Merge branch 'main' into Axel-G-Input

This commit is contained in:
GolfOcean334 2024-03-29 17:15:14 +01:00
commit ebaf200fb8
48 changed files with 7240 additions and 315 deletions

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@ -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;
}

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@ -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;
}

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@ -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;
}

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@ -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

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@ -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;
}

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@ -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

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enginecustom/alphamap.ps Normal file
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@ -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
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@ -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;
}

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@ -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;
}

View 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

View File

@ -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;
}
}

View File

@ -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

View File

@ -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

View File

@ -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;
}

View File

@ -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

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@ -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>

View File

@ -1,60 +1,250 @@
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<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>
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<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>
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<Filter Include="shader">
<UniqueIdentifier>{b016e481-576e-4d99-bdde-34cc10c55b1d}</UniqueIdentifier>
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<UniqueIdentifier>{741e1efe-db9b-48a7-9ecb-4c34a696f40e}</UniqueIdentifier>
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<UniqueIdentifier>{51e14ebb-4f58-488f-8d0f-04935f51efda}</UniqueIdentifier>
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47
enginecustom/font.ps Normal file
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@ -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
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@ -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;
}

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95
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@ -0,0 +1,95 @@
32 0.0 0.0 0
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110 n 0.81640625 0.826171875 10
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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
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#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
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#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

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@ -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;
}

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@ -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
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@ -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
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@ -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

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@ -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;
}

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@ -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;
}

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@ -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;
}

View File

@ -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
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@ -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
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@ -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;
}

View 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;
}

View 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

View File

@ -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;
}

View File

@ -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

View File

@ -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;

View File

@ -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

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@ -1,2 +0,0 @@
# Blender 4.0.1 MTL File: 'None'
# www.blender.org

10
enginecustom/square.txt Normal file
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@ -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
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@ -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;
}

View File

@ -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