Multiple Point Lights

This commit is contained in:
Mamitiana RASOLOJAONA 2024-03-27 10:40:17 +01:00
parent 8d56c159c6
commit ee4564560d
13 changed files with 286 additions and 63 deletions

View File

@ -28,6 +28,7 @@ public:
XMFLOAT3 GetPosition();
XMFLOAT3 GetRotation();
void Render();
XMMATRIX GetViewMatrix();

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@ -6,7 +6,7 @@ ApplicationClass::ApplicationClass()
m_Camera = 0;
m_Model = 0;
m_LightShader = 0;
m_Light = 0;
m_Lights = 0;
}
@ -48,7 +48,7 @@ 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, 2.0f, -12.0f);
m_Camera->SetRotation(0.0f, 0.0f, 10.0f);
// Set the file name of the model.
@ -76,6 +76,24 @@ bool ApplicationClass::Initialize(int screenWidth, int screenHeight, HWND hwnd)
MessageBox(hwnd, L"Could not initialize the light shader object.", L"Error", MB_OK);
return false;
}
// 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 object.
m_Light = new LightClass;
@ -89,10 +107,10 @@ bool ApplicationClass::Initialize(int screenWidth, int screenHeight, HWND hwnd)
void ApplicationClass::Shutdown()
{
// Release the light object.
if (m_Light)
if (m_Lights)
{
delete m_Light;
m_Light = 0;
delete m_Lights;
m_Lights = 0;
}
// Release the light shader object.
@ -163,7 +181,9 @@ bool ApplicationClass::Frame()
bool ApplicationClass::Render(float rotation)
{
XMMATRIX worldMatrix, rotateMatrix, translateMatrix, scaleMatrix, srMatrix;
XMMATRIX worldMatrix, rotateMatrix, translateMatrix, scaleMatrix, srMatrix, viewMatrix, projectionMatrix;;
XMFLOAT4 diffuseColor[4], lightPosition[4];
int i;
bool result;
@ -175,6 +195,21 @@ bool ApplicationClass::Render(float rotation)
// Get the world, view, and projection matrices from the camera and d3d objects.
m_Direct3D->GetWorldMatrix(worldMatrix);
viewMatrix = m_Camera->GetViewMatrix();
m_Direct3D->GetProjectionMatrix(projectionMatrix);
// 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();
}
// Put the model vertex and index buffers on the graphics pipeline to prepare them for drawing.
m_Model->Render(m_Direct3D->GetDeviceContext());
for (auto cube : m_cubes)
{
@ -186,8 +221,8 @@ bool ApplicationClass::Render(float rotation)
srMatrix = XMMatrixMultiply(scaleMatrix, rotateMatrix);
worldMatrix = XMMatrixMultiply(srMatrix, translateMatrix);
result = m_LightShader->Render(m_Direct3D->GetDeviceContext(), cube->GetIndexCount(), worldMatrix, m_Camera->GetViewMatrix(), m_Direct3D->GetProjectionMatrix(), cube->GetTexture(),
m_Light->GetDirection(), m_Light->GetDiffuseColor());
result = m_LightShader->Render(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix, m_Model->GetTexture(),
diffuseColor, lightPosition);
if (!result)
{
return false;

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@ -59,6 +59,8 @@ private:
float speed = 0.1f;
std::vector<Object*> m_cubes;
Object* m_SelectedObject;
LightClass* m_Lights;
int m_numLights;
};
#endif

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@ -463,8 +463,9 @@ ID3D11DeviceContext* D3DClass::GetDeviceContext()
}
XMMATRIX D3DClass::GetProjectionMatrix()
XMMATRIX D3DClass::GetProjectionMatrix(XMMATRIX& projectionMatrix)
{
projectionMatrix = m_projectionMatrix;
return m_projectionMatrix;
}

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@ -40,6 +40,7 @@ public:
ID3D11Device* GetDevice();
ID3D11DeviceContext* GetDeviceContext();
XMMATRIX GetProjectionMatrix(XMMATRIX& projectionMatrix);
IDXGISwapChain* m_swapChain;
IDXGISwapChain* GetSwapChain();
void ResizeSwapChain(int, int);

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@ -3,10 +3,10 @@ Pos=60,60
Size=400,400
[Window][Khaotic Engine]
Pos=765,19
Pos=500,27
Size=694,367
[Window][Objects]
Pos=44,57
Size=492,353
Pos=8,44
Size=298,297

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@ -3,17 +3,21 @@
////////////////////////////////////////////////////////////////////////////////
/////////////
// DEFINES //
/////////////
#define NUM_LIGHTS 4
/////////////
// GLOBALS //
/////////////
Texture2D shaderTexture : register(t0);
SamplerState SampleType : register(s0);
cbuffer LightBuffer
cbuffer LightColorBuffer
{
float4 diffuseColor;
float3 lightDirection;
float padding;
float4 diffuseColor[NUM_LIGHTS];
};
@ -24,7 +28,8 @@ struct PixelInputType
{
float4 position : SV_POSITION;
float2 tex : TEXCOORD0;
float3 normal : NORMAL;
float3 normal : NORMAL;
float3 lightPos[NUM_LIGHTS] : TEXCOORD1;
};
@ -34,28 +39,38 @@ struct PixelInputType
float4 LightPixelShader(PixelInputType input) : SV_TARGET
{
float4 textureColor;
float3 lightDir;
float lightIntensity;
float4 color;
float lightIntensity[NUM_LIGHTS];
float4 colorArray[NUM_LIGHTS];
float4 colorSum;
float4 color;
int i;
// Sample the pixel color from the texture using the sampler at this texture coordinate location.
textureColor = shaderTexture.Sample(SampleType, input.tex);
// Sample the texture pixel at this location.
textureColor = shaderTexture.Sample(SampleType, input.tex);
// Invert the light direction for calculations.
lightDir = -lightDirection;
for(i=0; i<NUM_LIGHTS; i++)
{
// 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]));
// Calculate the amount of light on this pixel.
lightIntensity = saturate(dot(input.normal, lightDir));
// Determine the diffuse color amount of each of the four lights.
colorArray[i] = diffuseColor[i] * lightIntensity[i];
}
// Change the diffuse color to red (0, 1, 0)
float3 greenDiffuseColor = float3(1, 0, 0);
// Initialize the sum of colors.
colorSum = float4(0.0f, 0.0f, 0.0f, 1.0f);
// Determine the final amount of diffuse color based on the diffuse color combined with the light intensity.
color = saturate(diffuseColor * lightIntensity);
// 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;
// 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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@ -3,6 +3,12 @@
////////////////////////////////////////////////////////////////////////////////
/////////////
// DEFINES //
/////////////
#define NUM_LIGHTS 4
/////////////
// GLOBALS //
/////////////
@ -13,6 +19,11 @@ cbuffer MatrixBuffer
matrix projectionMatrix;
};
cbuffer LightPositionBuffer
{
float4 lightPosition[NUM_LIGHTS];
};
//////////////
// TYPEDEFS //
@ -29,7 +40,8 @@ struct PixelInputType
float4 position : SV_POSITION;
float2 tex : TEXCOORD0;
float3 normal : NORMAL;
};
float3 lightPos[NUM_LIGHTS] : TEXCOORD1;
};
////////////////////////////////////////////////////////////////////////////////
@ -38,7 +50,9 @@ struct PixelInputType
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;
@ -57,5 +71,17 @@ PixelInputType LightVertexShader(VertexInputType input)
// Normalize the normal vector.
output.normal = normalize(output.normal);
// Calculate the position of the vertex in the world.
worldPosition = mul(input.position, worldMatrix);
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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@ -18,6 +18,11 @@ LightClass::~LightClass()
{
}
void LightClass::SetAmbientColor(float red, float green, float blue, float alpha)
{
m_ambientColor = XMFLOAT4(red, green, blue, alpha);
return;
}
void LightClass::SetDiffuseColor(float red, float green, float blue, float alpha)
{
@ -32,6 +37,23 @@ void LightClass::SetDirection(float x, float y, float z)
return;
}
void LightClass::SetSpecularColor(float red, float green, float blue, float alpha)
{
m_specularColor = XMFLOAT4(red, green, blue, alpha);
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;
}
XMFLOAT4 LightClass::GetDiffuseColor()
{
@ -42,4 +64,22 @@ XMFLOAT4 LightClass::GetDiffuseColor()
XMFLOAT3 LightClass::GetDirection()
{
return m_direction;
}
}
XMFLOAT4 LightClass::GetSpecularColor()
{
return m_specularColor;
}
float LightClass::GetSpecularPower()
{
return m_specularPower;
}
XMFLOAT4 LightClass::GetPosition()
{
return m_position;
}

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@ -22,15 +22,26 @@ public:
LightClass(const LightClass&);
~LightClass();
void SetAmbientColor(float, float, float, float);
void SetDiffuseColor(float, float, float, float);
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;
XMFLOAT4 m_diffuseColor;
XMFLOAT3 m_direction;
XMFLOAT4 m_specularColor;
float m_specularPower;
XMFLOAT4 m_position;
};
#endif

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@ -12,6 +12,9 @@ LightShaderClass::LightShaderClass()
m_sampleState = 0;
m_matrixBuffer = 0;
m_lightBuffer = 0;
m_lightColorBuffer = 0;
m_lightPositionBuffer = 0;
}
@ -68,13 +71,13 @@ void LightShaderClass::Shutdown()
bool LightShaderClass::Render(ID3D11DeviceContext* deviceContext, int indexCount, XMMATRIX worldMatrix, XMMATRIX viewMatrix, XMMATRIX projectionMatrix,
ID3D11ShaderResourceView* texture, XMFLOAT3 lightDirection, XMFLOAT4 diffuseColor)
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, diffuseColor);
result = SetShaderParameters(deviceContext, worldMatrix, viewMatrix, projectionMatrix, texture, diffuseColor, lightPosition);
if(!result)
{
return false;
@ -98,6 +101,8 @@ bool LightShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR*
D3D11_SAMPLER_DESC samplerDesc;
D3D11_BUFFER_DESC matrixBufferDesc;
D3D11_BUFFER_DESC lightBufferDesc;
D3D11_BUFFER_DESC lightColorBufferDesc;
D3D11_BUFFER_DESC lightPositionBufferDesc;
// Initialize the pointers this function will use to null.
@ -235,6 +240,34 @@ bool LightShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR*
{
return false;
}
// 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(&lightPositionBufferDesc, NULL, &m_lightPositionBuffer);
if (FAILED(result))
{
return false;
}
// Setup the description of the light dynamic constant buffer that is in the pixel shader.
// Note that ByteWidth always needs to be a multiple of 16 if using D3D11_BIND_CONSTANT_BUFFER or CreateBuffer will fail.
@ -258,6 +291,18 @@ 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)
{
@ -340,14 +385,15 @@ void LightShaderClass::OutputShaderErrorMessage(ID3D10Blob* errorMessage, HWND h
}
bool LightShaderClass::SetShaderParameters(ID3D11DeviceContext* deviceContext, XMMATRIX worldMatrix, XMMATRIX viewMatrix, XMMATRIX projectionMatrix,
ID3D11ShaderResourceView* texture, XMFLOAT3 lightDirection, XMFLOAT4 diffuseColor)
bool LightShaderClass::SetShaderParameters(ID3D11DeviceContext* deviceContext, XMMATRIX worldMatrix, XMMATRIX viewMatrix, XMMATRIX projectionMatrix,
ID3D11ShaderResourceView* texture, XMFLOAT4 diffuseColor[], XMFLOAT4 lightPosition[])
{
HRESULT result;
D3D11_MAPPED_SUBRESOURCE mappedResource;
D3D11_MAPPED_SUBRESOURCE mappedResource;
unsigned int bufferNumber;
MatrixBufferType* dataPtr;
LightBufferType* dataPtr2;
LightPositionBufferType* dataPtr2;
LightColorBufferType* dataPtr3;
// Transpose the matrices to prepare them for the shader.
@ -357,7 +403,7 @@ bool LightShaderClass::SetShaderParameters(ID3D11DeviceContext* deviceContext, X
// 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))
if (FAILED(result))
{
return false;
}
@ -371,40 +417,66 @@ bool LightShaderClass::SetShaderParameters(ID3D11DeviceContext* deviceContext, X
dataPtr->projection = projectionMatrix;
// Unlock the constant buffer.
deviceContext->Unmap(m_matrixBuffer, 0);
deviceContext->Unmap(m_matrixBuffer, 0);
// Set the position of the constant buffer in the vertex shader.
bufferNumber = 0;
// Now set the constant buffer in the vertex shader with the updated values.
deviceContext->VSSetConstantBuffers(bufferNumber, 1, &m_matrixBuffer);
deviceContext->VSSetConstantBuffers(bufferNumber, 1, &m_matrixBuffer);
// Set shader texture resource in the pixel shader.
deviceContext->PSSetShaderResources(0, 1, &texture);
// Lock the light constant buffer so it can be written to.
result = deviceContext->Map(m_lightBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
if(FAILED(result))
// 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->diffuseColor = diffuseColor;
dataPtr2->lightDirection = lightDirection;
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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@ -4,6 +4,11 @@
#ifndef _LIGHTSHADERCLASS_H_
#define _LIGHTSHADERCLASS_H_
/////////////
// GLOBALS //
/////////////
const int NUM_LIGHTS = 4;
//////////////
// INCLUDES //
@ -28,6 +33,16 @@ private:
XMMATRIX view;
XMMATRIX projection;
};
struct LightColorBufferType
{
XMFLOAT4 diffuseColor[NUM_LIGHTS];
};
struct LightPositionBufferType
{
XMFLOAT4 lightPosition[NUM_LIGHTS];
};
struct LightBufferType
{
@ -43,14 +58,15 @@ public:
bool Initialize(ID3D11Device*, HWND);
void Shutdown();
bool Render(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, XMFLOAT3, XMFLOAT4);
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);
bool SetShaderParameters(ID3D11DeviceContext*, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, XMFLOAT4[], XMFLOAT4[]);
void RenderShader(ID3D11DeviceContext*, int);
private:
@ -60,6 +76,9 @@ private:
ID3D11SamplerState* m_sampleState;
ID3D11Buffer* m_matrixBuffer;
ID3D11Buffer* m_lightBuffer;
ID3D11Buffer* m_lightColorBuffer;
ID3D11Buffer* m_lightPositionBuffer;
};
#endif

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