diff --git a/KhaoticDemo/water.ps b/KhaoticDemo/water.ps new file mode 100644 index 0000000..290888f --- /dev/null +++ b/KhaoticDemo/water.ps @@ -0,0 +1,72 @@ +///////////// +// GLOBALS // +///////////// +SamplerState SampleType : register(s0); + +Texture2D reflectionTexture : register(t0); +Texture2D refractionTexture : register(t1); +Texture2D normalTexture : register(t2); + +cbuffer WaterBuffer +{ + float waterTranslation; + float reflectRefractScale; + float2 padding; +}; + + +////////////// +// TYPEDEFS // +////////////// +struct PixelInputType +{ + float4 position : SV_POSITION; + float2 tex : TEXCOORD0; + float4 reflectionPosition : TEXCOORD1; + float4 refractionPosition : TEXCOORD2; +}; + + +//////////////////////////////////////////////////////////////////////////////// +// Pixel Shader +//////////////////////////////////////////////////////////////////////////////// +float4 WaterPixelShader(PixelInputType input) : SV_TARGET +{ + float2 reflectTexCoord; + float2 refractTexCoord; + float4 normalMap; + float3 normal; + float4 reflectionColor; + float4 refractionColor; + float4 color; + + // Move the position the water normal is sampled from to simulate moving water. + input.tex.y += waterTranslation; + + // Calculate the projected reflection texture coordinates. + reflectTexCoord.x = input.reflectionPosition.x / input.reflectionPosition.w / 2.0f + 0.5f; + reflectTexCoord.y = -input.reflectionPosition.y / input.reflectionPosition.w / 2.0f + 0.5f; + + // Calculate the projected refraction texture coordinates. + refractTexCoord.x = input.refractionPosition.x / input.refractionPosition.w / 2.0f + 0.5f; + refractTexCoord.y = -input.refractionPosition.y / input.refractionPosition.w / 2.0f + 0.5f; + + // Sample the normal from the normal map texture. + normalMap = normalTexture.Sample(SampleType, input.tex); + + // Expand the range of the normal from (0,1) to (-1,+1). + normal = (normalMap.xyz * 2.0f) - 1.0f; + + // Re-position the texture coordinate sampling position by the normal map value to simulate the rippling wave effect. + reflectTexCoord = reflectTexCoord + (normal.xy * reflectRefractScale); + refractTexCoord = refractTexCoord + (normal.xy * reflectRefractScale); + + // Sample the texture pixels from the textures using the updated texture coordinates. + reflectionColor = reflectionTexture.Sample(SampleType, reflectTexCoord); + refractionColor = refractionTexture.Sample(SampleType, refractTexCoord); + + // Combine the reflection and refraction results for the final color. + color = lerp(reflectionColor, refractionColor, 0.6f); + + return color; +} \ No newline at end of file diff --git a/enginecustom/applicationclass.h b/enginecustom/applicationclass.h index 75012b0..159f2de 100644 --- a/enginecustom/applicationclass.h +++ b/enginecustom/applicationclass.h @@ -10,12 +10,10 @@ #include "d3dclass.h" #include "cameraclass.h" #include "object.h" -#include "lightshaderclass.h" #include "lightclass.h" #include #include -#include "lightmapshaderclass.h" #include "bitmapclass.h" #include "spriteclass.h" #include "timerclass.h" @@ -31,6 +29,8 @@ #include "rendertextureclass.h" #include "displayplaneclass.h" #include "reflectionshaderclass.h" +#include "refractionshaderclass.h" +#include "watershaderclass.h" ///////////// @@ -91,6 +91,8 @@ private: bool UpdateFps(); bool UpdateRenderCountString(int); bool RenderSceneToTexture(float); + bool RenderRefractionToTexture(); + bool RenderReflectionToTexture(); private : @@ -100,7 +102,7 @@ private : D3DClass* m_Direct3D; IDXGISwapChain* m_swapChain; - ModelClass* m_Model; + ModelClass* m_Model,* m_GroundModel, * m_WallModel, * m_BathModel, * m_WaterModel; ModelListClass* m_ModelList; // ------------------------------------- // @@ -108,7 +110,7 @@ private : // ------------------------------------- // XMMATRIX m_baseViewMatrix; - RenderTextureClass* m_RenderTexture; + RenderTextureClass* m_RenderTexture, * m_RefractionTexture, * m_ReflectionTexture; DisplayPlaneClass* m_DisplayPlane; int m_screenWidth, m_screenHeight; CameraClass* m_Camera; @@ -138,12 +140,17 @@ private : // ----------------------------------- // ShaderManagerClass* m_ShaderManager; + WaterShaderClass* m_WaterShader; FontShaderClass* m_FontShader; - ReflectionShaderClass* m_ReflectionShader; - BitmapClass* m_Bitmap; SpriteClass* m_Sprite; + // ----------------------------------- // + // ------------ VARIABLES ------------ // + // ----------------------------------- // + + float m_waterHeight, m_waterTranslation; + // ------------------------------------------------- // // ------------- FPS AND INFO ON SCREEN ------------ // // ------------------------------------------------- // diff --git a/enginecustom/refraction.ps b/enginecustom/refraction.ps new file mode 100644 index 0000000..48190cf --- /dev/null +++ b/enginecustom/refraction.ps @@ -0,0 +1,63 @@ +///////////// +// GLOBALS // +///////////// +SamplerState SampleType : register(s0); +Texture2D shaderTexture : register(t0); + +cbuffer LightBuffer +{ + float4 ambientColor; + float4 diffuseColor; + float3 lightDirection; +}; + + +////////////// +// TYPEDEFS // +////////////// +struct PixelInputType +{ + float4 position : SV_POSITION; + float2 tex : TEXCOORD0; + float3 normal : NORMAL; + float clip : SV_ClipDistance0; +}; + + +//////////////////////////////////////////////////////////////////////////////// +// Pixel Shader +//////////////////////////////////////////////////////////////////////////////// +float4 RefractionPixelShader(PixelInputType input) : SV_TARGET +{ + float4 textureColor; + float3 lightDir; + float lightIntensity; + float4 color; + + + // Sample the texture pixel at this location. + textureColor = shaderTexture.Sample(SampleType, input.tex); + + // Set the default output color to the ambient light value for all pixels. + color = ambientColor; + + // Invert the light direction for calculations. + lightDir = -lightDirection; + + // Calculate the amount of light on this pixel. + lightIntensity = saturate(dot(input.normal, lightDir)); + + if(lightIntensity > 0.0f) + { + // Determine the final diffuse color based on the diffuse color and the amount of light intensity. + color += (diffuseColor * lightIntensity); + } + + // Saturate the final light color. + color = saturate(color); + + // Multiply the texture pixel and the input color to get the final result. + color = color * textureColor; + + return color; +} \ No newline at end of file diff --git a/enginecustom/refraction.vs b/enginecustom/refraction.vs new file mode 100644 index 0000000..212b462 --- /dev/null +++ b/enginecustom/refraction.vs @@ -0,0 +1,65 @@ +///////////// +// GLOBALS // +///////////// +cbuffer MatrixBuffer +{ + matrix worldMatrix; + matrix viewMatrix; + matrix projectionMatrix; +}; + +cbuffer ClipPlaneBuffer +{ + float4 clipPlane; +}; + + +////////////// +// TYPEDEFS // +////////////// +struct VertexInputType +{ + float4 position : POSITION; + float2 tex : TEXCOORD0; + float3 normal : NORMAL; +}; + +struct PixelInputType +{ + float4 position : SV_POSITION; + float2 tex : TEXCOORD0; + float3 normal : NORMAL; + float clip : SV_ClipDistance0; +}; + + +//////////////////////////////////////////////////////////////////////////////// +// Vertex Shader +//////////////////////////////////////////////////////////////////////////////// +PixelInputType RefractionVertexShader(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); + + // Set the clipping plane. + output.clip = dot(mul(input.position, worldMatrix), clipPlane); + + return output; +} \ No newline at end of file diff --git a/enginecustom/refractionshaderclass.cpp b/enginecustom/refractionshaderclass.cpp new file mode 100644 index 0000000..fc9f8d3 --- /dev/null +++ b/enginecustom/refractionshaderclass.cpp @@ -0,0 +1,472 @@ +#include "refractionshaderclass.h" + + +RefractionShaderClass::RefractionShaderClass() +{ + m_vertexShader = 0; + m_pixelShader = 0; + m_layout = 0; + m_matrixBuffer = 0; + m_sampleState = 0; + m_lightBuffer = 0; + m_clipPlaneBuffer = 0; +} + + +RefractionShaderClass::RefractionShaderClass(const RefractionShaderClass& other) +{ +} + + +RefractionShaderClass::~RefractionShaderClass() +{ +} + + +bool RefractionShaderClass::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"refraction.vs"); + if (error != 0) + { + return false; + } + + // Set the filename of the pixel shader. + error = wcscpy_s(psFilename, 128, L"refraction.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 RefractionShaderClass::Shutdown() +{ + // Shutdown the vertex and pixel shaders as well as the related objects. + ShutdownShader(); + + return; +} + +bool RefractionShaderClass::Render(ID3D11DeviceContext* deviceContext, int indexCount, XMMATRIX worldMatrix, XMMATRIX viewMatrix, XMMATRIX projectionMatrix, + ID3D11ShaderResourceView* texture, XMFLOAT3 lightDirection, XMFLOAT4 ambientColor, XMFLOAT4 diffuseColor, XMFLOAT4 clipPlane) +{ + bool result; + + + // Set the shader parameters that it will use for rendering. + result = SetShaderParameters(deviceContext, worldMatrix, viewMatrix, projectionMatrix, texture, lightDirection, ambientColor, diffuseColor, clipPlane); + if (!result) + { + return false; + } + + // Now render the prepared buffers with the shader. + RenderShader(deviceContext, indexCount); + + return true; +} + + +bool RefractionShaderClass::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_BUFFER_DESC matrixBufferDesc; + D3D11_SAMPLER_DESC samplerDesc; + D3D11_BUFFER_DESC lightBufferDesc; + D3D11_BUFFER_DESC clipPlaneBufferDesc; + + + // 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, "RefractionVertexShader", "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, "RefractionPixelShader", "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; + + 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; + + // 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_CLAMP; + samplerDesc.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP; + samplerDesc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP; + 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 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; +} \ No newline at end of file diff --git a/enginecustom/refractionshaderclass.h b/enginecustom/refractionshaderclass.h new file mode 100644 index 0000000..1d38b5a --- /dev/null +++ b/enginecustom/refractionshaderclass.h @@ -0,0 +1,71 @@ +#ifndef _REFRACTIONSHADERCLASS_H_ +#define _REFRACTIONSHADERCLASS_H_ + + +////////////// +// INCLUDES // +////////////// +#include +#include +#include +#include +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 \ No newline at end of file diff --git a/enginecustom/shadermanagerclass.cpp b/enginecustom/shadermanagerclass.cpp index a92b52d..dddb93b 100644 --- a/enginecustom/shadermanagerclass.cpp +++ b/enginecustom/shadermanagerclass.cpp @@ -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; } \ No newline at end of file diff --git a/enginecustom/shadermanagerclass.h b/enginecustom/shadermanagerclass.h index caf7876..e5685bb 100644 --- a/enginecustom/shadermanagerclass.h +++ b/enginecustom/shadermanagerclass.h @@ -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 \ No newline at end of file diff --git a/enginecustom/water.vs b/enginecustom/water.vs new file mode 100644 index 0000000..23e7f60 --- /dev/null +++ b/enginecustom/water.vs @@ -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; +} \ No newline at end of file diff --git a/enginecustom/watershaderclass.cpp b/enginecustom/watershaderclass.cpp new file mode 100644 index 0000000..8781b34 --- /dev/null +++ b/enginecustom/watershaderclass.cpp @@ -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; +} \ No newline at end of file diff --git a/enginecustom/watershaderclass.h b/enginecustom/watershaderclass.h new file mode 100644 index 0000000..78173dd --- /dev/null +++ b/enginecustom/watershaderclass.h @@ -0,0 +1,70 @@ +#ifndef _WATERSHADERCLASS_H_ +#define _WATERSHADERCLASS_H_ + + +////////////// +// INCLUDES // +////////////// +#include +#include +#include +#include +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 \ No newline at end of file