
delete[] m_MouseStrings;
m_MouseStrings = 0;
Logger::Get().Log("Mouse strings released", __FILE__, __LINE__);
Logger::Get().Log("Mouse strings released", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
}
// Release the text object for the fps string.
if (m_FpsString)
{
Logger::Get().Log("Releasing the fps string object", __FILE__, __LINE__);
Logger::Get().Log("Releasing the fps string object", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
m_FpsString->Shutdown();
delete m_FpsString;
m_FpsString = 0;
Logger::Get().Log("Fps string object released", __FILE__, __LINE__);
Logger::Get().Log("Fps string object released", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
}
// Release the fps object.
if (m_Fps)
{
Logger::Get().Log("Releasing the fps object", __FILE__, __LINE__);
Logger::Get().Log("Releasing the fps object", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
delete m_Fps;
m_Fps = 0;
Logger::Get().Log("Fps object released", __FILE__, __LINE__);
Logger::Get().Log("Fps object released", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
}
// Release the font object.
if (m_Font)
{
Logger::Get().Log("Releasing the font object", __FILE__, __LINE__);
Logger::Get().Log("Releasing the font object", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
m_Font->Shutdown();
delete m_Font;
m_Font = 0;
Logger::Get().Log("Font object released", __FILE__, __LINE__);
Logger::Get().Log("Font object released", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
}
// Release the font shader object.
if (m_FontShader)
{
Logger::Get().Log("Releasing the font shader object", __FILE__, __LINE__);
Logger::Get().Log("Releasing the font shader object", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
m_FontShader->Shutdown();
delete m_FontShader;
m_FontShader = 0;
Logger::Get().Log("Font shader object released", __FILE__, __LINE__);
Logger::Get().Log("Font shader object released", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
}
// Release the timer object.
if (m_Timer)
{
Logger::Get().Log("Releasing the timer object", __FILE__, __LINE__);
Logger::Get().Log("Releasing the timer object", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
delete m_Timer;
m_Timer = 0;
Logger::Get().Log("Timer object released", __FILE__, __LINE__);
Logger::Get().Log("Timer object released", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
}
// Release the sprite object.
if (m_Sprite)
{
Logger::Get().Log("Releasing the sprite object", __FILE__, __LINE__);
Logger::Get().Log("Releasing the sprite object", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
m_Sprite->Shutdown();
delete m_Sprite;
m_Sprite = 0;
Logger::Get().Log("Sprite object released", __FILE__, __LINE__);
Logger::Get().Log("Sprite object released", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
}
for (auto light : m_Lights)
{
Logger::Get().Log("Releasing the light object", __FILE__, __LINE__);
Logger::Get().Log("Releasing the light object", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
if (light)
{
delete light;
light = 0;
}
Logger::Get().Log("Light object released", __FILE__, __LINE__);
Logger::Get().Log("Light object released", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
}
// Release the light object.
if (m_Light)
{
Logger::Get().Log("Releasing the light object", __FILE__, __LINE__);
Logger::Get().Log("Releasing the light object", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
delete m_Light;
m_Light = 0;
Logger::Get().Log("Light object released", __FILE__, __LINE__);
Logger::Get().Log("Light object released", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
}
// Release the model object.
if (m_Model)
{
Logger::Get().Log("Releasing the model object", __FILE__, __LINE__);
Logger::Get().Log("Releasing the model object", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
m_Model->Shutdown();
delete m_Model;
m_Model = 0;
Logger::Get().Log("Model object released", __FILE__, __LINE__);
Logger::Get().Log("Model object released", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
}
Logger::Get().Log("Application class shut down", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
}
@ -615,7 +614,7 @@ bool ApplicationClass::Frame(InputClass* Input)
// Check if the user pressed escape and wants to exit the application.
if (Input->IsEscapePressed())
{
Logger::Get().Log("User pressed escape, exiting application", __FILE__, __LINE__);
Logger::Get().Log("User pressed escape, exiting application", __FILE__, __LINE__, Logger::LogLevel::Input);
m_ShouldQuit = true;
}
@ -848,7 +847,7 @@ bool ApplicationClass::RenderSceneToTexture(float rotation)
m_Model->Render(m_Direct3D->GetDeviceContext());
result = m_ShaderManager->RenderTextureShader(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix,
m_Model->GetTexture(1));
m_Model->GetTexture(0));
if (!result)
{
return false;
@ -873,9 +872,6 @@ bool ApplicationClass::Render(float rotation, float x, float y, float z, float t
// Set the blending amount to 10%.
blendAmount = 0.1f;
// Clear the buffers to begin the scene.
m_Direct3D->BeginScene(0.0f, 0.0f, 0.0f, 1.0f);
// Generate the view matrix based on the camera's position.
m_Camera->Render();
@ -933,8 +929,16 @@ bool ApplicationClass::Render(float rotation, float x, float y, float z, float t
cube->Render(m_Direct3D->GetDeviceContext());
result = m_ShaderManager->RenderlightShader(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix, m_Model->GetTexture(0),
diffuseColor, lightPosition, ambientColor);
// render the texture using the texture shader.
result = m_ShaderManager->RenderTextureShader(m_Direct3D->GetDeviceContext(), cube->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix, cube->GetTexture(0));
if (!result)
{
Logger::Get().Log("Could not render the cube model using the texture shader", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
result = m_ShaderManager->RenderlightShader(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix, cube->GetTexture(0),
diffuseColor, lightPosition,ambientColor);
if (!result)
{
Logger::Get().Log("Could not render the cube model using the light shader", __FILE__, __LINE__, Logger::LogLevel::Error);
@ -957,6 +961,14 @@ bool ApplicationClass::Render(float rotation, float x, float y, float z, float t
object->Render(m_Direct3D->GetDeviceContext());
// render the texture using the texture shader.
result = m_ShaderManager->RenderTextureShader(m_Direct3D->GetDeviceContext(), object->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix, object->GetTexture(0));
if (!result)
{
Logger::Get().Log("Could not render the cube model using the texture shader", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
result = m_ShaderManager->RenderlightShader(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix, m_Model->GetTexture(0),
diffuseColor, lightPosition, ambientColor);
@ -990,6 +1002,41 @@ bool ApplicationClass::Render(float rotation, float x, float y, float z, float t
}
}
// Translate to where the bath model will be rendered.
worldMatrix = XMMatrixTranslation(0.0f, -10.0f, 0.0f);
// Put the bath model vertex and index buffers on the graphics pipeline to prepare them for drawing.
m_BathModel->Render(m_Direct3D->GetDeviceContext());
// Render the bath model using the light shader.
result = m_ShaderManager->RenderTextureShader(m_Direct3D->GetDeviceContext(), m_BathModel->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix,
m_BathModel->GetTexture(0));
if (!result)
{
return false;
}
// Reset the world matrix.
m_Direct3D->GetWorldMatrix(worldMatrix);
// Get the camera reflection view matrix.
m_Camera->GetReflectionViewMatrix(reflectionMatrix);
// Translate to where the water model will be rendered.
worldMatrix = XMMatrixTranslation(0.0f, m_waterHeight, 0.0f);
// Put the water model vertex and index buffers on the graphics pipeline to prepare them for drawing.
m_WaterModel->Render(m_Direct3D->GetDeviceContext());
// Render the water model using the water shader.
result = m_ShaderManager->RenderWaterShader(m_Direct3D->GetDeviceContext(), m_WaterModel->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix, reflectionMatrix,
m_ReflectionTexture->GetShaderResourceView(), m_RefractionTexture->GetShaderResourceView(), m_WaterModel->GetTexture(0),
m_waterTranslation, 0.01f);
if (!result)
{
return false;
}
// Setup matrices - Top display plane.
worldMatrix = XMMatrixTranslation(0.0f, 1.5f, 0.0f);
@ -1163,42 +1210,6 @@ bool ApplicationClass::Render(float rotation, float x, float y, float z, float t
lightPosition[i] = m_Lights[i]->GetPosition();
}
// Translate to where the bath model will be rendered.
worldMatrix = XMMatrixTranslation(0.0f, -10.0f, 0.0f);
// Put the bath model vertex and index buffers on the graphics pipeline to prepare them for drawing.
m_BathModel->Render(m_Direct3D->GetDeviceContext());
// Render the bath model using the light shader.
result = m_ShaderManager->RenderTextureShader(m_Direct3D->GetDeviceContext(), m_BathModel->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix,
m_BathModel->GetTexture(0));
if (!result)
{
return false;
}
// Reset the world matrix.
m_Direct3D->GetWorldMatrix(worldMatrix);
// Get the camera reflection view matrix.
m_Camera->GetReflectionViewMatrix(reflectionMatrix);
// Translate to where the water model will be rendered.
worldMatrix = XMMatrixTranslation(0.0f, m_waterHeight, 0.0f);
// Put the water model vertex and index buffers on the graphics pipeline to prepare them for drawing.
m_WaterModel->Render(m_Direct3D->GetDeviceContext());
// Render the water model using the water shader.
result = m_ShaderManager->RenderWaterShader(m_Direct3D->GetDeviceContext(), m_WaterModel->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix, reflectionMatrix,
m_ReflectionTexture->GetShaderResourceView(), m_RefractionTexture->GetShaderResourceView(), m_WaterModel->GetTexture(0),
m_waterTranslation, 0.01f);
if (!result)
{
return false;
}
// Setup matrices.
rotateMatrix = XMMatrixRotationY(rotation);
translateMatrix = XMMatrixTranslation(-5.0f, 1.0f, -20.0f);
@ -1345,9 +1356,6 @@ bool ApplicationClass::Render(float rotation, float x, float y, float z, float t
m_Direct3D->TurnZBufferOn();
m_Direct3D->DisableAlphaBlending();
// Present the rendered scene to the screen.
m_Direct3D->EndScene();
return true;
}
@ -1684,21 +1692,4 @@ void ApplicationClass::SetLightPosition(int index, XMVECTOR position)
//set the position
m_Lights[index]->SetPosition(lightPosition.x, lightPosition.y, lightPosition.z);
}
void ApplicationClass::DeleteLight(int index)
{
Logger::Get().Log("Deleting light", __FILE__, __LINE__);
if (index < 0 || index >= m_Lights.size())
{
// Index out of bounds
return;
}
// Delete the light object
delete m_Lights[index];
// Remove the light from the vector
m_Lights.erase(m_Lights.begin() + index);
}
}

View File

@ -75,8 +75,8 @@ public:
void SetLightPosition(int index, XMVECTOR color);
void SetLightColor(int index, XMVECTOR color);
void DeleteLight(int index);
void AddLight();
std::vector<LightClass*> GetLights() const { return m_Lights; };
bool GetShouldQuit() const { return m_ShouldQuit; };
void SetShouldQuit(bool shouldQuit) { m_ShouldQuit = shouldQuit; };

View File

@ -20,7 +20,7 @@ BitmapClass::~BitmapClass()
bool BitmapClass::Initialize(ID3D11Device* device, ID3D11DeviceContext* deviceContext, int screenWidth, int screenHeight, char* textureFilename, int renderX, int renderY)
{
Logger::Get().Log("Initializing bitmap class", __FILE__, __LINE__);
Logger::Get().Log("Initializing bitmap class", __FILE__, __LINE__, Logger::LogLevel::Initialize);
bool result;
@ -48,7 +48,7 @@ bool BitmapClass::Initialize(ID3D11Device* device, ID3D11DeviceContext* deviceCo
return false;
}
Logger::Get().Log("Bitmap class initialized", __FILE__, __LINE__);
Logger::Get().Log("Bitmap class initialized", __FILE__, __LINE__, Logger::LogLevel::Initialize);
return true;
}
@ -95,7 +95,7 @@ ID3D11ShaderResourceView* BitmapClass::GetTexture()
bool BitmapClass::InitializeBuffers(ID3D11Device* device)
{
Logger::Get().Log("Initializing buffers", __FILE__, __LINE__);
Logger::Get().Log("Initializing buffers", __FILE__, __LINE__, Logger::LogLevel::Initialize);
VertexType* vertices;
unsigned long* indices;
@ -178,27 +178,35 @@ bool BitmapClass::InitializeBuffers(ID3D11Device* device)
delete[] indices;
indices = 0;
Logger::Get().Log("Buffers initialized", __FILE__, __LINE__);
Logger::Get().Log("Buffers initialized", __FILE__, __LINE__, Logger::LogLevel::Initialize);
return true;
}
void BitmapClass::ShutdownBuffers()
{
Logger::Get().Log("Shutting down buffers", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
// Release the index buffer.
if (m_indexBuffer)
{
Logger::Get().Log("Releasing index buffer", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
m_indexBuffer->Release();
m_indexBuffer = 0;
Logger::Get().Log("Index buffer released", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
}
// Release the vertex buffer.
if (m_vertexBuffer)
{
Logger::Get().Log("Releasing vertex buffer", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
m_vertexBuffer->Release();
m_vertexBuffer = 0;
Logger::Get().Log("Vertex buffer released", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
}
Logger::Get().Log("Buffers shut down", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
return;
}
@ -329,14 +337,19 @@ bool BitmapClass::LoadTexture(ID3D11Device* device, ID3D11DeviceContext* deviceC
void BitmapClass::ReleaseTexture()
{
Logger::Get().Log("Releasing texture", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
// Release the texture object.
if (m_Texture)
{
Logger::Get().Log("Releasing texture object", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
m_Texture->Shutdown();
delete m_Texture;
m_Texture = 0;
Logger::Get().Log("Texture object released", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
}
Logger::Get().Log("Texture released", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
return;
}

View File

@ -32,7 +32,7 @@ D3DClass::~D3DClass()
bool D3DClass::Initialize(int screenWidth, int screenHeight, bool vsync, HWND hwnd, bool fullscreen, float screenDepth, float screenNear)
{
Logger::Get().Log("Initializing D3Dclass", __FILE__, __LINE__);
Logger::Get().Log("Initializing D3Dclass", __FILE__, __LINE__, Logger::LogLevel::Initialize);
HRESULT result;
IDXGIFactory* factory;
@ -433,7 +433,7 @@ bool D3DClass::Initialize(int screenWidth, int screenHeight, bool vsync, HWND hw
void D3DClass::Shutdown()
{
Logger::Get().Log("Shutting down D3Dclass", __FILE__, __LINE__);
Logger::Get().Log("Shutting down D3Dclass", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
// Before shutting down set to windowed mode or when you release the swap chain it will throw an exception.
if (m_swapChain)
@ -507,7 +507,7 @@ void D3DClass::Shutdown()
m_swapChain = 0;
}
Logger::Get().Log("D3Dclass shutdown", __FILE__, __LINE__);
Logger::Get().Log("D3Dclass shutdown", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
return;
}

View File

@ -19,7 +19,7 @@ DisplayPlaneClass::~DisplayPlaneClass()
bool DisplayPlaneClass::Initialize(ID3D11Device* device, float width, float height)
{
Logger::Get().Log("Initializing DisplayPlaneClass, width: " + std::to_string(width) + ", height: " + std::to_string(height), __FILE__, __LINE__);
Logger::Get().Log("Initializing DisplayPlaneClass, width: " + std::to_string(width) + ", height: " + std::to_string(height), __FILE__, __LINE__, Logger::LogLevel::Initialize);
bool result;
@ -27,7 +27,7 @@ bool DisplayPlaneClass::Initialize(ID3D11Device* device, float width, float heig
result = InitializeBuffers(device, width, height);
if (!result)
{
Logger::Get().Log("Could not initialize buffers", __FILE__, __LINE__);
Logger::Get().Log("Could not initialize buffers", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
@ -60,7 +60,7 @@ int DisplayPlaneClass::GetIndexCount()
bool DisplayPlaneClass::InitializeBuffers(ID3D11Device* device, float width, float height)
{
Logger::Get().Log("Initializing buffers", __FILE__, __LINE__);
Logger::Get().Log("Initializing buffers", __FILE__, __LINE__, Logger::LogLevel::Initialize);
VertexType* vertices;
unsigned long* indices;
@ -158,7 +158,7 @@ bool DisplayPlaneClass::InitializeBuffers(ID3D11Device* device, float width, flo
delete[] indices;
indices = 0;
Logger::Get().Log("Buffers initialized", __FILE__, __LINE__);
Logger::Get().Log("Buffers initialized", __FILE__, __LINE__, Logger::LogLevel::Initialize);
return true;
}
@ -166,6 +166,8 @@ bool DisplayPlaneClass::InitializeBuffers(ID3D11Device* device, float width, flo
void DisplayPlaneClass::ShutdownBuffers()
{
Logger::Get().Log("Shutting down Plane buffers", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
// Release the index buffer.
if (m_indexBuffer)
{
@ -180,6 +182,8 @@ void DisplayPlaneClass::ShutdownBuffers()
m_vertexBuffer = 0;
}
Logger::Get().Log("Plane buffers shut down", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
return;
}

View File

@ -18,7 +18,7 @@ FontClass::~FontClass()
bool FontClass::Initialize(ID3D11Device* device, ID3D11DeviceContext* deviceContext, int fontChoice)
{
Logger::Get().Log("Initializing font class", __FILE__, __LINE__);
Logger::Get().Log("Initializing font class", __FILE__, __LINE__, Logger::LogLevel::Initialize);
char fontFilename[128];
char fontTextureFilename[128];
@ -49,7 +49,7 @@ bool FontClass::Initialize(ID3D11Device* device, ID3D11DeviceContext* deviceCont
result = LoadFontData(fontFilename);
if (!result)
{
Logger::Get().Log("Failed to load font data", __FILE__, __LINE__);
Logger::Get().Log("Failed to load font data", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
@ -57,11 +57,11 @@ bool FontClass::Initialize(ID3D11Device* device, ID3D11DeviceContext* deviceCont
result = LoadTexture(device, deviceContext, fontTextureFilename);
if (!result)
{
Logger::Get().Log("Failed to load font texture", __FILE__, __LINE__);
Logger::Get().Log("Failed to load font texture", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
Logger::Get().Log("Font class initialized", __FILE__, __LINE__);
Logger::Get().Log("Font class initialized", __FILE__, __LINE__, Logger::LogLevel::Initialize);
return true;
}
@ -148,7 +148,7 @@ bool FontClass::LoadTexture(ID3D11Device* device, ID3D11DeviceContext* deviceCon
result = m_Texture->Initialize(device, deviceContext, filename);
if (!result)
{
Logger::Get().Log("Failed to initialize font texture", __FILE__, __LINE__);
Logger::Get().Log("Failed to initialize font texture", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}

View File

@ -24,7 +24,7 @@ FontShaderClass::~FontShaderClass()
bool FontShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
{
Logger::Get().Log("Initializing FontShaderClass", __FILE__, __LINE__);
Logger::Get().Log("Initializing FontShaderClass", __FILE__, __LINE__, Logger::LogLevel::Initialize);
bool result;
wchar_t vsFilename[128];
@ -55,7 +55,7 @@ bool FontShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
return false;
}
Logger::Get().Log("FontShaderClass initialized", __FILE__, __LINE__);
Logger::Get().Log("FontShaderClass initialized", __FILE__, __LINE__, Logger::LogLevel::Initialize);
return true;
}
@ -90,7 +90,7 @@ bool FontShaderClass::Render(ID3D11DeviceContext* deviceContext, int indexCount,
bool FontShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR* vsFilename, WCHAR* psFilename)
{
Logger::Get().Log("Initializing shader", __FILE__, __LINE__);
Logger::Get().Log("Initializing shader", __FILE__, __LINE__, Logger::LogLevel::Initialize);
HRESULT result;
ID3D10Blob* errorMessage;
@ -253,14 +253,14 @@ bool FontShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR* v
return false;
}
Logger::Get().Log("Shader initialized", __FILE__, __LINE__);
Logger::Get().Log("Shader initialized", __FILE__, __LINE__, Logger::LogLevel::Initialize);
return true;
}
void FontShaderClass::ShutdownShader()
{
Logger::Get().Log("Shutting down shader", __FILE__, __LINE__);
Logger::Get().Log("Shutting down shader", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
// Release the pixel constant buffer.
if (m_pixelBuffer)
@ -304,7 +304,7 @@ void FontShaderClass::ShutdownShader()
m_vertexShader = 0;
}
Logger::Get().Log("Shader shut down", __FILE__, __LINE__);
Logger::Get().Log("Shader shut down", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
return;
}

View File

@ -3,18 +3,18 @@ Pos=60,60
Size=400,400
[Window][Khaotic Engine]
Pos=429,57
Size=392,218
Pos=1139,42
Size=392,214
[Window][Objects]
Pos=39,222
Size=379,299
Pos=53,55
Size=637,299
[Window][Terrain]
Pos=60,60
Pos=741,42
Size=342,82
[Window][Light]
Pos=62,180
Pos=1107,9
Size=345,230

View File

@ -13,26 +13,31 @@ imguiManager::~imguiManager()
bool imguiManager::Initialize(HWND hwnd, ID3D11Device* device, ID3D11DeviceContext* deviceContext)
{
Logger::Get().Log("Initializing imgui", __FILE__, __LINE__);
Logger::Get().Log("Initializing imgui", __FILE__, __LINE__, Logger::LogLevel::Initialize);
m_device = device;
m_deviceContext = deviceContext;
IMGUI_CHECKVERSION();
ImGui::CreateContext();
io = &ImGui::GetIO();
ImGui_ImplWin32_Init(hwnd);
ImGui_ImplDX11_Init(device, deviceContext);
ImGui_ImplDX11_Init(m_device, m_deviceContext);
ImGui::StyleColorsDark();
Logger::Get().Log("imgui initialized", __FILE__, __LINE__);
Logger::Get().Log("imgui initialized", __FILE__, __LINE__, Logger::LogLevel::Initialize);
return true;
}
void imguiManager::Shutdown()
{
Logger::Get().Log("Shutting down imgui", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
ImGui_ImplDX11_Shutdown();
ImGui_ImplWin32_Shutdown();
ImGui::DestroyContext();
Logger::Get().Log("imgui shutdown", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
}
void imguiManager::Render()
@ -88,7 +93,7 @@ void imguiManager::WidgetAddObject(ApplicationClass* app)
ofn.lpstrFile = szFile;
ofn.lpstrFile[0] = '\0';
ofn.nMaxFile = sizeof(szFile);
ofn.lpstrFilter = L"OBJ\0*.obj\0TXT\0*.txt\0KOBJ\0*.kobj";
ofn.lpstrFilter = L"TXT\0*.txt\0KOBJ\0*.kobj\0*OBJ\0*.obj";
ofn.nFilterIndex = 1;
ofn.lpstrFileTitle = NULL;
ofn.nMaxFileTitle = 0;
@ -110,7 +115,6 @@ void imguiManager::WidgetObjectWindow(ApplicationClass* app)
{
ImGui::Begin("Objects", &showObjectWindow);
int index = 0;
int count = 0;
for (auto& object : app->GetKobjects())
{
std::string headerName = object->GetName() + " " + std::to_string(index);
@ -145,17 +149,80 @@ void imguiManager::WidgetObjectWindow(ApplicationClass* app)
ImGui::Separator();
// Texture
std::string textureLabel = "Texture##" + std::to_string(index);
ID3D11ShaderResourceView* texture = object->GetTexture(0);
if (texture != nullptr)
// add all texture category names to a vector
std::vector<std::string> textureCategories = { "Diffuse", "Normal", "Specular", "Alpha", "Light", "Change Me" };
for (int count = 0; count < 6; count++)
{
if (ImGui::ImageButton((ImTextureID)texture, ImVec2(64, 64)))
std::string textureLabel = "Texture##" + std::to_string(index);
ID3D11ShaderResourceView* texture = object->GetTexture(count);
if (texture != nullptr)
{
count++;
// Set the cursor position
ImGui::SetCursorPosX(count * (64 + 20) + 10); // 64 is the width of the image, 10 is the spacing
// Display the texture name
std::string textureName = textureCategories[count];
ImGui::Text(textureName.c_str());
if(count < 5)
{
ImGui::SameLine();
}
}
}
ImGui::Text("Texture count: %d", count);
// Display all images
for (int count = 0; count < 6; count++)
{
std::string textureLabel = "Texture##" + std::to_string(index);
ID3D11ShaderResourceView* texture = object->GetTexture(count);
if (texture != nullptr)
{
// Set the cursor position
ImGui::SetCursorPosX(count * (64 + 20) + 10); // 64 is the width of the image, 10 is the spacing
if (ImGui::ImageButton((ImTextureID)texture, ImVec2(64, 64)))
{
// Open file dialog
OPENFILENAME ofn;
WCHAR szFile[260];
ZeroMemory(&ofn, sizeof(ofn));
ofn.lStructSize = sizeof(ofn);
ofn.hwndOwner = NULL;
ofn.lpstrFile = szFile;
ofn.lpstrFile[0] = '\0';
ofn.nMaxFile = sizeof(szFile);
ofn.lpstrFilter = L"Texture\0*.tga\0";
ofn.nFilterIndex = 1;
ofn.lpstrFileTitle = NULL;
ofn.nMaxFileTitle = 0;
ofn.lpstrInitialDir = NULL;
ofn.Flags = OFN_PATHMUSTEXIST | OFN_FILEMUSTEXIST;
if (GetOpenFileName(&ofn))
{
// Load the selected texture
object->ChangeTexture(m_device, m_deviceContext, ofn.lpstrFile, index);
}
}
if (ImGui::IsItemHovered())
{
ImGui::BeginTooltip();
ImGui::Image((ImTextureID)texture, ImVec2(256, 256));
ImGui::EndTooltip();
}
// If this is not the last texture, put the next button on the same line
if (count < 5)
{
ImGui::SameLine();
}
}
}
ImGui::Separator();
@ -254,8 +321,6 @@ bool imguiManager::ImGuiWidgetRenderer(ApplicationClass* app)
//render imgui
Render();
app->GetDirect3D()->m_swapChain->Present(0, NULL);
return true;
}
@ -263,6 +328,7 @@ void imguiManager::WidgetLightWindow(ApplicationClass* app)
{
ImGui::Begin("Light", &showLightWindow);
int index = 0;
for(auto& light : app->GetLights())
{
std::string headerName = "Light " + std::to_string(index);
@ -287,15 +353,6 @@ void imguiManager::WidgetLightWindow(ApplicationClass* app)
}
ImGui::Separator();
// Delete button
std::string deleteLabel = "Delete##" + std::to_string(index);
if (ImGui::Button(deleteLabel.c_str()))
{
app->DeleteLight(index);
}
ImGui::Separator();
}
index++;
};

View File

@ -42,6 +42,9 @@ private :
private:
ImGuiIO* io;
ID3D11Device* m_device;
ID3D11DeviceContext* m_deviceContext;
};
#endif

View File

@ -20,7 +20,7 @@ InputClass::~InputClass()
bool InputClass::Initialize(HINSTANCE hinstance, HWND hwnd, int screenWidth, int screenHeight)
{
Logger::Get().Log("Initializing input class", __FILE__, __LINE__);
Logger::Get().Log("Initializing input class", __FILE__, __LINE__, Logger::LogLevel::Initialize);
HRESULT result;
int i;
@ -112,7 +112,7 @@ bool InputClass::Initialize(HINSTANCE hinstance, HWND hwnd, int screenWidth, int
return false;
}
Logger::Get().Log("Input class initialized", __FILE__, __LINE__);
Logger::Get().Log("Input class initialized", __FILE__, __LINE__, Logger::LogLevel::Initialize);
return true;
}
@ -123,6 +123,7 @@ bool InputClass::Initialize(HINSTANCE hinstance, HWND hwnd, int screenWidth, int
void InputClass::KeyDown(unsigned int input)
{
// If a key is pressed then save that state in the key array.
Logger::Get().Log("Key down", __FILE__, __LINE__, Logger::LogLevel::Input);
m_keys[input] = true;
return;
}
@ -131,6 +132,7 @@ void InputClass::KeyDown(unsigned int input)
void InputClass::KeyUp(unsigned int input)
{
// If a key is released then clear that state in the key array.
Logger::Get().Log("Key up", __FILE__, __LINE__, Logger::LogLevel::Input);
m_keys[input] = false;
return;
}
@ -144,7 +146,7 @@ bool InputClass::IsKeyDown(unsigned int key)
void InputClass::Shutdown()
{
Logger::Get().Log("Shutting down input class", __FILE__, __LINE__);
Logger::Get().Log("Shutting down input class", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
// Release the mouse.
if (m_mouse)
@ -169,7 +171,7 @@ void InputClass::Shutdown()
m_directInput = 0;
}
Logger::Get().Log("Input class shut down", __FILE__, __LINE__);
Logger::Get().Log("Input class shut down", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
return;
}
@ -280,6 +282,7 @@ bool InputClass::IsLeftArrowPressed()
{
if (m_keyboardState[DIK_LEFT] & 0x80)
{
Logger::Get().Log("Left arrow pressed", __FILE__, __LINE__, Logger::LogLevel::Input);
return true;
}
@ -291,6 +294,7 @@ bool InputClass::IsRightArrowPressed()
{
if (m_keyboardState[DIK_RIGHT] & 0x80)
{
Logger::Get().Log("Right arrow pressed", __FILE__, __LINE__, Logger::LogLevel::Input);
return true;
}
@ -306,6 +310,7 @@ bool InputClass::IsAPressed()
// Touche A sur QWERTY, Q sur AZERTY
if (m_keyboardState[DIK_A] & 0x80)
{
Logger::Get().Log("A pressed", __FILE__, __LINE__, Logger::LogLevel::Input);
return true;
}
@ -316,6 +321,7 @@ bool InputClass::IsDPressed()
{
if (m_keyboardState[DIK_D] & 0x80)
{
Logger::Get().Log("D pressed", __FILE__, __LINE__, Logger::LogLevel::Input);
return true;
}
@ -327,6 +333,7 @@ bool InputClass::IsWPressed()
// Touche W sur QWERTY, Z sur AZERTY
if (m_keyboardState[DIK_W] & 0x80)
{
Logger::Get().Log("W pressed", __FILE__, __LINE__, Logger::LogLevel::Input);
return true;
}
@ -337,6 +344,7 @@ bool InputClass::IsSPressed()
{
if (m_keyboardState[DIK_S] & 0x80)
{
Logger::Get().Log("S pressed", __FILE__, __LINE__, Logger::LogLevel::Input);
return true;
}
@ -348,6 +356,7 @@ bool InputClass::IsQPressed()
// Touche Q sur QWERTY, A sur AZERTY
if (m_keyboardState[DIK_Q] & 0x80)
{
Logger::Get().Log("Q pressed", __FILE__, __LINE__, Logger::LogLevel::Input);
return true;
}
@ -358,6 +367,7 @@ bool InputClass::IsEPressed()
{
if (m_keyboardState[DIK_E] & 0x80)
{
Logger::Get().Log("E pressed", __FILE__, __LINE__, Logger::LogLevel::Input);
return true;
}
@ -376,6 +386,7 @@ bool InputClass::IsLeftMousePressed()
// Check the left mouse button state.
if (m_mouseState.rgbButtons[0] & 0x80)
{
Logger::Get().Log("Left mouse button pressed", __FILE__, __LINE__, Logger::LogLevel::Input);
return true;
}
@ -387,6 +398,7 @@ bool InputClass::IsRightMousePressed()
// Check the left mouse button state.
if (m_mouseState.rgbButtons[1] & 0x80)
{
Logger::Get().Log("Right mouse button pressed", __FILE__, __LINE__, Logger::LogLevel::Input);
return true;
}

View File

@ -23,7 +23,7 @@ LightMapShaderClass::~LightMapShaderClass()
bool LightMapShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
{
Logger::Get().Log("Initializing LightMapShaderClass", __FILE__, __LINE__);
Logger::Get().Log("Initializing LightMapShaderClass", __FILE__, __LINE__, Logger::LogLevel::Initialize);
bool result;
wchar_t vsFilename[128];
@ -54,7 +54,7 @@ bool LightMapShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
return false;
}
Logger::Get().Log("LightMapShaderClass initialized", __FILE__, __LINE__);
Logger::Get().Log("LightMapShaderClass initialized", __FILE__, __LINE__, Logger::LogLevel::Initialize);
return true;
}
@ -92,6 +92,7 @@ bool LightMapShaderClass::Render(ID3D11DeviceContext* deviceContext, int indexCo
bool LightMapShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR* vsFilename, WCHAR* psFilename)
{
Logger::Get().Log("Initializing shader", __FILE__, __LINE__, Logger::LogLevel::Initialize);
HRESULT result;
ID3D10Blob* errorMessage;
ID3D10Blob* vertexShaderBuffer;
@ -244,7 +245,7 @@ bool LightMapShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHA
return false;
}
Logger::Get().Log("Shader initialized", __FILE__, __LINE__);
Logger::Get().Log("Shader initialized", __FILE__, __LINE__, Logger::LogLevel::Initialize);
return true;
}
@ -252,7 +253,7 @@ bool LightMapShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHA
void LightMapShaderClass::ShutdownShader()
{
Logger::Get().Log("Shutting down LightMapShaderClass", __FILE__, __LINE__);
Logger::Get().Log("Shutting down LightMapShaderClass", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
// Release the sampler state.
if (m_sampleState)
@ -289,7 +290,7 @@ void LightMapShaderClass::ShutdownShader()
m_vertexShader = 0;
}
Logger::Get().Log("LightMapShaderClass shut down", __FILE__, __LINE__);
Logger::Get().Log("LightMapShaderClass shut down", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
return;
}

View File

@ -30,7 +30,7 @@ LightShaderClass::~LightShaderClass()
bool LightShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
{
Logger::Get().Log("Initializing LightShaderClass", __FILE__, __LINE__);
Logger::Get().Log("Initializing LightShaderClass", __FILE__, __LINE__, Logger::LogLevel::Initialize);
wchar_t vsFilename[128];
wchar_t psFilename[128];
@ -60,7 +60,7 @@ bool LightShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
return false;
}
Logger::Get().Log("LightShaderClass initialized", __FILE__, __LINE__);
Logger::Get().Log("LightShaderClass initialized", __FILE__, __LINE__, Logger::LogLevel::Initialize);
return true;
}
@ -97,6 +97,8 @@ bool LightShaderClass::Render(ID3D11DeviceContext* deviceContext, int indexCount
bool LightShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR* vsFilename, WCHAR* psFilename)
{
Logger::Get().Log("Initializing shader", __FILE__, __LINE__, Logger::LogLevel::Initialize);
HRESULT result;
ID3D10Blob* errorMessage;
ID3D10Blob* vertexShaderBuffer;
@ -301,7 +303,7 @@ bool LightShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR*
return false;
}
Logger::Get().Log("Shader initialized", __FILE__, __LINE__);
Logger::Get().Log("Shader initialized", __FILE__, __LINE__, Logger::LogLevel::Initialize);
return true;
}
@ -309,7 +311,7 @@ bool LightShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR*
void LightShaderClass::ShutdownShader()
{
Logger::Get().Log("Shutting down LightShaderClass", __FILE__, __LINE__);
Logger::Get().Log("Shutting down LightShaderClass", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
// Release the light constant buffers.
if (m_lightColorBuffer)
@ -373,7 +375,7 @@ void LightShaderClass::ShutdownShader()
m_vertexShader = 0;
}
Logger::Get().Log("LightShaderClass shut down", __FILE__, __LINE__);
Logger::Get().Log("LightShaderClass shut down", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
return;
}
@ -475,10 +477,10 @@ bool LightShaderClass::SetShaderParameters(ID3D11DeviceContext* deviceContext, X
dataPtr2 = (LightPositionBufferType*)mappedResource.pData;
// Copy the light position variables into the constant buffer.
dataPtr2->lightPosition[0] = lightPosition[0];
dataPtr2->lightPosition[1] = lightPosition[1];
dataPtr2->lightPosition[2] = lightPosition[2];
dataPtr2->lightPosition[3] = lightPosition[3];
for (int i = 0; i < NUM_LIGHTS; i++)
{
dataPtr2->lightPosition[i] = lightPosition[i];
}
// Unlock the constant buffer.
deviceContext->Unmap(m_lightPositionBuffer, 0);
@ -504,10 +506,10 @@ bool LightShaderClass::SetShaderParameters(ID3D11DeviceContext* deviceContext, X
dataPtr3 = (LightColorBufferType*)mappedResource.pData;
// Copy the light color variables into the constant buffer.
dataPtr3->diffuseColor[0] = diffuseColor[0];
dataPtr3->diffuseColor[1] = diffuseColor[1];
dataPtr3->diffuseColor[2] = diffuseColor[2];
dataPtr3->diffuseColor[3] = diffuseColor[3];
for (int i = 0; i < NUM_LIGHTS; i++)
{
dataPtr3->diffuseColor[i] = diffuseColor[i];
}
// Unlock the constant buffer.
deviceContext->Unmap(m_lightColorBuffer, 0);

View File

@ -9,7 +9,6 @@
// GLOBALS //
/////////////
const int NUM_LIGHTS = 4;
//////////////
// INCLUDES //
//////////////
@ -88,7 +87,6 @@ private:
ID3D11Buffer* m_lightBuffer;
ID3D11Buffer* m_lightColorBuffer;
ID3D11Buffer* m_lightPositionBuffer;
};
#endif

View File

@ -21,7 +21,7 @@ ModelClass::~ModelClass()
bool ModelClass::Initialize(ID3D11Device* device, ID3D11DeviceContext* deviceContext, char* modelFilename, vector<string> filename)
{
Logger::Get().Log("Initializing model class", __FILE__, __LINE__);
Logger::Get().Log("Initializing model class", __FILE__, __LINE__, Logger::LogLevel::Initialize);
bool result;
@ -51,7 +51,7 @@ bool ModelClass::Initialize(ID3D11Device* device, ID3D11DeviceContext* deviceCon
return false;
}
Logger::Get().Log("Model class initialized", __FILE__, __LINE__);
Logger::Get().Log("Model class initialized", __FILE__, __LINE__, Logger::LogLevel::Initialize);
return true;
}
@ -94,7 +94,7 @@ ID3D11ShaderResourceView* ModelClass::GetTexture(int index)
bool ModelClass::InitializeBuffers(ID3D11Device* device)
{
Logger::Get().Log("Initializing buffers", __FILE__, __LINE__);
Logger::Get().Log("Initializing buffers", __FILE__, __LINE__, Logger::LogLevel::Initialize);
VertexType* vertices;
unsigned long* indices;
@ -170,7 +170,7 @@ bool ModelClass::InitializeBuffers(ID3D11Device* device)
delete[] indices;
indices = 0;
Logger::Get().Log("Buffers initialized", __FILE__, __LINE__);
Logger::Get().Log("Buffers initialized", __FILE__, __LINE__, Logger::LogLevel::Initialize);
return true;
}
@ -178,6 +178,7 @@ bool ModelClass::InitializeBuffers(ID3D11Device* device)
void ModelClass::ShutdownBuffers()
{
Logger::Get().Log("Shutting down buffers", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
// Release the index buffer.
if (m_indexBuffer)
{
@ -192,6 +193,8 @@ void ModelClass::ShutdownBuffers()
m_vertexBuffer = 0;
}
Logger::Get().Log("Buffers shut down", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
return;
}
@ -399,7 +402,6 @@ void ModelClass::CalculateModelVectors()
void ModelClass::CalculateTangentBinormal(TempVertexType vertex1, TempVertexType vertex2, TempVertexType vertex3, VectorType& tangent, VectorType& binormal)
{
Logger::Get().Log("Calculating tangent and binormal", __FILE__, __LINE__);
float vector1[3], vector2[3];
float tuVector[2], tvVector[2];
@ -451,8 +453,6 @@ void ModelClass::CalculateTangentBinormal(TempVertexType vertex1, TempVertexType
binormal.y = binormal.y / length;
binormal.z = binormal.z / length;
Logger::Get().Log("Tangent and binormal calculated", __FILE__, __LINE__);
return;
}
@ -469,4 +469,27 @@ void ModelClass::ReleaseModel()
Logger::Get().Log("Model released", __FILE__, __LINE__);
return;
}
bool ModelClass::ChangeTexture(ID3D11Device* device, ID3D11DeviceContext* deviceContext, std::wstring filename, int index)
{
bool result;
// convert wstring to string
std::string str(filename.begin(), filename.end());
// Release the old texture object.
m_Textures[index].Shutdown();
// Initialize the new texture object.
result = m_Textures[index].Initialize(device, deviceContext, str);
if (!result)
{
Logger::Get().Log("Failed to initialize texture", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
Logger::Get().Log("Texture changed", __FILE__, __LINE__);
return true;
}

View File

@ -88,6 +88,7 @@ public:
int GetIndexCount();
ID3D11ShaderResourceView* GetTexture(int);
bool ChangeTexture(ID3D11Device*, ID3D11DeviceContext*, std::wstring filename, int index);
private:
bool InitializeBuffers(ID3D11Device*);

View File

@ -24,7 +24,7 @@ NormalMapShaderClass::~NormalMapShaderClass()
bool NormalMapShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
{
Logger::Get().Log("Initializing normal map shader", __FILE__, __LINE__);
Logger::Get().Log("Initializing normal map shader", __FILE__, __LINE__, Logger::LogLevel::Initialize);
bool result;
wchar_t vsFilename[128];
@ -55,6 +55,8 @@ bool NormalMapShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
return false;
}
Logger::Get().Log("Successfully initialized normal map shader", __FILE__, __LINE__, Logger::LogLevel::Initialize);
return true;
}
@ -77,7 +79,7 @@ bool NormalMapShaderClass::Render(ID3D11DeviceContext* deviceContext, int indexC
result = SetShaderParameters(deviceContext, worldMatrix, viewMatrix, projectionMatrix, texture1, texture2, lightDirection, diffuseColor);
if (!result)
{
Logger::Get().Log("Failed to set the shader parameters that will be used for rendering", __FILE__, __LINE__);
Logger::Get().Log("Failed to set the shader parameters that will be used for rendering", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
@ -90,7 +92,7 @@ bool NormalMapShaderClass::Render(ID3D11DeviceContext* deviceContext, int indexC
bool NormalMapShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR* vsFilename, WCHAR* psFilename)
{
Logger::Get().Log("Initializing normal map shader", __FILE__, __LINE__);
Logger::Get().Log("Initializing normal map shader", __FILE__, __LINE__, Logger::LogLevel::Initialize);
HRESULT result;
ID3D10Blob* errorMessage;
@ -277,7 +279,7 @@ bool NormalMapShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCH
return false;
}
Logger::Get().Log("Successfully initialized normal map shader", __FILE__, __LINE__);
Logger::Get().Log("Successfully initialized normal map shader", __FILE__, __LINE__, Logger::LogLevel::Initialize);
return true;
}
@ -285,7 +287,7 @@ bool NormalMapShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCH
void NormalMapShaderClass::ShutdownShader()
{
Logger::Get().Log("Shutting down normal map shader", __FILE__, __LINE__);
Logger::Get().Log("Shutting down normal map shader", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
// Release the light constant buffer.
if (m_lightBuffer)
@ -329,7 +331,7 @@ void NormalMapShaderClass::ShutdownShader()
m_vertexShader = 0;
}
Logger::Get().Log("Successfully shut down normal map shader", __FILE__, __LINE__);
Logger::Get().Log("Successfully shut down normal map shader", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
return;
}

View File

@ -21,7 +21,7 @@ ReflectionShaderClass::~ReflectionShaderClass()
bool ReflectionShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
{
Logger::Get().Log("Initializing reflection shader", __FILE__, __LINE__);
Logger::Get().Log("Initializing reflection shader", __FILE__, __LINE__, Logger::LogLevel::Initialize);
bool result;
wchar_t vsFilename[128];
@ -52,6 +52,8 @@ bool ReflectionShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
return false;
}
Logger::Get().Log("Reflection shader initialized", __FILE__, __LINE__, Logger::LogLevel::Initialize);
return true;
}
@ -85,7 +87,7 @@ bool ReflectionShaderClass::Render(ID3D11DeviceContext* deviceContext, int index
bool ReflectionShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR* vsFilename, WCHAR* psFilename)
{
Logger::Get().Log("Initializing reflection shader", __FILE__, __LINE__);
Logger::Get().Log("Initializing reflection shader", __FILE__, __LINE__, Logger::LogLevel::Initialize);
HRESULT result;
ID3D10Blob* errorMessage;
@ -245,14 +247,14 @@ bool ReflectionShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WC
return false;
}
Logger::Get().Log("Reflection shader initialized", __FILE__, __LINE__);
Logger::Get().Log("Reflection shader initialized", __FILE__, __LINE__, Logger::LogLevel::Initialize);
return true;
}
void ReflectionShaderClass::ShutdownShader()
{
Logger::Get().Log("Shutting down reflection shader", __FILE__, __LINE__);
Logger::Get().Log("Shutting down reflection shader", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
// Release the reflection constant buffer.
if (m_reflectionBuffer)
@ -296,7 +298,7 @@ void ReflectionShaderClass::ShutdownShader()
m_vertexShader = 0;
}
Logger::Get().Log("Reflection shader shut down", __FILE__, __LINE__);
Logger::Get().Log("Reflection shader shut down", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
return;
}

View File

@ -21,7 +21,7 @@ RenderTextureClass::~RenderTextureClass()
bool RenderTextureClass::Initialize(ID3D11Device * device, int textureWidth, int textureHeight, float screenDepth, float screenNear, int format)
{
Logger::Get().Log("Initializing RenderTextureClass", __FILE__, __LINE__);
Logger::Get().Log("Initializing RenderTextureClass", __FILE__, __LINE__, Logger::LogLevel::Initialize);
D3D11_TEXTURE2D_DESC textureDesc;
HRESULT result;
@ -155,14 +155,14 @@ bool RenderTextureClass::Initialize(ID3D11Device * device, int textureWidth, int
// Create an orthographic projection matrix for 2D rendering.
m_orthoMatrix = XMMatrixOrthographicLH((float)textureWidth, (float)textureHeight, screenNear, screenDepth);
Logger::Get().Log("RenderTextureClass initialized", __FILE__, __LINE__);
Logger::Get().Log("RenderTextureClass initialized", __FILE__, __LINE__, Logger::LogLevel::Initialize);
return true;
}
void RenderTextureClass::Shutdown()
{
Logger::Get().Log("Shutting down RenderTextureClass", __FILE__, __LINE__);
Logger::Get().Log("Shutting down RenderTextureClass", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
if (m_depthStencilView)
{
@ -194,7 +194,7 @@ void RenderTextureClass::Shutdown()
m_renderTargetTexture = 0;
}
Logger::Get().Log("RenderTextureClass shut down", __FILE__, __LINE__);
Logger::Get().Log("RenderTextureClass shut down", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
return;
}

View File

@ -28,7 +28,7 @@ ShaderManagerClass::~ShaderManagerClass()
bool ShaderManagerClass::Initialize(ID3D11Device* device, HWND hwnd)
{
Logger::Get().Log("Initializing ShaderManagerClass", __FILE__, __LINE__);
Logger::Get().Log("Initializing ShaderManagerClass", __FILE__, __LINE__, Logger::LogLevel::Initialize);
bool result;
@ -102,13 +102,13 @@ bool ShaderManagerClass::Initialize(ID3D11Device* device, HWND hwnd)
return false;
}
Logger::Get().Log("ShaderManagerClass initialized", __FILE__, __LINE__);
// Create and initialize the light shader object.
m_LightShader = new LightShaderClass;
result = m_LightShader->Initialize(device, hwnd);
if (!result)
{
Logger::Get().Log("Error initializing LightShaderClass", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
@ -118,6 +118,7 @@ bool ShaderManagerClass::Initialize(ID3D11Device* device, HWND hwnd)
result = m_LightMapShader->Initialize(device, hwnd);
if (!result)
{
Logger::Get().Log("Error initializing LightMapShaderClass", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
@ -139,12 +140,14 @@ bool ShaderManagerClass::Initialize(ID3D11Device* device, HWND hwnd)
return false;
}
Logger::Get().Log("ShaderManagerClass initialized", __FILE__, __LINE__, Logger::LogLevel::Initialize);
return true;
}
void ShaderManagerClass::Shutdown()
{
Logger::Get().Log("Shutting down ShaderManagerClass", __FILE__, __LINE__);
Logger::Get().Log("Shutting down ShaderManagerClass", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
// Release the normal map shader object.
if (m_NormalMapShader)
@ -202,7 +205,6 @@ void ShaderManagerClass::Shutdown()
m_TransparentShader = 0;
}
Logger::Get().Log("ShaderManagerClass shut down", __FILE__, __LINE__);
// Release the light shader object.
if (m_LightShader)
{
@ -235,6 +237,8 @@ void ShaderManagerClass::Shutdown()
m_WaterShader = 0;
}
Logger::Get().Log("ShaderManagerClass shut down", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
return;
}

View File

@ -19,7 +19,7 @@ TextureClass::~TextureClass()
bool TextureClass::Initialize(ID3D11Device * device, ID3D11DeviceContext * deviceContext, std::string filename)
{
Logger::Get().Log(("Iinitializing texture: %s", filename), __FILE__, __LINE__);
Logger::Get().Log(("Iinitializing texture: %s", filename), __FILE__, __LINE__, Logger::LogLevel::Initialize);
bool result;
D3D11_TEXTURE2D_DESC textureDesc;
@ -79,11 +79,15 @@ bool TextureClass::Initialize(ID3D11Device * device, ID3D11DeviceContext * devic
delete[] m_targaData;
m_targaData = 0;
Logger::Get().Log("Texture initialized", __FILE__, __LINE__, Logger::LogLevel::Initialize);
return true;
}
void TextureClass::Shutdown()
{
Logger::Get().Log("Shutting down texture", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
// Release the texture view resource.
if (m_textureView)
{
@ -105,6 +109,8 @@ void TextureClass::Shutdown()
m_targaData = 0;
}
Logger::Get().Log("Texture shut down", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
return;
}
@ -115,6 +121,8 @@ ID3D11ShaderResourceView* TextureClass::GetTexture()
bool TextureClass::LoadTarga(std::string filename)
{
Logger::Get().Log(("Loading targa file: %s", filename), __FILE__, __LINE__);
int error, bpp, imageSize, index, i, j, k;
FILE* filePtr;
unsigned int count;
@ -216,7 +224,7 @@ bool TextureClass::LoadTarga(std::string filename)
delete[] targaImage;
targaImage = 0;
Logger::Get().Log("Targa file loaded", __FILE__, __LINE__);
Logger::Get().Log(("targa file %s loaded", filename), __FILE__, __LINE__);
return true;
}

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@ -23,7 +23,7 @@ TextureShaderClass::~TextureShaderClass()
bool TextureShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
{
Logger::Get().Log("Initializing texture shader", __FILE__, __LINE__);
Logger::Get().Log("Initializing texture shader", __FILE__, __LINE__, Logger::LogLevel::Initialize);
bool result;
wchar_t vsFilename[128];
@ -53,7 +53,7 @@ bool TextureShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
return false;
}
Logger::Get().Log("Texture shader initialized", __FILE__, __LINE__);
Logger::Get().Log("Texture shader initialized", __FILE__, __LINE__, Logger::LogLevel::Initialize);
return true;
}
@ -88,7 +88,7 @@ bool TextureShaderClass::Render(ID3D11DeviceContext* deviceContext, int indexCou
bool TextureShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR* vsFilename, WCHAR* psFilename)
{
Logger::Get().Log("Initializing shader", __FILE__, __LINE__);
Logger::Get().Log("Initializing shader", __FILE__, __LINE__, Logger::LogLevel::Initialize);
HRESULT result;
ID3D10Blob* errorMessage;
@ -232,14 +232,14 @@ bool TextureShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR
return false;
}
Logger::Get().Log("Shader initialized", __FILE__, __LINE__);
Logger::Get().Log("Shader initialized", __FILE__, __LINE__, Logger::LogLevel::Initialize);
return true;
}
void TextureShaderClass::ShutdownShader()
{
Logger::Get().Log("Shutting down shader", __FILE__, __LINE__);
Logger::Get().Log("Shutting down shader", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
// Release the sampler state.
if (m_sampleState)
@ -276,7 +276,7 @@ void TextureShaderClass::ShutdownShader()
m_vertexShader = 0;
}
Logger::Get().Log("Shader shut down", __FILE__, __LINE__);
Logger::Get().Log("Shader shut down", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
return;
}

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@ -24,7 +24,7 @@ TranslateShaderClass::~TranslateShaderClass()
bool TranslateShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
{
Logger::Get().Log("Initilaizing TranslateShaderClass", __FILE__, __LINE__);
Logger::Get().Log("Initilaizing TranslateShaderClass", __FILE__, __LINE__, Logger::LogLevel::Initialize);
bool result;
wchar_t vsFilename[128];
@ -55,7 +55,7 @@ bool TranslateShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
return false;
}
Logger::Get().Log("TranslateShaderClass initialized", __FILE__, __LINE__);
Logger::Get().Log("TranslateShaderClass initialized", __FILE__, __LINE__, Logger::LogLevel::Initialize);
return true;
}
@ -92,7 +92,7 @@ bool TranslateShaderClass::Render(ID3D11DeviceContext * deviceContext, int index
bool TranslateShaderClass::InitializeShader(ID3D11Device * device, HWND hwnd, WCHAR * vsFilename, WCHAR * psFilename)
{
Logger::Get().Log("Initializing translate shader", __FILE__, __LINE__);
Logger::Get().Log("Initializing translate shader", __FILE__, __LINE__, Logger::LogLevel::Initialize);
HRESULT result;
ID3D10Blob* errorMessage;
@ -255,7 +255,7 @@ bool TranslateShaderClass::InitializeShader(ID3D11Device * device, HWND hwnd, WC
return false;
}
Logger::Get().Log("Translate shader initialized", __FILE__, __LINE__);
Logger::Get().Log("Translate shader initialized", __FILE__, __LINE__, Logger::LogLevel::Initialize);
return true;
}
@ -263,7 +263,7 @@ bool TranslateShaderClass::InitializeShader(ID3D11Device * device, HWND hwnd, WC
void TranslateShaderClass::ShutdownShader()
{
Logger::Get().Log("Shutting down translate shader", __FILE__, __LINE__);
Logger::Get().Log("Shutting down translate shader", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
// Release the texture translation constant buffer.
if (m_translateBuffer)
@ -307,7 +307,7 @@ void TranslateShaderClass::ShutdownShader()
m_vertexShader = 0;
}
Logger::Get().Log("Translate shader shut down", __FILE__, __LINE__);
Logger::Get().Log("Translate shader shut down", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
return;
}

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@ -24,7 +24,7 @@ TransparentShaderClass::~TransparentShaderClass()
bool TransparentShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
{
Logger::Get().Log("Initializing TransparentShaderClass", __FILE__, __LINE__);
Logger::Get().Log("Initializing TransparentShaderClass", __FILE__, __LINE__, Logger::LogLevel::Initialize);
bool result;
wchar_t vsFilename[128];
@ -55,7 +55,7 @@ bool TransparentShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
return false;
}
Logger::Get().Log("TransparentShaderClass initialized", __FILE__, __LINE__);
Logger::Get().Log("TransparentShaderClass initialized", __FILE__, __LINE__, Logger::LogLevel::Initialize);
return true;
}
@ -92,7 +92,7 @@ bool TransparentShaderClass::Render(ID3D11DeviceContext* deviceContext, int inde
bool TransparentShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR* vsFilename, WCHAR* psFilename)
{
Logger::Get().Log("Initializing transparent shader", __FILE__, __LINE__);
Logger::Get().Log("Initializing transparent shader", __FILE__, __LINE__, Logger::LogLevel::Initialize);
HRESULT result;
ID3D10Blob* errorMessage;
@ -255,7 +255,7 @@ bool TransparentShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, W
return false;
}
Logger::Get().Log("Transparent shader initialized", __FILE__, __LINE__);
Logger::Get().Log("Transparent shader initialized", __FILE__, __LINE__, Logger::LogLevel::Initialize);
return true;
}
@ -263,7 +263,7 @@ bool TransparentShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, W
void TransparentShaderClass::ShutdownShader()
{
Logger::Get().Log("Shutting down transparent shader", __FILE__, __LINE__);
Logger::Get().Log("Shutting down transparent shader", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
// Release the transparent constant buffer.
if (m_transparentBuffer)
@ -307,7 +307,7 @@ void TransparentShaderClass::ShutdownShader()
m_vertexShader = 0;
}
Logger::Get().Log("Transparent shader shut down", __FILE__, __LINE__);
Logger::Get().Log("Transparent shader shut down", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
return;
}