diff --git a/enginecustom/Light.ps b/enginecustom/Light.ps new file mode 100644 index 0000000..66babd6 --- /dev/null +++ b/enginecustom/Light.ps @@ -0,0 +1,57 @@ +//////////////////////////////////////////////////////////////////////////////// +// Filename: light.ps +//////////////////////////////////////////////////////////////////////////////// + + +///////////// +// GLOBALS // +///////////// +Texture2D shaderTexture : register(t0); +SamplerState SampleType : register(s0); +cbuffer LightBuffer +{ + float4 diffuseColor; + float3 lightDirection; + float padding; +}; + + +////////////// +// TYPEDEFS // +////////////// +struct PixelInputType +{ + float4 position : SV_POSITION; + float2 tex : TEXCOORD0; + float3 normal : NORMAL; +}; + + +//////////////////////////////////////////////////////////////////////////////// +// Pixel Shader +//////////////////////////////////////////////////////////////////////////////// +float4 LightPixelShader(PixelInputType input) : SV_TARGET +{ + float4 textureColor; + float3 lightDir; + float lightIntensity; + float4 color; + + + // Sample the pixel color from the texture using the sampler at this texture coordinate location. + textureColor = shaderTexture.Sample(SampleType, input.tex); + + // Invert the light direction for calculations. + lightDir = -lightDirection; + + // Calculate the amount of light on this pixel. + lightIntensity = saturate(dot(input.normal, lightDir)); + + // Determine the final amount of diffuse color based on the diffuse color combined with the light intensity. + color = saturate(diffuseColor * lightIntensity); + + // Multiply the texture pixel and the final diffuse color to get the final pixel color result. + color = color * textureColor; + + return color; +} \ No newline at end of file diff --git a/enginecustom/Light.vs b/enginecustom/Light.vs new file mode 100644 index 0000000..87f1edd --- /dev/null +++ b/enginecustom/Light.vs @@ -0,0 +1,60 @@ +//////////////////////////////////////////////////////////////////////////////// +// Filename: light.vs +//////////////////////////////////////////////////////////////////////////////// + + +///////////// +// GLOBALS // +///////////// +cbuffer MatrixBuffer +{ + matrix worldMatrix; + matrix viewMatrix; + matrix projectionMatrix; +}; + +////////////// +// TYPEDEFS // +////////////// +struct VertexInputType +{ + float4 position : POSITION; + float2 tex : TEXCOORD0; + float3 normal : NORMAL; +}; + +struct PixelInputType +{ + float4 position : SV_POSITION; + float2 tex : TEXCOORD0; + float3 normal : NORMAL; +}; + + +//////////////////////////////////////////////////////////////////////////////// +// Vertex Shader +//////////////////////////////////////////////////////////////////////////////// +PixelInputType LightVertexShader(VertexInputType input) +{ + PixelInputType output; + + + // Change the position vector to be 4 units for proper matrix calculations. + input.position.w = 1.0f; + + // Calculate the position of the vertex against the world, view, and projection matrices. + output.position = mul(input.position, worldMatrix); + output.position = mul(output.position, viewMatrix); + output.position = mul(output.position, projectionMatrix); + + // Store the texture coordinates for the pixel shader. + output.tex = input.tex; + + // Calculate the normal vector against the world matrix only. + output.normal = mul(input.normal, (float3x3)worldMatrix); + + // Normalize the normal vector. + output.normal = normalize(output.normal); + + return output; +} \ No newline at end of file diff --git a/enginecustom/Lightclass.cpp b/enginecustom/Lightclass.cpp new file mode 100644 index 0000000..e6f0f9b --- /dev/null +++ b/enginecustom/Lightclass.cpp @@ -0,0 +1,45 @@ +//////////////////////////////////////////////////////////////////////////////// +// Filename: lightclass.cpp +//////////////////////////////////////////////////////////////////////////////// +#include "lightclass.h" + + +LightClass::LightClass() +{ +} + + +LightClass::LightClass(const LightClass& other) +{ +} + + +LightClass::~LightClass() +{ +} + + +void LightClass::SetDiffuseColor(float red, float green, float blue, float alpha) +{ + m_diffuseColor = XMFLOAT4(red, green, blue, alpha); + return; +} + + +void LightClass::SetDirection(float x, float y, float z) +{ + m_direction = XMFLOAT3(x, y, z); + return; +} + + +XMFLOAT4 LightClass::GetDiffuseColor() +{ + return m_diffuseColor; +} + + +XMFLOAT3 LightClass::GetDirection() +{ + return m_direction; +} \ No newline at end of file diff --git a/enginecustom/Lightclass.h b/enginecustom/Lightclass.h new file mode 100644 index 0000000..0159c95 --- /dev/null +++ b/enginecustom/Lightclass.h @@ -0,0 +1,37 @@ +#pragma once +//////////////////////////////////////////////////////////////////////////////// +// Filename: lightclass.h +//////////////////////////////////////////////////////////////////////////////// +#ifndef _LIGHTCLASS_H_ +#define _LIGHTCLASS_H_ + + +////////////// +// INCLUDES // +////////////// +#include +using namespace DirectX; + + +//////////////////////////////////////////////////////////////////////////////// +// Class name: LightClass +//////////////////////////////////////////////////////////////////////////////// +class LightClass +{ +public: + LightClass(); + LightClass(const LightClass&); + ~LightClass(); + + void SetDirection(float, float, float); + void SetDiffuseColor(float, float, float, float); + + XMFLOAT3 GetDirection(); + XMFLOAT4 GetDiffuseColor(); + +private: + XMFLOAT4 m_diffuseColor; + XMFLOAT3 m_direction; +}; + +#endif \ No newline at end of file diff --git a/enginecustom/Lightshaderclass.cpp b/enginecustom/Lightshaderclass.cpp new file mode 100644 index 0000000..c759fd3 --- /dev/null +++ b/enginecustom/Lightshaderclass.cpp @@ -0,0 +1,428 @@ +//////////////////////////////////////////////////////////////////////////////// +// Filename: lightshaderclass.cpp +//////////////////////////////////////////////////////////////////////////////// +#include "lightshaderclass.h" + + +LightShaderClass::LightShaderClass() +{ + m_vertexShader = 0; + m_pixelShader = 0; + m_layout = 0; + m_sampleState = 0; + m_matrixBuffer = 0; + m_lightBuffer = 0; +} + + +LightShaderClass::LightShaderClass(const LightShaderClass& other) +{ +} + + +LightShaderClass::~LightShaderClass() +{ +} + + +bool LightShaderClass::Initialize(ID3D11Device* device, HWND hwnd) +{ + wchar_t vsFilename[128]; + wchar_t psFilename[128]; + int error; + bool result; + + // Set the filename of the vertex shader. + error = wcscpy_s(vsFilename, 128, L"./Light.vs"); + if (error != 0) + { + return false; + } + + // Set the filename of the pixel shader. + error = wcscpy_s(psFilename, 128, L"./Light.ps"); + if (error != 0) + { + return false; + } + + // Initialize the vertex and pixel shaders. + result = InitializeShader(device, hwnd, vsFilename, psFilename); + if (!result) + { + return false; + } + + return true; +} + + +void LightShaderClass::Shutdown() +{ + // Shutdown the vertex and pixel shaders as well as the related objects. + ShutdownShader(); + + return; +} + +bool LightShaderClass::Render(ID3D11DeviceContext* deviceContext, int indexCount, XMMATRIX worldMatrix, XMMATRIX viewMatrix, XMMATRIX projectionMatrix, + ID3D11ShaderResourceView* texture, XMFLOAT3 lightDirection, XMFLOAT4 diffuseColor) +{ + bool result; + + + // Set the shader parameters that it will use for rendering. + result = SetShaderParameters(deviceContext, worldMatrix, viewMatrix, projectionMatrix, texture, lightDirection, diffuseColor); + if (!result) + { + return false; + } + + // Now render the prepared buffers with the shader. + RenderShader(deviceContext, indexCount); + + return true; +} + + +bool LightShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR* vsFilename, WCHAR* psFilename) +{ + HRESULT result; + ID3D10Blob* errorMessage; + ID3D10Blob* vertexShaderBuffer; + ID3D10Blob* pixelShaderBuffer; + + D3D11_INPUT_ELEMENT_DESC polygonLayout[3]; + unsigned int numElements; + D3D11_SAMPLER_DESC samplerDesc; + D3D11_BUFFER_DESC matrixBufferDesc; + + D3D11_BUFFER_DESC lightBufferDesc; + + + // Initialize the pointers this function will use to null. + errorMessage = 0; + vertexShaderBuffer = 0; + pixelShaderBuffer = 0; + + // Compile the vertex shader code. + result = D3DCompileFromFile(vsFilename, NULL, NULL, "LightVertexShader", "vs_5_0", D3D10_SHADER_ENABLE_STRICTNESS, 0, &vertexShaderBuffer, &errorMessage); + if (FAILED(result)) + { + // If the shader failed to compile it should have writen something to the error message. + if (errorMessage) + { + OutputShaderErrorMessage(errorMessage, hwnd, vsFilename); + } + // If there was nothing in the error message then it simply could not find the shader file itself. + else + { + MessageBox(hwnd, vsFilename, L"Missing Shader File", MB_OK); + } + + return false; + } + + // Compile the pixel shader code. + result = D3DCompileFromFile(psFilename, NULL, NULL, "LightPixelShader", "ps_5_0", D3D10_SHADER_ENABLE_STRICTNESS, 0, &pixelShaderBuffer, &errorMessage); + if (FAILED(result)) + { + // If the shader failed to compile it should have writen something to the error message. + if (errorMessage) + { + OutputShaderErrorMessage(errorMessage, hwnd, psFilename); + } + // If there was nothing in the error message then it simply could not find the file itself. + else + { + MessageBox(hwnd, psFilename, L"Missing Shader File", MB_OK); + } + + return false; + } + + // Create the vertex shader from the buffer. + result = device->CreateVertexShader(vertexShaderBuffer->GetBufferPointer(), vertexShaderBuffer->GetBufferSize(), NULL, &m_vertexShader); + if (FAILED(result)) + { + return false; + } + + // Create the pixel shader from the buffer. + result = device->CreatePixelShader(pixelShaderBuffer->GetBufferPointer(), pixelShaderBuffer->GetBufferSize(), NULL, &m_pixelShader); + if (FAILED(result)) + { + return false; + } + + // Create the vertex input layout description. + // This setup needs to match the VertexType stucture in the ModelClass and in the shader. + polygonLayout[0].SemanticName = "POSITION"; + polygonLayout[0].SemanticIndex = 0; + polygonLayout[0].Format = DXGI_FORMAT_R32G32B32_FLOAT; + polygonLayout[0].InputSlot = 0; + polygonLayout[0].AlignedByteOffset = 0; + polygonLayout[0].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA; + polygonLayout[0].InstanceDataStepRate = 0; + + polygonLayout[1].SemanticName = "TEXCOORD"; + polygonLayout[1].SemanticIndex = 0; + polygonLayout[1].Format = DXGI_FORMAT_R32G32_FLOAT; + polygonLayout[1].InputSlot = 0; + polygonLayout[1].AlignedByteOffset = D3D11_APPEND_ALIGNED_ELEMENT; + polygonLayout[1].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA; + polygonLayout[1].InstanceDataStepRate = 0; + + polygonLayout[2].SemanticName = "NORMAL"; + polygonLayout[2].SemanticIndex = 0; + polygonLayout[2].Format = DXGI_FORMAT_R32G32B32_FLOAT; + polygonLayout[2].InputSlot = 0; + polygonLayout[2].AlignedByteOffset = D3D11_APPEND_ALIGNED_ELEMENT; + polygonLayout[2].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA; + polygonLayout[2].InstanceDataStepRate = 0; + + // Get a count of the elements in the layout. + numElements = sizeof(polygonLayout) / sizeof(polygonLayout[0]); + + // Create the vertex input layout. + result = device->CreateInputLayout(polygonLayout, numElements, vertexShaderBuffer->GetBufferPointer(), vertexShaderBuffer->GetBufferSize(), + &m_layout); + if (FAILED(result)) + { + return false; + } + + // Release the vertex shader buffer and pixel shader buffer since they are no longer needed. + vertexShaderBuffer->Release(); + vertexShaderBuffer = 0; + + pixelShaderBuffer->Release(); + pixelShaderBuffer = 0; + + // Create a texture sampler state description. + samplerDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR; + samplerDesc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP; + samplerDesc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP; + samplerDesc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP; + samplerDesc.MipLODBias = 0.0f; + samplerDesc.MaxAnisotropy = 1; + samplerDesc.ComparisonFunc = D3D11_COMPARISON_ALWAYS; + samplerDesc.BorderColor[0] = 0; + samplerDesc.BorderColor[1] = 0; + samplerDesc.BorderColor[2] = 0; + samplerDesc.BorderColor[3] = 0; + samplerDesc.MinLOD = 0; + samplerDesc.MaxLOD = D3D11_FLOAT32_MAX; + + // Create the texture sampler state. + result = device->CreateSamplerState(&samplerDesc, &m_sampleState); + if (FAILED(result)) + { + return false; + } + + // Setup the description of the dynamic matrix constant buffer that is in the vertex shader. + matrixBufferDesc.Usage = D3D11_USAGE_DYNAMIC; + matrixBufferDesc.ByteWidth = sizeof(MatrixBufferType); + matrixBufferDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER; + matrixBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; + matrixBufferDesc.MiscFlags = 0; + matrixBufferDesc.StructureByteStride = 0; + + // Create the constant buffer pointer so we can access the vertex shader constant buffer from within this class. + result = device->CreateBuffer(&matrixBufferDesc, NULL, &m_matrixBuffer); + if (FAILED(result)) + { + return false; + } + + // Setup the description of the light dynamic constant buffer that is in the pixel shader. + // Note that ByteWidth always needs to be a multiple of 16 if using D3D11_BIND_CONSTANT_BUFFER or CreateBuffer will fail. + lightBufferDesc.Usage = D3D11_USAGE_DYNAMIC; + lightBufferDesc.ByteWidth = sizeof(LightBufferType); + lightBufferDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER; + lightBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; + lightBufferDesc.MiscFlags = 0; + lightBufferDesc.StructureByteStride = 0; + + // Create the constant buffer pointer so we can access the vertex shader constant buffer from within this class. + result = device->CreateBuffer(&lightBufferDesc, NULL, &m_lightBuffer); + if (FAILED(result)) + { + return false; + } + + return true; +} + + +void LightShaderClass::ShutdownShader() +{ + // Release the light constant buffer. + if (m_lightBuffer) + { + m_lightBuffer->Release(); + m_lightBuffer = 0; + } + + // Release the matrix constant buffer. + if (m_matrixBuffer) + { + m_matrixBuffer->Release(); + m_matrixBuffer = 0; + } + + // Release the sampler state. + if (m_sampleState) + { + m_sampleState->Release(); + m_sampleState = 0; + } + + // Release the layout. + if (m_layout) + { + m_layout->Release(); + m_layout = 0; + } + + // Release the pixel shader. + if (m_pixelShader) + { + m_pixelShader->Release(); + m_pixelShader = 0; + } + + // Release the vertex shader. + if (m_vertexShader) + { + m_vertexShader->Release(); + m_vertexShader = 0; + } + + return; +} + + +void LightShaderClass::OutputShaderErrorMessage(ID3D10Blob* errorMessage, HWND hwnd, WCHAR* shaderFilename) +{ + char* compileErrors; + unsigned __int64 bufferSize, i; + ofstream fout; + + + // Get a pointer to the error message text buffer. + compileErrors = (char*)(errorMessage->GetBufferPointer()); + + // Get the length of the message. + bufferSize = errorMessage->GetBufferSize(); + + // Open a file to write the error message to. + fout.open("shader-error.txt"); + + // Write out the error message. + for (i = 0; i < bufferSize; i++) + { + fout << compileErrors[i]; + } + + // Close the file. + fout.close(); + + // Release the error message. + errorMessage->Release(); + errorMessage = 0; + + // Pop a message up on the screen to notify the user to check the text file for compile errors. + MessageBox(hwnd, L"Error compiling shader. Check shader-error.txt for message.", shaderFilename, MB_OK); + + return; +} + +bool LightShaderClass::SetShaderParameters(ID3D11DeviceContext* deviceContext, XMMATRIX worldMatrix, XMMATRIX viewMatrix, XMMATRIX projectionMatrix, + ID3D11ShaderResourceView* texture, XMFLOAT3 lightDirection, XMFLOAT4 diffuseColor) +{ + HRESULT result; + D3D11_MAPPED_SUBRESOURCE mappedResource; + unsigned int bufferNumber; + MatrixBufferType* dataPtr; + LightBufferType* dataPtr2; + + + // Transpose the matrices to prepare them for the shader. + worldMatrix = XMMatrixTranspose(worldMatrix); + viewMatrix = XMMatrixTranspose(viewMatrix); + projectionMatrix = XMMatrixTranspose(projectionMatrix); + + // Lock the constant buffer so it can be written to. + result = deviceContext->Map(m_matrixBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource); + if (FAILED(result)) + { + return false; + } + + // Get a pointer to the data in the constant buffer. + dataPtr = (MatrixBufferType*)mappedResource.pData; + + // Copy the matrices into the constant buffer. + dataPtr->world = worldMatrix; + dataPtr->view = viewMatrix; + dataPtr->projection = projectionMatrix; + + // Unlock the constant buffer. + deviceContext->Unmap(m_matrixBuffer, 0); + + // Set the position of the constant buffer in the vertex shader. + bufferNumber = 0; + + // Now set the constant buffer in the vertex shader with the updated values. + deviceContext->VSSetConstantBuffers(bufferNumber, 1, &m_matrixBuffer); + + // Set shader texture resource in the pixel shader. + deviceContext->PSSetShaderResources(0, 1, &texture); + + // Lock the light constant buffer so it can be written to. + result = deviceContext->Map(m_lightBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource); + if (FAILED(result)) + { + return false; + } + + // Get a pointer to the data in the constant buffer. + dataPtr2 = (LightBufferType*)mappedResource.pData; + + // Copy the lighting variables into the constant buffer. + dataPtr2->diffuseColor = diffuseColor; + dataPtr2->lightDirection = lightDirection; + dataPtr2->padding = 0.0f; + + // Unlock the constant buffer. + deviceContext->Unmap(m_lightBuffer, 0); + + // Set the position of the light constant buffer in the pixel shader. + bufferNumber = 0; + + // Finally set the light constant buffer in the pixel shader with the updated values. + deviceContext->PSSetConstantBuffers(bufferNumber, 1, &m_lightBuffer); + + return true; +} + + +void LightShaderClass::RenderShader(ID3D11DeviceContext* deviceContext, int indexCount) +{ + // Set the vertex input layout. + deviceContext->IASetInputLayout(m_layout); + + // Set the vertex and pixel shaders that will be used to render this triangle. + deviceContext->VSSetShader(m_vertexShader, NULL, 0); + deviceContext->PSSetShader(m_pixelShader, NULL, 0); + + // Set the sampler state in the pixel shader. + deviceContext->PSSetSamplers(0, 1, &m_sampleState); + + // Render the triangle. + deviceContext->DrawIndexed(indexCount, 0, 0); + + return; +} diff --git a/enginecustom/Lightshaderclass.h b/enginecustom/Lightshaderclass.h new file mode 100644 index 0000000..247d3b8 --- /dev/null +++ b/enginecustom/Lightshaderclass.h @@ -0,0 +1,65 @@ +//////////////////////////////////////////////////////////////////////////////// +// Filename: lightshaderclass.h +//////////////////////////////////////////////////////////////////////////////// +#ifndef _LIGHTSHADERCLASS_H_ +#define _LIGHTSHADERCLASS_H_ + + +////////////// +// INCLUDES // +////////////// +#include +#include +#include +#include +using namespace DirectX; +using namespace std; + + +//////////////////////////////////////////////////////////////////////////////// +// Class name: LightShaderClass +//////////////////////////////////////////////////////////////////////////////// +class LightShaderClass +{ +private: + struct MatrixBufferType + { + XMMATRIX world; + XMMATRIX view; + XMMATRIX projection; + }; + + struct LightBufferType + { + XMFLOAT4 diffuseColor; + XMFLOAT3 lightDirection; + float padding; // Added extra padding so structure is a multiple of 16 for CreateBuffer function requirements. + }; + +public: + LightShaderClass(); + LightShaderClass(const LightShaderClass&); + ~LightShaderClass(); + + bool Initialize(ID3D11Device*, HWND); + void Shutdown(); + bool Render(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, XMFLOAT3, XMFLOAT4); + +private: + bool InitializeShader(ID3D11Device*, HWND, WCHAR*, WCHAR*); + void ShutdownShader(); + void OutputShaderErrorMessage(ID3D10Blob*, HWND, WCHAR*); + + bool SetShaderParameters(ID3D11DeviceContext*, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, XMFLOAT3, XMFLOAT4); + void RenderShader(ID3D11DeviceContext*, int); + +private: + ID3D11VertexShader* m_vertexShader; + ID3D11PixelShader* m_pixelShader; + ID3D11InputLayout* m_layout; + ID3D11SamplerState* m_sampleState; + ID3D11Buffer* m_matrixBuffer; + ID3D11Buffer* m_lightBuffer; +}; + +#endif \ No newline at end of file diff --git a/enginecustom/applicationclass.cpp b/enginecustom/applicationclass.cpp index e5e17bb..edc11ad 100644 --- a/enginecustom/applicationclass.cpp +++ b/enginecustom/applicationclass.cpp @@ -86,7 +86,7 @@ bool ApplicationClass::Initialize(int screenWidth, int screenHeight, HWND hwnd) m_Light->SetDiffuseColor(1.0f, 1.0f, 1.0f, 1.0f); m_Light->SetDirection(0.0f, 0.0f, 1.0f); - + return true; } @@ -108,6 +108,14 @@ void ApplicationClass::Shutdown() m_LightShader = 0; } + // Release the light shader object. + if (m_LightShader) + { + m_LightShader->Shutdown(); + delete m_LightShader; + m_LightShader = 0; + } + // Release the model object. if (m_Model) { @@ -143,7 +151,6 @@ bool ApplicationClass::Frame() static float z = 0.f; bool result; - // Update the rotation variable each frame. rotation -= 0.0174532925f * 0.1f; if (rotation < 0.0f) diff --git a/enginecustom/applicationclass.h b/enginecustom/applicationclass.h index f954b28..98344b6 100644 --- a/enginecustom/applicationclass.h +++ b/enginecustom/applicationclass.h @@ -36,7 +36,6 @@ public: private: bool Render(float, float, float, float); - private: D3DClass* m_Direct3D; CameraClass* m_Camera; diff --git a/enginecustom/enginecustom.vcxproj b/enginecustom/enginecustom.vcxproj index 20dbbbc..d27ec29 100644 --- a/enginecustom/enginecustom.vcxproj +++ b/enginecustom/enginecustom.vcxproj @@ -25,8 +25,8 @@ - - + + @@ -39,15 +39,15 @@ - + + - - - + + diff --git a/enginecustom/enginecustom.vcxproj.filters b/enginecustom/enginecustom.vcxproj.filters index f23eb24..7f9131b 100644 --- a/enginecustom/enginecustom.vcxproj.filters +++ b/enginecustom/enginecustom.vcxproj.filters @@ -57,6 +57,12 @@ Fichiers sources + + Fichiers sources + + + Fichiers sources + @@ -89,6 +95,12 @@ Fichiers d%27en-tête + + Fichiers d%27en-tête + + + Fichiers d%27en-tête + @@ -104,6 +116,12 @@ texture + + shader + + + shader +