Cel Shading [WIP]
+ Cel shading shader + Shader Manager window
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397
enginecustom/CelShadingShader.cpp
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397
enginecustom/CelShadingShader.cpp
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#include "CelShadingShader.h"
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CelShadingShader::CelShadingShader()
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{
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m_vertexShader = 0;
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m_pixelShader = 0;
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m_layout = 0;
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m_matrixBuffer = 0;
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m_sampleState = 0;
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m_lightBuffer = 0;
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}
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CelShadingShader::CelShadingShader(const CelShadingShader& other)
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{
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}
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CelShadingShader::~CelShadingShader()
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{
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}
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bool CelShadingShader::Initialize(ID3D11Device* device, HWND hwnd)
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{
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Logger::Get().Log("Initializing CelShadingShader", __FILE__, __LINE__, Logger::LogLevel::Initialize);
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bool result;
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wchar_t vsFilename[128];
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wchar_t psFilename[128];
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int error;
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// Set the filename of the vertex shader.
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error = wcscpy_s(vsFilename, 128, L"celshading.vs");
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if (error != 0)
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{
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Logger::Get().Log("Failed to set the filename of the vertex shader", __FILE__, __LINE__);
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return false;
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}
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// Set the filename of the pixel shader.
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error = wcscpy_s(psFilename, 128, L"celshading.ps");
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if (error != 0)
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{
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Logger::Get().Log("Failed to set the filename of the pixel shader", __FILE__, __LINE__);
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return false;
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}
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// Initialize the vertex and pixel shaders.
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result = InitializeShader(device, hwnd, vsFilename, psFilename);
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if (!result)
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{
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Logger::Get().Log("Failed to initialize the vertex and pixel shaders", __FILE__, __LINE__);
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return false;
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}
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Logger::Get().Log("Successfully initialized CelShadingShader", __FILE__, __LINE__, Logger::LogLevel::Initialize);
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return true;
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}
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void CelShadingShader::Shutdown()
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{
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// Shutdown the vertex and pixel shaders as well as the related objects.
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ShutdownShader();
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}
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bool CelShadingShader::Render(ID3D11DeviceContext* deviceContext, int indexCount, XMMATRIX worldMatrix, XMMATRIX viewMatrix, XMMATRIX projectionMatrix,
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ID3D11ShaderResourceView* texture, XMFLOAT3 lightDirection, XMFLOAT4 diffuseColor[])
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{
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bool result;
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// Set the shader parameters that it will use for rendering.
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result = SetShaderParameters(deviceContext, worldMatrix, viewMatrix, projectionMatrix, texture, lightDirection, diffuseColor);
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if (!result)
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{
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return false;
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}
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// Now render the prepared buffers with the shader.
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RenderShader(deviceContext, indexCount);
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return true;
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}
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bool CelShadingShader::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR* vsFilename, WCHAR* psFilename)
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{
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HRESULT result;
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ID3D10Blob* errorMessage = nullptr;
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ID3D10Blob* vertexShaderBuffer = nullptr;
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ID3D10Blob* pixelShaderBuffer = nullptr;
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D3D11_INPUT_ELEMENT_DESC polygonLayout[2];
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unsigned int numElements;
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D3D11_BUFFER_DESC matrixBufferDesc;
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D3D11_SAMPLER_DESC samplerDesc;
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D3D11_BUFFER_DESC lightBufferDesc;
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// Compile the vertex shader code.
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result = D3DCompileFromFile(vsFilename, nullptr, nullptr, "CelShadingVertexShader", "vs_5_0", D3D10_SHADER_ENABLE_STRICTNESS, 0, &vertexShaderBuffer, &errorMessage);
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if (FAILED(result))
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{
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// If the shader failed to compile it should have written something to the error message.
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if (errorMessage)
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{
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OutputShaderErrorMessage(errorMessage, hwnd, vsFilename);
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}
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// If there was nothing in the error message then it simply could not find the shader file itself.
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else
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{
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MessageBox(hwnd, vsFilename, L"Missing Shader File", MB_OK);
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}
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return false;
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}
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// Compile the pixel shader code.
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result = D3DCompileFromFile(psFilename, nullptr, nullptr, "CelShadingPixelShader", "ps_5_0", D3D10_SHADER_ENABLE_STRICTNESS, 0, &pixelShaderBuffer, &errorMessage);
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if (FAILED(result))
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{
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// If the shader failed to compile it should have written something to the error message.
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if (errorMessage)
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{
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OutputShaderErrorMessage(errorMessage, hwnd, psFilename);
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}
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// If there was nothing in the error message then it simply could not find the file itself.
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else
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{
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MessageBox(hwnd, psFilename, L"Missing Shader File", MB_OK);
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}
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return false;
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}
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// Create the vertex shader from the buffer.
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result = device->CreateVertexShader(vertexShaderBuffer->GetBufferPointer(), vertexShaderBuffer->GetBufferSize(), nullptr, &m_vertexShader);
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if (FAILED(result))
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{
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return false;
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}
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// Create the pixel shader from the buffer.
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result = device->CreatePixelShader(pixelShaderBuffer->GetBufferPointer(), pixelShaderBuffer->GetBufferSize(), nullptr, &m_pixelShader);
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if (FAILED(result))
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{
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return false;
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}
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// Create the vertex input layout description.
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// This setup needs to match the VertexType structure in the ModelClass and in the shader.
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polygonLayout[0].SemanticName = "POSITION";
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polygonLayout[0].SemanticIndex = 0;
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polygonLayout[0].Format = DXGI_FORMAT_R32G32B32_FLOAT;
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polygonLayout[0].InputSlot = 0;
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polygonLayout[0].AlignedByteOffset = 0;
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polygonLayout[0].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
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polygonLayout[0].InstanceDataStepRate = 0;
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polygonLayout[1].SemanticName = "TEXCOORD";
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polygonLayout[1].SemanticIndex = 0;
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polygonLayout[1].Format = DXGI_FORMAT_R32G32_FLOAT;
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polygonLayout[1].InputSlot = 0;
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polygonLayout[1].AlignedByteOffset = D3D11_APPEND_ALIGNED_ELEMENT;
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polygonLayout[1].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
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polygonLayout[1].InstanceDataStepRate = 0;
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// Get a count of the elements in the layout.
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numElements = sizeof(polygonLayout) / sizeof(polygonLayout[0]);
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// Create the vertex input layout.
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result = device->CreateInputLayout(polygonLayout, numElements, vertexShaderBuffer->GetBufferPointer(), vertexShaderBuffer->GetBufferSize(), &m_layout);
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if (FAILED(result))
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{
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return false;
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}
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// Release the vertex shader buffer and pixel shader buffer since they are no longer needed.
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vertexShaderBuffer->Release();
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vertexShaderBuffer = nullptr;
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pixelShaderBuffer->Release();
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pixelShaderBuffer = nullptr;
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// Setup the description of the dynamic matrix constant buffer that is in the vertex shader.
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matrixBufferDesc.Usage = D3D11_USAGE_DYNAMIC;
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matrixBufferDesc.ByteWidth = sizeof(MatrixBufferType);
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matrixBufferDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
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matrixBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
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matrixBufferDesc.MiscFlags = 0;
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matrixBufferDesc.StructureByteStride = 0;
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// Create the constant buffer pointer so we can access the vertex shader constant buffer from within this class.
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result = device->CreateBuffer(&matrixBufferDesc, nullptr, &m_matrixBuffer);
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if (FAILED(result))
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{
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return false;
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}
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// Create a texture sampler state description.
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samplerDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
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samplerDesc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP;
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samplerDesc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP;
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samplerDesc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP;
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samplerDesc.MipLODBias = 0.0f;
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samplerDesc.MaxAnisotropy = 1;
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samplerDesc.ComparisonFunc = D3D11_COMPARISON_ALWAYS;
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samplerDesc.BorderColor[0] = 0;
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samplerDesc.BorderColor[1] = 0;
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samplerDesc.BorderColor[2] = 0;
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samplerDesc.BorderColor[3] = 0;
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samplerDesc.MinLOD = 0;
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samplerDesc.MaxLOD = D3D11_FLOAT32_MAX;
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// Create the texture sampler state.
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result = device->CreateSamplerState(&samplerDesc, &m_sampleState);
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if (FAILED(result))
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{
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return false;
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}
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// Setup the description of the light dynamic constant buffer that is in the pixel shader.
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lightBufferDesc.Usage = D3D11_USAGE_DYNAMIC;
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lightBufferDesc.ByteWidth = sizeof(LightBufferType);
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lightBufferDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
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lightBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
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lightBufferDesc.MiscFlags = 0;
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lightBufferDesc.StructureByteStride = 0;
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// Create the constant buffer pointer so we can access the pixel shader constant buffer from within this class.
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result = device->CreateBuffer(&lightBufferDesc, nullptr, &m_lightBuffer);
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if (FAILED(result))
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{
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return false;
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}
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return true;
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}
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void CelShadingShader::ShutdownShader()
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{
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// Release the light constant buffer.
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if (m_lightBuffer)
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{
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m_lightBuffer->Release();
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m_lightBuffer = nullptr;
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}
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// Release the sampler state.
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if (m_sampleState)
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{
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m_sampleState->Release();
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m_sampleState = nullptr;
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}
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// Release the matrix constant buffer.
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if (m_matrixBuffer)
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{
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m_matrixBuffer->Release();
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m_matrixBuffer = nullptr;
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}
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// Release the layout.
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if (m_layout)
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{
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m_layout->Release();
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m_layout = nullptr;
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}
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// Release the pixel shader.
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if (m_pixelShader)
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{
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m_pixelShader->Release();
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m_pixelShader = nullptr;
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}
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// Release the vertex shader.
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if (m_vertexShader)
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{
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m_vertexShader->Release();
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m_vertexShader = nullptr;
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}
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}
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void CelShadingShader::OutputShaderErrorMessage(ID3D10Blob* errorMessage, HWND hwnd, WCHAR* shaderFilename)
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{
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char* compileErrors;
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unsigned long bufferSize, i;
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std::ofstream fout;
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// Get a pointer to the error message text buffer.
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compileErrors = (char*)(errorMessage->GetBufferPointer());
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// Get the length of the message.
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bufferSize = errorMessage->GetBufferSize();
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// Open a file to write the error message to.
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fout.open("shader-error.txt");
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// Write out the error message.
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for (i = 0; i < bufferSize; i++)
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{
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fout << compileErrors[i];
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}
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// Close the file.
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fout.close();
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// Release the error message.
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errorMessage->Release();
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errorMessage = nullptr;
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// Pop a message up on the screen to notify the user to check the text file for compile errors.
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MessageBox(hwnd, L"Error compiling shader. Check shader-error.txt for message.", shaderFilename, MB_OK);
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}
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bool CelShadingShader::SetShaderParameters(ID3D11DeviceContext* deviceContext, XMMATRIX worldMatrix, XMMATRIX viewMatrix, XMMATRIX projectionMatrix,
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ID3D11ShaderResourceView* texture, XMFLOAT3 lightDirection, XMFLOAT4 diffuseColor[])
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{
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HRESULT result;
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D3D11_MAPPED_SUBRESOURCE mappedResource;
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MatrixBufferType* dataPtr;
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LightBufferType* dataPtr2;
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unsigned int bufferNumber;
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// Transpose the matrices to prepare them for the shader.
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worldMatrix = XMMatrixTranspose(worldMatrix);
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viewMatrix = XMMatrixTranspose(viewMatrix);
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projectionMatrix = XMMatrixTranspose(projectionMatrix);
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// Lock the constant buffer so it can be written to.
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result = deviceContext->Map(m_matrixBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
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if (FAILED(result))
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{
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return false;
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}
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// Get a pointer to the data in the constant buffer.
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dataPtr = (MatrixBufferType*)mappedResource.pData;
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// Copy the matrices into the constant buffer.
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dataPtr->world = worldMatrix;
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dataPtr->view = viewMatrix;
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dataPtr->projection = projectionMatrix;
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// Unlock the constant buffer.
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deviceContext->Unmap(m_matrixBuffer, 0);
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// Set the position of the constant buffer in the vertex shader.
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bufferNumber = 0;
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// Finally set the constant buffer in the vertex shader with the updated values.
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deviceContext->VSSetConstantBuffers(bufferNumber, 1, &m_matrixBuffer);
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// Set shader texture resource in the pixel shader.
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deviceContext->PSSetShaderResources(0, 1, &texture);
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// Lock the light constant buffer so it can be written to.
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result = deviceContext->Map(m_lightBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
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if (FAILED(result))
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{
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return false;
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}
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// Get a pointer to the data in the constant buffer.
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dataPtr2 = (LightBufferType*)mappedResource.pData;
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// Copy the lighting variables into the constant buffer.
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dataPtr2->diffuseColor = diffuseColor[0];
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dataPtr2->lightDirection = lightDirection;
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dataPtr2->padding = 0.0f;
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// Unlock the constant buffer.
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deviceContext->Unmap(m_lightBuffer, 0);
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// Set the position of the light constant buffer in the pixel shader.
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bufferNumber = 0;
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// Finally set the light constant buffer in the pixel shader with the updated values.
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deviceContext->PSSetConstantBuffers(bufferNumber, 1, &m_lightBuffer);
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return true;
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}
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void CelShadingShader::RenderShader(ID3D11DeviceContext* deviceContext, int indexCount)
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{
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// Set the vertex input layout.
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deviceContext->IASetInputLayout(m_layout);
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// Set the vertex and pixel shaders that will be used to render this triangle.
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deviceContext->VSSetShader(m_vertexShader, nullptr, 0);
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deviceContext->PSSetShader(m_pixelShader, nullptr, 0);
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// Set the sampler state in the pixel shader.
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deviceContext->PSSetSamplers(0, 1, &m_sampleState);
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// Render the triangle.
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deviceContext->DrawIndexed(indexCount, 0, 0);
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}
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61
enginecustom/CelShadingShader.h
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61
enginecustom/CelShadingShader.h
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#ifndef _CELSHADINGSHADER_H_
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#define _CELSHADINGSHADER_H_
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//////////////
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// INCLUDES //
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//////////////
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#include "Logger.h"
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#include <d3d11.h>
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#include <d3dcompiler.h>
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#include <directxmath.h>
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#include <fstream>
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using namespace DirectX;
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using namespace std;
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////////////////////////////////////////////////////////////////////////////////
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// Class name: CelShadingShader
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////////////////////////////////////////////////////////////////////////////////
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class CelShadingShader
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{
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private:
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struct MatrixBufferType
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{
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XMMATRIX world;
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XMMATRIX view;
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XMMATRIX projection;
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};
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struct LightBufferType
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{
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XMFLOAT4 diffuseColor;
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XMFLOAT3 lightDirection;
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float padding;
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};
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public:
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CelShadingShader();
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CelShadingShader(const CelShadingShader&);
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~CelShadingShader();
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bool Initialize(ID3D11Device*, HWND);
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void Shutdown();
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bool Render(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, XMFLOAT3, XMFLOAT4[]);
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private:
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bool InitializeShader(ID3D11Device*, HWND, WCHAR*, WCHAR*);
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void ShutdownShader();
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void OutputShaderErrorMessage(ID3D10Blob*, HWND, WCHAR*);
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bool SetShaderParameters(ID3D11DeviceContext*, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, XMFLOAT3, XMFLOAT4[]);
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void RenderShader(ID3D11DeviceContext*, int);
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private:
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ID3D11VertexShader* m_vertexShader;
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ID3D11PixelShader* m_pixelShader;
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ID3D11InputLayout* m_layout;
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ID3D11Buffer* m_matrixBuffer;
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ID3D11SamplerState* m_sampleState;
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ID3D11Buffer* m_lightBuffer;
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};
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#endif
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@ -1021,6 +1021,17 @@ bool ApplicationClass::Render(float rotation, float x, float y, float z, float t
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result = m_ShaderManager->RenderlightShader(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix, m_Model->GetTexture(0),
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diffuseColor, lightPosition, ambientColor);
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// Render cel shading globally to the scene using the cel shader if the checkbox is checked.
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if (m_enableCelShading) {
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result = m_ShaderManager->RenderCelShadingShader(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix, m_Model->GetTexture(0),
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m_Lights[0]->GetDirection(), ambientColor);
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if (!result)
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{
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Logger::Get().Log("Could not render the model using the cel shader", __FILE__, __LINE__, Logger::LogLevel::Error);
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return false;
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}
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}
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for (auto cube : m_cubes)
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{
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|
||||
@ -1055,6 +1066,7 @@ bool ApplicationClass::Render(float rotation, float x, float y, float z, float t
|
||||
Logger::Get().Log("Could not render the cube model using the light shader", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
for (auto& object : m_object)
|
||||
|
@ -83,6 +83,8 @@ public:
|
||||
bool GetShouldQuit() const { return m_ShouldQuit; };
|
||||
void SetShouldQuit(bool shouldQuit) { m_ShouldQuit = shouldQuit; };
|
||||
|
||||
void SetCelShading(bool enable) { m_enableCelShading = enable; };
|
||||
|
||||
private:
|
||||
bool Render(float, float, float, float, float);
|
||||
bool UpdateMouseStrings(int, int, bool);
|
||||
@ -142,6 +144,8 @@ private :
|
||||
FontShaderClass* m_FontShader;
|
||||
BitmapClass* m_Bitmap;
|
||||
SpriteClass* m_Sprite;
|
||||
|
||||
bool m_enableCelShading;
|
||||
|
||||
// ----------------------------------- //
|
||||
// ------------ VARIABLES ------------ //
|
||||
|
44
enginecustom/celshading.ps
Normal file
44
enginecustom/celshading.ps
Normal file
@ -0,0 +1,44 @@
|
||||
// celshading.ps
|
||||
cbuffer LightBuffer
|
||||
{
|
||||
float4 diffuseColor;
|
||||
float3 lightDirection;
|
||||
float padding; // Padding to ensure the structure is a multiple of 16 bytes.
|
||||
};
|
||||
|
||||
Texture2D shaderTexture;
|
||||
SamplerState SampleType;
|
||||
|
||||
struct PixelInputType
|
||||
{
|
||||
float4 position : SV_POSITION;
|
||||
float2 tex : TEXCOORD0;
|
||||
};
|
||||
|
||||
float4 CelShadingPixelShader(PixelInputType input) : SV_TARGET
|
||||
{
|
||||
float4 textureColor;
|
||||
float lightIntensity;
|
||||
float4 finalColor;
|
||||
|
||||
// Sample the pixel color from the texture.
|
||||
textureColor = shaderTexture.Sample(SampleType, input.tex);
|
||||
|
||||
// Calculate the light intensity based on the light direction.
|
||||
lightIntensity = saturate(dot(normalize(lightDirection), float3(0.0f, 0.0f, -1.0f)));
|
||||
|
||||
// Apply a step function to create the cel shading effect.
|
||||
if (lightIntensity > 0.5f)
|
||||
{
|
||||
lightIntensity = 1.0f;
|
||||
}
|
||||
else
|
||||
{
|
||||
lightIntensity = 0.3f;
|
||||
}
|
||||
|
||||
// Calculate the final color by combining the texture color with the light intensity and diffuse color.
|
||||
finalColor = textureColor * diffuseColor * lightIntensity;
|
||||
|
||||
return finalColor;
|
||||
}
|
37
enginecustom/celshading.vs
Normal file
37
enginecustom/celshading.vs
Normal file
@ -0,0 +1,37 @@
|
||||
// celshading.vs
|
||||
cbuffer MatrixBuffer
|
||||
{
|
||||
matrix worldMatrix;
|
||||
matrix viewMatrix;
|
||||
matrix projectionMatrix;
|
||||
};
|
||||
|
||||
struct VertexInputType
|
||||
{
|
||||
float4 position : POSITION;
|
||||
float2 tex : TEXCOORD0;
|
||||
};
|
||||
|
||||
struct PixelInputType
|
||||
{
|
||||
float4 position : SV_POSITION;
|
||||
float2 tex : TEXCOORD0;
|
||||
};
|
||||
|
||||
PixelInputType CelShadingVertexShader(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;
|
||||
}
|
@ -23,6 +23,7 @@
|
||||
<ClCompile Include="applicationclass.cpp" />
|
||||
<ClCompile Include="bitmapclass.cpp" />
|
||||
<ClCompile Include="Cameraclass.cpp" />
|
||||
<ClCompile Include="CelShadingShader.cpp" />
|
||||
<ClCompile Include="Colorshaderclass.cpp" />
|
||||
<ClCompile Include="d3dclass.cpp" />
|
||||
<ClCompile Include="imguiManager.cpp" />
|
||||
@ -70,6 +71,7 @@
|
||||
<ClInclude Include="applicationclass.h" />
|
||||
<ClInclude Include="bitmapclass.h" />
|
||||
<ClInclude Include="Cameraclass.h" />
|
||||
<ClInclude Include="CelShadingShader.h" />
|
||||
<ClInclude Include="Colorshaderclass.h" />
|
||||
<ClInclude Include="d3dclass.h" />
|
||||
<ClInclude Include="imguiManager.h" />
|
||||
@ -154,6 +156,12 @@
|
||||
<CopyFileToFolders Include="..\KhaoticDemo\water.ps">
|
||||
<FileType>Document</FileType>
|
||||
</CopyFileToFolders>
|
||||
<CopyFileToFolders Include="celshading.ps">
|
||||
<FileType>Document</FileType>
|
||||
</CopyFileToFolders>
|
||||
<CopyFileToFolders Include="celshading.vs">
|
||||
<FileType>Document</FileType>
|
||||
</CopyFileToFolders>
|
||||
<None Include="packages.config" />
|
||||
<CopyFileToFolders Include="reflection.ps">
|
||||
<FileType>Document</FileType>
|
||||
|
@ -171,6 +171,9 @@
|
||||
<ClCompile Include="normalmapshaderclass.cpp">
|
||||
<Filter>Fichiers sources</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="CelShadingShader.cpp">
|
||||
<Filter>Fichiers sources</Filter>
|
||||
</ClCompile>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClInclude Include="systemclass.h">
|
||||
@ -317,6 +320,9 @@
|
||||
<ClInclude Include="physics.h">
|
||||
<Filter>Fichiers d%27en-tête</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="CelShadingShader.h">
|
||||
<Filter>Fichiers d%27en-tête</Filter>
|
||||
</ClInclude>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<Image Include="papier.tga">
|
||||
@ -508,5 +514,11 @@
|
||||
<CopyFileToFolders Include="86.obj">
|
||||
<Filter>Assets</Filter>
|
||||
</CopyFileToFolders>
|
||||
<CopyFileToFolders Include="celshading.vs">
|
||||
<Filter>shader</Filter>
|
||||
</CopyFileToFolders>
|
||||
<CopyFileToFolders Include="celshading.ps">
|
||||
<Filter>shader</Filter>
|
||||
</CopyFileToFolders>
|
||||
</ItemGroup>
|
||||
</Project>
|
@ -18,3 +18,7 @@ Size=342,82
|
||||
Pos=95,296
|
||||
Size=345,230
|
||||
|
||||
[Window][Shader Manager]
|
||||
Pos=60,60
|
||||
Size=172,284
|
||||
|
||||
|
@ -111,6 +111,17 @@ void imguiManager::WidgetAddObject(ApplicationClass* app)
|
||||
}
|
||||
}
|
||||
|
||||
void imguiManager::WidgetShaderWindow(ApplicationClass* app)
|
||||
{
|
||||
ImGui::Begin("Shader Manager");
|
||||
|
||||
// Checkbox for toggling cel shading globally in the application class by calling the SetCelShading function in the application class when the checkbox state changes
|
||||
ImGui::Checkbox("Enable Cel Shading", &m_EnableCelShading);
|
||||
app->SetCelShading(m_EnableCelShading);
|
||||
|
||||
ImGui::End();
|
||||
}
|
||||
|
||||
void imguiManager::WidgetObjectWindow(ApplicationClass* app)
|
||||
{
|
||||
ImGui::Begin("Objects", &showObjectWindow);
|
||||
@ -300,6 +311,11 @@ bool imguiManager::ImGuiWidgetRenderer(ApplicationClass* app)
|
||||
showLightWindow = true;
|
||||
}
|
||||
|
||||
if (ImGui::Button("Open Shader Window"))
|
||||
{
|
||||
showShaderWindow = true;
|
||||
}
|
||||
|
||||
ImGui::End();
|
||||
|
||||
// Show windows if their corresponding variables are true
|
||||
@ -318,6 +334,11 @@ bool imguiManager::ImGuiWidgetRenderer(ApplicationClass* app)
|
||||
WidgetLightWindow(app);
|
||||
}
|
||||
|
||||
if (showShaderWindow)
|
||||
{
|
||||
WidgetShaderWindow(app);
|
||||
}
|
||||
|
||||
//render imgui
|
||||
Render();
|
||||
|
||||
|
@ -31,13 +31,19 @@ public:
|
||||
void WidgetObjectWindow(ApplicationClass* app);
|
||||
void WidgetTerrainWindow(ApplicationClass* app);
|
||||
void WidgetLightWindow(ApplicationClass* app);
|
||||
void WidgetShaderWindow(ApplicationClass* app);
|
||||
|
||||
bool ImGuiWidgetRenderer(ApplicationClass* app);
|
||||
|
||||
// Shader toggles
|
||||
|
||||
bool m_EnableCelShading;
|
||||
|
||||
private :
|
||||
bool showObjectWindow = false;
|
||||
bool showTerrainWindow = false;
|
||||
bool showLightWindow = false;
|
||||
bool showShaderWindow = false;
|
||||
|
||||
private:
|
||||
ImGuiIO* io;
|
||||
|
@ -13,6 +13,7 @@ ShaderManagerClass::ShaderManagerClass()
|
||||
m_LightMapShader = 0;
|
||||
m_RefractionShader = 0;
|
||||
m_WaterShader = 0;
|
||||
m_CelShadingShader = 0;
|
||||
}
|
||||
|
||||
|
||||
@ -140,6 +141,14 @@ bool ShaderManagerClass::Initialize(ID3D11Device* device, HWND hwnd)
|
||||
return false;
|
||||
}
|
||||
|
||||
m_CelShadingShader = new CelShadingShader;
|
||||
|
||||
result = m_CelShadingShader->Initialize(device, hwnd);
|
||||
if (!result)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
Logger::Get().Log("ShaderManagerClass initialized", __FILE__, __LINE__, Logger::LogLevel::Initialize);
|
||||
|
||||
return true;
|
||||
@ -417,4 +426,18 @@ bool ShaderManagerClass::RenderWaterShader(ID3D11DeviceContext* deviceContext, i
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool ShaderManagerClass::RenderCelShadingShader(ID3D11DeviceContext* deviceContext, int indexCount, XMMATRIX worldMatrix, XMMATRIX viewMatrix, XMMATRIX projectionMatrix,
|
||||
ID3D11ShaderResourceView* texture, XMFLOAT3 lightDirection, XMFLOAT4 diffuseColor[])
|
||||
{
|
||||
bool result;
|
||||
|
||||
result = m_CelShadingShader->Render(deviceContext, indexCount, worldMatrix, viewMatrix, projectionMatrix, texture, lightDirection, diffuseColor);
|
||||
if (!result)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
@ -15,6 +15,7 @@
|
||||
#include "lightmapshaderclass.h"
|
||||
#include "refractionshaderclass.h"
|
||||
#include "watershaderclass.h"
|
||||
#include "CelShadingShader.h"
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
@ -43,6 +44,7 @@ public:
|
||||
XMFLOAT3, XMFLOAT4[], XMFLOAT4[], XMFLOAT4[], XMFLOAT4);
|
||||
bool RenderWaterShader(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*,
|
||||
ID3D11ShaderResourceView*, ID3D11ShaderResourceView*, float, float);
|
||||
bool RenderCelShadingShader(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, XMFLOAT3, XMFLOAT4[]);
|
||||
private:
|
||||
TextureShaderClass* m_TextureShader;
|
||||
NormalMapShaderClass* m_NormalMapShader;
|
||||
@ -56,6 +58,7 @@ private:
|
||||
LightMapShaderClass* m_LightMapShader;
|
||||
RefractionShaderClass* m_RefractionShader;
|
||||
WaterShaderClass* m_WaterShader;
|
||||
CelShadingShader* m_CelShadingShader;
|
||||
};
|
||||
|
||||
#endif
|
Loading…
x
Reference in New Issue
Block a user