Patch - Sun camera Depth experiment - V10.5.3

This commit is contained in:
CatChow0 2025-05-26 16:03:51 +02:00
parent eb2cd17ec3
commit f20adee22f
11 changed files with 623 additions and 12 deletions

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@ -5,15 +5,17 @@
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<change afterPath="$PROJECT_DIR$/enginecustom/src/src/shader/depth_shader_class.cpp" afterDir="false" />
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@ -201,7 +203,8 @@
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<task id="LOCAL-00001" summary="Minor update - viewport window tweak">
<option name="closed" value="true" />

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@ -33,6 +33,7 @@
<ClCompile Include="src\src\shader\alpha_map_shader_class.cpp" />
<ClCompile Include="src\src\shader\celshade_class.cpp" />
<ClCompile Include="src\src\shader\color_shader_class.cpp" />
<ClCompile Include="src\src\shader\depth_shader_class.cpp" />
<ClCompile Include="src\src\shader\font_shader_class.cpp" />
<ClCompile Include="src\src\shader\light_map_shader_class.cpp" />
<ClCompile Include="src\src\shader\light_shader_class.cpp" />
@ -93,6 +94,7 @@
<ClInclude Include="src\inc\shader\alpha_map_shader_class.h" />
<ClInclude Include="src\inc\shader\celshade_class.h" />
<ClInclude Include="src\inc\shader\color_shader_class.h" />
<ClInclude Include="src\inc\shader\depth_shader_class.h" />
<ClInclude Include="src\inc\shader\font_shader_class.h" />
<ClInclude Include="src\inc\shader\light_map_shader_class.h" />
<ClInclude Include="src\inc\shader\light_shader_class.h" />
@ -169,6 +171,16 @@
<DestinationFolders Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">$(OutDir)\src\hlsl</DestinationFolders>
<DestinationFolders Condition="'$(Configuration)|$(Platform)'=='Release|x64'">$(OutDir)\src\hlsl</DestinationFolders>
</CopyFileToFolders>
<CopyFileToFolders Include="src\hlsl\depth.ps">
<DestinationFolders>F:\Github_Repo\khaotic-engine-Reborn\x64\Debug\\src\hlsl</DestinationFolders>
<DestinationFileName>%(Filename)%(Extension)</DestinationFileName>
<FileType>Document</FileType>
</CopyFileToFolders>
<CopyFileToFolders Include="src\hlsl\depth.vs">
<DestinationFolders>F:\Github_Repo\khaotic-engine-Reborn\x64\Debug\\src\hlsl</DestinationFolders>
<DestinationFileName>%(Filename)%(Extension)</DestinationFileName>
<FileType>Document</FileType>
</CopyFileToFolders>
<CopyFileToFolders Include="src\hlsl\font.ps">
<FileType>Document</FileType>
<DestinationFolders Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">$(OutDir)\src\hlsl</DestinationFolders>

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@ -16,7 +16,7 @@ Collapsed=0
DockId=0x00000011,0
[Window][Terrain]
Pos=283,19
Pos=0,19
Size=280,842
Collapsed=0
DockId=0x00000007,0

Binary file not shown.

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@ -0,0 +1,28 @@
/////////////
// GLOBALS //
/////////////
Texture2D shaderTexture : register(t0);
SamplerState SampleType : register(s0);
//////////////
// TYPEDEFS //
//////////////
struct PixelInputType
{
float4 position : SV_POSITION;
float2 tex : TEXCOORD0;
};
////////////////////////////////////////////////////////////////////////////////
// Pixel Shader
////////////////////////////////////////////////////////////////////////////////
float4 DepthPixelShader(PixelInputType input) : SV_TARGET
{
float4 textureColor;
// Sample the pixel color from the texture using the sampler at this texture coordinate location.
textureColor = shaderTexture.Sample(SampleType, input.tex);
return textureColor;
}

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@ -0,0 +1,47 @@
/////////////
// 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 DepthVertexShader(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 +1,56 @@
#ifndef _DEPTH_SHADER_CLASS_H_
#define _DEPTH_SHADER_CLASS_H_
//////////////
// INCLUDES //
//////////////
#include "Logger.h"
#include <d3d11.h>
#include <d3dcompiler.h>
#include <directxmath.h>
#include <fstream>
using namespace DirectX;
using namespace std;
////////////////////////////////////////////////////////////////////////////////
// Class name: depth_shader_class
////////////////////////////////////////////////////////////////////////////////
class depth_shader_class
{
private:
struct matrix_buffer_type
{
XMMATRIX world;
XMMATRIX view;
XMMATRIX projection;
};
public:
depth_shader_class();
depth_shader_class(const depth_shader_class&);
~depth_shader_class();
bool initialize(ID3D11Device*, HWND);
void shutdown();
bool render(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*);
private:
bool initialize_shader(ID3D11Device*, HWND, WCHAR*, WCHAR*);
void shutdown_shader();
void output_shader_error_message(ID3D10Blob*, HWND, WCHAR*);
bool set_shader_parameters(ID3D11DeviceContext*, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*);
void render_shader(ID3D11DeviceContext*, int);
private:
ID3D11VertexShader* vertex_shader_;
ID3D11PixelShader* pixel_shader_;
ID3D11InputLayout* layout_;
ID3D11Buffer* matrix_buffer_;
ID3D11SamplerState* sample_state_;
};
#endif

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@ -17,8 +17,10 @@
#include "refraction_shader_class.h"
#include "water_shader_class.h"
#include "celshade_class.h"
#include "depth_shader_class.h"
#include "skybox_shader_class.h"
#include "sunlight_shader_class.h"
#include "depth_shader_class.h"
using namespace DirectX;
@ -46,6 +48,14 @@ public:
bool render_cel_shading_shader(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, XMFLOAT4, XMFLOAT4, XMFLOAT3, float);
bool render_sunlight_shader(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, XMFLOAT4, XMFLOAT4, XMFLOAT3, float);
bool render_skybox_shader(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, XMFLOAT4, XMFLOAT4, XMFLOAT3, float);
bool render_depth_shader(
ID3D11DeviceContext* context,
int indexCount,
XMMATRIX worldMatrix,
XMMATRIX viewMatrix,
XMMATRIX projectionMatrix,
ID3D11ShaderResourceView* texture
);
private:
texture_shader_class* texture_shader_;
@ -62,6 +72,7 @@ private:
celshade_class* cel_shading_shader_;
sunlight_shader_class* sunlight_shader_;
skybox_shader_class* skybox_shader_;
depth_shader_class* depth_shader_;
};
#endif

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@ -0,0 +1,378 @@
#include "depth_shader_class.h"
depth_shader_class::depth_shader_class()
{
vertex_shader_ = 0;
pixel_shader_ = 0;
layout_ = 0;
matrix_buffer_ = 0;
sample_state_ = 0;
}
depth_shader_class::depth_shader_class(const depth_shader_class& other)
{
}
depth_shader_class::~depth_shader_class()
{
}
bool depth_shader_class::initialize(ID3D11Device* device, HWND hwnd)
{
Logger::Get().Log("Initializing texture shader", __FILE__, __LINE__, Logger::LogLevel::Initialize);
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"src/hlsl/depth.vs");
if (error != 0)
{
Logger::Get().Log("Error copying stirng", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
// Set the filename of the pixel shader.
error = wcscpy_s(psFilename, 128, L"src/hlsl/depth.ps");
if (error != 0)
{
Logger::Get().Log("Error copying stirng", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
// initialize the vertex and pixel shaders.
result = initialize_shader(device, hwnd, vsFilename, psFilename);
if (!result)
{
Logger::Get().Log("Error initializing shader", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
Logger::Get().Log("Texture shader initialized", __FILE__, __LINE__, Logger::LogLevel::Initialize);
return true;
}
void depth_shader_class::shutdown()
{
// shutdown the vertex and pixel shaders as well as the related objects.
shutdown_shader();
return;
}
bool depth_shader_class::render(ID3D11DeviceContext* deviceContext, int indexCount, XMMATRIX worldMatrix, XMMATRIX viewMatrix,
XMMATRIX projectionMatrix, ID3D11ShaderResourceView* texture)
{
bool result;
// Set the shader parameters that it will use for rendering.
result = set_shader_parameters(deviceContext, worldMatrix, viewMatrix, projectionMatrix, texture);
if (!result)
{
Logger::Get().Log("Error setting shader parameters", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
// Now render the prepared buffers with the shader.
render_shader(deviceContext, indexCount);
return true;
}
bool depth_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd, WCHAR* vsFilename, WCHAR* psFilename)
{
Logger::Get().Log("Initializing shader", __FILE__, __LINE__, Logger::LogLevel::Initialize);
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;
// 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, "DepthVertexShader", "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)
{
output_shader_error_message(errorMessage, hwnd, vsFilename);
}
// If there was nothing in the error message then it simply could not find the shader file itself.
else
{
Logger::Get().Log("Error compiling shader", __FILE__, __LINE__, Logger::LogLevel::Error);
}
return false;
}
// Compile the pixel shader code.
result = D3DCompileFromFile(psFilename, NULL, NULL, "DepthPixelShader", "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)
{
output_shader_error_message(errorMessage, hwnd, psFilename);
}
// If there was nothing in the error message then it simply could not find the file itself.
else
{
Logger::Get().Log("Error compiling shader", __FILE__, __LINE__, Logger::LogLevel::Error);
}
return false;
}
// Create the vertex shader from the buffer.
result = device->CreateVertexShader(vertexShaderBuffer->GetBufferPointer(), vertexShaderBuffer->GetBufferSize(), NULL, &vertex_shader_);
if (FAILED(result))
{
Logger::Get().Log("Error creating vertex shader", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
// Create the pixel shader from the buffer.
result = device->CreatePixelShader(pixelShaderBuffer->GetBufferPointer(), pixelShaderBuffer->GetBufferSize(), NULL, &pixel_shader_);
if (FAILED(result))
{
Logger::Get().Log("Error creating pixel shader", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
// Create the vertex input layout description.
// This setup needs to match the VertexType stucture in the ModelClass and in the shader.
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(), &layout_);
if (FAILED(result))
{
Logger::Get().Log("Error creating input layout", __FILE__, __LINE__, Logger::LogLevel::Error);
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(matrix_buffer_type);
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, &matrix_buffer_);
if (FAILED(result))
{
Logger::Get().Log("Error creating constant buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
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, &sample_state_);
if (FAILED(result))
{
Logger::Get().Log("Error creating sampler state", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
Logger::Get().Log("Shader initialized", __FILE__, __LINE__, Logger::LogLevel::Initialize);
return true;
}
void depth_shader_class::shutdown_shader()
{
Logger::Get().Log("Shutting down shader", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
// Release the sampler state.
if (sample_state_)
{
sample_state_->Release();
sample_state_ = 0;
}
// Release the matrix constant buffer.
if (matrix_buffer_)
{
matrix_buffer_->Release();
matrix_buffer_ = 0;
}
// Release the layout.
if (layout_)
{
layout_->Release();
layout_ = 0;
}
// Release the pixel shader.
if (pixel_shader_)
{
pixel_shader_->Release();
pixel_shader_ = 0;
}
// Release the vertex shader.
if (vertex_shader_)
{
vertex_shader_->Release();
vertex_shader_ = 0;
}
Logger::Get().Log("Shader shut down", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
return;
}
void depth_shader_class::output_shader_error_message(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 depth_shader_class::set_shader_parameters(ID3D11DeviceContext* deviceContext, XMMATRIX worldMatrix, XMMATRIX viewMatrix,
XMMATRIX projectionMatrix, ID3D11ShaderResourceView* texture)
{
HRESULT result;
D3D11_MAPPED_SUBRESOURCE mappedResource;
matrix_buffer_type* 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(matrix_buffer_, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
if (FAILED(result))
{
Logger::Get().Log("Error mapping constant buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
// Get a pointer to the data in the constant buffer.
dataPtr = (matrix_buffer_type*)mappedResource.pData;
// Copy the matrices into the constant buffer.
dataPtr->world = worldMatrix;
dataPtr->view = viewMatrix;
dataPtr->projection = projectionMatrix;
// Unlock the constant buffer.
deviceContext->Unmap(matrix_buffer_, 0);
// Set the position of the constant buffer in the vertex shader.
bufferNumber = 0;
// Finanly set the constant buffer in the vertex shader with the updated values.
deviceContext->VSSetConstantBuffers(bufferNumber, 1, &matrix_buffer_);
// Set shader texture resource in the pixel shader.
deviceContext->PSSetShaderResources(0, 1, &texture);
return true;
}
void depth_shader_class::render_shader(ID3D11DeviceContext* deviceContext, int indexCount)
{
// Set the vertex input layout.
deviceContext->IASetInputLayout(layout_);
// Set the vertex and pixel shaders that will be used to render this triangle.
deviceContext->VSSetShader(vertex_shader_, NULL, 0);
deviceContext->PSSetShader(pixel_shader_, NULL, 0);
// Set the sampler state in the pixel shader.
deviceContext->PSSetSamplers(0, 1, &sample_state_);
// render the triangle.
deviceContext->DrawIndexed(indexCount, 0, 0);
return;
}

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@ -14,6 +14,10 @@ shader_manager_class::shader_manager_class()
refraction_shader_ = 0;
water_shader_ = 0;
cel_shading_shader_ = 0;
sunlight_shader_ = 0;
skybox_shader_ = 0;
refraction_shader_ = 0;
depth_shader_ = 0;
}
shader_manager_class::shader_manager_class(const shader_manager_class& other)
@ -149,6 +153,14 @@ bool shader_manager_class::initialize(ID3D11Device* device, HWND hwnd)
return false;
}
depth_shader_ = new depth_shader_class;
result = depth_shader_->initialize(device, hwnd);
if (!result)
{
Logger::Get().Log("Error initializing depth_shader_class", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
Logger::Get().Log("shader_manager_class initialized", __FILE__, __LINE__, Logger::LogLevel::Initialize);
return true;
@ -268,6 +280,13 @@ void shader_manager_class::shutdown()
skybox_shader_ = 0;
}
if (depth_shader_)
{
depth_shader_->shutdown();
delete depth_shader_;
depth_shader_ = 0;
}
Logger::Get().Log("shader_manager_class shut down", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
}
@ -477,3 +496,23 @@ bool shader_manager_class::render_skybox_shader(ID3D11DeviceContext* deviceConte
return true;
}
bool shader_manager_class::render_depth_shader(
ID3D11DeviceContext* context,
int indexCount,
XMMATRIX worldMatrix,
XMMATRIX viewMatrix,
XMMATRIX projectionMatrix,
ID3D11ShaderResourceView* texture
)
{
bool result;
result = depth_shader_->render(context, indexCount, worldMatrix, viewMatrix, projectionMatrix, texture);
if (!result)
{
return false;
}
return true;
}

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@ -1,5 +1,6 @@
#include "application_class.h"
#include "depth_shader_class.h"
#include "system_class.h"
application_class::application_class() : should_quit_(false)
@ -1108,11 +1109,47 @@ bool application_class::render(float rotation, float x, float y, float z, float
// -------------------------------------------------------- //
// ------------ render the object in the queue ------------ //
// -------------------------------------------------------- //
result = render_pass(render_queues_, diffuseColor, lightPosition, ambientColor, viewMatrix, projectionMatrix);
if (!result)
if (active_camera_ == sun_camera_)
{
Logger::Get().Log("Could not render the model using any shader", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
for (auto& render : render_queues_)
{
bool isSkybox = (&render.get() == &skybox_);
if (isSkybox)
{
direct_3d_->turn_z_buffer_off();
}
for (auto& item : render.get())
{
item->Render(direct_3d_->get_device_context());
// render the item using depth shader
result = shader_manager_->render_depth_shader(
direct_3d_->get_device_context(),
item->GetIndexCount(),
worldMatrix,
viewMatrix,
projectionMatrix,
item->GetTexture(TextureType::Diffuse,0)
);
}
if (isSkybox)
{
direct_3d_->turn_z_buffer_on();
}
}
}
else
{
result = render_pass(render_queues_, diffuseColor, lightPosition, ambientColor, viewMatrix, projectionMatrix);
if (!result)
{
Logger::Get().Log("Could not render the model using any shader", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
}
@ -1970,7 +2007,7 @@ void application_class::construct_frustum()
{
XMMATRIX projectionMatrix = direct_3d_->get_projection_matrix();
XMMATRIX viewMatrix;
camera_->get_view_matrix(viewMatrix);
active_camera_->get_view_matrix(viewMatrix);
frustum_culling_.ConstructFrustum(screen_depth, projectionMatrix, viewMatrix);
}