Water Shader a finir dans le shader manager
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72
KhaoticDemo/water.ps
Normal file
72
KhaoticDemo/water.ps
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@ -0,0 +1,72 @@
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/////////////
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// GLOBALS //
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/////////////
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SamplerState SampleType : register(s0);
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Texture2D reflectionTexture : register(t0);
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Texture2D refractionTexture : register(t1);
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Texture2D normalTexture : register(t2);
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cbuffer WaterBuffer
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{
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float waterTranslation;
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float reflectRefractScale;
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float2 padding;
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};
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//////////////
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// TYPEDEFS //
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//////////////
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struct PixelInputType
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{
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float4 position : SV_POSITION;
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float2 tex : TEXCOORD0;
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float4 reflectionPosition : TEXCOORD1;
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float4 refractionPosition : TEXCOORD2;
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};
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////////////////////////////////////////////////////////////////////////////////
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// Pixel Shader
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////////////////////////////////////////////////////////////////////////////////
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float4 WaterPixelShader(PixelInputType input) : SV_TARGET
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{
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float2 reflectTexCoord;
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float2 refractTexCoord;
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float4 normalMap;
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float3 normal;
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float4 reflectionColor;
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float4 refractionColor;
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float4 color;
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// Move the position the water normal is sampled from to simulate moving water.
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input.tex.y += waterTranslation;
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// Calculate the projected reflection texture coordinates.
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reflectTexCoord.x = input.reflectionPosition.x / input.reflectionPosition.w / 2.0f + 0.5f;
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reflectTexCoord.y = -input.reflectionPosition.y / input.reflectionPosition.w / 2.0f + 0.5f;
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// Calculate the projected refraction texture coordinates.
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refractTexCoord.x = input.refractionPosition.x / input.refractionPosition.w / 2.0f + 0.5f;
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refractTexCoord.y = -input.refractionPosition.y / input.refractionPosition.w / 2.0f + 0.5f;
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// Sample the normal from the normal map texture.
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normalMap = normalTexture.Sample(SampleType, input.tex);
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// Expand the range of the normal from (0,1) to (-1,+1).
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normal = (normalMap.xyz * 2.0f) - 1.0f;
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// Re-position the texture coordinate sampling position by the normal map value to simulate the rippling wave effect.
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reflectTexCoord = reflectTexCoord + (normal.xy * reflectRefractScale);
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refractTexCoord = refractTexCoord + (normal.xy * reflectRefractScale);
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// Sample the texture pixels from the textures using the updated texture coordinates.
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reflectionColor = reflectionTexture.Sample(SampleType, reflectTexCoord);
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refractionColor = refractionTexture.Sample(SampleType, refractTexCoord);
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// Combine the reflection and refraction results for the final color.
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color = lerp(reflectionColor, refractionColor, 0.6f);
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return color;
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}
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@ -10,12 +10,10 @@
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#include "d3dclass.h"
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#include "cameraclass.h"
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#include "object.h"
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#include "lightshaderclass.h"
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#include "lightclass.h"
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#include <vector>
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#include <filesystem>
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#include "lightmapshaderclass.h"
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#include "bitmapclass.h"
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#include "spriteclass.h"
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#include "timerclass.h"
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@ -31,6 +29,8 @@
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#include "rendertextureclass.h"
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#include "displayplaneclass.h"
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#include "reflectionshaderclass.h"
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#include "refractionshaderclass.h"
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#include "watershaderclass.h"
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/////////////
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@ -91,6 +91,8 @@ private:
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bool UpdateFps();
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bool UpdateRenderCountString(int);
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bool RenderSceneToTexture(float);
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bool RenderRefractionToTexture();
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bool RenderReflectionToTexture();
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private :
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@ -100,7 +102,7 @@ private :
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D3DClass* m_Direct3D;
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IDXGISwapChain* m_swapChain;
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ModelClass* m_Model;
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ModelClass* m_Model,* m_GroundModel, * m_WallModel, * m_BathModel, * m_WaterModel;
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ModelListClass* m_ModelList;
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// ------------------------------------- //
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@ -108,7 +110,7 @@ private :
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// ------------------------------------- //
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XMMATRIX m_baseViewMatrix;
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RenderTextureClass* m_RenderTexture;
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RenderTextureClass* m_RenderTexture, * m_RefractionTexture, * m_ReflectionTexture;
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DisplayPlaneClass* m_DisplayPlane;
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int m_screenWidth, m_screenHeight;
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CameraClass* m_Camera;
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@ -138,12 +140,17 @@ private :
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// ----------------------------------- //
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ShaderManagerClass* m_ShaderManager;
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WaterShaderClass* m_WaterShader;
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FontShaderClass* m_FontShader;
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ReflectionShaderClass* m_ReflectionShader;
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BitmapClass* m_Bitmap;
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SpriteClass* m_Sprite;
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// ----------------------------------- //
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// ------------ VARIABLES ------------ //
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// ----------------------------------- //
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float m_waterHeight, m_waterTranslation;
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// ------------------------------------------------- //
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// ------------- FPS AND INFO ON SCREEN ------------ //
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// ------------------------------------------------- //
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63
enginecustom/refraction.ps
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63
enginecustom/refraction.ps
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@ -0,0 +1,63 @@
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/////////////
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// GLOBALS //
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/////////////
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SamplerState SampleType : register(s0);
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Texture2D shaderTexture : register(t0);
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cbuffer LightBuffer
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{
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float4 ambientColor;
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float4 diffuseColor;
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float3 lightDirection;
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};
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//////////////
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// TYPEDEFS //
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//////////////
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struct PixelInputType
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{
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float4 position : SV_POSITION;
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float2 tex : TEXCOORD0;
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float3 normal : NORMAL;
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float clip : SV_ClipDistance0;
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};
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////////////////////////////////////////////////////////////////////////////////
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// Pixel Shader
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////////////////////////////////////////////////////////////////////////////////
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float4 RefractionPixelShader(PixelInputType input) : SV_TARGET
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{
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float4 textureColor;
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float3 lightDir;
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float lightIntensity;
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float4 color;
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// Sample the texture pixel at this location.
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textureColor = shaderTexture.Sample(SampleType, input.tex);
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// Set the default output color to the ambient light value for all pixels.
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color = ambientColor;
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// Invert the light direction for calculations.
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lightDir = -lightDirection;
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// Calculate the amount of light on this pixel.
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lightIntensity = saturate(dot(input.normal, lightDir));
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if(lightIntensity > 0.0f)
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{
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// Determine the final diffuse color based on the diffuse color and the amount of light intensity.
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color += (diffuseColor * lightIntensity);
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}
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// Saturate the final light color.
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color = saturate(color);
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// Multiply the texture pixel and the input color to get the final result.
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color = color * textureColor;
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return color;
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}
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65
enginecustom/refraction.vs
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65
enginecustom/refraction.vs
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/////////////
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// GLOBALS //
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/////////////
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cbuffer MatrixBuffer
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{
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matrix worldMatrix;
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matrix viewMatrix;
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matrix projectionMatrix;
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};
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cbuffer ClipPlaneBuffer
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{
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float4 clipPlane;
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};
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//////////////
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// TYPEDEFS //
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//////////////
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struct VertexInputType
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{
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float4 position : POSITION;
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float2 tex : TEXCOORD0;
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float3 normal : NORMAL;
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};
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struct PixelInputType
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{
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float4 position : SV_POSITION;
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float2 tex : TEXCOORD0;
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float3 normal : NORMAL;
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float clip : SV_ClipDistance0;
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};
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////////////////////////////////////////////////////////////////////////////////
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// Vertex Shader
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////////////////////////////////////////////////////////////////////////////////
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PixelInputType RefractionVertexShader(VertexInputType input)
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{
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PixelInputType output;
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// Change the position vector to be 4 units for proper matrix calculations.
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input.position.w = 1.0f;
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// Calculate the position of the vertex against the world, view, and projection matrices.
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output.position = mul(input.position, worldMatrix);
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output.position = mul(output.position, viewMatrix);
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output.position = mul(output.position, projectionMatrix);
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// Store the texture coordinates for the pixel shader.
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output.tex = input.tex;
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// Calculate the normal vector against the world matrix only.
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output.normal = mul(input.normal, (float3x3)worldMatrix);
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// Normalize the normal vector.
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output.normal = normalize(output.normal);
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// Set the clipping plane.
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output.clip = dot(mul(input.position, worldMatrix), clipPlane);
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return output;
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}
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472
enginecustom/refractionshaderclass.cpp
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472
enginecustom/refractionshaderclass.cpp
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#include "refractionshaderclass.h"
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RefractionShaderClass::RefractionShaderClass()
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{
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m_vertexShader = 0;
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m_pixelShader = 0;
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m_layout = 0;
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m_matrixBuffer = 0;
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m_sampleState = 0;
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m_lightBuffer = 0;
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m_clipPlaneBuffer = 0;
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}
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RefractionShaderClass::RefractionShaderClass(const RefractionShaderClass& other)
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{
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}
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RefractionShaderClass::~RefractionShaderClass()
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{
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}
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bool RefractionShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
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{
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bool result;
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wchar_t vsFilename[128];
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wchar_t psFilename[128];
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int error;
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// Set the filename of the vertex shader.
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error = wcscpy_s(vsFilename, 128, L"refraction.vs");
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if (error != 0)
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{
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return false;
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}
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// Set the filename of the pixel shader.
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error = wcscpy_s(psFilename, 128, L"refraction.ps");
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if (error != 0)
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{
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return false;
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}
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// Initialize the vertex and pixel shaders.
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result = InitializeShader(device, hwnd, vsFilename, psFilename);
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if (!result)
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{
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return false;
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}
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return true;
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}
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void RefractionShaderClass::Shutdown()
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{
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// Shutdown the vertex and pixel shaders as well as the related objects.
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ShutdownShader();
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return;
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}
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bool RefractionShaderClass::Render(ID3D11DeviceContext* deviceContext, int indexCount, XMMATRIX worldMatrix, XMMATRIX viewMatrix, XMMATRIX projectionMatrix,
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ID3D11ShaderResourceView* texture, XMFLOAT3 lightDirection, XMFLOAT4 ambientColor, XMFLOAT4 diffuseColor, XMFLOAT4 clipPlane)
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{
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bool result;
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// Set the shader parameters that it will use for rendering.
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result = SetShaderParameters(deviceContext, worldMatrix, viewMatrix, projectionMatrix, texture, lightDirection, ambientColor, diffuseColor, clipPlane);
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if (!result)
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{
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return false;
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}
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// Now render the prepared buffers with the shader.
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RenderShader(deviceContext, indexCount);
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return true;
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}
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bool RefractionShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR* vsFilename, WCHAR* psFilename)
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{
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HRESULT result;
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ID3D10Blob* errorMessage;
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ID3D10Blob* vertexShaderBuffer;
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ID3D10Blob* pixelShaderBuffer;
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D3D11_INPUT_ELEMENT_DESC polygonLayout[3];
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unsigned int numElements;
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D3D11_BUFFER_DESC matrixBufferDesc;
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D3D11_SAMPLER_DESC samplerDesc;
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D3D11_BUFFER_DESC lightBufferDesc;
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D3D11_BUFFER_DESC clipPlaneBufferDesc;
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// Initialize the pointers this function will use to null.
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errorMessage = 0;
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vertexShaderBuffer = 0;
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pixelShaderBuffer = 0;
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// Compile the vertex shader code.
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result = D3DCompileFromFile(vsFilename, NULL, NULL, "RefractionVertexShader", "vs_5_0", D3D10_SHADER_ENABLE_STRICTNESS, 0,
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&vertexShaderBuffer, &errorMessage);
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if (FAILED(result))
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{
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// If the shader failed to compile it should have writen something to the error message.
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if (errorMessage)
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{
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OutputShaderErrorMessage(errorMessage, hwnd, vsFilename);
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}
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// If there was nothing in the error message then it simply could not find the shader file itself.
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else
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{
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MessageBox(hwnd, vsFilename, L"Missing Shader File", MB_OK);
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}
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return false;
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}
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// Compile the pixel shader code.
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result = D3DCompileFromFile(psFilename, NULL, NULL, "RefractionPixelShader", "ps_5_0", D3D10_SHADER_ENABLE_STRICTNESS, 0,
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&pixelShaderBuffer, &errorMessage);
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if (FAILED(result))
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{
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// If the shader failed to compile it should have writen something to the error message.
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if (errorMessage)
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{
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OutputShaderErrorMessage(errorMessage, hwnd, psFilename);
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}
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// If there was nothing in the error message then it simply could not find the file itself.
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else
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{
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MessageBox(hwnd, psFilename, L"Missing Shader File", MB_OK);
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}
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return false;
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}
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// Create the vertex shader from the buffer.
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result = device->CreateVertexShader(vertexShaderBuffer->GetBufferPointer(), vertexShaderBuffer->GetBufferSize(), NULL, &m_vertexShader);
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if (FAILED(result))
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{
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return false;
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}
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// Create the pixel shader from the buffer.
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result = device->CreatePixelShader(pixelShaderBuffer->GetBufferPointer(), pixelShaderBuffer->GetBufferSize(), NULL, &m_pixelShader);
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if (FAILED(result))
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{
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return false;
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}
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// Create the vertex input layout description.
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polygonLayout[0].SemanticName = "POSITION";
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polygonLayout[0].SemanticIndex = 0;
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polygonLayout[0].Format = DXGI_FORMAT_R32G32B32_FLOAT;
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polygonLayout[0].InputSlot = 0;
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polygonLayout[0].AlignedByteOffset = 0;
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polygonLayout[0].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
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polygonLayout[0].InstanceDataStepRate = 0;
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polygonLayout[1].SemanticName = "TEXCOORD";
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polygonLayout[1].SemanticIndex = 0;
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polygonLayout[1].Format = DXGI_FORMAT_R32G32_FLOAT;
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polygonLayout[1].InputSlot = 0;
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polygonLayout[1].AlignedByteOffset = D3D11_APPEND_ALIGNED_ELEMENT;
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polygonLayout[1].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
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polygonLayout[1].InstanceDataStepRate = 0;
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polygonLayout[2].SemanticName = "NORMAL";
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polygonLayout[2].SemanticIndex = 0;
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polygonLayout[2].Format = DXGI_FORMAT_R32G32B32_FLOAT;
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polygonLayout[2].InputSlot = 0;
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polygonLayout[2].AlignedByteOffset = D3D11_APPEND_ALIGNED_ELEMENT;
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polygonLayout[2].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
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polygonLayout[2].InstanceDataStepRate = 0;
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// Get a count of the elements in the layout.
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numElements = sizeof(polygonLayout) / sizeof(polygonLayout[0]);
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// Create the vertex input layout.
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result = device->CreateInputLayout(polygonLayout, numElements, vertexShaderBuffer->GetBufferPointer(),
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vertexShaderBuffer->GetBufferSize(), &m_layout);
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if (FAILED(result))
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{
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return false;
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}
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// Release the vertex shader buffer and pixel shader buffer since they are no longer needed.
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vertexShaderBuffer->Release();
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vertexShaderBuffer = 0;
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pixelShaderBuffer->Release();
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pixelShaderBuffer = 0;
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// Setup the description of the dynamic matrix constant buffer that is in the vertex shader.
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matrixBufferDesc.Usage = D3D11_USAGE_DYNAMIC;
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matrixBufferDesc.ByteWidth = sizeof(MatrixBufferType);
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matrixBufferDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
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matrixBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
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matrixBufferDesc.MiscFlags = 0;
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matrixBufferDesc.StructureByteStride = 0;
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// Create the constant buffer pointer so we can access the vertex shader constant buffer from within this class.
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result = device->CreateBuffer(&matrixBufferDesc, NULL, &m_matrixBuffer);
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if (FAILED(result))
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{
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return false;
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}
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// Create a texture sampler state description.
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samplerDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
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samplerDesc.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP;
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samplerDesc.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP;
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samplerDesc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP;
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samplerDesc.MipLODBias = 0.0f;
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samplerDesc.MaxAnisotropy = 1;
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samplerDesc.ComparisonFunc = D3D11_COMPARISON_ALWAYS;
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samplerDesc.BorderColor[0] = 0;
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samplerDesc.BorderColor[1] = 0;
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samplerDesc.BorderColor[2] = 0;
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samplerDesc.BorderColor[3] = 0;
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samplerDesc.MinLOD = 0;
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samplerDesc.MaxLOD = D3D11_FLOAT32_MAX;
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||||
|
||||
// Create the texture sampler state.
|
||||
result = device->CreateSamplerState(&samplerDesc, &m_sampleState);
|
||||
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;
|
||||
}
|
||||
|
||||
// Setup the description of the clip plane dynamic constant buffer that is in the vertex shader.
|
||||
clipPlaneBufferDesc.Usage = D3D11_USAGE_DYNAMIC;
|
||||
clipPlaneBufferDesc.ByteWidth = sizeof(ClipPlaneBufferType);
|
||||
clipPlaneBufferDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
|
||||
clipPlaneBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
|
||||
clipPlaneBufferDesc.MiscFlags = 0;
|
||||
clipPlaneBufferDesc.StructureByteStride = 0;
|
||||
|
||||
// Create the constant buffer pointer so we can access the vertex shader constant buffer from within this class.
|
||||
result = device->CreateBuffer(&clipPlaneBufferDesc, NULL, &m_clipPlaneBuffer);
|
||||
if (FAILED(result))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
void RefractionShaderClass::ShutdownShader()
|
||||
{
|
||||
// Release the clip plane constant buffer.
|
||||
if (m_clipPlaneBuffer)
|
||||
{
|
||||
m_clipPlaneBuffer->Release();
|
||||
m_clipPlaneBuffer = 0;
|
||||
}
|
||||
|
||||
// Release the light constant buffer.
|
||||
if (m_lightBuffer)
|
||||
{
|
||||
m_lightBuffer->Release();
|
||||
m_lightBuffer = 0;
|
||||
}
|
||||
|
||||
// Release the sampler state.
|
||||
if (m_sampleState)
|
||||
{
|
||||
m_sampleState->Release();
|
||||
m_sampleState = 0;
|
||||
}
|
||||
|
||||
// Release the matrix constant buffer.
|
||||
if (m_matrixBuffer)
|
||||
{
|
||||
m_matrixBuffer->Release();
|
||||
m_matrixBuffer = 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 RefractionShaderClass::OutputShaderErrorMessage(ID3D10Blob* errorMessage, HWND hwnd, WCHAR* shaderFilename)
|
||||
{
|
||||
char* compileErrors;
|
||||
unsigned long long 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 RefractionShaderClass::SetShaderParameters(ID3D11DeviceContext* deviceContext, XMMATRIX worldMatrix, XMMATRIX viewMatrix, XMMATRIX projectionMatrix,
|
||||
ID3D11ShaderResourceView* texture, XMFLOAT3 lightDirection, XMFLOAT4 ambientColor, XMFLOAT4 diffuseColor, XMFLOAT4 clipPlane)
|
||||
{
|
||||
HRESULT result;
|
||||
D3D11_MAPPED_SUBRESOURCE mappedResource;
|
||||
MatrixBufferType* dataPtr;
|
||||
unsigned int bufferNumber;
|
||||
ClipPlaneBufferType* dataPtr2;
|
||||
LightBufferType* dataPtr3;
|
||||
|
||||
|
||||
// Transpose the matrices to prepare them for the shader.
|
||||
worldMatrix = XMMatrixTranspose(worldMatrix);
|
||||
viewMatrix = XMMatrixTranspose(viewMatrix);
|
||||
projectionMatrix = XMMatrixTranspose(projectionMatrix);
|
||||
|
||||
// Lock the constant buffer so it can be written to.
|
||||
result = deviceContext->Map(m_matrixBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
|
||||
if (FAILED(result))
|
||||
{
|
||||
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;
|
||||
|
||||
// Finally set the constant buffer in the vertex shader with the updated values.
|
||||
deviceContext->VSSetConstantBuffers(bufferNumber, 1, &m_matrixBuffer);
|
||||
|
||||
// Lock the clip plane constant buffer so it can be written to.
|
||||
result = deviceContext->Map(m_clipPlaneBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
|
||||
if(FAILED(result))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Get a pointer to the data in the clip plane constant buffer.
|
||||
dataPtr2 = (ClipPlaneBufferType*)mappedResource.pData;
|
||||
|
||||
// Copy the clip plane into the clip plane constant buffer.
|
||||
dataPtr2->clipPlane = clipPlane;
|
||||
|
||||
// Unlock the buffer.
|
||||
deviceContext->Unmap(m_clipPlaneBuffer, 0);
|
||||
|
||||
// Set the position of the clip plane constant buffer in the vertex shader.
|
||||
bufferNumber = 1;
|
||||
|
||||
// Now set the clip plane constant buffer in the vertex shader with the updated values.
|
||||
deviceContext->VSSetConstantBuffers(bufferNumber, 1, &m_clipPlaneBuffer);
|
||||
|
||||
// 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.
|
||||
dataPtr3 = (LightBufferType*)mappedResource.pData;
|
||||
|
||||
// Copy the lighting variables into the constant buffer.
|
||||
dataPtr3->ambientColor = ambientColor;
|
||||
dataPtr3->diffuseColor = diffuseColor;
|
||||
dataPtr3->lightDirection = lightDirection;
|
||||
|
||||
// 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 RefractionShaderClass::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 the geometry.
|
||||
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 geometry.
|
||||
deviceContext->DrawIndexed(indexCount, 0, 0);
|
||||
|
||||
return;
|
||||
}
|
71
enginecustom/refractionshaderclass.h
Normal file
71
enginecustom/refractionshaderclass.h
Normal file
@ -0,0 +1,71 @@
|
||||
#ifndef _REFRACTIONSHADERCLASS_H_
|
||||
#define _REFRACTIONSHADERCLASS_H_
|
||||
|
||||
|
||||
//////////////
|
||||
// INCLUDES //
|
||||
//////////////
|
||||
#include <d3d11.h>
|
||||
#include <d3dcompiler.h>
|
||||
#include <directxmath.h>
|
||||
#include <fstream>
|
||||
using namespace DirectX;
|
||||
using namespace std;
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
// Class name: RefractionShaderClass
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
class RefractionShaderClass
|
||||
{
|
||||
private:
|
||||
struct MatrixBufferType
|
||||
{
|
||||
XMMATRIX world;
|
||||
XMMATRIX view;
|
||||
XMMATRIX projection;
|
||||
};
|
||||
|
||||
struct LightBufferType
|
||||
{
|
||||
XMFLOAT4 ambientColor;
|
||||
XMFLOAT4 diffuseColor;
|
||||
XMFLOAT3 lightDirection;
|
||||
float padding;
|
||||
};
|
||||
|
||||
struct ClipPlaneBufferType
|
||||
{
|
||||
XMFLOAT4 clipPlane;
|
||||
};
|
||||
|
||||
public:
|
||||
RefractionShaderClass();
|
||||
RefractionShaderClass(const RefractionShaderClass&);
|
||||
~RefractionShaderClass();
|
||||
|
||||
bool Initialize(ID3D11Device*, HWND);
|
||||
void Shutdown();
|
||||
bool Render(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*,
|
||||
XMFLOAT3, XMFLOAT4, XMFLOAT4, XMFLOAT4);
|
||||
|
||||
private:
|
||||
bool InitializeShader(ID3D11Device*, HWND, WCHAR*, WCHAR*);
|
||||
void ShutdownShader();
|
||||
void OutputShaderErrorMessage(ID3D10Blob*, HWND, WCHAR*);
|
||||
|
||||
bool SetShaderParameters(ID3D11DeviceContext*, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*,
|
||||
XMFLOAT3, XMFLOAT4, XMFLOAT4, XMFLOAT4);
|
||||
void RenderShader(ID3D11DeviceContext*, int);
|
||||
|
||||
private:
|
||||
ID3D11VertexShader* m_vertexShader;
|
||||
ID3D11PixelShader* m_pixelShader;
|
||||
ID3D11InputLayout* m_layout;
|
||||
ID3D11SamplerState* m_sampleState;
|
||||
ID3D11Buffer* m_matrixBuffer;
|
||||
ID3D11Buffer* m_lightBuffer;
|
||||
ID3D11Buffer* m_clipPlaneBuffer;
|
||||
};
|
||||
|
||||
#endif
|
@ -11,6 +11,8 @@ ShaderManagerClass::ShaderManagerClass()
|
||||
m_TransparentShader = 0;
|
||||
m_LightShader = 0;
|
||||
m_LightMapShader = 0;
|
||||
m_RefractionShader = 0;
|
||||
m_WaterShader = 0;
|
||||
}
|
||||
|
||||
|
||||
@ -109,6 +111,24 @@ bool ShaderManagerClass::Initialize(ID3D11Device* device, HWND hwnd)
|
||||
return false;
|
||||
}
|
||||
|
||||
// Create and initialize the refraction shader object.
|
||||
m_RefractionShader = new RefractionShaderClass;
|
||||
|
||||
result = m_RefractionShader->Initialize(device, hwnd);
|
||||
if (!result)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Create and initialize the water shader object.
|
||||
m_WaterShader = new WaterShaderClass;
|
||||
|
||||
result = m_WaterShader->Initialize(device, hwnd);
|
||||
if (!result)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
@ -186,6 +206,22 @@ void ShaderManagerClass::Shutdown()
|
||||
m_LightMapShader = 0;
|
||||
}
|
||||
|
||||
// Release the refraction shader object.
|
||||
if (m_RefractionShader)
|
||||
{
|
||||
m_RefractionShader->Shutdown();
|
||||
delete m_RefractionShader;
|
||||
m_RefractionShader = 0;
|
||||
}
|
||||
|
||||
// Release the water shader object.
|
||||
if (m_WaterShader)
|
||||
{
|
||||
m_WaterShader->Shutdown();
|
||||
delete m_WaterShader;
|
||||
m_WaterShader = 0;
|
||||
}
|
||||
|
||||
return;
|
||||
|
||||
}
|
||||
@ -324,5 +360,36 @@ bool ShaderManagerClass::RenderlightMapShader(ID3D11DeviceContext* deviceContext
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool ShaderManagerClass::RenderRefractionShader(ID3D11DeviceContext* deviceContext, int indexCount, XMMATRIX worldMatrix, XMMATRIX viewMatrix, XMMATRIX projectionMatrix,
|
||||
ID3D11ShaderResourceView* texture, XMFLOAT3 lightDirection, XMFLOAT4 ambientColor, XMFLOAT4 diffuseColor, XMFLOAT4 clipPlane)
|
||||
{
|
||||
bool result;
|
||||
|
||||
|
||||
result = m_RefractionShader->Render(deviceContext, indexCount, worldMatrix, viewMatrix, projectionMatrix, texture, lightDirection, ambientColor, diffuseColor, clipPlane);
|
||||
if (!result)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool ShaderManagerClass::RenderWaterShader(ID3D11DeviceContext* deviceContext, XMMATRIX worldMatrix, XMMATRIX viewMatrix, XMMATRIX projectionMatrix, XMMATRIX reflectionMatrix,
|
||||
ID3D11ShaderResourceView* reflectionTexture, ID3D11ShaderResourceView* refractionTexture, ID3D11ShaderResourceView* normalTexture,
|
||||
float waterTranslation, float reflectRefractScale)
|
||||
{
|
||||
bool result;
|
||||
|
||||
|
||||
result = m_RefractionShader->Render(deviceContext, indexCount, worldMatrix, viewMatrix, projectionMatrix, texture, lightDirection, ambientColor, diffuseColor, clipPlane);
|
||||
if (!result)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
@ -13,6 +13,8 @@
|
||||
#include "transparentshaderclass.h"
|
||||
#include "lightshaderclass.h"
|
||||
#include "lightmapshaderclass.h"
|
||||
#include "refractionshaderclass.h"
|
||||
#include "watershaderclass.h"
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
@ -37,7 +39,10 @@ public:
|
||||
bool RenderTransparentShader(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, float);
|
||||
bool RenderlightShader(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, XMFLOAT4[], XMFLOAT4[]);
|
||||
bool RenderlightMapShader(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, ID3D11ShaderResourceView*);
|
||||
|
||||
bool RenderRefractionShader(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*,
|
||||
XMFLOAT3, XMFLOAT4, XMFLOAT4, XMFLOAT4);
|
||||
bool RenderWaterShader(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, ID3D11ShaderResourceView*,
|
||||
ID3D11ShaderResourceView*, float, float);
|
||||
private:
|
||||
TextureShaderClass* m_TextureShader;
|
||||
NormalMapShaderClass* m_NormalMapShader;
|
||||
@ -48,6 +53,8 @@ private:
|
||||
TransparentShaderClass* m_TransparentShader;
|
||||
LightShaderClass* m_LightShader;
|
||||
LightMapShaderClass* m_LightMapShader;
|
||||
RefractionShaderClass* m_RefractionShader;
|
||||
WaterShaderClass* m_WaterShader;
|
||||
};
|
||||
|
||||
#endif
|
71
enginecustom/water.vs
Normal file
71
enginecustom/water.vs
Normal file
@ -0,0 +1,71 @@
|
||||
/////////////
|
||||
// GLOBALS //
|
||||
/////////////
|
||||
cbuffer MatrixBuffer
|
||||
{
|
||||
matrix worldMatrix;
|
||||
matrix viewMatrix;
|
||||
matrix projectionMatrix;
|
||||
};
|
||||
|
||||
cbuffer ReflectionBuffer
|
||||
{
|
||||
matrix reflectionMatrix;
|
||||
};
|
||||
|
||||
|
||||
//////////////
|
||||
// TYPEDEFS //
|
||||
//////////////
|
||||
struct VertexInputType
|
||||
{
|
||||
float4 position : POSITION;
|
||||
float2 tex : TEXCOORD0;
|
||||
};
|
||||
|
||||
struct PixelInputType
|
||||
{
|
||||
float4 position : SV_POSITION;
|
||||
float2 tex : TEXCOORD0;
|
||||
float4 reflectionPosition : TEXCOORD1;
|
||||
float4 refractionPosition : TEXCOORD2;
|
||||
};
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
// Vertex Shader
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
PixelInputType WaterVertexShader(VertexInputType input)
|
||||
{
|
||||
PixelInputType output;
|
||||
matrix reflectProjectWorld;
|
||||
matrix viewProjectWorld;
|
||||
|
||||
|
||||
// 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;
|
||||
|
||||
// Create the reflection projection world matrix.
|
||||
reflectProjectWorld = mul(reflectionMatrix, projectionMatrix);
|
||||
reflectProjectWorld = mul(worldMatrix, reflectProjectWorld);
|
||||
|
||||
// Calculate the input position against the reflectProjectWorld matrix.
|
||||
output.reflectionPosition = mul(input.position, reflectProjectWorld);
|
||||
|
||||
// Create the view projection world matrix for refraction.
|
||||
viewProjectWorld = mul(viewMatrix, projectionMatrix);
|
||||
viewProjectWorld = mul(worldMatrix, viewProjectWorld);
|
||||
|
||||
// Calculate the input position against the viewProjectWorld matrix.
|
||||
output.refractionPosition = mul(input.position, viewProjectWorld);
|
||||
|
||||
return output;
|
||||
}
|
470
enginecustom/watershaderclass.cpp
Normal file
470
enginecustom/watershaderclass.cpp
Normal file
@ -0,0 +1,470 @@
|
||||
#include "watershaderclass.h"
|
||||
|
||||
|
||||
WaterShaderClass::WaterShaderClass()
|
||||
{
|
||||
m_vertexShader = 0;
|
||||
m_pixelShader = 0;
|
||||
m_layout = 0;
|
||||
m_sampleState = 0;
|
||||
m_matrixBuffer = 0;
|
||||
m_reflectionBuffer = 0;
|
||||
m_waterBuffer = 0;
|
||||
}
|
||||
|
||||
|
||||
WaterShaderClass::WaterShaderClass(const WaterShaderClass& other)
|
||||
{
|
||||
}
|
||||
|
||||
|
||||
WaterShaderClass::~WaterShaderClass()
|
||||
{
|
||||
}
|
||||
|
||||
|
||||
bool WaterShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
|
||||
{
|
||||
bool result;
|
||||
wchar_t vsFilename[128];
|
||||
wchar_t psFilename[128];
|
||||
int error;
|
||||
|
||||
// Set the filename of the vertex shader.
|
||||
error = wcscpy_s(vsFilename, 128, L"../Engine/water.vs");
|
||||
if (error != 0)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Set the filename of the pixel shader.
|
||||
error = wcscpy_s(psFilename, 128, L"../Engine/water.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 WaterShaderClass::Shutdown()
|
||||
{
|
||||
// Shutdown the vertex and pixel shaders as well as the related objects.
|
||||
ShutdownShader();
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
bool WaterShaderClass::Render(ID3D11DeviceContext* deviceContext, int indexCount, XMMATRIX worldMatrix, XMMATRIX viewMatrix, XMMATRIX projectionMatrix,
|
||||
XMMATRIX reflectionMatrix, ID3D11ShaderResourceView* reflectionTexture, ID3D11ShaderResourceView* refractionTexture,
|
||||
ID3D11ShaderResourceView* normalTexture, float waterTranslation, float reflectRefractScale)
|
||||
{
|
||||
bool result;
|
||||
|
||||
|
||||
// Set the shader parameters that it will use for rendering.
|
||||
result = SetShaderParameters(deviceContext, worldMatrix, viewMatrix, projectionMatrix, reflectionMatrix, reflectionTexture,
|
||||
refractionTexture, normalTexture, waterTranslation, reflectRefractScale);
|
||||
if (!result)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Now render the prepared buffers with the shader.
|
||||
RenderShader(deviceContext, indexCount);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
bool WaterShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR* vsFilename, WCHAR* psFilename)
|
||||
{
|
||||
HRESULT result;
|
||||
ID3D10Blob* errorMessage;
|
||||
ID3D10Blob* vertexShaderBuffer;
|
||||
ID3D10Blob* pixelShaderBuffer;
|
||||
D3D11_INPUT_ELEMENT_DESC polygonLayout[2];
|
||||
unsigned int numElements;
|
||||
D3D11_BUFFER_DESC matrixBufferDesc;
|
||||
D3D11_SAMPLER_DESC samplerDesc;
|
||||
D3D11_BUFFER_DESC reflectionBufferDesc;
|
||||
D3D11_BUFFER_DESC waterBufferDesc;
|
||||
|
||||
|
||||
// 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, "WaterVertexShader", "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, "WaterPixelShader", "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.
|
||||
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;
|
||||
|
||||
// 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;
|
||||
|
||||
// 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;
|
||||
}
|
||||
|
||||
// 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 reflection dynamic constant buffer that is in the vertex shader.
|
||||
reflectionBufferDesc.Usage = D3D11_USAGE_DYNAMIC;
|
||||
reflectionBufferDesc.ByteWidth = sizeof(ReflectionBufferType);
|
||||
reflectionBufferDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
|
||||
reflectionBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
|
||||
reflectionBufferDesc.MiscFlags = 0;
|
||||
reflectionBufferDesc.StructureByteStride = 0;
|
||||
|
||||
// Create the constant buffer pointer so we can access the vertex shader constant buffer from within this class.
|
||||
result = device->CreateBuffer(&reflectionBufferDesc, NULL, &m_reflectionBuffer);
|
||||
if (FAILED(result))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Setup the description of the water dynamic constant buffer that is in the pixel shader.
|
||||
waterBufferDesc.Usage = D3D11_USAGE_DYNAMIC;
|
||||
waterBufferDesc.ByteWidth = sizeof(WaterBufferType);
|
||||
waterBufferDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
|
||||
waterBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
|
||||
waterBufferDesc.MiscFlags = 0;
|
||||
waterBufferDesc.StructureByteStride = 0;
|
||||
|
||||
// Create the constant buffer pointer so we can access the pixel shader constant buffer from within this class.
|
||||
result = device->CreateBuffer(&waterBufferDesc, NULL, &m_waterBuffer);
|
||||
if (FAILED(result))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
void WaterShaderClass::ShutdownShader()
|
||||
{
|
||||
// Release the water constant buffer.
|
||||
if (m_waterBuffer)
|
||||
{
|
||||
m_waterBuffer->Release();
|
||||
m_waterBuffer = 0;
|
||||
}
|
||||
|
||||
// Release the reflection constant buffer.
|
||||
if (m_reflectionBuffer)
|
||||
{
|
||||
m_reflectionBuffer->Release();
|
||||
m_reflectionBuffer = 0;
|
||||
}
|
||||
|
||||
// Release the sampler state.
|
||||
if (m_sampleState)
|
||||
{
|
||||
m_sampleState->Release();
|
||||
m_sampleState = 0;
|
||||
}
|
||||
|
||||
// Release the matrix constant buffer.
|
||||
if (m_matrixBuffer)
|
||||
{
|
||||
m_matrixBuffer->Release();
|
||||
m_matrixBuffer = 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 WaterShaderClass::OutputShaderErrorMessage(ID3D10Blob* errorMessage, HWND hwnd, WCHAR* shaderFilename)
|
||||
{
|
||||
char* compileErrors;
|
||||
unsigned long long 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 WaterShaderClass::SetShaderParameters(ID3D11DeviceContext* deviceContext, XMMATRIX worldMatrix, XMMATRIX viewMatrix, XMMATRIX projectionMatrix, XMMATRIX reflectionMatrix,
|
||||
ID3D11ShaderResourceView* reflectionTexture, ID3D11ShaderResourceView* refractionTexture, ID3D11ShaderResourceView* normalTexture,
|
||||
float waterTranslation, float reflectRefractScale)
|
||||
{
|
||||
HRESULT result;
|
||||
D3D11_MAPPED_SUBRESOURCE mappedResource;
|
||||
MatrixBufferType* dataPtr;
|
||||
unsigned int bufferNumber;
|
||||
ReflectionBufferType* dataPtr2;
|
||||
WaterBufferType* dataPtr3;
|
||||
|
||||
// Transpose the matrices to prepare them for the shader.
|
||||
worldMatrix = XMMatrixTranspose(worldMatrix);
|
||||
viewMatrix = XMMatrixTranspose(viewMatrix);
|
||||
projectionMatrix = XMMatrixTranspose(projectionMatrix);
|
||||
reflectionMatrix = XMMatrixTranspose(reflectionMatrix);
|
||||
|
||||
// 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;
|
||||
|
||||
// Finanly set the constant buffer in the vertex shader with the updated values.
|
||||
deviceContext->VSSetConstantBuffers(bufferNumber, 1, &m_matrixBuffer);
|
||||
|
||||
// Lock the reflection constant buffer so it can be written to.
|
||||
result = deviceContext->Map(m_reflectionBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
|
||||
if (FAILED(result))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Get a pointer to the data in the constant buffer.
|
||||
dataPtr2 = (ReflectionBufferType*)mappedResource.pData;
|
||||
|
||||
// Copy the reflection matrix into the constant buffer.
|
||||
dataPtr2->reflection = reflectionMatrix;
|
||||
|
||||
// Unlock the constant buffer.
|
||||
deviceContext->Unmap(m_reflectionBuffer, 0);
|
||||
|
||||
// Set the position of the reflection constant buffer in the vertex shader.
|
||||
bufferNumber = 1;
|
||||
|
||||
// Finally set the reflection constant buffer in the vertex shader with the updated values.
|
||||
deviceContext->VSSetConstantBuffers(bufferNumber, 1, &m_reflectionBuffer);
|
||||
|
||||
// Set the reflection texture resource in the pixel shader.
|
||||
deviceContext->PSSetShaderResources(0, 1, &reflectionTexture);
|
||||
|
||||
// Set the refraction texture resource in the pixel shader.
|
||||
deviceContext->PSSetShaderResources(1, 1, &refractionTexture);
|
||||
|
||||
// Set the normal map texture resource in the pixel shader.
|
||||
deviceContext->PSSetShaderResources(2, 1, &normalTexture);
|
||||
|
||||
// Lock the water constant buffer so it can be written to.
|
||||
result = deviceContext->Map(m_waterBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
|
||||
if (FAILED(result))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Get a pointer to the data in the constant buffer.
|
||||
dataPtr3 = (WaterBufferType*)mappedResource.pData;
|
||||
|
||||
// Copy the water data into the constant buffer.
|
||||
dataPtr3->waterTranslation = waterTranslation;
|
||||
dataPtr3->reflectRefractScale = reflectRefractScale;
|
||||
dataPtr3->padding = XMFLOAT2(0.0f, 0.0f);
|
||||
|
||||
// Unlock the constant buffer.
|
||||
deviceContext->Unmap(m_waterBuffer, 0);
|
||||
|
||||
// Set the position of the water constant buffer in the pixel shader.
|
||||
bufferNumber = 0;
|
||||
|
||||
// Finally set the water constant buffer in the pixel shader with the updated values.
|
||||
deviceContext->PSSetConstantBuffers(bufferNumber, 1, &m_waterBuffer);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void WaterShaderClass::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 geometry.
|
||||
deviceContext->DrawIndexed(indexCount, 0, 0);
|
||||
|
||||
return;
|
||||
}
|
70
enginecustom/watershaderclass.h
Normal file
70
enginecustom/watershaderclass.h
Normal file
@ -0,0 +1,70 @@
|
||||
#ifndef _WATERSHADERCLASS_H_
|
||||
#define _WATERSHADERCLASS_H_
|
||||
|
||||
|
||||
//////////////
|
||||
// INCLUDES //
|
||||
//////////////
|
||||
#include <d3d11.h>
|
||||
#include <d3dcompiler.h>
|
||||
#include <directxmath.h>
|
||||
#include <fstream>
|
||||
using namespace DirectX;
|
||||
using namespace std;
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
// Class name: WaterShaderClass
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
class WaterShaderClass
|
||||
{
|
||||
private:
|
||||
struct MatrixBufferType
|
||||
{
|
||||
XMMATRIX world;
|
||||
XMMATRIX view;
|
||||
XMMATRIX projection;
|
||||
};
|
||||
|
||||
struct ReflectionBufferType
|
||||
{
|
||||
XMMATRIX reflection;
|
||||
};
|
||||
|
||||
struct WaterBufferType
|
||||
{
|
||||
float waterTranslation;
|
||||
float reflectRefractScale;
|
||||
XMFLOAT2 padding;
|
||||
};
|
||||
|
||||
public:
|
||||
WaterShaderClass();
|
||||
WaterShaderClass(const WaterShaderClass&);
|
||||
~WaterShaderClass();
|
||||
|
||||
bool Initialize(ID3D11Device*, HWND);
|
||||
void Shutdown();
|
||||
bool Render(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*,
|
||||
ID3D11ShaderResourceView*, ID3D11ShaderResourceView*, float, float);
|
||||
|
||||
private:
|
||||
bool InitializeShader(ID3D11Device*, HWND, WCHAR*, WCHAR*);
|
||||
void ShutdownShader();
|
||||
void OutputShaderErrorMessage(ID3D10Blob*, HWND, WCHAR*);
|
||||
|
||||
bool SetShaderParameters(ID3D11DeviceContext*, XMMATRIX, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*,
|
||||
ID3D11ShaderResourceView*, ID3D11ShaderResourceView*, float, float);
|
||||
void RenderShader(ID3D11DeviceContext*, int);
|
||||
|
||||
private:
|
||||
ID3D11VertexShader* m_vertexShader;
|
||||
ID3D11PixelShader* m_pixelShader;
|
||||
ID3D11InputLayout* m_layout;
|
||||
ID3D11Buffer* m_matrixBuffer;
|
||||
ID3D11SamplerState* m_sampleState;
|
||||
ID3D11Buffer* m_reflectionBuffer;
|
||||
ID3D11Buffer* m_waterBuffer;
|
||||
};
|
||||
|
||||
#endif
|
Loading…
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Reference in New Issue
Block a user