Merge branch 'main' into Axel-G-Input
This commit is contained in:
commit
ebaf200fb8
@ -2,6 +2,10 @@
|
||||
// Filename: light.ps
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
/////////////
|
||||
// DEFINES //
|
||||
/////////////
|
||||
#define NUM_LIGHTS 4
|
||||
|
||||
/////////////
|
||||
// GLOBALS //
|
||||
@ -11,13 +15,17 @@ SamplerState SampleType : register(s0);
|
||||
cbuffer LightBuffer
|
||||
{
|
||||
float4 ambientColor;
|
||||
float4 diffuseColor;
|
||||
float3 lightDirection;
|
||||
float padding;
|
||||
float specularPower;
|
||||
float4 specularColor;
|
||||
};
|
||||
|
||||
cbuffer LightColorBuffer
|
||||
{
|
||||
float4 diffuseColor[NUM_LIGHTS];
|
||||
};
|
||||
|
||||
|
||||
//////////////
|
||||
// TYPEDEFS //
|
||||
@ -27,7 +35,7 @@ struct PixelInputType
|
||||
float4 position : SV_POSITION;
|
||||
float2 tex : TEXCOORD0;
|
||||
float3 normal : NORMAL;
|
||||
float3 viewDirection : TEXCOORD1;
|
||||
float3 lightPos[NUM_LIGHTS] : TEXCOORD1;
|
||||
};
|
||||
|
||||
|
||||
@ -38,48 +46,39 @@ float4 LightPixelShader(PixelInputType input) : SV_TARGET
|
||||
{
|
||||
float4 textureColor;
|
||||
float3 lightDir;
|
||||
float lightIntensity;
|
||||
float4 color;
|
||||
float3 reflection;
|
||||
float4 specular;
|
||||
|
||||
float lightIntensity[NUM_LIGHTS];
|
||||
float4 colorArray[NUM_LIGHTS];
|
||||
float4 colorSum;
|
||||
int i;
|
||||
|
||||
// Sample the pixel color from the texture using the sampler at this texture coordinate location.
|
||||
textureColor = shaderTexture.Sample(SampleType, input.tex);
|
||||
|
||||
// Set the default output color to the ambient light value for all pixels.
|
||||
color = ambientColor;
|
||||
|
||||
// Initialize the specular color.
|
||||
specular = float4(0.0f, 0.0f, 0.0f, 0.0f);
|
||||
|
||||
|
||||
// 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)
|
||||
for(i=0; i<NUM_LIGHTS; i++)
|
||||
{
|
||||
// Determine the final diffuse color based on the diffuse color and the amount of light intensity.
|
||||
color += (diffuseColor * lightIntensity);
|
||||
// Calculate the different amounts of light on this pixel based on the positions of the lights.
|
||||
lightIntensity[i] = saturate(dot(input.normal, input.lightPos[i]));
|
||||
|
||||
// Saturate the ambient and diffuse color.
|
||||
color = saturate(color);
|
||||
// Determine the diffuse color amount of each of the four lights.
|
||||
colorArray[i] = diffuseColor[i] * lightIntensity[i];
|
||||
}
|
||||
|
||||
// Calculate the reflection vector based on the light intensity, normal vector, and light direction.
|
||||
reflection = normalize(2.0f * lightIntensity * input.normal - lightDir);
|
||||
// Initialize the sum of colors.
|
||||
colorSum = float4(0.0f, 0.0f, 0.0f, 1.0f);
|
||||
|
||||
// Determine the amount of specular light based on the reflection vector, viewing direction, and specular power.
|
||||
specular = pow(saturate(dot(reflection, input.viewDirection)), specularPower);
|
||||
// Add all of the light colors up.
|
||||
for(i=0; i<NUM_LIGHTS; i++)
|
||||
{
|
||||
colorSum.r += colorArray[i].r;
|
||||
colorSum.g += colorArray[i].g;
|
||||
colorSum.b += colorArray[i].b;
|
||||
}
|
||||
|
||||
// Multiply the texture pixel and the final diffuse color to get the final pixel color result.
|
||||
color = color * textureColor;
|
||||
|
||||
// Add the specular component last to the output color.
|
||||
color = saturate(color + specular);
|
||||
// Multiply the texture pixel by the combination of all four light colors to get the final result.
|
||||
color = saturate(colorSum) * textureColor;
|
||||
|
||||
return color;
|
||||
}
|
@ -2,6 +2,10 @@
|
||||
// Filename: light.vs
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
/////////////
|
||||
// DEFINES //
|
||||
/////////////
|
||||
#define NUM_LIGHTS 4
|
||||
|
||||
/////////////
|
||||
// GLOBALS //
|
||||
@ -19,6 +23,11 @@ cbuffer CameraBuffer
|
||||
float padding;
|
||||
};
|
||||
|
||||
cbuffer LightPositionBuffer
|
||||
{
|
||||
float4 lightPosition[NUM_LIGHTS];
|
||||
};
|
||||
|
||||
//////////////
|
||||
// TYPEDEFS //
|
||||
//////////////
|
||||
@ -34,7 +43,7 @@ struct PixelInputType
|
||||
float4 position : SV_POSITION;
|
||||
float2 tex : TEXCOORD0;
|
||||
float3 normal : NORMAL;
|
||||
float3 viewDirection : TEXCOORD1;
|
||||
float3 lightPos[NUM_LIGHTS] : TEXCOORD1;
|
||||
};
|
||||
|
||||
|
||||
@ -45,7 +54,7 @@ PixelInputType LightVertexShader(VertexInputType input)
|
||||
{
|
||||
PixelInputType output;
|
||||
float4 worldPosition;
|
||||
|
||||
int i;
|
||||
|
||||
// Change the position vector to be 4 units for proper matrix calculations.
|
||||
input.position.w = 1.0f;
|
||||
@ -67,11 +76,14 @@ PixelInputType LightVertexShader(VertexInputType input)
|
||||
// Calculate the position of the vertex in the world.
|
||||
worldPosition = mul(input.position, worldMatrix);
|
||||
|
||||
// Determine the viewing direction based on the position of the camera and the position of the vertex in the world.
|
||||
output.viewDirection = cameraPosition.xyz - worldPosition.xyz;
|
||||
|
||||
// Normalize the viewing direction vector.
|
||||
output.viewDirection = normalize(output.viewDirection);
|
||||
for(i=0; i<NUM_LIGHTS; i++)
|
||||
{
|
||||
// Determine the light positions based on the position of the lights and the position of the vertex in the world.
|
||||
output.lightPos[i] = lightPosition[i].xyz - worldPosition.xyz;
|
||||
|
||||
// Normalize the light position vectors.
|
||||
output.lightPos[i] = normalize(output.lightPos[i]);
|
||||
}
|
||||
|
||||
return output;
|
||||
}
|
@ -52,6 +52,12 @@ void LightClass::SetSpecularPower(float power)
|
||||
return;
|
||||
}
|
||||
|
||||
void LightClass::SetPosition(float x, float y, float z)
|
||||
{
|
||||
m_position = XMFLOAT4(x, y, z, 1.0f);
|
||||
return;
|
||||
}
|
||||
|
||||
XMFLOAT4 LightClass::GetAmbientColor()
|
||||
{
|
||||
return m_ambientColor;
|
||||
@ -77,4 +83,9 @@ XMFLOAT4 LightClass::GetSpecularColor()
|
||||
float LightClass::GetSpecularPower()
|
||||
{
|
||||
return m_specularPower;
|
||||
}
|
||||
}
|
||||
|
||||
XMFLOAT4 LightClass::GetPosition()
|
||||
{
|
||||
return m_position;
|
||||
}
|
||||
|
@ -28,12 +28,14 @@ public:
|
||||
void SetDirection(float, float, float);
|
||||
void SetSpecularColor(float, float, float, float);
|
||||
void SetSpecularPower(float);
|
||||
void SetPosition(float, float, float);
|
||||
|
||||
XMFLOAT4 GetAmbientColor();
|
||||
XMFLOAT4 GetDiffuseColor();
|
||||
XMFLOAT3 GetDirection();
|
||||
XMFLOAT4 GetSpecularColor();
|
||||
float GetSpecularPower();
|
||||
XMFLOAT4 GetPosition();
|
||||
|
||||
private:
|
||||
XMFLOAT4 m_ambientColor;
|
||||
@ -41,6 +43,7 @@ private:
|
||||
XMFLOAT3 m_direction;
|
||||
XMFLOAT4 m_specularColor;
|
||||
float m_specularPower;
|
||||
XMFLOAT4 m_position;
|
||||
};
|
||||
|
||||
#endif
|
@ -13,6 +13,8 @@ LightShaderClass::LightShaderClass()
|
||||
m_matrixBuffer = 0;
|
||||
m_cameraBuffer = 0;
|
||||
m_lightBuffer = 0;
|
||||
m_lightColorBuffer = 0;
|
||||
m_lightPositionBuffer = 0;
|
||||
}
|
||||
|
||||
|
||||
@ -66,15 +68,13 @@ void LightShaderClass::Shutdown()
|
||||
}
|
||||
|
||||
bool LightShaderClass::Render(ID3D11DeviceContext* deviceContext, int indexCount, XMMATRIX worldMatrix, XMMATRIX viewMatrix, XMMATRIX projectionMatrix,
|
||||
ID3D11ShaderResourceView* texture, XMFLOAT3 lightDirection, XMFLOAT4 ambientColor, XMFLOAT4 diffuseColor,
|
||||
XMFLOAT3 cameraPosition, XMFLOAT4 specularColor, float specularPower)
|
||||
ID3D11ShaderResourceView* texture, XMFLOAT4 diffuseColor[], XMFLOAT4 lightPosition[])
|
||||
{
|
||||
bool result;
|
||||
|
||||
|
||||
// Set the shader parameters that it will use for rendering.
|
||||
result = SetShaderParameters(deviceContext, worldMatrix, viewMatrix, projectionMatrix, texture, lightDirection, ambientColor, diffuseColor,
|
||||
cameraPosition, specularColor, specularPower);
|
||||
result = SetShaderParameters(deviceContext, worldMatrix, viewMatrix, projectionMatrix, texture, diffuseColor, lightPosition);
|
||||
if(!result)
|
||||
{
|
||||
return false;
|
||||
@ -98,7 +98,8 @@ bool LightShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR*
|
||||
D3D11_SAMPLER_DESC samplerDesc;
|
||||
D3D11_BUFFER_DESC matrixBufferDesc;
|
||||
D3D11_BUFFER_DESC cameraBufferDesc;
|
||||
D3D11_BUFFER_DESC lightBufferDesc;
|
||||
D3D11_BUFFER_DESC lightColorBufferDesc;
|
||||
D3D11_BUFFER_DESC lightPositionBufferDesc;
|
||||
|
||||
|
||||
// Initialize the pointers this function will use to null.
|
||||
@ -237,6 +238,8 @@ bool LightShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR*
|
||||
return false;
|
||||
}
|
||||
|
||||
|
||||
|
||||
// Setup the description of the camera dynamic constant buffer that is in the vertex shader.
|
||||
cameraBufferDesc.Usage = D3D11_USAGE_DYNAMIC;
|
||||
cameraBufferDesc.ByteWidth = sizeof(CameraBufferType);
|
||||
@ -252,17 +255,31 @@ bool LightShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR*
|
||||
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) + 12 ;
|
||||
lightBufferDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
|
||||
lightBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
|
||||
lightBufferDesc.MiscFlags = 0;
|
||||
lightBufferDesc.StructureByteStride = 0;
|
||||
// Setup the description of the dynamic constant buffer that is in the pixel shader.
|
||||
lightColorBufferDesc.Usage = D3D11_USAGE_DYNAMIC;
|
||||
lightColorBufferDesc.ByteWidth = sizeof(LightColorBufferType);
|
||||
lightColorBufferDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
|
||||
lightColorBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
|
||||
lightColorBufferDesc.MiscFlags = 0;
|
||||
lightColorBufferDesc.StructureByteStride = 0;
|
||||
|
||||
// Create the constant buffer pointer so we can access the pixel shader constant buffer from within this class.
|
||||
result = device->CreateBuffer(&lightColorBufferDesc, NULL, &m_lightColorBuffer);
|
||||
if (FAILED(result))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Setup the description of the dynamic constant buffer that is in the vertex shader.
|
||||
lightPositionBufferDesc.Usage = D3D11_USAGE_DYNAMIC;
|
||||
lightPositionBufferDesc.ByteWidth = sizeof(LightPositionBufferType);
|
||||
lightPositionBufferDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
|
||||
lightPositionBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
|
||||
lightPositionBufferDesc.MiscFlags = 0;
|
||||
lightPositionBufferDesc.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);
|
||||
result = device->CreateBuffer(&lightPositionBufferDesc, NULL, &m_lightPositionBuffer);
|
||||
if (FAILED(result))
|
||||
{
|
||||
return false;
|
||||
@ -274,6 +291,19 @@ bool LightShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR*
|
||||
|
||||
void LightShaderClass::ShutdownShader()
|
||||
{
|
||||
// Release the light constant buffers.
|
||||
if (m_lightColorBuffer)
|
||||
{
|
||||
m_lightColorBuffer->Release();
|
||||
m_lightColorBuffer = 0;
|
||||
}
|
||||
|
||||
if (m_lightPositionBuffer)
|
||||
{
|
||||
m_lightPositionBuffer->Release();
|
||||
m_lightPositionBuffer = 0;
|
||||
}
|
||||
|
||||
// Release the light constant buffer.
|
||||
if (m_lightBuffer)
|
||||
{
|
||||
@ -364,15 +394,14 @@ void LightShaderClass::OutputShaderErrorMessage(ID3D10Blob* errorMessage, HWND h
|
||||
|
||||
|
||||
bool LightShaderClass::SetShaderParameters(ID3D11DeviceContext* deviceContext, XMMATRIX worldMatrix, XMMATRIX viewMatrix, XMMATRIX projectionMatrix,
|
||||
ID3D11ShaderResourceView* texture, XMFLOAT3 lightDirection, XMFLOAT4 ambientColor, XMFLOAT4 diffuseColor,
|
||||
XMFLOAT3 cameraPosition, XMFLOAT4 specularColor, float specularPower)
|
||||
ID3D11ShaderResourceView* texture, XMFLOAT4 diffuseColor[], XMFLOAT4 lightPosition[])
|
||||
{
|
||||
HRESULT result;
|
||||
D3D11_MAPPED_SUBRESOURCE mappedResource;
|
||||
unsigned int bufferNumber;
|
||||
MatrixBufferType* dataPtr;
|
||||
LightBufferType* dataPtr2;
|
||||
CameraBufferType* dataPtr3;
|
||||
LightPositionBufferType* dataPtr2;
|
||||
LightColorBufferType* dataPtr3;
|
||||
|
||||
// Transpose the matrices to prepare them for the shader.
|
||||
worldMatrix = XMMatrixTranspose(worldMatrix);
|
||||
@ -410,51 +439,59 @@ bool LightShaderClass::SetShaderParameters(ID3D11DeviceContext* deviceContext, X
|
||||
return false;
|
||||
}
|
||||
|
||||
// Get a pointer to the data in the constant buffer.
|
||||
dataPtr3 = (CameraBufferType*)mappedResource.pData;
|
||||
|
||||
// Copy the camera position into the constant buffer.
|
||||
dataPtr3->cameraPosition = cameraPosition;
|
||||
dataPtr3->padding = 0.0f;
|
||||
|
||||
// Unlock the camera constant buffer.
|
||||
deviceContext->Unmap(m_cameraBuffer, 0);
|
||||
|
||||
// Set the position of the camera constant buffer in the vertex shader.
|
||||
bufferNumber = 1;
|
||||
|
||||
// Now set the camera constant buffer in the vertex shader with the updated values.
|
||||
deviceContext->VSSetConstantBuffers(bufferNumber, 1, &m_cameraBuffer);
|
||||
|
||||
// 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);
|
||||
// Lock the light position constant buffer so it can be written to.
|
||||
result = deviceContext->Map(m_lightPositionBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
|
||||
if (FAILED(result))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Get a pointer to the data in the constant buffer.
|
||||
dataPtr2 = (LightBufferType*)mappedResource.pData;
|
||||
dataPtr2 = (LightPositionBufferType*)mappedResource.pData;
|
||||
|
||||
// Copy the lighting variables into the constant buffer.
|
||||
dataPtr2->ambientColor = ambientColor;
|
||||
dataPtr2->diffuseColor = diffuseColor;
|
||||
dataPtr2->lightDirection = lightDirection;
|
||||
dataPtr2->specularColor = specularColor;
|
||||
dataPtr2->specularPower = specularPower;
|
||||
//dataPtr2->padding = 0.0f;
|
||||
// Copy the light position variables into the constant buffer.
|
||||
dataPtr2->lightPosition[0] = lightPosition[0];
|
||||
dataPtr2->lightPosition[1] = lightPosition[1];
|
||||
dataPtr2->lightPosition[2] = lightPosition[2];
|
||||
dataPtr2->lightPosition[3] = lightPosition[3];
|
||||
|
||||
// Unlock the constant buffer.
|
||||
deviceContext->Unmap(m_lightBuffer, 0);
|
||||
deviceContext->Unmap(m_lightPositionBuffer, 0);
|
||||
|
||||
// Set the position of the light constant buffer in the pixel shader.
|
||||
// Set the position of the constant buffer in the vertex shader.
|
||||
bufferNumber = 1;
|
||||
|
||||
// Finally set the constant buffer in the vertex shader with the updated values.
|
||||
deviceContext->VSSetConstantBuffers(bufferNumber, 1, &m_lightPositionBuffer);
|
||||
|
||||
// Set shader texture resource in the pixel shader.
|
||||
deviceContext->PSSetShaderResources(0, 1, &texture);
|
||||
|
||||
// Lock the light color constant buffer so it can be written to.
|
||||
result = deviceContext->Map(m_lightColorBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
|
||||
if (FAILED(result))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Get a pointer to the data in the constant buffer.
|
||||
dataPtr3 = (LightColorBufferType*)mappedResource.pData;
|
||||
|
||||
// Copy the light color variables into the constant buffer.
|
||||
dataPtr3->diffuseColor[0] = diffuseColor[0];
|
||||
dataPtr3->diffuseColor[1] = diffuseColor[1];
|
||||
dataPtr3->diffuseColor[2] = diffuseColor[2];
|
||||
dataPtr3->diffuseColor[3] = diffuseColor[3];
|
||||
|
||||
// Unlock the constant buffer.
|
||||
deviceContext->Unmap(m_lightColorBuffer, 0);
|
||||
|
||||
// Set the position of the 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);
|
||||
// Finally set the constant buffer in the pixel shader with the updated values.
|
||||
deviceContext->PSSetConstantBuffers(bufferNumber, 1, &m_lightColorBuffer);
|
||||
|
||||
|
||||
return true;
|
||||
}
|
||||
|
@ -5,6 +5,11 @@
|
||||
#define _LIGHTSHADERCLASS_H_
|
||||
|
||||
|
||||
/////////////
|
||||
// GLOBALS //
|
||||
/////////////
|
||||
const int NUM_LIGHTS = 4;
|
||||
|
||||
//////////////
|
||||
// INCLUDES //
|
||||
//////////////
|
||||
@ -45,6 +50,16 @@ private:
|
||||
XMFLOAT4 specularColor;
|
||||
};
|
||||
|
||||
struct LightColorBufferType
|
||||
{
|
||||
XMFLOAT4 diffuseColor[NUM_LIGHTS];
|
||||
};
|
||||
|
||||
struct LightPositionBufferType
|
||||
{
|
||||
XMFLOAT4 lightPosition[NUM_LIGHTS];
|
||||
};
|
||||
|
||||
public:
|
||||
LightShaderClass();
|
||||
LightShaderClass(const LightShaderClass&);
|
||||
@ -52,14 +67,14 @@ public:
|
||||
|
||||
bool Initialize(ID3D11Device*, HWND);
|
||||
void Shutdown();
|
||||
bool Render(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, XMFLOAT3, XMFLOAT4, XMFLOAT4, XMFLOAT3, XMFLOAT4, float);
|
||||
bool Render(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, 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, XMFLOAT3, XMFLOAT4, float);
|
||||
bool SetShaderParameters(ID3D11DeviceContext*, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, XMFLOAT4[], XMFLOAT4[]);
|
||||
void RenderShader(ID3D11DeviceContext*, int);
|
||||
|
||||
private:
|
||||
@ -70,6 +85,8 @@ private:
|
||||
ID3D11Buffer* m_matrixBuffer;
|
||||
ID3D11Buffer* m_cameraBuffer;
|
||||
ID3D11Buffer* m_lightBuffer;
|
||||
ID3D11Buffer* m_lightColorBuffer;
|
||||
ID3D11Buffer* m_lightPositionBuffer;
|
||||
};
|
||||
|
||||
#endif
|
BIN
enginecustom/alpha01.tga
Normal file
BIN
enginecustom/alpha01.tga
Normal file
Binary file not shown.
After Width: | Height: | Size: 1.0 MiB |
45
enginecustom/alphamap.ps
Normal file
45
enginecustom/alphamap.ps
Normal file
@ -0,0 +1,45 @@
|
||||
/////////////
|
||||
// GLOBALS //
|
||||
/////////////
|
||||
Texture2D shaderTexture1 : register(t0);
|
||||
Texture2D shaderTexture2 : register(t1);
|
||||
Texture2D shaderTexture3 : register(t2);
|
||||
SamplerState SampleType : register(s0);
|
||||
|
||||
//////////////
|
||||
// TYPEDEFS //
|
||||
//////////////
|
||||
struct PixelInputType
|
||||
{
|
||||
float4 position : SV_POSITION;
|
||||
float2 tex : TEXCOORD0;
|
||||
};
|
||||
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
// Pixel Shader
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
float4 AlphaMapPixelShader(PixelInputType input) : SV_TARGET
|
||||
{
|
||||
float4 color1;
|
||||
float4 color2;
|
||||
float4 alphaValue;
|
||||
float4 blendColor;
|
||||
|
||||
|
||||
// Get the pixel color from the first texture.
|
||||
color1 = shaderTexture1.Sample(SampleType, input.tex);
|
||||
|
||||
// Get the pixel color from the second texture.
|
||||
color2 = shaderTexture2.Sample(SampleType, input.tex);
|
||||
|
||||
// Get the pixel color from the alpha texture.
|
||||
alphaValue = shaderTexture3.Sample(SampleType, input.tex);
|
||||
|
||||
// Combine the two textures based on the alpha value.
|
||||
blendColor = (alphaValue * color1) + ((1.0 - alphaValue) * color2);
|
||||
|
||||
// Saturate the final color value.
|
||||
blendColor = saturate(blendColor);
|
||||
|
||||
return blendColor;
|
||||
}
|
49
enginecustom/alphamap.vs
Normal file
49
enginecustom/alphamap.vs
Normal file
@ -0,0 +1,49 @@
|
||||
/////////////
|
||||
// GLOBALS //
|
||||
/////////////
|
||||
cbuffer MatrixBuffer
|
||||
{
|
||||
matrix worldMatrix;
|
||||
matrix viewMatrix;
|
||||
matrix projectionMatrix;
|
||||
};
|
||||
|
||||
|
||||
//////////////
|
||||
// TYPEDEFS //
|
||||
//////////////
|
||||
struct VertexInputType
|
||||
{
|
||||
float4 position : POSITION;
|
||||
float2 tex : TEXCOORD0;
|
||||
float3 normal : NORMAL;
|
||||
};
|
||||
|
||||
struct PixelInputType
|
||||
{
|
||||
float4 position : SV_POSITION;
|
||||
float2 tex : TEXCOORD0;
|
||||
};
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
// Vertex Shader
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
PixelInputType AlphaMapVertexShader(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;
|
||||
|
||||
return output;
|
||||
}
|
378
enginecustom/alphamapshaderclass.cpp
Normal file
378
enginecustom/alphamapshaderclass.cpp
Normal file
@ -0,0 +1,378 @@
|
||||
#include "alphamapshaderclass.h"
|
||||
|
||||
|
||||
AlphaMapShaderClass::AlphaMapShaderClass()
|
||||
{
|
||||
m_vertexShader = 0;
|
||||
m_pixelShader = 0;
|
||||
m_layout = 0;
|
||||
m_matrixBuffer = 0;
|
||||
m_sampleState = 0;
|
||||
}
|
||||
|
||||
|
||||
AlphaMapShaderClass::AlphaMapShaderClass(const AlphaMapShaderClass& other)
|
||||
{
|
||||
}
|
||||
|
||||
|
||||
AlphaMapShaderClass::~AlphaMapShaderClass()
|
||||
{
|
||||
}
|
||||
|
||||
|
||||
bool AlphaMapShaderClass::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"alphamap.vs");
|
||||
if (error != 0)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Set the filename of the pixel shader.
|
||||
error = wcscpy_s(psFilename, 128, L"alphamap.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 AlphaMapShaderClass::Shutdown()
|
||||
{
|
||||
// Shutdown the vertex and pixel shaders as well as the related objects.
|
||||
ShutdownShader();
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
bool AlphaMapShaderClass::Render(ID3D11DeviceContext* deviceContext, int indexCount, XMMATRIX worldMatrix, XMMATRIX viewMatrix, XMMATRIX projectionMatrix,
|
||||
ID3D11ShaderResourceView* texture1, ID3D11ShaderResourceView* texture2, ID3D11ShaderResourceView* texture3)
|
||||
{
|
||||
bool result;
|
||||
|
||||
|
||||
// Set the shader parameters that it will use for rendering.
|
||||
result = SetShaderParameters(deviceContext, worldMatrix, viewMatrix, projectionMatrix, texture1, texture2, texture3);
|
||||
if (!result)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Now render the prepared buffers with the shader.
|
||||
RenderShader(deviceContext, indexCount);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
bool AlphaMapShaderClass::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;
|
||||
|
||||
|
||||
// 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, "AlphaMapVertexShader", "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, "AlphaMapPixelShader", "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_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;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
void AlphaMapShaderClass::ShutdownShader()
|
||||
{
|
||||
// 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 AlphaMapShaderClass::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 AlphaMapShaderClass::SetShaderParameters(ID3D11DeviceContext* deviceContext, XMMATRIX worldMatrix, XMMATRIX viewMatrix, XMMATRIX projectionMatrix,
|
||||
ID3D11ShaderResourceView* texture1, ID3D11ShaderResourceView* texture2, ID3D11ShaderResourceView* texture3)
|
||||
{
|
||||
HRESULT result;
|
||||
D3D11_MAPPED_SUBRESOURCE mappedResource;
|
||||
MatrixBufferType* dataPtr;
|
||||
unsigned int bufferNumber;
|
||||
|
||||
|
||||
// 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);
|
||||
|
||||
// Set shader texture resources in the pixel shader.
|
||||
deviceContext->PSSetShaderResources(0, 1, &texture1);
|
||||
deviceContext->PSSetShaderResources(1, 1, &texture2);
|
||||
deviceContext->PSSetShaderResources(2, 1, &texture3);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
void AlphaMapShaderClass::RenderShader(ID3D11DeviceContext* deviceContext, int indexCount)
|
||||
{
|
||||
// Set the vertex input layout.
|
||||
deviceContext->IASetInputLayout(m_layout);
|
||||
|
||||
// Set the vertex and pixel shaders that will be used to render this triangle.
|
||||
deviceContext->VSSetShader(m_vertexShader, NULL, 0);
|
||||
deviceContext->PSSetShader(m_pixelShader, NULL, 0);
|
||||
|
||||
// Set the sampler state in the pixel shader.
|
||||
deviceContext->PSSetSamplers(0, 1, &m_sampleState);
|
||||
|
||||
// Render the triangle.
|
||||
deviceContext->DrawIndexed(indexCount, 0, 0);
|
||||
|
||||
return;
|
||||
}
|
54
enginecustom/alphamapshaderclass.h
Normal file
54
enginecustom/alphamapshaderclass.h
Normal file
@ -0,0 +1,54 @@
|
||||
#ifndef _ALPHAMAPSHADERCLASS_H_
|
||||
#define _ALPHAMAPSHADERCLASS_H_
|
||||
|
||||
|
||||
//////////////
|
||||
// INCLUDES //
|
||||
//////////////
|
||||
#include <d3d11.h>
|
||||
#include <d3dcompiler.h>
|
||||
#include <directxmath.h>
|
||||
#include <fstream>
|
||||
using namespace DirectX;
|
||||
using namespace std;
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
// Class name: AlphaMapShaderClass
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
class AlphaMapShaderClass
|
||||
{
|
||||
private:
|
||||
struct MatrixBufferType
|
||||
{
|
||||
XMMATRIX world;
|
||||
XMMATRIX view;
|
||||
XMMATRIX projection;
|
||||
};
|
||||
|
||||
public:
|
||||
AlphaMapShaderClass();
|
||||
AlphaMapShaderClass(const AlphaMapShaderClass&);
|
||||
~AlphaMapShaderClass();
|
||||
|
||||
bool Initialize(ID3D11Device*, HWND);
|
||||
void Shutdown();
|
||||
bool Render(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, ID3D11ShaderResourceView*, ID3D11ShaderResourceView*);
|
||||
|
||||
private:
|
||||
bool InitializeShader(ID3D11Device*, HWND, WCHAR*, WCHAR*);
|
||||
void ShutdownShader();
|
||||
void OutputShaderErrorMessage(ID3D10Blob*, HWND, WCHAR*);
|
||||
|
||||
bool SetShaderParameters(ID3D11DeviceContext*, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, ID3D11ShaderResourceView*, ID3D11ShaderResourceView*);
|
||||
void RenderShader(ID3D11DeviceContext*, int);
|
||||
|
||||
private:
|
||||
ID3D11VertexShader* m_vertexShader;
|
||||
ID3D11PixelShader* m_pixelShader;
|
||||
ID3D11InputLayout* m_layout;
|
||||
ID3D11Buffer* m_matrixBuffer;
|
||||
ID3D11SamplerState* m_sampleState;
|
||||
};
|
||||
|
||||
#endif
|
@ -5,14 +5,24 @@ ApplicationClass::ApplicationClass()
|
||||
m_Direct3D = 0;
|
||||
m_Camera = 0;
|
||||
m_MultiTextureShader = 0;
|
||||
m_AlphaMapShader = 0;
|
||||
m_Model = 0;
|
||||
m_LightShader = 0;
|
||||
m_LightMapShader = 0;
|
||||
m_Light = 0;
|
||||
m_TextureShader = 0;
|
||||
m_Bitmap = 0;
|
||||
m_Sprite = 0;
|
||||
m_Timer = 0;
|
||||
m_MouseStrings = 0;
|
||||
m_FontShader = 0;
|
||||
m_Font = 0;
|
||||
m_TextString1 = 0;
|
||||
m_TextString2 = 0;
|
||||
m_TextString3 = 0;
|
||||
m_Fps = 0;
|
||||
m_FpsString = 0;
|
||||
|
||||
}
|
||||
|
||||
|
||||
@ -29,10 +39,11 @@ ApplicationClass::~ApplicationClass()
|
||||
bool ApplicationClass::Initialize(int screenWidth, int screenHeight, HWND hwnd)
|
||||
{
|
||||
char mouseString1[32], mouseString2[32], mouseString3[32];
|
||||
char modelFilename[128];
|
||||
char textureFilename1[128], textureFilename2[128];
|
||||
char testString1[32], testString2[32], testString3[32];
|
||||
char modelFilename[128], textureFilename1[128], textureFilename2[128], textureFilename3[128];
|
||||
char bitmapFilename[128];
|
||||
char spriteFilename[128];
|
||||
char fpsString[32];
|
||||
bool result;
|
||||
|
||||
|
||||
@ -59,9 +70,60 @@ bool ApplicationClass::Initialize(int screenWidth, int screenHeight, HWND hwnd)
|
||||
}
|
||||
|
||||
// Set the initial position of the camera.
|
||||
m_Camera->SetPosition(0.0f, 0.0f, -10.0f);
|
||||
m_Camera->SetPosition(0.0f, 0.0f, -12.0f);
|
||||
m_Camera->SetRotation(0.0f, 0.0f, 0.0f);
|
||||
|
||||
// Create and initialize the font shader object.
|
||||
m_FontShader = new FontShaderClass;
|
||||
|
||||
result = m_FontShader->Initialize(m_Direct3D->GetDevice(), hwnd);
|
||||
if (!result)
|
||||
{
|
||||
MessageBox(hwnd, L"Could not initialize the font shader object.", L"Error", MB_OK);
|
||||
return false;
|
||||
}
|
||||
|
||||
// Create and initialize the font object.
|
||||
m_Font = new FontClass;
|
||||
|
||||
result = m_Font->Initialize(m_Direct3D->GetDevice(), m_Direct3D->GetDeviceContext(), 0);
|
||||
if (!result)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Set the strings we want to display.
|
||||
strcpy_s(testString1, "Yo");
|
||||
strcpy_s(testString2, "Les");
|
||||
strcpy_s(testString3, "Noobs !");
|
||||
|
||||
// Create and initialize the first text object.
|
||||
m_TextString1 = new TextClass;
|
||||
|
||||
result = m_TextString1->Initialize(m_Direct3D->GetDevice(), m_Direct3D->GetDeviceContext(), screenWidth, screenHeight, 32, m_Font, testString1, 25, screenHeight / 2 - m_Font->GetFontHeight(), 1.0f, 1.0f, 1.0f);
|
||||
if (!result)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Create and initialize the second text object.
|
||||
m_TextString2 = new TextClass;
|
||||
|
||||
result = m_TextString2->Initialize(m_Direct3D->GetDevice(), m_Direct3D->GetDeviceContext(), screenWidth, screenHeight, 32, m_Font, testString2, 250, screenHeight / 2 - m_Font->GetFontHeight(), 0.0f, 1.0f, 1.0f);
|
||||
if (!result)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Create and initialize the second text object.
|
||||
m_TextString3 = new TextClass;
|
||||
|
||||
result = m_TextString3->Initialize(m_Direct3D->GetDevice(), m_Direct3D->GetDeviceContext(), screenWidth, screenHeight, 32, m_Font, testString3, screenWidth / 2 - m_Font->GetSentencePixelLength(testString3), screenHeight / 2 - m_Font->GetFontHeight(), 1.0f, 1.0f, 0.0f);
|
||||
if (!result)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Create and initialize the texture shader object.
|
||||
m_TextureShader = new TextureShaderClass;
|
||||
|
||||
@ -142,16 +204,17 @@ bool ApplicationClass::Initialize(int screenWidth, int screenHeight, HWND hwnd)
|
||||
}
|
||||
|
||||
// Set the file name of the model.
|
||||
strcpy_s(modelFilename, "sphere.txt");
|
||||
strcpy_s(modelFilename, "cube.txt");
|
||||
|
||||
// Set the file name of the textures.
|
||||
strcpy_s(textureFilename1, "stone01.tga");
|
||||
strcpy_s(textureFilename2, "moss01.tga");
|
||||
strcpy_s(textureFilename2, "dirt01.tga");
|
||||
strcpy_s(textureFilename3, "alpha01.tga");
|
||||
|
||||
// Create and initialize the model object.
|
||||
m_Model = new ModelClass;
|
||||
|
||||
result = m_Model->Initialize(m_Direct3D->GetDevice(), m_Direct3D->GetDeviceContext(), modelFilename, textureFilename1, textureFilename2);
|
||||
result = m_Model->Initialize(m_Direct3D->GetDevice(), m_Direct3D->GetDeviceContext(), modelFilename, textureFilename1, textureFilename2, textureFilename3);
|
||||
if (!result)
|
||||
{
|
||||
MessageBox(hwnd, L"Could not initialize the model object.", L"Error", MB_OK);
|
||||
@ -169,14 +232,63 @@ bool ApplicationClass::Initialize(int screenWidth, int screenHeight, HWND hwnd)
|
||||
return false;
|
||||
}
|
||||
|
||||
// Create and initialize the light object.
|
||||
m_Light = new LightClass;
|
||||
// Set the number of lights we will use.
|
||||
m_numLights = 4;
|
||||
|
||||
// Create and initialize the light objects array.
|
||||
m_Lights = new LightClass[m_numLights];
|
||||
|
||||
// Manually set the color and position of each light.
|
||||
m_Lights[0].SetDiffuseColor(1.0f, 0.0f, 0.0f, 1.0f); // Red
|
||||
m_Lights[0].SetPosition(-3.0f, 1.0f, 3.0f);
|
||||
|
||||
m_Lights[1].SetDiffuseColor(0.0f, 1.0f, 0.0f, 1.0f); // Green
|
||||
m_Lights[1].SetPosition(3.0f, 1.0f, 3.0f);
|
||||
|
||||
m_Lights[2].SetDiffuseColor(0.0f, 0.0f, 1.0f, 1.0f); // Blue
|
||||
m_Lights[2].SetPosition(-3.0f, 1.0f, -3.0f);
|
||||
|
||||
m_Lights[3].SetDiffuseColor(1.0f, 1.0f, 1.0f, 1.0f); // White
|
||||
m_Lights[3].SetPosition(3.0f, 1.0f, -3.0f);
|
||||
|
||||
// Create and initialize the light map shader object.
|
||||
m_LightMapShader = new LightMapShaderClass;
|
||||
|
||||
result = m_LightMapShader->Initialize(m_Direct3D->GetDevice(), hwnd);
|
||||
if (!result)
|
||||
{
|
||||
MessageBox(hwnd, L"Could not initialize the light map shader object.", L"Error", MB_OK);
|
||||
return false;
|
||||
}
|
||||
|
||||
// Create and initialize the alpha map shader object.
|
||||
m_AlphaMapShader = new AlphaMapShaderClass;
|
||||
|
||||
result = m_AlphaMapShader->Initialize(m_Direct3D->GetDevice(), hwnd);
|
||||
if (!result)
|
||||
{
|
||||
MessageBox(hwnd, L"Could not initialize the alpha map shader object.", L"Error", MB_OK);
|
||||
return false;
|
||||
}
|
||||
|
||||
// Create and initialize the fps object.
|
||||
m_Fps = new FpsClass();
|
||||
|
||||
m_Fps->Initialize();
|
||||
|
||||
// Set the initial fps and fps string.
|
||||
m_previousFps = -1;
|
||||
strcpy_s(fpsString, "Fps: 0");
|
||||
|
||||
// Create and initialize the text object for the fps string.
|
||||
m_FpsString = new TextClass;
|
||||
|
||||
result = m_FpsString->Initialize(m_Direct3D->GetDevice(), m_Direct3D->GetDeviceContext(), screenWidth, screenHeight, 32, m_Font, fpsString, 10, 10, 0.0f, 1.0f, 0.0f);
|
||||
if (!result)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
m_Light->SetAmbientColor(0.15f, 0.15f, 0.15f, 1.0f);
|
||||
m_Light->SetDiffuseColor(1.0f, 1.0f, 1.0f, 1.0f);
|
||||
m_Light->SetDirection(1.0f, 0.0f, 1.0f);
|
||||
m_Light->SetSpecularColor(1.0f, 1.0f, 1.0f, 1.0f);
|
||||
m_Light->SetSpecularPower(32.0f);
|
||||
|
||||
return true;
|
||||
}
|
||||
@ -193,6 +305,57 @@ void ApplicationClass::Shutdown()
|
||||
|
||||
delete[] m_MouseStrings;
|
||||
m_MouseStrings = 0;
|
||||
// Release the text object for the fps string.
|
||||
if (m_FpsString)
|
||||
{
|
||||
m_FpsString->Shutdown();
|
||||
delete m_FpsString;
|
||||
m_FpsString = 0;
|
||||
}
|
||||
|
||||
// Release the fps object.
|
||||
if (m_Fps)
|
||||
{
|
||||
delete m_Fps;
|
||||
m_Fps = 0;
|
||||
}
|
||||
|
||||
// Release the text string objects.
|
||||
if (m_TextString3)
|
||||
{
|
||||
m_TextString3->Shutdown();
|
||||
delete m_TextString3;
|
||||
m_TextString3 = 0;
|
||||
}
|
||||
|
||||
if (m_TextString2)
|
||||
{
|
||||
m_TextString2->Shutdown();
|
||||
delete m_TextString2;
|
||||
m_TextString2 = 0;
|
||||
}
|
||||
|
||||
if (m_TextString1)
|
||||
{
|
||||
m_TextString1->Shutdown();
|
||||
delete m_TextString1;
|
||||
m_TextString1 = 0;
|
||||
}
|
||||
|
||||
// Release the font object.
|
||||
if (m_Font)
|
||||
{
|
||||
m_Font->Shutdown();
|
||||
delete m_Font;
|
||||
m_Font = 0;
|
||||
}
|
||||
|
||||
// Release the font shader object.
|
||||
if (m_FontShader)
|
||||
{
|
||||
m_FontShader->Shutdown();
|
||||
delete m_FontShader;
|
||||
m_FontShader = 0;
|
||||
}
|
||||
|
||||
// Release the timer object.
|
||||
@ -210,12 +373,12 @@ void ApplicationClass::Shutdown()
|
||||
m_Sprite = 0;
|
||||
}
|
||||
|
||||
// Release the light object.
|
||||
if (m_Light)
|
||||
{
|
||||
delete m_Light;
|
||||
m_Light = 0;
|
||||
}
|
||||
// Release the light objects.
|
||||
if(m_Lights)
|
||||
{
|
||||
delete [] m_Lights;
|
||||
m_Lights = 0;
|
||||
}
|
||||
|
||||
// Release the light shader object.
|
||||
if (m_LightShader)
|
||||
@ -233,6 +396,14 @@ void ApplicationClass::Shutdown()
|
||||
m_LightShader = 0;
|
||||
}
|
||||
|
||||
// Release the light map shader object.
|
||||
if (m_LightMapShader)
|
||||
{
|
||||
m_LightMapShader->Shutdown();
|
||||
delete m_LightMapShader;
|
||||
m_LightMapShader = 0;
|
||||
}
|
||||
|
||||
// Release the model object.
|
||||
if (m_Model)
|
||||
{
|
||||
@ -280,6 +451,14 @@ void ApplicationClass::Shutdown()
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
// Release the alpha map shader object.
|
||||
if (m_AlphaMapShader)
|
||||
{
|
||||
m_AlphaMapShader->Shutdown();
|
||||
delete m_AlphaMapShader;
|
||||
m_AlphaMapShader = 0;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@ -290,31 +469,35 @@ bool ApplicationClass::Frame(InputClass* Input)
|
||||
|
||||
float frameTime;
|
||||
static float rotation = 0.0f;
|
||||
static float x = 2.f;
|
||||
static float y = 0.f;
|
||||
static float x = 6.f;
|
||||
static float y = 3.f;
|
||||
static float z = 0.f;
|
||||
bool result;
|
||||
|
||||
// Check if the user pressed escape and wants to exit the application.
|
||||
if (Input->IsEscapePressed())
|
||||
|
||||
// Update the frames per second each frame.
|
||||
result = UpdateFps();
|
||||
if (!result)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Update the rotation variable each frame.
|
||||
rotation -= 0.0174532925f * 0.1f;
|
||||
rotation -= 0.0174532925f * 0.8f;
|
||||
if (rotation < 0.0f)
|
||||
{
|
||||
rotation += 360.0f;
|
||||
}
|
||||
|
||||
// Update the x position variable each frame.
|
||||
x -= 0.0174532925f * 0.54672f;
|
||||
x -= 0.0174532925f * 0.6f;
|
||||
|
||||
y -= 0.0174532925f * 0.8972f;
|
||||
y -= 0.0174532925f * 0.2f;
|
||||
|
||||
// Update the z position variable each frame.
|
||||
z -= 0.0174532925f * 0.8972f;
|
||||
z -= 0.0174532925f * 0.2f;
|
||||
|
||||
|
||||
// Render the graphics scene.
|
||||
@ -340,6 +523,8 @@ bool ApplicationClass::Frame(InputClass* Input)
|
||||
bool ApplicationClass::Render(float rotation, float x, float y, float z)
|
||||
{
|
||||
XMMATRIX worldMatrix, viewMatrix, orthoMatrix, projectionMatrix, rotateMatrix, translateMatrix, scaleMatrix, srMatrix;
|
||||
XMFLOAT4 diffuseColor[4], lightPosition[4];
|
||||
int i;
|
||||
bool result;
|
||||
|
||||
// Clear the buffers to begin the scene.
|
||||
@ -354,8 +539,49 @@ bool ApplicationClass::Render(float rotation, float x, float y, float z)
|
||||
m_Direct3D->GetProjectionMatrix(projectionMatrix);
|
||||
m_Direct3D->GetOrthoMatrix(orthoMatrix);
|
||||
|
||||
// Turn off the Z buffer to begin all 2D rendering.
|
||||
// Disable the Z buffer and enable alpha blending for 2D rendering.
|
||||
m_Direct3D->TurnZBufferOff();
|
||||
m_Direct3D->EnableAlphaBlending();
|
||||
|
||||
// Render the fps text string using the font shader.
|
||||
m_FpsString->Render(m_Direct3D->GetDeviceContext());
|
||||
|
||||
result = m_FontShader->Render(m_Direct3D->GetDeviceContext(), m_FpsString->GetIndexCount(), worldMatrix, viewMatrix, orthoMatrix,
|
||||
m_Font->GetTexture(), m_FpsString->GetPixelColor());
|
||||
if (!result)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Render the first text string using the font shader.
|
||||
m_TextString1->Render(m_Direct3D->GetDeviceContext());
|
||||
|
||||
result = m_FontShader->Render(m_Direct3D->GetDeviceContext(), m_TextString1->GetIndexCount(), worldMatrix, viewMatrix, orthoMatrix,
|
||||
m_Font->GetTexture(), m_TextString1->GetPixelColor());
|
||||
if (!result)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Render the second text string using the font shader.
|
||||
m_TextString2->Render(m_Direct3D->GetDeviceContext());
|
||||
|
||||
result = m_FontShader->Render(m_Direct3D->GetDeviceContext(), m_TextString2->GetIndexCount(), worldMatrix, viewMatrix, orthoMatrix,
|
||||
m_Font->GetTexture(), m_TextString2->GetPixelColor());
|
||||
if (!result)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Render the second text string using the font shader.
|
||||
m_TextString3->Render(m_Direct3D->GetDeviceContext());
|
||||
|
||||
result = m_FontShader->Render(m_Direct3D->GetDeviceContext(), m_TextString3->GetIndexCount(), worldMatrix, viewMatrix, orthoMatrix,
|
||||
m_Font->GetTexture(), m_TextString3->GetPixelColor());
|
||||
if (!result)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Render the mouse text strings using the font shader.
|
||||
for (i = 0; i < 3; i++)
|
||||
@ -400,13 +626,17 @@ bool ApplicationClass::Render(float rotation, float x, float y, float z)
|
||||
return false;
|
||||
}
|
||||
|
||||
// Get the light properties.
|
||||
for (i = 0; i < m_numLights; i++)
|
||||
{
|
||||
// Create the diffuse color array from the four light colors.
|
||||
diffuseColor[i] = m_Lights[i].GetDiffuseColor();
|
||||
|
||||
// Create the light position array from the four light positions.
|
||||
lightPosition[i] = m_Lights[i].GetPosition();
|
||||
}
|
||||
|
||||
// Render the model using the multitexture shader.
|
||||
result = m_MultiTextureShader->Render(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix,
|
||||
m_Model->GetTexture(0), m_Model->GetTexture(1));
|
||||
|
||||
scaleMatrix = XMMatrixScaling(0.5f, 0.5f, 0.5f); // Build the scaling matrix.
|
||||
scaleMatrix = XMMatrixScaling(0.75f, 0.75f, 0.75f); // Build the scaling matrix.
|
||||
rotateMatrix = XMMatrixRotationY(rotation); // Build the rotation matrix.
|
||||
translateMatrix = XMMatrixTranslation(x, y, z); // Build the translation matrix.
|
||||
|
||||
@ -417,28 +647,42 @@ bool ApplicationClass::Render(float rotation, float x, float y, float z)
|
||||
// Render the model using the multitexture shader.
|
||||
m_Model->Render(m_Direct3D->GetDeviceContext());
|
||||
|
||||
// Render the model using the light shader.
|
||||
result = m_LightShader->Render(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix, m_Model->GetTexture(0),
|
||||
m_Light->GetDirection(), m_Light->GetAmbientColor(), m_Light->GetDiffuseColor(),
|
||||
m_Camera->GetPosition(), m_Light->GetSpecularColor(), m_Light->GetSpecularPower());
|
||||
// Lighting, utilise plusieurs lights donc Multiple Points Lighting
|
||||
//result = m_LightShader->Render(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix, m_Model->GetTexture(0),
|
||||
// diffuseColor, lightPosition);
|
||||
//if (!result)
|
||||
//{
|
||||
// return false;
|
||||
//}
|
||||
|
||||
// Lightmapping, utiliser light01.tga en deuxieme texture
|
||||
//result = m_LightMapShader->Render(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix,
|
||||
// m_Model->GetTexture(0), m_Model->GetTexture(1));
|
||||
//if (!result)
|
||||
//{
|
||||
// return false;
|
||||
//}
|
||||
|
||||
// MultiTexturing
|
||||
//result = m_MultiTextureShader->Render(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix,
|
||||
// m_Model->GetTexture(0), m_Model->GetTexture(1));
|
||||
//if (!result)
|
||||
//{
|
||||
// return false;
|
||||
//}
|
||||
|
||||
|
||||
// Alphamapping
|
||||
result = m_AlphaMapShader->Render(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix,
|
||||
m_Model->GetTexture(0), m_Model->GetTexture(1), m_Model->GetTexture(2));
|
||||
if (!result)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
scaleMatrix = XMMatrixScaling(2.0f, 2.0f, 2.0f); // Build the scaling matrix.
|
||||
rotateMatrix = XMMatrixRotationY(-rotation); // Build the rotation matrix.
|
||||
translateMatrix = XMMatrixTranslation(-x, -y, -z); // Build the translation matrix.
|
||||
|
||||
// Multiply the scale, rotation, and translation matrices together to create the final world transformation matrix.
|
||||
srMatrix = XMMatrixMultiply(scaleMatrix, rotateMatrix);
|
||||
worldMatrix = XMMatrixMultiply(srMatrix, translateMatrix);
|
||||
|
||||
// Put the model vertex and index buffers on the graphics pipeline to prepare them for drawing.
|
||||
m_Model->Render(m_Direct3D->GetDeviceContext());
|
||||
|
||||
// Turn the Z buffer back on now that all 2D rendering has completed.
|
||||
// Enable the Z buffer and disable alpha blending now that 2D rendering is complete.
|
||||
m_Direct3D->TurnZBufferOn();
|
||||
m_Direct3D->DisableAlphaBlending();
|
||||
|
||||
// Present the rendered scene to the screen.
|
||||
m_Direct3D->EndScene();
|
||||
@ -492,12 +736,73 @@ bool ApplicationClass::UpdateMouseStrings(int mouseX, int mouseY, bool mouseDown
|
||||
|
||||
// Update the sentence vertex buffer with the new string information.
|
||||
result = m_MouseStrings[2].UpdateText(m_Direct3D->GetDeviceContext(), m_Font, finalString, 10, 60, 1.0f, 1.0f, 1.0f);
|
||||
|
||||
bool ApplicationClass::UpdateFps()
|
||||
{
|
||||
int fps;
|
||||
char tempString[16], finalString[16];
|
||||
float red, green, blue;
|
||||
bool result;
|
||||
|
||||
|
||||
// Update the fps each frame.
|
||||
m_Fps->Frame();
|
||||
|
||||
// Get the current fps.
|
||||
fps = m_Fps->GetFps();
|
||||
|
||||
// Check if the fps from the previous frame was the same, if so don't need to update the text string.
|
||||
if (m_previousFps == fps)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
// Store the fps for checking next frame.
|
||||
m_previousFps = fps;
|
||||
|
||||
// Truncate the fps to below 100,000.
|
||||
if (fps > 99999)
|
||||
{
|
||||
fps = 99999;
|
||||
}
|
||||
|
||||
// Convert the fps integer to string format.
|
||||
sprintf_s(tempString, "%d", fps);
|
||||
|
||||
// Setup the fps string.
|
||||
strcpy_s(finalString, "Fps: ");
|
||||
strcat_s(finalString, tempString);
|
||||
|
||||
// If fps is 60 or above set the fps color to green.
|
||||
if (fps >= 60)
|
||||
{
|
||||
red = 0.0f;
|
||||
green = 1.0f;
|
||||
blue = 0.0f;
|
||||
}
|
||||
|
||||
// If fps is below 60 set the fps color to yellow.
|
||||
if (fps < 60)
|
||||
{
|
||||
red = 1.0f;
|
||||
green = 1.0f;
|
||||
blue = 0.0f;
|
||||
}
|
||||
|
||||
// If fps is below 30 set the fps color to red.
|
||||
if (fps < 30)
|
||||
{
|
||||
red = 1.0f;
|
||||
green = 0.0f;
|
||||
blue = 0.0f;
|
||||
}
|
||||
|
||||
// Update the sentence vertex buffer with the new string information.
|
||||
result = m_FpsString->UpdateText(m_Direct3D->GetDeviceContext(), m_Font, finalString, 10, 10, red, green, blue);
|
||||
if (!result)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
}
|
@ -10,12 +10,17 @@
|
||||
#include "modelclass.h"
|
||||
#include "lightshaderclass.h"
|
||||
#include "lightclass.h"
|
||||
#include "lightmapshaderclass.h"
|
||||
#include "multitextureshaderclass.h"
|
||||
#include "alphamapshaderclass.h"
|
||||
#include "bitmapclass.h"
|
||||
#include "textureshaderclass.h"
|
||||
#include "spriteclass.h"
|
||||
#include "timerclass.h"
|
||||
#include "fontshaderclass.h"
|
||||
#include "fontclass.h"
|
||||
#include "textclass.h"
|
||||
#include "fpsclass.h"
|
||||
|
||||
/////////////
|
||||
// GLOBALS //
|
||||
@ -43,19 +48,29 @@ public:
|
||||
private:
|
||||
bool Render(float, float, float, float);
|
||||
bool UpdateMouseStrings(int, int, bool);
|
||||
|
||||
bool UpdateFps();
|
||||
private:
|
||||
D3DClass* m_Direct3D;
|
||||
CameraClass* m_Camera;
|
||||
LightShaderClass* m_LightShader;
|
||||
LightClass* m_Light;
|
||||
LightMapShaderClass* m_LightMapShader;
|
||||
MultiTextureShaderClass* m_MultiTextureShader;
|
||||
AlphaMapShaderClass* m_AlphaMapShader;
|
||||
ModelClass* m_Model;
|
||||
TextureShaderClass* m_TextureShader;
|
||||
BitmapClass* m_Bitmap;
|
||||
SpriteClass* m_Sprite;
|
||||
TimerClass* m_Timer;
|
||||
TextClass* m_MouseStrings;
|
||||
LightClass* m_Lights;
|
||||
int m_numLights;
|
||||
FontShaderClass* m_FontShader;
|
||||
FontClass* m_Font;
|
||||
TextClass *m_TextString1, *m_TextString2, *m_TextString3;
|
||||
FpsClass* m_Fps;
|
||||
TextClass* m_FpsString;
|
||||
int m_previousFps;
|
||||
};
|
||||
|
||||
#endif
|
||||
|
@ -1,22 +0,0 @@
|
||||
# Blender MTL File: 'None'
|
||||
# Material Count: 2
|
||||
|
||||
newmtl Material
|
||||
Ns 323.999994
|
||||
Ka 1.000000 1.000000 1.000000
|
||||
Kd 0.800000 0.800000 0.800000
|
||||
Ks 0.500000 0.500000 0.500000
|
||||
Ke 0.000000 0.000000 0.000000
|
||||
Ni 1.450000
|
||||
d 1.000000
|
||||
illum 2
|
||||
|
||||
newmtl Material.001
|
||||
Ns 225.000000
|
||||
Ka 1.000000 1.000000 1.000000
|
||||
Kd 0.000000 0.002280 0.800000
|
||||
Ks 0.500000 0.500000 0.500000
|
||||
Ke 0.000000 0.000000 0.000000
|
||||
Ni 1.450000
|
||||
d 1.000000
|
||||
illum 2
|
@ -15,6 +15,8 @@ D3DClass::D3DClass()
|
||||
m_depthStencilView = 0;
|
||||
m_rasterState = 0;
|
||||
m_depthDisabledStencilState = 0;
|
||||
m_alphaEnableBlendingState = 0;
|
||||
m_alphaDisableBlendingState = 0;
|
||||
}
|
||||
|
||||
|
||||
@ -48,6 +50,7 @@ bool D3DClass::Initialize(int screenWidth, int screenHeight, bool vsync, HWND hw
|
||||
D3D11_RASTERIZER_DESC rasterDesc;
|
||||
float fieldOfView, screenAspect;
|
||||
D3D11_DEPTH_STENCIL_DESC depthDisabledStencilDesc;
|
||||
D3D11_BLEND_DESC blendStateDescription;
|
||||
|
||||
// Store the vsync setting.
|
||||
m_vsync_enabled = vsync;
|
||||
@ -373,6 +376,35 @@ bool D3DClass::Initialize(int screenWidth, int screenHeight, bool vsync, HWND hw
|
||||
return false;
|
||||
}
|
||||
|
||||
// Clear the blend state description.
|
||||
ZeroMemory(&blendStateDescription, sizeof(D3D11_BLEND_DESC));
|
||||
|
||||
// Create an alpha enabled blend state description.
|
||||
blendStateDescription.RenderTarget[0].BlendEnable = TRUE;
|
||||
blendStateDescription.RenderTarget[0].SrcBlend = D3D11_BLEND_ONE;
|
||||
blendStateDescription.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC_ALPHA;
|
||||
blendStateDescription.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD;
|
||||
blendStateDescription.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ONE;
|
||||
blendStateDescription.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO;
|
||||
blendStateDescription.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
|
||||
blendStateDescription.RenderTarget[0].RenderTargetWriteMask = 0x0f;
|
||||
|
||||
// Create the blend state using the description.
|
||||
result = m_device->CreateBlendState(&blendStateDescription, &m_alphaEnableBlendingState);
|
||||
if (FAILED(result))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Modify the description to create an alpha disabled blend state description.
|
||||
blendStateDescription.RenderTarget[0].BlendEnable = FALSE;
|
||||
|
||||
// Create the blend state using the description.
|
||||
result = m_device->CreateBlendState(&blendStateDescription, &m_alphaDisableBlendingState);
|
||||
if (FAILED(result))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
@ -386,6 +418,18 @@ void D3DClass::Shutdown()
|
||||
m_swapChain->SetFullscreenState(false, NULL);
|
||||
}
|
||||
|
||||
if (m_alphaEnableBlendingState)
|
||||
{
|
||||
m_alphaEnableBlendingState->Release();
|
||||
m_alphaEnableBlendingState = 0;
|
||||
}
|
||||
|
||||
if (m_alphaDisableBlendingState)
|
||||
{
|
||||
m_alphaDisableBlendingState->Release();
|
||||
m_alphaDisableBlendingState = 0;
|
||||
}
|
||||
|
||||
if (m_depthDisabledStencilState)
|
||||
{
|
||||
m_depthDisabledStencilState->Release();
|
||||
@ -552,4 +596,38 @@ void D3DClass::TurnZBufferOff()
|
||||
{
|
||||
m_deviceContext->OMSetDepthStencilState(m_depthDisabledStencilState, 1);
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
void D3DClass::EnableAlphaBlending()
|
||||
{
|
||||
float blendFactor[4];
|
||||
|
||||
|
||||
// Setup the blend factor.
|
||||
blendFactor[0] = 0.0f;
|
||||
blendFactor[1] = 0.0f;
|
||||
blendFactor[2] = 0.0f;
|
||||
blendFactor[3] = 0.0f;
|
||||
|
||||
// Turn on the alpha blending.
|
||||
m_deviceContext->OMSetBlendState(m_alphaEnableBlendingState, blendFactor, 0xffffffff);
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
void D3DClass::DisableAlphaBlending()
|
||||
{
|
||||
float blendFactor[4];
|
||||
|
||||
|
||||
// Setup the blend factor.
|
||||
blendFactor[0] = 0.0f;
|
||||
blendFactor[1] = 0.0f;
|
||||
blendFactor[2] = 0.0f;
|
||||
blendFactor[3] = 0.0f;
|
||||
|
||||
// Turn off the alpha blending.
|
||||
m_deviceContext->OMSetBlendState(m_alphaDisableBlendingState, blendFactor, 0xffffffff);
|
||||
|
||||
return;
|
||||
}
|
||||
|
@ -16,8 +16,11 @@
|
||||
//////////////
|
||||
// INCLUDES //
|
||||
//////////////
|
||||
#include <d3d11.h>
|
||||
#include <directxmath.h>
|
||||
#include "d3d11.h"
|
||||
#include "directxmath.h"
|
||||
#include "fontshaderclass.h"
|
||||
#include "fontclass.h"
|
||||
#include "textclass.h"
|
||||
using namespace DirectX;
|
||||
|
||||
|
||||
@ -52,6 +55,9 @@ public:
|
||||
void TurnZBufferOn();
|
||||
void TurnZBufferOff();
|
||||
|
||||
void EnableAlphaBlending();
|
||||
void DisableAlphaBlending();
|
||||
|
||||
private:
|
||||
bool m_vsync_enabled;
|
||||
int m_videoCardMemory;
|
||||
@ -69,6 +75,8 @@ private:
|
||||
XMMATRIX m_orthoMatrix;
|
||||
D3D11_VIEWPORT m_viewport;
|
||||
ID3D11DepthStencilState* m_depthDisabledStencilState;
|
||||
ID3D11BlendState* m_alphaEnableBlendingState;
|
||||
ID3D11BlendState* m_alphaDisableBlendingState;
|
||||
};
|
||||
|
||||
#endif
|
BIN
enginecustom/dirt01.tga
Normal file
BIN
enginecustom/dirt01.tga
Normal file
Binary file not shown.
After Width: | Height: | Size: 1.0 MiB |
@ -20,31 +20,42 @@
|
||||
</ProjectConfiguration>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClCompile Include="alphamapshaderclass.cpp" />
|
||||
<ClCompile Include="applicationclass.cpp" />
|
||||
<ClCompile Include="bitmapclass.cpp" />
|
||||
<ClCompile Include="Cameraclass.cpp" />
|
||||
<ClCompile Include="Colorshaderclass.cpp" />
|
||||
<ClCompile Include="d3dclass.cpp" />
|
||||
<ClCompile Include="fontclass.cpp" />
|
||||
<ClCompile Include="fontshaderclass.cpp" />
|
||||
<ClCompile Include="fpsclass.cpp" />
|
||||
<ClCompile Include="inputclass.cpp" />
|
||||
<ClCompile Include="Lightclass.cpp" />
|
||||
<ClCompile Include="lightmapshaderclass.cpp" />
|
||||
<ClCompile Include="Lightshaderclass.cpp" />
|
||||
<ClCompile Include="Main.cpp" />
|
||||
<ClCompile Include="modelclass.cpp" />
|
||||
<ClCompile Include="Multitextureshaderclass.cpp" />
|
||||
<ClCompile Include="Spriteclass.cpp" />
|
||||
<ClCompile Include="Systemclass.cpp" />
|
||||
<ClCompile Include="textclass.cpp" />
|
||||
<ClCompile Include="textureclass.cpp" />
|
||||
<ClCompile Include="textureshaderclass.cpp" />
|
||||
<ClCompile Include="Timerclass.cpp" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClInclude Include="alphamapshaderclass.h" />
|
||||
<ClInclude Include="applicationclass.h" />
|
||||
<ClInclude Include="bitmapclass.h" />
|
||||
<ClInclude Include="Cameraclass.h" />
|
||||
<ClInclude Include="Colorshaderclass.h" />
|
||||
<ClInclude Include="d3dclass.h" />
|
||||
<ClInclude Include="fontclass.h" />
|
||||
<ClInclude Include="fontshaderclass.h" />
|
||||
<ClInclude Include="fpsclass.h" />
|
||||
<ClInclude Include="inputclass.h" />
|
||||
<ClInclude Include="lightclass.h" />
|
||||
<ClInclude Include="lightmapshaderclass.h" />
|
||||
<ClInclude Include="lightshaderclass.h" />
|
||||
<ClInclude Include="modelclass.h" />
|
||||
<ClInclude Include="Multitextureshaderclass.h" />
|
||||
@ -56,8 +67,14 @@
|
||||
<ClInclude Include="Timerclass.h" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<None Include="alphamap.ps" />
|
||||
<None Include="alphamap.vs" />
|
||||
<None Include="font.ps" />
|
||||
<None Include="font.vs" />
|
||||
<None Include="light.ps" />
|
||||
<None Include="light.vs" />
|
||||
<None Include="lightmap.ps" />
|
||||
<None Include="lightmap.vs" />
|
||||
<None Include="Multitexture.ps" />
|
||||
<None Include="Multitexture.vs" />
|
||||
<None Include="packages.config" />
|
||||
@ -83,6 +100,10 @@
|
||||
</None>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<Image Include="alpha01.tga" />
|
||||
<Image Include="dirt01.tga" />
|
||||
<Image Include="font01.tga" />
|
||||
<Image Include="light01.tga" />
|
||||
<Image Include="moss01.tga" />
|
||||
<Image Include="papier.tga" />
|
||||
<Image Include="stone01.tga" />
|
||||
@ -90,7 +111,10 @@
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<Text Include="cube.txt" />
|
||||
<Text Include="font01.txt" />
|
||||
<Text Include="plane.txt" />
|
||||
<Text Include="sphere.txt" />
|
||||
<Text Include="square.txt" />
|
||||
</ItemGroup>
|
||||
<PropertyGroup Label="Globals">
|
||||
<VCProjectVersion>17.0</VCProjectVersion>
|
||||
|
@ -1,60 +1,250 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||
<ItemGroup>
|
||||
<ClCompile Include="applicationclass.cpp" />
|
||||
<ClCompile Include="bitmapclass.cpp" />
|
||||
<ClCompile Include="Cameraclass.cpp" />
|
||||
<ClCompile Include="Colorshaderclass.cpp" />
|
||||
<ClCompile Include="d3dclass.cpp" />
|
||||
<ClCompile Include="inputclass.cpp" />
|
||||
<ClCompile Include="Lightclass.cpp" />
|
||||
<ClCompile Include="Lightshaderclass.cpp" />
|
||||
<ClCompile Include="Main.cpp" />
|
||||
<ClCompile Include="modelclass.cpp" />
|
||||
<ClCompile Include="Multitextureshaderclass.cpp" />
|
||||
<ClCompile Include="Spriteclass.cpp" />
|
||||
<ClCompile Include="Systemclass.cpp" />
|
||||
<ClCompile Include="textureclass.cpp" />
|
||||
<ClCompile Include="textureshaderclass.cpp" />
|
||||
<ClCompile Include="Timerclass.cpp" />
|
||||
<Filter Include="Fichiers sources">
|
||||
<UniqueIdentifier>{4FC737F1-C7A5-4376-A066-2A32D752A2FF}</UniqueIdentifier>
|
||||
<Extensions>cpp;c;cc;cxx;c++;cppm;ixx;def;odl;idl;hpj;bat;asm;asmx</Extensions>
|
||||
</Filter>
|
||||
<Filter Include="Fichiers d%27en-tête">
|
||||
<UniqueIdentifier>{93995380-89BD-4b04-88EB-625FBE52EBFB}</UniqueIdentifier>
|
||||
<Extensions>h;hh;hpp;hxx;h++;hm;inl;inc;ipp;xsd</Extensions>
|
||||
</Filter>
|
||||
<Filter Include="Fichiers de ressources">
|
||||
<UniqueIdentifier>{67DA6AB6-F800-4c08-8B7A-83BB121AAD01}</UniqueIdentifier>
|
||||
<Extensions>rc;ico;cur;bmp;dlg;rc2;rct;bin;rgs;gif;jpg;jpeg;jpe;resx;tiff;tif;png;wav;mfcribbon-ms</Extensions>
|
||||
</Filter>
|
||||
<Filter Include="shader">
|
||||
<UniqueIdentifier>{b016e481-576e-4d99-bdde-34cc10c55b1d}</UniqueIdentifier>
|
||||
</Filter>
|
||||
<Filter Include="texture">
|
||||
<UniqueIdentifier>{f76f9761-bbbe-42a8-935d-01f1b9172c38}</UniqueIdentifier>
|
||||
</Filter>
|
||||
<Filter Include="assets">
|
||||
<UniqueIdentifier>{741e1efe-db9b-48a7-9ecb-4c34a696f40e}</UniqueIdentifier>
|
||||
</Filter>
|
||||
<Filter Include="fonts">
|
||||
<UniqueIdentifier>{51e14ebb-4f58-488f-8d0f-04935f51efda}</UniqueIdentifier>
|
||||
</Filter>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClInclude Include="applicationclass.h" />
|
||||
<ClInclude Include="bitmapclass.h" />
|
||||
<ClInclude Include="Cameraclass.h" />
|
||||
<ClInclude Include="Colorshaderclass.h" />
|
||||
<ClInclude Include="d3dclass.h" />
|
||||
<ClInclude Include="inputclass.h" />
|
||||
<ClInclude Include="lightclass.h" />
|
||||
<ClInclude Include="lightshaderclass.h" />
|
||||
<ClInclude Include="modelclass.h" />
|
||||
<ClInclude Include="Multitextureshaderclass.h" />
|
||||
<ClInclude Include="Spriteclass.h" />
|
||||
<ClInclude Include="systemclass.h" />
|
||||
<ClInclude Include="textureclass.h" />
|
||||
<ClInclude Include="textureshaderclass.h" />
|
||||
<ClInclude Include="Timerclass.h" />
|
||||
<ClInclude Include="textclass.h" />
|
||||
<ClCompile Include="applicationclass.cpp">
|
||||
<Filter>Fichiers sources</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="bitmapclass.cpp">
|
||||
<Filter>Fichiers sources</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="Cameraclass.cpp">
|
||||
<Filter>Fichiers sources</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="Colorshaderclass.cpp">
|
||||
<Filter>Fichiers sources</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="d3dclass.cpp">
|
||||
<Filter>Fichiers sources</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="fontclass.cpp">
|
||||
<Filter>Fichiers sources</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="fontshaderclass.cpp">
|
||||
<Filter>Fichiers sources</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="inputclass.cpp">
|
||||
<Filter>Fichiers sources</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="Lightclass.cpp">
|
||||
<Filter>Fichiers sources</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="Lightshaderclass.cpp">
|
||||
<Filter>Fichiers sources</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="Main.cpp">
|
||||
<Filter>Fichiers sources</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="modelclass.cpp">
|
||||
<Filter>Fichiers sources</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="Multitextureshaderclass.cpp">
|
||||
<Filter>Fichiers sources</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="Spriteclass.cpp">
|
||||
<Filter>Fichiers sources</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="Systemclass.cpp">
|
||||
<Filter>Fichiers sources</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="textclass.cpp">
|
||||
<Filter>Fichiers sources</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="textureclass.cpp">
|
||||
<Filter>Fichiers sources</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="textureshaderclass.cpp">
|
||||
<Filter>Fichiers sources</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="Timerclass.cpp">
|
||||
<Filter>Fichiers sources</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="fpsclass.cpp">
|
||||
<Filter>Fichiers sources</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="lightmapshaderclass.cpp">
|
||||
<Filter>Fichiers sources</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="alphamapshaderclass.cpp">
|
||||
<Filter>Fichiers sources</Filter>
|
||||
</ClCompile>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<Image Include="moss01.tga" />
|
||||
<Image Include="papier.tga" />
|
||||
<Image Include="stone01.tga" />
|
||||
<Image Include="wall.tga" />
|
||||
<ClInclude Include="applicationclass.h">
|
||||
<Filter>Fichiers d%27en-tête</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="bitmapclass.h">
|
||||
<Filter>Fichiers d%27en-tête</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="Cameraclass.h">
|
||||
<Filter>Fichiers d%27en-tête</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="Colorshaderclass.h">
|
||||
<Filter>Fichiers d%27en-tête</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="d3dclass.h">
|
||||
<Filter>Fichiers d%27en-tête</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="fontclass.h">
|
||||
<Filter>Fichiers d%27en-tête</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="fontshaderclass.h">
|
||||
<Filter>Fichiers d%27en-tête</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="inputclass.h">
|
||||
<Filter>Fichiers d%27en-tête</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="lightclass.h">
|
||||
<Filter>Fichiers d%27en-tête</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="lightshaderclass.h">
|
||||
<Filter>Fichiers d%27en-tête</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="modelclass.h">
|
||||
<Filter>Fichiers d%27en-tête</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="Multitextureshaderclass.h">
|
||||
<Filter>Fichiers d%27en-tête</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="Spriteclass.h">
|
||||
<Filter>Fichiers d%27en-tête</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="systemclass.h">
|
||||
<Filter>Fichiers d%27en-tête</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="textclass.h">
|
||||
<Filter>Fichiers d%27en-tête</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="textureclass.h">
|
||||
<Filter>Fichiers d%27en-tête</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="textureshaderclass.h">
|
||||
<Filter>Fichiers d%27en-tête</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="Timerclass.h">
|
||||
<Filter>Fichiers d%27en-tête</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="fpsclass.h">
|
||||
<Filter>Fichiers d%27en-tête</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="lightmapshaderclass.h">
|
||||
<Filter>Fichiers d%27en-tête</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="alphamapshaderclass.h">
|
||||
<Filter>Fichiers d%27en-tête</Filter>
|
||||
</ClInclude>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<Image Include="font01.tga">
|
||||
<Filter>fonts</Filter>
|
||||
</Image>
|
||||
<Image Include="wall.tga">
|
||||
<Filter>assets</Filter>
|
||||
</Image>
|
||||
<Image Include="papier.tga">
|
||||
<Filter>assets</Filter>
|
||||
</Image>
|
||||
<Image Include="moss01.tga">
|
||||
<Filter>assets</Filter>
|
||||
</Image>
|
||||
<Image Include="stone01.tga">
|
||||
<Filter>assets</Filter>
|
||||
</Image>
|
||||
<Image Include="light01.tga">
|
||||
<Filter>assets</Filter>
|
||||
</Image>
|
||||
<Image Include="dirt01.tga">
|
||||
<Filter>assets</Filter>
|
||||
</Image>
|
||||
<Image Include="alpha01.tga">
|
||||
<Filter>assets</Filter>
|
||||
</Image>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<None Include="light.ps" />
|
||||
<None Include="light.vs" />
|
||||
<None Include="Multitexture.ps" />
|
||||
<None Include="Multitexture.vs" />
|
||||
<None Include="packages.config" />
|
||||
<None Include="texture.ps" />
|
||||
<None Include="texture.vs" />
|
||||
<None Include="Color.ps" />
|
||||
<None Include="Color.vs" />
|
||||
<None Include="font.vs">
|
||||
<Filter>fonts</Filter>
|
||||
</None>
|
||||
<None Include="font.ps">
|
||||
<Filter>fonts</Filter>
|
||||
</None>
|
||||
<None Include="Color.ps">
|
||||
<Filter>shader</Filter>
|
||||
</None>
|
||||
<None Include="Color.vs">
|
||||
<Filter>shader</Filter>
|
||||
</None>
|
||||
<None Include="light.ps">
|
||||
<Filter>shader</Filter>
|
||||
</None>
|
||||
<None Include="Multitexture.ps">
|
||||
<Filter>texture</Filter>
|
||||
</None>
|
||||
<None Include="Multitexture.vs">
|
||||
<Filter>texture</Filter>
|
||||
</None>
|
||||
<None Include="texture.ps">
|
||||
<Filter>texture</Filter>
|
||||
</None>
|
||||
<None Include="texture.vs">
|
||||
<Filter>texture</Filter>
|
||||
</None>
|
||||
<None Include="light.vs">
|
||||
<Filter>shader</Filter>
|
||||
</None>
|
||||
<None Include="lightmap.vs">
|
||||
<Filter>shader</Filter>
|
||||
</None>
|
||||
<None Include="lightmap.ps">
|
||||
<Filter>shader</Filter>
|
||||
</None>
|
||||
<None Include="alphamap.vs">
|
||||
<Filter>texture</Filter>
|
||||
</None>
|
||||
<None Include="alphamap.ps">
|
||||
<Filter>texture</Filter>
|
||||
</None>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<Text Include="cube.txt" />
|
||||
<Text Include="sphere.txt" />
|
||||
<Text Include="font01.txt">
|
||||
<Filter>fonts</Filter>
|
||||
</Text>
|
||||
<Text Include="plane.txt">
|
||||
<Filter>assets</Filter>
|
||||
</Text>
|
||||
<Text Include="sphere.txt">
|
||||
<Filter>assets</Filter>
|
||||
</Text>
|
||||
<Text Include="cube.txt">
|
||||
<Filter>assets</Filter>
|
||||
</Text>
|
||||
<Text Include="square.txt">
|
||||
<Filter>assets</Filter>
|
||||
</Text>
|
||||
</ItemGroup>
|
||||
</Project>
|
47
enginecustom/font.ps
Normal file
47
enginecustom/font.ps
Normal file
@ -0,0 +1,47 @@
|
||||
/////////////
|
||||
// GLOBALS //
|
||||
/////////////
|
||||
Texture2D shaderTexture : register(t0);
|
||||
SamplerState SampleType : register(s0);
|
||||
|
||||
cbuffer PixelBuffer
|
||||
{
|
||||
float4 pixelColor;
|
||||
};
|
||||
|
||||
|
||||
//////////////
|
||||
// TYPEDEFS //
|
||||
//////////////
|
||||
struct PixelInputType
|
||||
{
|
||||
float4 position : SV_POSITION;
|
||||
float2 tex : TEXCOORD0;
|
||||
};
|
||||
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
// Pixel Shader
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
float4 FontPixelShader(PixelInputType input) : SV_TARGET
|
||||
{
|
||||
float4 color;
|
||||
|
||||
|
||||
// Sample the texture pixel at this location.
|
||||
color = shaderTexture.Sample(SampleType, input.tex);
|
||||
|
||||
// If the color is black on the texture then treat this pixel as transparent.
|
||||
if(color.r == 0.0f)
|
||||
{
|
||||
color.a = 0.0f;
|
||||
}
|
||||
|
||||
// If the color is other than black on the texture then this is a pixel in the font so draw it using the font pixel color.
|
||||
else
|
||||
{
|
||||
color.a = 1.0f;
|
||||
color = color * pixelColor;
|
||||
}
|
||||
|
||||
return color;
|
||||
}
|
48
enginecustom/font.vs
Normal file
48
enginecustom/font.vs
Normal file
@ -0,0 +1,48 @@
|
||||
/////////////
|
||||
// GLOBALS //
|
||||
/////////////
|
||||
cbuffer MatrixBuffer
|
||||
{
|
||||
matrix worldMatrix;
|
||||
matrix viewMatrix;
|
||||
matrix projectionMatrix;
|
||||
};
|
||||
|
||||
|
||||
//////////////
|
||||
// TYPEDEFS //
|
||||
//////////////
|
||||
struct VertexInputType
|
||||
{
|
||||
float4 position : POSITION;
|
||||
float2 tex : TEXCOORD0;
|
||||
};
|
||||
|
||||
struct PixelInputType
|
||||
{
|
||||
float4 position : SV_POSITION;
|
||||
float2 tex : TEXCOORD0;
|
||||
};
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
// Vertex Shader
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
PixelInputType FontVertexShader(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;
|
||||
|
||||
return output;
|
||||
}
|
BIN
enginecustom/font01.tga
Normal file
BIN
enginecustom/font01.tga
Normal file
Binary file not shown.
After Width: | Height: | Size: 128 KiB |
95
enginecustom/font01.txt
Normal file
95
enginecustom/font01.txt
Normal file
@ -0,0 +1,95 @@
|
||||
32 0.0 0.0 0
|
||||
33 ! 0.0 0.00390625 4
|
||||
34 " 0.0048828125 0.0107421875 6
|
||||
35 # 0.01171875 0.025390625 14
|
||||
36 $ 0.0263671875 0.0390625 13
|
||||
37 % 0.0400390625 0.0546875 15
|
||||
38 & 0.0556640625 0.0693359375 14
|
||||
39 ' 0.0703125 0.0732421875 3
|
||||
40 ( 0.07421875 0.0791015625 5
|
||||
41 ) 0.080078125 0.0849609375 5
|
||||
42 * 0.0859375 0.091796875 6
|
||||
43 + 0.0927734375 0.103515625 11
|
||||
44 , 0.1044921875 0.107421875 3
|
||||
45 - 0.1083984375 0.1142578125 6
|
||||
46 . 0.115234375 0.1181640625 3
|
||||
47 / 0.119140625 0.126953125 8
|
||||
48 0 0.1279296875 0.1416015625 14
|
||||
49 1 0.142578125 0.146484375 4
|
||||
50 2 0.1474609375 0.1591796875 12
|
||||
51 3 0.16015625 0.1708984375 11
|
||||
52 4 0.171875 0.1845703125 13
|
||||
53 5 0.185546875 0.1962890625 11
|
||||
54 6 0.197265625 0.2099609375 13
|
||||
55 7 0.2109375 0.22265625 12
|
||||
56 8 0.2236328125 0.236328125 13
|
||||
57 9 0.2373046875 0.2490234375 12
|
||||
58 : 0.25 0.2529296875 3
|
||||
59 ; 0.25390625 0.2568359375 3
|
||||
60 < 0.2578125 0.267578125 10
|
||||
61 = 0.2685546875 0.279296875 11
|
||||
62 > 0.2802734375 0.2900390625 10
|
||||
63 ? 0.291015625 0.302734375 12
|
||||
64 @ 0.3037109375 0.3173828125 14
|
||||
65 A 0.318359375 0.33203125 14
|
||||
66 B 0.3330078125 0.3447265625 12
|
||||
67 C 0.345703125 0.3564453125 11
|
||||
68 D 0.357421875 0.3701171875 13
|
||||
69 E 0.37109375 0.3818359375 11
|
||||
70 F 0.3828125 0.3935546875 11
|
||||
71 G 0.39453125 0.40625 12
|
||||
72 H 0.4072265625 0.41796875 11
|
||||
73 I 0.4189453125 0.421875 3
|
||||
74 J 0.4228515625 0.4326171875 10
|
||||
75 K 0.43359375 0.4443359375 11
|
||||
76 L 0.4453125 0.4541015625 9
|
||||
77 M 0.455078125 0.4697265625 15
|
||||
78 N 0.470703125 0.482421875 12
|
||||
79 O 0.4833984375 0.49609375 13
|
||||
80 P 0.4970703125 0.5078125 12
|
||||
81 Q 0.509765625 0.5224609375 13
|
||||
82 R 0.5234375 0.53515625 12
|
||||
83 S 0.5361328125 0.548828125 13
|
||||
84 T 0.5498046875 0.5615234375 12
|
||||
85 U 0.5625 0.57421875 12
|
||||
86 V 0.5751953125 0.5888671875 14
|
||||
87 W 0.58984375 0.609375 20
|
||||
88 X 0.6103515625 0.6220703125 12
|
||||
89 Y 0.623046875 0.6357421875 13
|
||||
90 Z 0.63671875 0.6474609375 11
|
||||
91 [ 0.6484375 0.654296875 6
|
||||
92 \ 0.6552734375 0.6630859375 8
|
||||
93 ] 0.6640625 0.6689453125 5
|
||||
94 ^ 0.669921875 0.6806640625 11
|
||||
95 _ 0.681640625 0.6904296875 9
|
||||
96 ` 0.69140625 0.6962890625 5
|
||||
97 a 0.697265625 0.70703125 10
|
||||
98 b 0.7080078125 0.7177734375 10
|
||||
99 c 0.71875 0.7275390625 9
|
||||
100 d 0.728515625 0.73828125 10
|
||||
101 e 0.7392578125 0.748046875 9
|
||||
102 f 0.7490234375 0.755859375 7
|
||||
103 g 0.7568359375 0.7666015625 10
|
||||
104 h 0.767578125 0.7763671875 9
|
||||
105 i 0.77734375 0.7802734375 3
|
||||
106 j 0.78125 0.7861328125 5
|
||||
107 k 0.787109375 0.796875 10
|
||||
108 l 0.7978515625 0.80078125 3
|
||||
109 m 0.8017578125 0.8154296875 14
|
||||
110 n 0.81640625 0.826171875 10
|
||||
111 o 0.8271484375 0.8369140625 10
|
||||
112 p 0.837890625 0.84765625 10
|
||||
113 q 0.8486328125 0.8583984375 10
|
||||
114 r 0.859375 0.8671875 8
|
||||
115 s 0.8681640625 0.8779296875 10
|
||||
116 t 0.87890625 0.8857421875 7
|
||||
117 u 0.88671875 0.8955078125 9
|
||||
118 v 0.896484375 0.908203125 12
|
||||
119 w 0.9091796875 0.9248046875 16
|
||||
120 x 0.92578125 0.935546875 10
|
||||
121 y 0.9365234375 0.9453125 9
|
||||
122 z 0.9462890625 0.9560546875 10
|
||||
123 { 0.95703125 0.9638671875 7
|
||||
124 | 0.96484375 0.966796875 2
|
||||
125 } 0.9677734375 0.974609375 7
|
||||
126 ~ 0.9755859375 0.986328125 11
|
252
enginecustom/fontclass.cpp
Normal file
252
enginecustom/fontclass.cpp
Normal file
@ -0,0 +1,252 @@
|
||||
#include "fontclass.h"
|
||||
|
||||
FontClass::FontClass()
|
||||
{
|
||||
m_Font = 0;
|
||||
m_Texture = 0;
|
||||
}
|
||||
|
||||
|
||||
FontClass::FontClass(const FontClass& other)
|
||||
{
|
||||
}
|
||||
|
||||
|
||||
FontClass::~FontClass()
|
||||
{
|
||||
}
|
||||
|
||||
bool FontClass::Initialize(ID3D11Device* device, ID3D11DeviceContext* deviceContext, int fontChoice)
|
||||
{
|
||||
char fontFilename[128];
|
||||
char fontTextureFilename[128];
|
||||
bool result;
|
||||
|
||||
// Choose one of the available fonts, and default to the first font otherwise.
|
||||
switch (fontChoice)
|
||||
{
|
||||
case 0:
|
||||
{
|
||||
strcpy_s(fontFilename, "font01.txt");
|
||||
strcpy_s(fontTextureFilename, "font01.tga");
|
||||
m_fontHeight = 32.0f;
|
||||
m_spaceSize = 3;
|
||||
break;
|
||||
}
|
||||
default:
|
||||
{
|
||||
strcpy_s(fontFilename, "font01.txt");
|
||||
strcpy_s(fontTextureFilename, "font01.tga");
|
||||
m_fontHeight = 32.0f;
|
||||
m_spaceSize = 3;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
// Load in the text file containing the font data.
|
||||
result = LoadFontData(fontFilename);
|
||||
if (!result)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Load the texture that has the font characters on it.
|
||||
result = LoadTexture(device, deviceContext, fontTextureFilename);
|
||||
if (!result)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void FontClass::Shutdown()
|
||||
{
|
||||
// Release the font texture.
|
||||
ReleaseTexture();
|
||||
|
||||
// Release the font data.
|
||||
ReleaseFontData();
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
bool FontClass::LoadFontData(char* filename)
|
||||
{
|
||||
std::ifstream fin;
|
||||
int i;
|
||||
char temp;
|
||||
|
||||
// Create the font spacing buffer.
|
||||
m_Font = new FontType[95];
|
||||
|
||||
// Read in the font size and spacing between chars.
|
||||
fin.open(filename);
|
||||
if (fin.fail())
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Read in the 95 used ascii characters for text.
|
||||
for (i = 0; i < 95; i++)
|
||||
{
|
||||
fin.get(temp);
|
||||
while (temp != ' ')
|
||||
{
|
||||
fin.get(temp);
|
||||
}
|
||||
fin.get(temp);
|
||||
while (temp != ' ')
|
||||
{
|
||||
fin.get(temp);
|
||||
}
|
||||
|
||||
fin >> m_Font[i].left;
|
||||
fin >> m_Font[i].right;
|
||||
fin >> m_Font[i].size;
|
||||
}
|
||||
|
||||
// Close the file.
|
||||
fin.close();
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void FontClass::ReleaseFontData()
|
||||
{
|
||||
// Release the font data array.
|
||||
if (m_Font)
|
||||
{
|
||||
delete[] m_Font;
|
||||
m_Font = 0;
|
||||
}
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
bool FontClass::LoadTexture(ID3D11Device* device, ID3D11DeviceContext* deviceContext, char* filename)
|
||||
{
|
||||
bool result;
|
||||
|
||||
|
||||
// Create and initialize the font texture object.
|
||||
m_Texture = new TextureClass;
|
||||
|
||||
result = m_Texture->Initialize(device, deviceContext, filename);
|
||||
if (!result)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void FontClass::ReleaseTexture()
|
||||
{
|
||||
// Release the texture object.
|
||||
if (m_Texture)
|
||||
{
|
||||
m_Texture->Shutdown();
|
||||
delete m_Texture;
|
||||
m_Texture = 0;
|
||||
}
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
ID3D11ShaderResourceView* FontClass::GetTexture()
|
||||
{
|
||||
return m_Texture->GetTexture();
|
||||
}
|
||||
|
||||
void FontClass::BuildVertexArray(void* vertices, char* sentence, float drawX, float drawY)
|
||||
{
|
||||
VertexType* vertexPtr;
|
||||
int numLetters, index, i, letter;
|
||||
|
||||
|
||||
// Coerce the input vertices into a VertexType structure.
|
||||
vertexPtr = (VertexType*)vertices;
|
||||
|
||||
// Get the number of letters in the sentence.
|
||||
numLetters = (int)strlen(sentence);
|
||||
|
||||
// Initialize the index to the vertex array.
|
||||
index = 0;
|
||||
|
||||
// Draw each letter onto a quad.
|
||||
for (i = 0; i < numLetters; i++)
|
||||
{
|
||||
letter = ((int)sentence[i]) - 32;
|
||||
|
||||
// If the letter is a space then just move over three pixels.
|
||||
if (letter == 0)
|
||||
{
|
||||
drawX = drawX + m_spaceSize;
|
||||
}
|
||||
else
|
||||
{
|
||||
// First triangle in quad.
|
||||
vertexPtr[index].position = XMFLOAT3(drawX, drawY, 0.0f); // Top left.
|
||||
vertexPtr[index].texture = XMFLOAT2(m_Font[letter].left, 0.0f);
|
||||
index++;
|
||||
|
||||
vertexPtr[index].position = XMFLOAT3((drawX + m_Font[letter].size), (drawY - m_fontHeight), 0.0f); // Bottom right.
|
||||
vertexPtr[index].texture = XMFLOAT2(m_Font[letter].right, 1.0f);
|
||||
index++;
|
||||
|
||||
vertexPtr[index].position = XMFLOAT3(drawX, (drawY - m_fontHeight), 0.0f); // Bottom left.
|
||||
vertexPtr[index].texture = XMFLOAT2(m_Font[letter].left, 1.0f);
|
||||
index++;
|
||||
|
||||
// Second triangle in quad.
|
||||
vertexPtr[index].position = XMFLOAT3(drawX, drawY, 0.0f); // Top left.
|
||||
vertexPtr[index].texture = XMFLOAT2(m_Font[letter].left, 0.0f);
|
||||
index++;
|
||||
|
||||
vertexPtr[index].position = XMFLOAT3(drawX + m_Font[letter].size, drawY, 0.0f); // Top right.
|
||||
vertexPtr[index].texture = XMFLOAT2(m_Font[letter].right, 0.0f);
|
||||
index++;
|
||||
|
||||
vertexPtr[index].position = XMFLOAT3((drawX + m_Font[letter].size), (drawY - m_fontHeight), 0.0f); // Bottom right.
|
||||
vertexPtr[index].texture = XMFLOAT2(m_Font[letter].right, 1.0f);
|
||||
index++;
|
||||
|
||||
// Update the x location for drawing by the size of the letter and one pixel.
|
||||
drawX = drawX + m_Font[letter].size + 1.0f;
|
||||
}
|
||||
}
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
int FontClass::GetSentencePixelLength(char* sentence)
|
||||
{
|
||||
int pixelLength, numLetters, i, letter;
|
||||
|
||||
|
||||
pixelLength = 0;
|
||||
numLetters = (int)strlen(sentence);
|
||||
|
||||
for (i = 0; i < numLetters; i++)
|
||||
{
|
||||
letter = ((int)sentence[i]) - 32;
|
||||
|
||||
// If the letter is a space then count it as three pixels.
|
||||
if (letter == 0)
|
||||
{
|
||||
pixelLength += m_spaceSize;
|
||||
}
|
||||
else
|
||||
{
|
||||
pixelLength += (m_Font[letter].size + 1);
|
||||
}
|
||||
}
|
||||
|
||||
return pixelLength;
|
||||
}
|
||||
|
||||
int FontClass::GetFontHeight()
|
||||
{
|
||||
return (int)m_fontHeight;
|
||||
}
|
64
enginecustom/fontclass.h
Normal file
64
enginecustom/fontclass.h
Normal file
@ -0,0 +1,64 @@
|
||||
#ifndef _FONTCLASS_H_
|
||||
#define _FONTCLASS_H_
|
||||
|
||||
|
||||
//////////////
|
||||
// INCLUDES //
|
||||
//////////////
|
||||
#include <directxmath.h>
|
||||
#include <fstream>
|
||||
using namespace DirectX;
|
||||
|
||||
|
||||
///////////////////////
|
||||
// MY CLASS INCLUDES //
|
||||
///////////////////////
|
||||
#include "textureclass.h"
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
// Class name: FontClass
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
class FontClass
|
||||
{
|
||||
private:
|
||||
struct FontType
|
||||
{
|
||||
float left, right;
|
||||
int size;
|
||||
};
|
||||
|
||||
struct VertexType
|
||||
{
|
||||
XMFLOAT3 position;
|
||||
XMFLOAT2 texture;
|
||||
};
|
||||
|
||||
public:
|
||||
FontClass();
|
||||
FontClass(const FontClass&);
|
||||
~FontClass();
|
||||
|
||||
bool Initialize(ID3D11Device*, ID3D11DeviceContext*, int);
|
||||
void Shutdown();
|
||||
|
||||
ID3D11ShaderResourceView* GetTexture();
|
||||
|
||||
void BuildVertexArray(void*, char*, float, float);
|
||||
int GetSentencePixelLength(char*);
|
||||
int GetFontHeight();
|
||||
|
||||
private:
|
||||
bool LoadFontData(char*);
|
||||
void ReleaseFontData();
|
||||
bool LoadTexture(ID3D11Device*, ID3D11DeviceContext*, char*);
|
||||
void ReleaseTexture();
|
||||
|
||||
private:
|
||||
FontType* m_Font;
|
||||
TextureClass* m_Texture;
|
||||
float m_fontHeight;
|
||||
int m_spaceSize;
|
||||
};
|
||||
|
||||
#endif
|
408
enginecustom/fontshaderclass.cpp
Normal file
408
enginecustom/fontshaderclass.cpp
Normal file
@ -0,0 +1,408 @@
|
||||
#include "fontshaderclass.h"
|
||||
|
||||
|
||||
FontShaderClass::FontShaderClass()
|
||||
{
|
||||
m_vertexShader = 0;
|
||||
m_pixelShader = 0;
|
||||
m_layout = 0;
|
||||
m_matrixBuffer = 0;
|
||||
m_sampleState = 0;
|
||||
m_pixelBuffer = 0;
|
||||
}
|
||||
|
||||
|
||||
FontShaderClass::FontShaderClass(const FontShaderClass& other)
|
||||
{
|
||||
}
|
||||
|
||||
|
||||
FontShaderClass::~FontShaderClass()
|
||||
{
|
||||
}
|
||||
|
||||
|
||||
bool FontShaderClass::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"font.vs");
|
||||
if (error != 0)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Set the filename of the pixel shader.
|
||||
error = wcscpy_s(psFilename, 128, L"font.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 FontShaderClass::Shutdown()
|
||||
{
|
||||
// Shutdown the vertex and pixel shaders as well as the related objects.
|
||||
ShutdownShader();
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
bool FontShaderClass::Render(ID3D11DeviceContext* deviceContext, int indexCount, XMMATRIX worldMatrix, XMMATRIX viewMatrix,
|
||||
XMMATRIX projectionMatrix, ID3D11ShaderResourceView* texture, XMFLOAT4 pixelColor)
|
||||
{
|
||||
bool result;
|
||||
|
||||
|
||||
// Set the shader parameters that it will use for rendering.
|
||||
result = SetShaderParameters(deviceContext, worldMatrix, viewMatrix, projectionMatrix, texture, pixelColor);
|
||||
if (!result)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Now render the prepared buffers with the shader.
|
||||
RenderShader(deviceContext, indexCount);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool FontShaderClass::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 pixelBufferDesc;
|
||||
|
||||
|
||||
// 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, "FontVertexShader", "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, "FontPixelShader", "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 dynamic pixel constant buffer that is in the pixel shader.
|
||||
pixelBufferDesc.Usage = D3D11_USAGE_DYNAMIC;
|
||||
pixelBufferDesc.ByteWidth = sizeof(PixelBufferType);
|
||||
pixelBufferDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
|
||||
pixelBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
|
||||
pixelBufferDesc.MiscFlags = 0;
|
||||
pixelBufferDesc.StructureByteStride = 0;
|
||||
|
||||
// Create the pixel constant buffer pointer so we can access the pixel shader constant buffer from within this class.
|
||||
result = device->CreateBuffer(&pixelBufferDesc, NULL, &m_pixelBuffer);
|
||||
if (FAILED(result))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void FontShaderClass::ShutdownShader()
|
||||
{
|
||||
// Release the pixel constant buffer.
|
||||
if (m_pixelBuffer)
|
||||
{
|
||||
m_pixelBuffer->Release();
|
||||
m_pixelBuffer = 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 FontShaderClass::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 FontShaderClass::SetShaderParameters(ID3D11DeviceContext* deviceContext, XMMATRIX worldMatrix, XMMATRIX viewMatrix,
|
||||
XMMATRIX projectionMatrix, ID3D11ShaderResourceView* texture, XMFLOAT4 pixelColor)
|
||||
{
|
||||
HRESULT result;
|
||||
D3D11_MAPPED_SUBRESOURCE mappedResource;
|
||||
MatrixBufferType* dataPtr;
|
||||
unsigned int bufferNumber;
|
||||
PixelBufferType* dataPtr2;
|
||||
|
||||
|
||||
// Transpose the matrices to prepare them for the shader.
|
||||
worldMatrix = XMMatrixTranspose(worldMatrix);
|
||||
viewMatrix = XMMatrixTranspose(viewMatrix);
|
||||
projectionMatrix = XMMatrixTranspose(projectionMatrix);
|
||||
|
||||
// Lock the constant buffer so it can be written to.
|
||||
result = deviceContext->Map(m_matrixBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
|
||||
if (FAILED(result))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Get a pointer to the data in the constant buffer.
|
||||
dataPtr = (MatrixBufferType*)mappedResource.pData;
|
||||
|
||||
// Copy the matrices into the constant buffer.
|
||||
dataPtr->world = worldMatrix;
|
||||
dataPtr->view = viewMatrix;
|
||||
dataPtr->projection = projectionMatrix;
|
||||
|
||||
// Unlock the constant buffer.
|
||||
deviceContext->Unmap(m_matrixBuffer, 0);
|
||||
|
||||
// Set the position of the constant buffer in the vertex shader.
|
||||
bufferNumber = 0;
|
||||
|
||||
// Finally set the constant buffer in the vertex shader with the updated values.
|
||||
deviceContext->VSSetConstantBuffers(bufferNumber, 1, &m_matrixBuffer);
|
||||
|
||||
// Set shader texture resource in the pixel shader.
|
||||
deviceContext->PSSetShaderResources(0, 1, &texture);
|
||||
|
||||
// Lock the pixel constant buffer so it can be written to.
|
||||
result = deviceContext->Map(m_pixelBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
|
||||
if (FAILED(result))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Get a pointer to the data in the pixel constant buffer.
|
||||
dataPtr2 = (PixelBufferType*)mappedResource.pData;
|
||||
|
||||
// Copy the pixel color into the pixel constant buffer.
|
||||
dataPtr2->pixelColor = pixelColor;
|
||||
|
||||
// Unlock the pixel constant buffer.
|
||||
deviceContext->Unmap(m_pixelBuffer, 0);
|
||||
|
||||
// Set the position of the pixel constant buffer in the pixel shader.
|
||||
bufferNumber = 0;
|
||||
|
||||
// Now set the pixel constant buffer in the pixel shader with the updated value.
|
||||
deviceContext->PSSetConstantBuffers(bufferNumber, 1, &m_pixelBuffer);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void FontShaderClass::RenderShader(ID3D11DeviceContext* deviceContext, int indexCount)
|
||||
{
|
||||
// Set the vertex input layout.
|
||||
deviceContext->IASetInputLayout(m_layout);
|
||||
|
||||
// Set the vertex and pixel shaders that will be used to render this triangle.
|
||||
deviceContext->VSSetShader(m_vertexShader, NULL, 0);
|
||||
deviceContext->PSSetShader(m_pixelShader, NULL, 0);
|
||||
|
||||
// Set the sampler state in the pixel shader.
|
||||
deviceContext->PSSetSamplers(0, 1, &m_sampleState);
|
||||
|
||||
// Render the triangle.
|
||||
deviceContext->DrawIndexed(indexCount, 0, 0);
|
||||
|
||||
return;
|
||||
}
|
60
enginecustom/fontshaderclass.h
Normal file
60
enginecustom/fontshaderclass.h
Normal file
@ -0,0 +1,60 @@
|
||||
#ifndef _FONTSHADERCLASS_H_
|
||||
#define _FONTSHADERCLASS_H_
|
||||
|
||||
|
||||
//////////////
|
||||
// INCLUDES //
|
||||
//////////////
|
||||
#include <d3d11.h>
|
||||
#include <d3dcompiler.h>
|
||||
#include <directxmath.h>
|
||||
#include <fstream>
|
||||
using namespace DirectX;
|
||||
using namespace std;
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
// Class name: FontShaderClass
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
class FontShaderClass
|
||||
{
|
||||
private:
|
||||
struct MatrixBufferType
|
||||
{
|
||||
XMMATRIX world;
|
||||
XMMATRIX view;
|
||||
XMMATRIX projection;
|
||||
};
|
||||
|
||||
struct PixelBufferType
|
||||
{
|
||||
XMFLOAT4 pixelColor;
|
||||
};
|
||||
|
||||
public:
|
||||
FontShaderClass();
|
||||
FontShaderClass(const FontShaderClass&);
|
||||
~FontShaderClass();
|
||||
|
||||
bool Initialize(ID3D11Device*, HWND);
|
||||
void Shutdown();
|
||||
bool Render(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, XMFLOAT4);
|
||||
|
||||
private:
|
||||
bool InitializeShader(ID3D11Device*, HWND, WCHAR*, WCHAR*);
|
||||
void ShutdownShader();
|
||||
void OutputShaderErrorMessage(ID3D10Blob*, HWND, WCHAR*);
|
||||
|
||||
bool SetShaderParameters(ID3D11DeviceContext*, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, XMFLOAT4);
|
||||
void RenderShader(ID3D11DeviceContext*, int);
|
||||
|
||||
private:
|
||||
ID3D11VertexShader* m_vertexShader;
|
||||
ID3D11PixelShader* m_pixelShader;
|
||||
ID3D11InputLayout* m_layout;
|
||||
ID3D11Buffer* m_matrixBuffer;
|
||||
ID3D11SamplerState* m_sampleState;
|
||||
ID3D11Buffer* m_pixelBuffer;
|
||||
};
|
||||
|
||||
#endif
|
46
enginecustom/fpsclass.cpp
Normal file
46
enginecustom/fpsclass.cpp
Normal file
@ -0,0 +1,46 @@
|
||||
#include "fpsclass.h"
|
||||
|
||||
|
||||
FpsClass::FpsClass()
|
||||
{
|
||||
}
|
||||
|
||||
|
||||
FpsClass::FpsClass(const FpsClass& other)
|
||||
{
|
||||
}
|
||||
|
||||
|
||||
FpsClass::~FpsClass()
|
||||
{
|
||||
}
|
||||
|
||||
void FpsClass::Initialize()
|
||||
{
|
||||
m_fps = 0;
|
||||
m_count = 0;
|
||||
|
||||
m_startTime = timeGetTime();
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
void FpsClass::Frame()
|
||||
{
|
||||
m_count++;
|
||||
|
||||
if (timeGetTime() >= (m_startTime + 1000))
|
||||
{
|
||||
m_fps = m_count;
|
||||
m_count = 0;
|
||||
|
||||
m_startTime = timeGetTime();
|
||||
}
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
int FpsClass::GetFps()
|
||||
{
|
||||
return m_fps;
|
||||
}
|
36
enginecustom/fpsclass.h
Normal file
36
enginecustom/fpsclass.h
Normal file
@ -0,0 +1,36 @@
|
||||
#ifndef _FPSCLASS_H_
|
||||
#define _FPSCLASS_H_
|
||||
|
||||
|
||||
/////////////
|
||||
// LINKING //
|
||||
/////////////
|
||||
#pragma comment(lib, "winmm.lib")
|
||||
|
||||
|
||||
//////////////
|
||||
// INCLUDES //
|
||||
//////////////
|
||||
#include <windows.h>
|
||||
#include <mmsystem.h>
|
||||
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
// Class name: FpsClass
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
class FpsClass
|
||||
{
|
||||
public:
|
||||
FpsClass();
|
||||
FpsClass(const FpsClass&);
|
||||
~FpsClass();
|
||||
|
||||
void Initialize();
|
||||
void Frame();
|
||||
int GetFps();
|
||||
|
||||
private:
|
||||
int m_fps, m_count;
|
||||
unsigned long m_startTime;
|
||||
};
|
||||
|
||||
#endif
|
@ -2,6 +2,10 @@
|
||||
// Filename: light.ps
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
/////////////
|
||||
// DEFINES //
|
||||
/////////////
|
||||
#define NUM_LIGHTS 4
|
||||
|
||||
/////////////
|
||||
// GLOBALS //
|
||||
@ -11,13 +15,17 @@ SamplerState SampleType : register(s0);
|
||||
cbuffer LightBuffer
|
||||
{
|
||||
float4 ambientColor;
|
||||
float4 diffuseColor;
|
||||
float3 lightDirection;
|
||||
float padding;
|
||||
float specularPower;
|
||||
float4 specularColor;
|
||||
};
|
||||
|
||||
cbuffer LightColorBuffer
|
||||
{
|
||||
float4 diffuseColor[NUM_LIGHTS];
|
||||
};
|
||||
|
||||
|
||||
//////////////
|
||||
// TYPEDEFS //
|
||||
@ -27,7 +35,7 @@ struct PixelInputType
|
||||
float4 position : SV_POSITION;
|
||||
float2 tex : TEXCOORD0;
|
||||
float3 normal : NORMAL;
|
||||
float3 viewDirection : TEXCOORD1;
|
||||
float3 lightPos[NUM_LIGHTS] : TEXCOORD1;
|
||||
};
|
||||
|
||||
|
||||
@ -38,48 +46,39 @@ float4 LightPixelShader(PixelInputType input) : SV_TARGET
|
||||
{
|
||||
float4 textureColor;
|
||||
float3 lightDir;
|
||||
float lightIntensity;
|
||||
float4 color;
|
||||
float3 reflection;
|
||||
float4 specular;
|
||||
|
||||
float lightIntensity[NUM_LIGHTS];
|
||||
float4 colorArray[NUM_LIGHTS];
|
||||
float4 colorSum;
|
||||
int i;
|
||||
|
||||
// Sample the pixel color from the texture using the sampler at this texture coordinate location.
|
||||
textureColor = shaderTexture.Sample(SampleType, input.tex);
|
||||
|
||||
// Set the default output color to the ambient light value for all pixels.
|
||||
color = ambientColor;
|
||||
|
||||
// Initialize the specular color.
|
||||
specular = float4(0.0f, 0.0f, 0.0f, 0.0f);
|
||||
|
||||
|
||||
// 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)
|
||||
for(i=0; i<NUM_LIGHTS; i++)
|
||||
{
|
||||
// Determine the final diffuse color based on the diffuse color and the amount of light intensity.
|
||||
color += (diffuseColor * lightIntensity);
|
||||
// Calculate the different amounts of light on this pixel based on the positions of the lights.
|
||||
lightIntensity[i] = saturate(dot(input.normal, input.lightPos[i]));
|
||||
|
||||
// Saturate the ambient and diffuse color.
|
||||
color = saturate(color);
|
||||
// Determine the diffuse color amount of each of the four lights.
|
||||
colorArray[i] = diffuseColor[i] * lightIntensity[i];
|
||||
}
|
||||
|
||||
// Calculate the reflection vector based on the light intensity, normal vector, and light direction.
|
||||
reflection = normalize(2.0f * lightIntensity * input.normal - lightDir);
|
||||
// Initialize the sum of colors.
|
||||
colorSum = float4(0.0f, 0.0f, 0.0f, 1.0f);
|
||||
|
||||
// Determine the amount of specular light based on the reflection vector, viewing direction, and specular power.
|
||||
specular = pow(saturate(dot(reflection, input.viewDirection)), specularPower);
|
||||
// Add all of the light colors up.
|
||||
for(i=0; i<NUM_LIGHTS; i++)
|
||||
{
|
||||
colorSum.r += colorArray[i].r;
|
||||
colorSum.g += colorArray[i].g;
|
||||
colorSum.b += colorArray[i].b;
|
||||
}
|
||||
|
||||
// Multiply the texture pixel and the final diffuse color to get the final pixel color result.
|
||||
color = color * textureColor;
|
||||
|
||||
// Add the specular component last to the output color.
|
||||
color = saturate(color + specular);
|
||||
// Multiply the texture pixel by the combination of all four light colors to get the final result.
|
||||
color = saturate(colorSum) * textureColor;
|
||||
|
||||
return color;
|
||||
}
|
@ -2,6 +2,10 @@
|
||||
// Filename: light.vs
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
/////////////
|
||||
// DEFINES //
|
||||
/////////////
|
||||
#define NUM_LIGHTS 4
|
||||
|
||||
/////////////
|
||||
// GLOBALS //
|
||||
@ -19,6 +23,11 @@ cbuffer CameraBuffer
|
||||
float padding;
|
||||
};
|
||||
|
||||
cbuffer LightPositionBuffer
|
||||
{
|
||||
float4 lightPosition[NUM_LIGHTS];
|
||||
};
|
||||
|
||||
//////////////
|
||||
// TYPEDEFS //
|
||||
//////////////
|
||||
@ -34,7 +43,7 @@ struct PixelInputType
|
||||
float4 position : SV_POSITION;
|
||||
float2 tex : TEXCOORD0;
|
||||
float3 normal : NORMAL;
|
||||
float3 viewDirection : TEXCOORD1;
|
||||
float3 lightPos[NUM_LIGHTS] : TEXCOORD1;
|
||||
};
|
||||
|
||||
|
||||
@ -45,7 +54,7 @@ PixelInputType LightVertexShader(VertexInputType input)
|
||||
{
|
||||
PixelInputType output;
|
||||
float4 worldPosition;
|
||||
|
||||
int i;
|
||||
|
||||
// Change the position vector to be 4 units for proper matrix calculations.
|
||||
input.position.w = 1.0f;
|
||||
@ -67,11 +76,14 @@ PixelInputType LightVertexShader(VertexInputType input)
|
||||
// Calculate the position of the vertex in the world.
|
||||
worldPosition = mul(input.position, worldMatrix);
|
||||
|
||||
// Determine the viewing direction based on the position of the camera and the position of the vertex in the world.
|
||||
output.viewDirection = cameraPosition.xyz - worldPosition.xyz;
|
||||
|
||||
// Normalize the viewing direction vector.
|
||||
output.viewDirection = normalize(output.viewDirection);
|
||||
for(i=0; i<NUM_LIGHTS; i++)
|
||||
{
|
||||
// Determine the light positions based on the position of the lights and the position of the vertex in the world.
|
||||
output.lightPos[i] = lightPosition[i].xyz - worldPosition.xyz;
|
||||
|
||||
// Normalize the light position vectors.
|
||||
output.lightPos[i] = normalize(output.lightPos[i]);
|
||||
}
|
||||
|
||||
return output;
|
||||
}
|
BIN
enginecustom/light01.tga
Normal file
BIN
enginecustom/light01.tga
Normal file
Binary file not shown.
After Width: | Height: | Size: 1.0 MiB |
@ -52,6 +52,12 @@ void LightClass::SetSpecularPower(float power)
|
||||
return;
|
||||
}
|
||||
|
||||
void LightClass::SetPosition(float x, float y, float z)
|
||||
{
|
||||
m_position = XMFLOAT4(x, y, z, 1.0f);
|
||||
return;
|
||||
}
|
||||
|
||||
XMFLOAT4 LightClass::GetAmbientColor()
|
||||
{
|
||||
return m_ambientColor;
|
||||
@ -77,4 +83,9 @@ XMFLOAT4 LightClass::GetSpecularColor()
|
||||
float LightClass::GetSpecularPower()
|
||||
{
|
||||
return m_specularPower;
|
||||
}
|
||||
}
|
||||
|
||||
XMFLOAT4 LightClass::GetPosition()
|
||||
{
|
||||
return m_position;
|
||||
}
|
||||
|
@ -28,12 +28,14 @@ public:
|
||||
void SetDirection(float, float, float);
|
||||
void SetSpecularColor(float, float, float, float);
|
||||
void SetSpecularPower(float);
|
||||
void SetPosition(float, float, float);
|
||||
|
||||
XMFLOAT4 GetAmbientColor();
|
||||
XMFLOAT4 GetDiffuseColor();
|
||||
XMFLOAT3 GetDirection();
|
||||
XMFLOAT4 GetSpecularColor();
|
||||
float GetSpecularPower();
|
||||
XMFLOAT4 GetPosition();
|
||||
|
||||
private:
|
||||
XMFLOAT4 m_ambientColor;
|
||||
@ -41,6 +43,7 @@ private:
|
||||
XMFLOAT3 m_direction;
|
||||
XMFLOAT4 m_specularColor;
|
||||
float m_specularPower;
|
||||
XMFLOAT4 m_position;
|
||||
};
|
||||
|
||||
#endif
|
38
enginecustom/lightmap.ps
Normal file
38
enginecustom/lightmap.ps
Normal file
@ -0,0 +1,38 @@
|
||||
/////////////
|
||||
// GLOBALS //
|
||||
/////////////
|
||||
Texture2D shaderTexture1 : register(t0);
|
||||
Texture2D shaderTexture2 : register(t1);
|
||||
SamplerState SampleType : register(s0);
|
||||
|
||||
|
||||
//////////////
|
||||
// TYPEDEFS //
|
||||
//////////////
|
||||
struct PixelInputType
|
||||
{
|
||||
float4 position : SV_POSITION;
|
||||
float2 tex : TEXCOORD0;
|
||||
};
|
||||
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
// Pixel Shader
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
float4 LightMapPixelShader(PixelInputType input) : SV_TARGET
|
||||
{
|
||||
float4 color;
|
||||
float4 lightColor;
|
||||
float4 finalColor;
|
||||
|
||||
|
||||
// Get the pixel color from the color texture.
|
||||
color = shaderTexture1.Sample(SampleType, input.tex);
|
||||
|
||||
// Get the pixel color from the light map.
|
||||
lightColor = shaderTexture2.Sample(SampleType, input.tex);
|
||||
|
||||
// Blend the two pixels together.
|
||||
finalColor = color * lightColor;
|
||||
|
||||
return finalColor;
|
||||
}
|
49
enginecustom/lightmap.vs
Normal file
49
enginecustom/lightmap.vs
Normal file
@ -0,0 +1,49 @@
|
||||
/////////////
|
||||
// GLOBALS //
|
||||
/////////////
|
||||
cbuffer MatrixBuffer
|
||||
{
|
||||
matrix worldMatrix;
|
||||
matrix viewMatrix;
|
||||
matrix projectionMatrix;
|
||||
};
|
||||
|
||||
|
||||
//////////////
|
||||
// TYPEDEFS //
|
||||
//////////////
|
||||
struct VertexInputType
|
||||
{
|
||||
float4 position : POSITION;
|
||||
float2 tex : TEXCOORD0;
|
||||
float3 normal : NORMAL;
|
||||
};
|
||||
|
||||
struct PixelInputType
|
||||
{
|
||||
float4 position : SV_POSITION;
|
||||
float2 tex : TEXCOORD0;
|
||||
};
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
// Vertex Shader
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
PixelInputType LightMapVertexShader(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;
|
||||
|
||||
return output;
|
||||
}
|
377
enginecustom/lightmapshaderclass.cpp
Normal file
377
enginecustom/lightmapshaderclass.cpp
Normal file
@ -0,0 +1,377 @@
|
||||
#include "lightmapshaderclass.h"
|
||||
|
||||
|
||||
LightMapShaderClass::LightMapShaderClass()
|
||||
{
|
||||
m_vertexShader = 0;
|
||||
m_pixelShader = 0;
|
||||
m_layout = 0;
|
||||
m_matrixBuffer = 0;
|
||||
m_sampleState = 0;
|
||||
}
|
||||
|
||||
|
||||
LightMapShaderClass::LightMapShaderClass(const LightMapShaderClass& other)
|
||||
{
|
||||
}
|
||||
|
||||
|
||||
LightMapShaderClass::~LightMapShaderClass()
|
||||
{
|
||||
}
|
||||
|
||||
|
||||
bool LightMapShaderClass::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"lightmap.vs");
|
||||
if (error != 0)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Set the filename of the pixel shader.
|
||||
error = wcscpy_s(psFilename, 128, L"lightmap.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 LightMapShaderClass::Shutdown()
|
||||
{
|
||||
// Shutdown the vertex and pixel shaders as well as the related objects.
|
||||
ShutdownShader();
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
bool LightMapShaderClass::Render(ID3D11DeviceContext* deviceContext, int indexCount, XMMATRIX worldMatrix, XMMATRIX viewMatrix,
|
||||
XMMATRIX projectionMatrix, ID3D11ShaderResourceView* texture1, ID3D11ShaderResourceView* texture2)
|
||||
{
|
||||
bool result;
|
||||
|
||||
|
||||
// Set the shader parameters that it will use for rendering.
|
||||
result = SetShaderParameters(deviceContext, worldMatrix, viewMatrix, projectionMatrix, texture1, texture2);
|
||||
if (!result)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Now render the prepared buffers with the shader.
|
||||
RenderShader(deviceContext, indexCount);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
bool LightMapShaderClass::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;
|
||||
|
||||
|
||||
// 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, "LightMapVertexShader", "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, "LightMapPixelShader", "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_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;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
void LightMapShaderClass::ShutdownShader()
|
||||
{
|
||||
// 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 LightMapShaderClass::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 LightMapShaderClass::SetShaderParameters(ID3D11DeviceContext* deviceContext, XMMATRIX worldMatrix, XMMATRIX viewMatrix,
|
||||
XMMATRIX projectionMatrix, ID3D11ShaderResourceView* texture1, ID3D11ShaderResourceView* texture2)
|
||||
{
|
||||
HRESULT result;
|
||||
D3D11_MAPPED_SUBRESOURCE mappedResource;
|
||||
MatrixBufferType* dataPtr;
|
||||
unsigned int bufferNumber;
|
||||
|
||||
|
||||
// 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);
|
||||
|
||||
// Set shader texture resources in the pixel shader.
|
||||
deviceContext->PSSetShaderResources(0, 1, &texture1);
|
||||
deviceContext->PSSetShaderResources(1, 1, &texture2);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
void LightMapShaderClass::RenderShader(ID3D11DeviceContext* deviceContext, int indexCount)
|
||||
{
|
||||
// Set the vertex input layout.
|
||||
deviceContext->IASetInputLayout(m_layout);
|
||||
|
||||
// Set the vertex and pixel shaders that will be used to render this triangle.
|
||||
deviceContext->VSSetShader(m_vertexShader, NULL, 0);
|
||||
deviceContext->PSSetShader(m_pixelShader, NULL, 0);
|
||||
|
||||
// Set the sampler state in the pixel shader.
|
||||
deviceContext->PSSetSamplers(0, 1, &m_sampleState);
|
||||
|
||||
// Render the triangle.
|
||||
deviceContext->DrawIndexed(indexCount, 0, 0);
|
||||
|
||||
return;
|
||||
}
|
55
enginecustom/lightmapshaderclass.h
Normal file
55
enginecustom/lightmapshaderclass.h
Normal file
@ -0,0 +1,55 @@
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
#ifndef _LIGHTMAPSHADERCLASS_H_
|
||||
#define _LIGHTMAPSHADERCLASS_H_
|
||||
|
||||
|
||||
//////////////
|
||||
// INCLUDES //
|
||||
//////////////
|
||||
#include <d3d11.h>
|
||||
#include <d3dcompiler.h>
|
||||
#include <directxmath.h>
|
||||
#include <fstream>
|
||||
using namespace DirectX;
|
||||
using namespace std;
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
// Class name: LightMapShaderClass
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
class LightMapShaderClass
|
||||
{
|
||||
private:
|
||||
struct MatrixBufferType
|
||||
{
|
||||
XMMATRIX world;
|
||||
XMMATRIX view;
|
||||
XMMATRIX projection;
|
||||
};
|
||||
|
||||
public:
|
||||
LightMapShaderClass();
|
||||
LightMapShaderClass(const LightMapShaderClass&);
|
||||
~LightMapShaderClass();
|
||||
|
||||
bool Initialize(ID3D11Device*, HWND);
|
||||
void Shutdown();
|
||||
bool Render(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, ID3D11ShaderResourceView*);
|
||||
|
||||
private:
|
||||
bool InitializeShader(ID3D11Device*, HWND, WCHAR*, WCHAR*);
|
||||
void ShutdownShader();
|
||||
void OutputShaderErrorMessage(ID3D10Blob*, HWND, WCHAR*);
|
||||
|
||||
bool SetShaderParameters(ID3D11DeviceContext*, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, ID3D11ShaderResourceView*);
|
||||
void RenderShader(ID3D11DeviceContext*, int);
|
||||
|
||||
private:
|
||||
ID3D11VertexShader* m_vertexShader;
|
||||
ID3D11PixelShader* m_pixelShader;
|
||||
ID3D11InputLayout* m_layout;
|
||||
ID3D11Buffer* m_matrixBuffer;
|
||||
ID3D11SamplerState* m_sampleState;
|
||||
};
|
||||
|
||||
#endif
|
@ -13,6 +13,8 @@ LightShaderClass::LightShaderClass()
|
||||
m_matrixBuffer = 0;
|
||||
m_cameraBuffer = 0;
|
||||
m_lightBuffer = 0;
|
||||
m_lightColorBuffer = 0;
|
||||
m_lightPositionBuffer = 0;
|
||||
}
|
||||
|
||||
|
||||
@ -66,15 +68,13 @@ void LightShaderClass::Shutdown()
|
||||
}
|
||||
|
||||
bool LightShaderClass::Render(ID3D11DeviceContext* deviceContext, int indexCount, XMMATRIX worldMatrix, XMMATRIX viewMatrix, XMMATRIX projectionMatrix,
|
||||
ID3D11ShaderResourceView* texture, XMFLOAT3 lightDirection, XMFLOAT4 ambientColor, XMFLOAT4 diffuseColor,
|
||||
XMFLOAT3 cameraPosition, XMFLOAT4 specularColor, float specularPower)
|
||||
ID3D11ShaderResourceView* texture, XMFLOAT4 diffuseColor[], XMFLOAT4 lightPosition[])
|
||||
{
|
||||
bool result;
|
||||
|
||||
|
||||
// Set the shader parameters that it will use for rendering.
|
||||
result = SetShaderParameters(deviceContext, worldMatrix, viewMatrix, projectionMatrix, texture, lightDirection, ambientColor, diffuseColor,
|
||||
cameraPosition, specularColor, specularPower);
|
||||
result = SetShaderParameters(deviceContext, worldMatrix, viewMatrix, projectionMatrix, texture, diffuseColor, lightPosition);
|
||||
if(!result)
|
||||
{
|
||||
return false;
|
||||
@ -98,7 +98,8 @@ bool LightShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR*
|
||||
D3D11_SAMPLER_DESC samplerDesc;
|
||||
D3D11_BUFFER_DESC matrixBufferDesc;
|
||||
D3D11_BUFFER_DESC cameraBufferDesc;
|
||||
D3D11_BUFFER_DESC lightBufferDesc;
|
||||
D3D11_BUFFER_DESC lightColorBufferDesc;
|
||||
D3D11_BUFFER_DESC lightPositionBufferDesc;
|
||||
|
||||
|
||||
// Initialize the pointers this function will use to null.
|
||||
@ -237,6 +238,8 @@ bool LightShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR*
|
||||
return false;
|
||||
}
|
||||
|
||||
|
||||
|
||||
// Setup the description of the camera dynamic constant buffer that is in the vertex shader.
|
||||
cameraBufferDesc.Usage = D3D11_USAGE_DYNAMIC;
|
||||
cameraBufferDesc.ByteWidth = sizeof(CameraBufferType);
|
||||
@ -252,17 +255,31 @@ bool LightShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR*
|
||||
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) + 12 ;
|
||||
lightBufferDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
|
||||
lightBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
|
||||
lightBufferDesc.MiscFlags = 0;
|
||||
lightBufferDesc.StructureByteStride = 0;
|
||||
// Setup the description of the dynamic constant buffer that is in the pixel shader.
|
||||
lightColorBufferDesc.Usage = D3D11_USAGE_DYNAMIC;
|
||||
lightColorBufferDesc.ByteWidth = sizeof(LightColorBufferType);
|
||||
lightColorBufferDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
|
||||
lightColorBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
|
||||
lightColorBufferDesc.MiscFlags = 0;
|
||||
lightColorBufferDesc.StructureByteStride = 0;
|
||||
|
||||
// Create the constant buffer pointer so we can access the pixel shader constant buffer from within this class.
|
||||
result = device->CreateBuffer(&lightColorBufferDesc, NULL, &m_lightColorBuffer);
|
||||
if (FAILED(result))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Setup the description of the dynamic constant buffer that is in the vertex shader.
|
||||
lightPositionBufferDesc.Usage = D3D11_USAGE_DYNAMIC;
|
||||
lightPositionBufferDesc.ByteWidth = sizeof(LightPositionBufferType);
|
||||
lightPositionBufferDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
|
||||
lightPositionBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
|
||||
lightPositionBufferDesc.MiscFlags = 0;
|
||||
lightPositionBufferDesc.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);
|
||||
result = device->CreateBuffer(&lightPositionBufferDesc, NULL, &m_lightPositionBuffer);
|
||||
if (FAILED(result))
|
||||
{
|
||||
return false;
|
||||
@ -274,6 +291,19 @@ bool LightShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR*
|
||||
|
||||
void LightShaderClass::ShutdownShader()
|
||||
{
|
||||
// Release the light constant buffers.
|
||||
if (m_lightColorBuffer)
|
||||
{
|
||||
m_lightColorBuffer->Release();
|
||||
m_lightColorBuffer = 0;
|
||||
}
|
||||
|
||||
if (m_lightPositionBuffer)
|
||||
{
|
||||
m_lightPositionBuffer->Release();
|
||||
m_lightPositionBuffer = 0;
|
||||
}
|
||||
|
||||
// Release the light constant buffer.
|
||||
if (m_lightBuffer)
|
||||
{
|
||||
@ -364,15 +394,14 @@ void LightShaderClass::OutputShaderErrorMessage(ID3D10Blob* errorMessage, HWND h
|
||||
|
||||
|
||||
bool LightShaderClass::SetShaderParameters(ID3D11DeviceContext* deviceContext, XMMATRIX worldMatrix, XMMATRIX viewMatrix, XMMATRIX projectionMatrix,
|
||||
ID3D11ShaderResourceView* texture, XMFLOAT3 lightDirection, XMFLOAT4 ambientColor, XMFLOAT4 diffuseColor,
|
||||
XMFLOAT3 cameraPosition, XMFLOAT4 specularColor, float specularPower)
|
||||
ID3D11ShaderResourceView* texture, XMFLOAT4 diffuseColor[], XMFLOAT4 lightPosition[])
|
||||
{
|
||||
HRESULT result;
|
||||
D3D11_MAPPED_SUBRESOURCE mappedResource;
|
||||
unsigned int bufferNumber;
|
||||
MatrixBufferType* dataPtr;
|
||||
LightBufferType* dataPtr2;
|
||||
CameraBufferType* dataPtr3;
|
||||
LightPositionBufferType* dataPtr2;
|
||||
LightColorBufferType* dataPtr3;
|
||||
|
||||
// Transpose the matrices to prepare them for the shader.
|
||||
worldMatrix = XMMatrixTranspose(worldMatrix);
|
||||
@ -410,51 +439,59 @@ bool LightShaderClass::SetShaderParameters(ID3D11DeviceContext* deviceContext, X
|
||||
return false;
|
||||
}
|
||||
|
||||
// Get a pointer to the data in the constant buffer.
|
||||
dataPtr3 = (CameraBufferType*)mappedResource.pData;
|
||||
|
||||
// Copy the camera position into the constant buffer.
|
||||
dataPtr3->cameraPosition = cameraPosition;
|
||||
dataPtr3->padding = 0.0f;
|
||||
|
||||
// Unlock the camera constant buffer.
|
||||
deviceContext->Unmap(m_cameraBuffer, 0);
|
||||
|
||||
// Set the position of the camera constant buffer in the vertex shader.
|
||||
bufferNumber = 1;
|
||||
|
||||
// Now set the camera constant buffer in the vertex shader with the updated values.
|
||||
deviceContext->VSSetConstantBuffers(bufferNumber, 1, &m_cameraBuffer);
|
||||
|
||||
// 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);
|
||||
// Lock the light position constant buffer so it can be written to.
|
||||
result = deviceContext->Map(m_lightPositionBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
|
||||
if (FAILED(result))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Get a pointer to the data in the constant buffer.
|
||||
dataPtr2 = (LightBufferType*)mappedResource.pData;
|
||||
dataPtr2 = (LightPositionBufferType*)mappedResource.pData;
|
||||
|
||||
// Copy the lighting variables into the constant buffer.
|
||||
dataPtr2->ambientColor = ambientColor;
|
||||
dataPtr2->diffuseColor = diffuseColor;
|
||||
dataPtr2->lightDirection = lightDirection;
|
||||
dataPtr2->specularColor = specularColor;
|
||||
dataPtr2->specularPower = specularPower;
|
||||
//dataPtr2->padding = 0.0f;
|
||||
// Copy the light position variables into the constant buffer.
|
||||
dataPtr2->lightPosition[0] = lightPosition[0];
|
||||
dataPtr2->lightPosition[1] = lightPosition[1];
|
||||
dataPtr2->lightPosition[2] = lightPosition[2];
|
||||
dataPtr2->lightPosition[3] = lightPosition[3];
|
||||
|
||||
// Unlock the constant buffer.
|
||||
deviceContext->Unmap(m_lightBuffer, 0);
|
||||
deviceContext->Unmap(m_lightPositionBuffer, 0);
|
||||
|
||||
// Set the position of the light constant buffer in the pixel shader.
|
||||
// Set the position of the constant buffer in the vertex shader.
|
||||
bufferNumber = 1;
|
||||
|
||||
// Finally set the constant buffer in the vertex shader with the updated values.
|
||||
deviceContext->VSSetConstantBuffers(bufferNumber, 1, &m_lightPositionBuffer);
|
||||
|
||||
// Set shader texture resource in the pixel shader.
|
||||
deviceContext->PSSetShaderResources(0, 1, &texture);
|
||||
|
||||
// Lock the light color constant buffer so it can be written to.
|
||||
result = deviceContext->Map(m_lightColorBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
|
||||
if (FAILED(result))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Get a pointer to the data in the constant buffer.
|
||||
dataPtr3 = (LightColorBufferType*)mappedResource.pData;
|
||||
|
||||
// Copy the light color variables into the constant buffer.
|
||||
dataPtr3->diffuseColor[0] = diffuseColor[0];
|
||||
dataPtr3->diffuseColor[1] = diffuseColor[1];
|
||||
dataPtr3->diffuseColor[2] = diffuseColor[2];
|
||||
dataPtr3->diffuseColor[3] = diffuseColor[3];
|
||||
|
||||
// Unlock the constant buffer.
|
||||
deviceContext->Unmap(m_lightColorBuffer, 0);
|
||||
|
||||
// Set the position of the 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);
|
||||
// Finally set the constant buffer in the pixel shader with the updated values.
|
||||
deviceContext->PSSetConstantBuffers(bufferNumber, 1, &m_lightColorBuffer);
|
||||
|
||||
|
||||
return true;
|
||||
}
|
||||
|
@ -5,6 +5,11 @@
|
||||
#define _LIGHTSHADERCLASS_H_
|
||||
|
||||
|
||||
/////////////
|
||||
// GLOBALS //
|
||||
/////////////
|
||||
const int NUM_LIGHTS = 4;
|
||||
|
||||
//////////////
|
||||
// INCLUDES //
|
||||
//////////////
|
||||
@ -45,6 +50,16 @@ private:
|
||||
XMFLOAT4 specularColor;
|
||||
};
|
||||
|
||||
struct LightColorBufferType
|
||||
{
|
||||
XMFLOAT4 diffuseColor[NUM_LIGHTS];
|
||||
};
|
||||
|
||||
struct LightPositionBufferType
|
||||
{
|
||||
XMFLOAT4 lightPosition[NUM_LIGHTS];
|
||||
};
|
||||
|
||||
public:
|
||||
LightShaderClass();
|
||||
LightShaderClass(const LightShaderClass&);
|
||||
@ -52,14 +67,14 @@ public:
|
||||
|
||||
bool Initialize(ID3D11Device*, HWND);
|
||||
void Shutdown();
|
||||
bool Render(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, XMFLOAT3, XMFLOAT4, XMFLOAT4, XMFLOAT3, XMFLOAT4, float);
|
||||
bool Render(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, 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, XMFLOAT3, XMFLOAT4, float);
|
||||
bool SetShaderParameters(ID3D11DeviceContext*, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, XMFLOAT4[], XMFLOAT4[]);
|
||||
void RenderShader(ID3D11DeviceContext*, int);
|
||||
|
||||
private:
|
||||
@ -70,6 +85,8 @@ private:
|
||||
ID3D11Buffer* m_matrixBuffer;
|
||||
ID3D11Buffer* m_cameraBuffer;
|
||||
ID3D11Buffer* m_lightBuffer;
|
||||
ID3D11Buffer* m_lightColorBuffer;
|
||||
ID3D11Buffer* m_lightPositionBuffer;
|
||||
};
|
||||
|
||||
#endif
|
@ -19,7 +19,8 @@ ModelClass::~ModelClass()
|
||||
{
|
||||
}
|
||||
|
||||
bool ModelClass::Initialize(ID3D11Device* device, ID3D11DeviceContext* deviceContext, char* modelFilename, char* textureFilename1, char* textureFilename2)
|
||||
bool ModelClass::Initialize(ID3D11Device* device, ID3D11DeviceContext* deviceContext, char* modelFilename, char* textureFilename1, char* textureFilename2,
|
||||
char* textureFilename3)
|
||||
{
|
||||
bool result;
|
||||
|
||||
@ -37,7 +38,7 @@ bool ModelClass::Initialize(ID3D11Device* device, ID3D11DeviceContext* deviceCon
|
||||
return false;
|
||||
}
|
||||
// Load the textures for this model.
|
||||
result = LoadTextures(device, deviceContext, textureFilename1, textureFilename2);
|
||||
result = LoadTextures(device, deviceContext, textureFilename1, textureFilename2, textureFilename3);
|
||||
if (!result)
|
||||
{
|
||||
return false;
|
||||
@ -200,13 +201,13 @@ void ModelClass::RenderBuffers(ID3D11DeviceContext* deviceContext)
|
||||
return;
|
||||
}
|
||||
|
||||
bool ModelClass::LoadTextures(ID3D11Device* device, ID3D11DeviceContext* deviceContext, char* filename1, char* filename2)
|
||||
bool ModelClass::LoadTextures(ID3D11Device* device, ID3D11DeviceContext* deviceContext, char* filename1, char* filename2, char* filename3)
|
||||
{
|
||||
bool result;
|
||||
|
||||
|
||||
// Create and initialize the texture object array.
|
||||
m_Textures = new TextureClass[2];
|
||||
m_Textures = new TextureClass[3];
|
||||
|
||||
result = m_Textures[0].Initialize(device, deviceContext, filename1);
|
||||
if (!result)
|
||||
@ -220,6 +221,13 @@ bool ModelClass::LoadTextures(ID3D11Device* device, ID3D11DeviceContext* deviceC
|
||||
return false;
|
||||
}
|
||||
|
||||
result = m_Textures[2].Initialize(device, deviceContext, filename3);
|
||||
if (!result)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
@ -230,6 +238,7 @@ void ModelClass::ReleaseTextures()
|
||||
{
|
||||
m_Textures[0].Shutdown();
|
||||
m_Textures[1].Shutdown();
|
||||
m_Textures[2].Shutdown();
|
||||
|
||||
delete[] m_Textures;
|
||||
m_Textures = 0;
|
||||
|
@ -64,7 +64,7 @@ public:
|
||||
ModelClass(const ModelClass&);
|
||||
~ModelClass();
|
||||
|
||||
bool Initialize(ID3D11Device*, ID3D11DeviceContext*, char*, char*, char*);
|
||||
bool Initialize(ID3D11Device*, ID3D11DeviceContext*, char*, char*, char*, char*);
|
||||
void Shutdown();
|
||||
void Render(ID3D11DeviceContext*);
|
||||
|
||||
@ -75,7 +75,7 @@ private:
|
||||
bool InitializeBuffers(ID3D11Device*);
|
||||
void ShutdownBuffers();
|
||||
void RenderBuffers(ID3D11DeviceContext*);
|
||||
bool LoadTextures(ID3D11Device*, ID3D11DeviceContext*, char*, char*);
|
||||
bool LoadTextures(ID3D11Device*, ID3D11DeviceContext*, char*, char*, char*);
|
||||
void ReleaseTextures();
|
||||
|
||||
bool LoadModel(char*);
|
||||
|
3754
enginecustom/plane.txt
Normal file
3754
enginecustom/plane.txt
Normal file
File diff suppressed because it is too large
Load Diff
BIN
enginecustom/shader-error.txt
Normal file
BIN
enginecustom/shader-error.txt
Normal file
Binary file not shown.
@ -1,2 +0,0 @@
|
||||
# Blender 4.0.1 MTL File: 'None'
|
||||
# www.blender.org
|
10
enginecustom/square.txt
Normal file
10
enginecustom/square.txt
Normal file
@ -0,0 +1,10 @@
|
||||
Vertex Count: 6
|
||||
|
||||
Data:
|
||||
|
||||
-1.0 1.0 0.0 0.0 0.0 0.0 0.0 -1.0
|
||||
1.0 1.0 0.0 1.0 0.0 0.0 0.0 -1.0
|
||||
-1.0 -1.0 0.0 0.0 1.0 0.0 0.0 -1.0
|
||||
-1.0 -1.0 0.0 0.0 1.0 0.0 0.0 -1.0
|
||||
1.0 1.0 0.0 1.0 0.0 0.0 0.0 -1.0
|
||||
1.0 -1.0 0.0 1.0 1.0 0.0 0.0 -1.0
|
250
enginecustom/textclass.cpp
Normal file
250
enginecustom/textclass.cpp
Normal file
@ -0,0 +1,250 @@
|
||||
#include "textclass.h"
|
||||
|
||||
|
||||
TextClass::TextClass()
|
||||
{
|
||||
m_vertexBuffer = 0;
|
||||
m_indexBuffer = 0;
|
||||
}
|
||||
|
||||
|
||||
TextClass::TextClass(const TextClass& other)
|
||||
{
|
||||
}
|
||||
|
||||
|
||||
TextClass::~TextClass()
|
||||
{
|
||||
}
|
||||
|
||||
bool TextClass::Initialize(ID3D11Device* device, ID3D11DeviceContext* deviceContext, int screenWidth, int screenHeight, int maxLength, FontClass* Font, char* text,
|
||||
int positionX, int positionY, float red, float green, float blue)
|
||||
{
|
||||
bool result;
|
||||
|
||||
|
||||
// Store the screen width and height.
|
||||
m_screenWidth = screenWidth;
|
||||
m_screenHeight = screenHeight;
|
||||
|
||||
// Store the maximum length of the sentence.
|
||||
m_maxLength = maxLength;
|
||||
|
||||
// Initalize the sentence.
|
||||
result = InitializeBuffers(device, deviceContext, Font, text, positionX, positionY, red, green, blue);
|
||||
if (!result)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void TextClass::Shutdown()
|
||||
{
|
||||
// Release the vertex and index buffers.
|
||||
ShutdownBuffers();
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
void TextClass::Render(ID3D11DeviceContext* deviceContext)
|
||||
{
|
||||
// Put the vertex and index buffers on the graphics pipeline to prepare them for drawing.
|
||||
RenderBuffers(deviceContext);
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
int TextClass::GetIndexCount()
|
||||
{
|
||||
return m_indexCount;
|
||||
}
|
||||
|
||||
bool TextClass::InitializeBuffers(ID3D11Device* device, ID3D11DeviceContext* deviceContext, FontClass* Font, char* text, int positionX, int positionY, float red, float green, float blue)
|
||||
{
|
||||
VertexType* vertices;
|
||||
unsigned long* indices;
|
||||
D3D11_BUFFER_DESC vertexBufferDesc, indexBufferDesc;
|
||||
D3D11_SUBRESOURCE_DATA vertexData, indexData;
|
||||
HRESULT result;
|
||||
int i;
|
||||
|
||||
// Set the vertex and index count.
|
||||
m_vertexCount = 6 * m_maxLength;
|
||||
m_indexCount = m_vertexCount;
|
||||
|
||||
// Create the vertex array.
|
||||
vertices = new VertexType[m_vertexCount];
|
||||
|
||||
// Create the index array.
|
||||
indices = new unsigned long[m_indexCount];
|
||||
|
||||
// Initialize vertex array to zeros at first.
|
||||
memset(vertices, 0, (sizeof(VertexType) * m_vertexCount));
|
||||
|
||||
// Initialize the index array.
|
||||
for (i = 0; i < m_indexCount; i++)
|
||||
{
|
||||
indices[i] = i;
|
||||
}
|
||||
|
||||
// Set up the description of the dynamic vertex buffer.
|
||||
vertexBufferDesc.Usage = D3D11_USAGE_DYNAMIC;
|
||||
vertexBufferDesc.ByteWidth = sizeof(VertexType) * m_vertexCount;
|
||||
vertexBufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
|
||||
vertexBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
|
||||
vertexBufferDesc.MiscFlags = 0;
|
||||
vertexBufferDesc.StructureByteStride = 0;
|
||||
|
||||
// Give the subresource structure a pointer to the vertex data.
|
||||
vertexData.pSysMem = vertices;
|
||||
vertexData.SysMemPitch = 0;
|
||||
vertexData.SysMemSlicePitch = 0;
|
||||
|
||||
// Create the vertex buffer.
|
||||
result = device->CreateBuffer(&vertexBufferDesc, &vertexData, &m_vertexBuffer);
|
||||
if (FAILED(result))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Set up the description of the static index buffer.
|
||||
indexBufferDesc.Usage = D3D11_USAGE_DEFAULT;
|
||||
indexBufferDesc.ByteWidth = sizeof(unsigned long) * m_indexCount;
|
||||
indexBufferDesc.BindFlags = D3D11_BIND_INDEX_BUFFER;
|
||||
indexBufferDesc.CPUAccessFlags = 0;
|
||||
indexBufferDesc.MiscFlags = 0;
|
||||
indexBufferDesc.StructureByteStride = 0;
|
||||
|
||||
// Give the subresource structure a pointer to the index data.
|
||||
indexData.pSysMem = indices;
|
||||
indexData.SysMemPitch = 0;
|
||||
indexData.SysMemSlicePitch = 0;
|
||||
|
||||
// Create the index buffer.
|
||||
result = device->CreateBuffer(&indexBufferDesc, &indexData, &m_indexBuffer);
|
||||
if (FAILED(result))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Release the vertex array as it is no longer needed.
|
||||
delete[] vertices;
|
||||
vertices = 0;
|
||||
|
||||
// Release the index array as it is no longer needed.
|
||||
delete[] indices;
|
||||
indices = 0;
|
||||
|
||||
// Now add the text data to the sentence buffers.
|
||||
result = UpdateText(deviceContext, Font, text, positionX, positionY, red, green, blue);
|
||||
if (!result)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void TextClass::ShutdownBuffers()
|
||||
{
|
||||
// Release the index buffer.
|
||||
if (m_indexBuffer)
|
||||
{
|
||||
m_indexBuffer->Release();
|
||||
m_indexBuffer = 0;
|
||||
}
|
||||
|
||||
// Release the vertex buffer.
|
||||
if (m_vertexBuffer)
|
||||
{
|
||||
m_vertexBuffer->Release();
|
||||
m_vertexBuffer = 0;
|
||||
}
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
bool TextClass::UpdateText(ID3D11DeviceContext* deviceContext, FontClass* Font, char* text, int positionX, int positionY, float red, float green, float blue)
|
||||
{
|
||||
int numLetters;
|
||||
VertexType* vertices;
|
||||
float drawX, drawY;
|
||||
HRESULT result;
|
||||
D3D11_MAPPED_SUBRESOURCE mappedResource;
|
||||
VertexType* verticesPtr;
|
||||
|
||||
// Store the color of the sentence.
|
||||
m_pixelColor = XMFLOAT4(red, green, blue, 1.0f);
|
||||
|
||||
// Get the number of letters in the sentence.
|
||||
numLetters = (int)strlen(text);
|
||||
|
||||
// Check for possible buffer overflow.
|
||||
if (numLetters > m_maxLength)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Create the vertex array.
|
||||
vertices = new VertexType[m_vertexCount];
|
||||
|
||||
// Initialize vertex array to zeros at first.
|
||||
memset(vertices, 0, (sizeof(VertexType) * m_vertexCount));
|
||||
|
||||
// Calculate the X and Y pixel position on the screen to start drawing to.
|
||||
drawX = (float)(((m_screenWidth / 2) * -1) + positionX);
|
||||
drawY = (float)((m_screenHeight / 2) - positionY);
|
||||
|
||||
// Use the font class to build the vertex array from the sentence text and sentence draw location.
|
||||
Font->BuildVertexArray((void*)vertices, text, drawX, drawY);
|
||||
|
||||
// Lock the vertex buffer so it can be written to.
|
||||
result = deviceContext->Map(m_vertexBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
|
||||
if (FAILED(result))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Get a pointer to the data in the vertex buffer.
|
||||
verticesPtr = (VertexType*)mappedResource.pData;
|
||||
|
||||
// Copy the data into the vertex buffer.
|
||||
memcpy(verticesPtr, (void*)vertices, (sizeof(VertexType) * m_vertexCount));
|
||||
|
||||
// Unlock the vertex buffer.
|
||||
deviceContext->Unmap(m_vertexBuffer, 0);
|
||||
|
||||
// Release the vertex array as it is no longer needed.
|
||||
delete[] vertices;
|
||||
vertices = 0;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void TextClass::RenderBuffers(ID3D11DeviceContext* deviceContext)
|
||||
{
|
||||
unsigned int stride, offset;
|
||||
|
||||
|
||||
// Set vertex buffer stride and offset.
|
||||
stride = sizeof(VertexType);
|
||||
offset = 0;
|
||||
|
||||
// Set the vertex buffer to active in the input assembler so it can be rendered.
|
||||
deviceContext->IASetVertexBuffers(0, 1, &m_vertexBuffer, &stride, &offset);
|
||||
|
||||
// Set the index buffer to active in the input assembler so it can be rendered.
|
||||
deviceContext->IASetIndexBuffer(m_indexBuffer, DXGI_FORMAT_R32_UINT, 0);
|
||||
|
||||
// Set the type of primitive that should be rendered from this vertex buffer, in this case triangles.
|
||||
deviceContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
XMFLOAT4 TextClass::GetPixelColor()
|
||||
{
|
||||
return m_pixelColor;
|
||||
}
|
@ -1 +1,48 @@
|
||||
#pragma once
|
||||
#ifndef _TEXTCLASS_H_
|
||||
#define _TEXTCLASS_H_
|
||||
|
||||
|
||||
///////////////////////
|
||||
// MY CLASS INCLUDES //
|
||||
///////////////////////
|
||||
#include "fontclass.h"
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
// Class name: TextClass
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
class TextClass
|
||||
{
|
||||
private:
|
||||
struct VertexType
|
||||
{
|
||||
XMFLOAT3 position;
|
||||
XMFLOAT2 texture;
|
||||
};
|
||||
|
||||
public:
|
||||
TextClass();
|
||||
TextClass(const TextClass&);
|
||||
~TextClass();
|
||||
|
||||
bool Initialize(ID3D11Device*, ID3D11DeviceContext*, int, int, int, FontClass*, char*, int, int, float, float, float);
|
||||
void Shutdown();
|
||||
void Render(ID3D11DeviceContext*);
|
||||
|
||||
int GetIndexCount();
|
||||
|
||||
bool UpdateText(ID3D11DeviceContext*, FontClass*, char*, int, int, float, float, float);
|
||||
XMFLOAT4 GetPixelColor();
|
||||
|
||||
private:
|
||||
bool InitializeBuffers(ID3D11Device*, ID3D11DeviceContext*, FontClass*, char*, int, int, float, float, float);
|
||||
void ShutdownBuffers();
|
||||
void RenderBuffers(ID3D11DeviceContext*);
|
||||
|
||||
private:
|
||||
ID3D11Buffer* m_vertexBuffer, * m_indexBuffer;
|
||||
int m_screenWidth, m_screenHeight, m_maxLength, m_vertexCount, m_indexCount;
|
||||
XMFLOAT4 m_pixelColor;
|
||||
};
|
||||
|
||||
#endif
|
||||
|
Loading…
x
Reference in New Issue
Block a user