textures du model
This commit is contained in:
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fac2881d85
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f943d9c05f
@ -1,15 +1,11 @@
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////////////////////////////////////////////////////////////////////////////////
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// Filename: applicationclass.cpp
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////////////////////////////////////////////////////////////////////////////////
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#include "applicationclass.h"
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ApplicationClass::ApplicationClass()
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{
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m_Direct3D = 0;
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m_Camera = 0;
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m_Model = 0;
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m_ColorShader = 0;
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m_TextureShader = 0;
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}
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@ -25,42 +21,53 @@ ApplicationClass::~ApplicationClass()
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bool ApplicationClass::Initialize(int screenWidth, int screenHeight, HWND hwnd)
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{
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char textureFilename[128];
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bool result;
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// Create and initialize the Direct3D object.
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// Create the Direct3D object.
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m_Direct3D = new D3DClass;
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if (!m_Direct3D)
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{
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return false;
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}
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// Initialize the Direct3D object.
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result = m_Direct3D->Initialize(screenWidth, screenHeight, VSYNC_ENABLED, hwnd, FULL_SCREEN, SCREEN_DEPTH, SCREEN_NEAR);
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if (!result)
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{
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MessageBox(hwnd, L"Could not initialize Direct3D", L"Error", MB_OK);
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MessageBox(hwnd, L"Could not initialize Direct3D.", L"Error", MB_OK);
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return false;
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}
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// Create the camera object.
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m_Camera = new CameraClass;
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if (!m_Camera)
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{
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return false;
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}
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// Set the initial position of the camera.
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m_Camera->SetPosition(0.0f, 0.0f, -5.0f);
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// Create and initialize the model object.
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m_Model = new ModelClass;
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// Set the name of the texture file that we will be loading.
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strcpy_s(textureFilename, "stone01.tga");
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result = m_Model->Initialize(m_Direct3D->GetDevice());
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result = m_Model->Initialize(m_Direct3D->GetDevice(), m_Direct3D->GetDeviceContext(), textureFilename);
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if (!result)
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{
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MessageBox(hwnd, L"Could not initialize the model object.", L"Error", MB_OK);
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return false;
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}
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// Create and initialize the texture shader object.
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m_TextureShader = new TextureShaderClass;
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// Create and initialize the color shader object.
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m_ColorShader = new ColorShaderClass;
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result = m_ColorShader->Initialize(m_Direct3D->GetDevice(), hwnd);
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result = m_TextureShader->Initialize(m_Direct3D->GetDevice(), hwnd);
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if (!result)
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{
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MessageBox(hwnd, L"Could not initialize the color shader object.", L"Error", MB_OK);
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MessageBox(hwnd, L"Could not initialize the texture shader object.", L"Error", MB_OK);
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return false;
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}
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@ -70,12 +77,12 @@ bool ApplicationClass::Initialize(int screenWidth, int screenHeight, HWND hwnd)
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void ApplicationClass::Shutdown()
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{
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// Release the color shader object.
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if (m_ColorShader)
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// Release the texture shader object.
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if (m_TextureShader)
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{
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m_ColorShader->Shutdown();
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delete m_ColorShader;
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m_ColorShader = 0;
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m_TextureShader->Shutdown();
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delete m_TextureShader;
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m_TextureShader = 0;
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}
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// Release the model object.
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@ -93,7 +100,7 @@ void ApplicationClass::Shutdown()
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m_Camera = 0;
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}
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// Release the Direct3D object.
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// Release the D3D object.
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if (m_Direct3D)
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{
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m_Direct3D->Shutdown();
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@ -140,9 +147,8 @@ bool ApplicationClass::Render()
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// Put the model vertex and index buffers on the graphics pipeline to prepare them for drawing.
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m_Model->Render(m_Direct3D->GetDeviceContext());
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// Render the model using the color shader.
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result = m_ColorShader->Render(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix);
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// Render the model using the texture shader.
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result = m_TextureShader->Render(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix, m_Model->GetTexture());
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if (!result)
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{
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return false;
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@ -2,13 +2,14 @@
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#define _APPLICATIONCLASS_H_
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//////////////
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// INCLUDES //
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//////////////
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///////////////////////
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// MY CLASS INCLUDES //
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///////////////////////
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#include "d3dclass.h"
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#include "cameraclass.h"
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#include "modelclass.h"
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#include "colorshaderclass.h"
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#include "d3dclass.h"
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#include "textureshaderclass.h"
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/////////////
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@ -19,6 +20,10 @@ const bool VSYNC_ENABLED = true;
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const float SCREEN_DEPTH = 1000.0f;
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const float SCREEN_NEAR = 0.3f;
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////////////////////////////////////////////////////////////////////////////////
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// Class name: ApplicationClass
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////////////////////////////////////////////////////////////////////////////////
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class ApplicationClass
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{
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public:
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@ -37,7 +42,7 @@ private:
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D3DClass* m_Direct3D;
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CameraClass* m_Camera;
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ModelClass* m_Model;
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ColorShaderClass* m_ColorShader;
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TextureShaderClass* m_TextureShader;
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};
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#endif
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#endif
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@ -28,6 +28,8 @@
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<ClCompile Include="Main.cpp" />
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<ClCompile Include="modelclass.cpp" />
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<ClCompile Include="Systemclass.cpp" />
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<ClCompile Include="textureclass.cpp" />
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<ClCompile Include="textureshaderclass.cpp" />
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</ItemGroup>
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<ItemGroup>
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<ClInclude Include="applicationclass.h" />
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@ -37,9 +39,13 @@
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<ClInclude Include="inputclass.h" />
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<ClInclude Include="modelclass.h" />
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<ClInclude Include="systemclass.h" />
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<ClInclude Include="textureclass.h" />
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<ClInclude Include="textureshaderclass.h" />
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</ItemGroup>
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<ItemGroup>
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<None Include="packages.config" />
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<None Include="texture.ps" />
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<None Include="texture.vs" />
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</ItemGroup>
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<ItemGroup>
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<None Include="Color.ps">
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@ -59,6 +65,9 @@
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<FileType>Document</FileType>
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</None>
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</ItemGroup>
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<ItemGroup>
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<Image Include="stone01.tga" />
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</ItemGroup>
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<PropertyGroup Label="Globals">
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<VCProjectVersion>17.0</VCProjectVersion>
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<Keyword>Win32Proj</Keyword>
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<Filter Include="shader">
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<UniqueIdentifier>{b016e481-576e-4d99-bdde-34cc10c55b1d}</UniqueIdentifier>
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</Filter>
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<Filter Include="texture">
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<UniqueIdentifier>{f76f9761-bbbe-42a8-935d-01f1b9172c38}</UniqueIdentifier>
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</Filter>
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<Filter Include="assets">
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<UniqueIdentifier>{741e1efe-db9b-48a7-9ecb-4c34a696f40e}</UniqueIdentifier>
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</Filter>
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</ItemGroup>
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<ItemGroup>
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<ClCompile Include="Main.cpp">
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@ -42,6 +48,12 @@
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<ClCompile Include="Cameraclass.cpp">
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<Filter>Fichiers sources</Filter>
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</ClCompile>
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<ClCompile Include="textureshaderclass.cpp">
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<Filter>Fichiers sources</Filter>
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</ClCompile>
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<ClCompile Include="textureclass.cpp">
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<Filter>Fichiers sources</Filter>
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</ClCompile>
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</ItemGroup>
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<ItemGroup>
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<ClInclude Include="systemclass.h">
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@ -65,6 +77,12 @@
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<ClInclude Include="Cameraclass.h">
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<Filter>Fichiers d%27en-tête</Filter>
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</ClInclude>
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<ClInclude Include="textureshaderclass.h">
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<Filter>Fichiers d%27en-tête</Filter>
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</ClInclude>
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<ClInclude Include="textureclass.h">
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<Filter>Fichiers d%27en-tête</Filter>
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</ClInclude>
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</ItemGroup>
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<ItemGroup>
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<None Include="packages.config" />
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@ -74,5 +92,16 @@
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<None Include="Color.vs">
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<Filter>shader</Filter>
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</None>
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<None Include="texture.vs">
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<Filter>texture</Filter>
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</None>
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<None Include="texture.ps">
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<Filter>texture</Filter>
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</None>
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</ItemGroup>
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<ItemGroup>
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<Image Include="stone01.tga">
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<Filter>assets</Filter>
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</Image>
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</ItemGroup>
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</Project>
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////////////////////////////////////////////////////////////////////////////////
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// Filename: modelclass.cpp
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////////////////////////////////////////////////////////////////////////////////
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#include "modelclass.h"
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@ -8,6 +5,7 @@ ModelClass::ModelClass()
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{
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m_vertexBuffer = 0;
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m_indexBuffer = 0;
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m_Texture = 0;
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}
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@ -20,8 +18,7 @@ ModelClass::~ModelClass()
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{
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}
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bool ModelClass::Initialize(ID3D11Device* device)
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bool ModelClass::Initialize(ID3D11Device* device, ID3D11DeviceContext* deviceContext, char* textureFilename)
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{
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bool result;
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@ -32,6 +29,12 @@ bool ModelClass::Initialize(ID3D11Device* device)
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{
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return false;
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}
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// Load the texture for this model.
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result = LoadTexture(device, deviceContext, textureFilename);
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if (!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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@ -39,6 +42,9 @@ bool ModelClass::Initialize(ID3D11Device* device)
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void ModelClass::Shutdown()
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{
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// Release the model texture.
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ReleaseTexture();
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// Shutdown the vertex and index buffers.
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ShutdownBuffers();
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@ -60,6 +66,11 @@ int ModelClass::GetIndexCount()
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return m_indexCount;
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}
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ID3D11ShaderResourceView* ModelClass::GetTexture()
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{
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return m_Texture->GetTexture();
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}
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bool ModelClass::InitializeBuffers(ID3D11Device* device)
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{
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@ -71,39 +82,42 @@ bool ModelClass::InitializeBuffers(ID3D11Device* device)
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// Set the number of vertices in the vertex array.
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m_vertexCount = 3;
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m_vertexCount = 6;
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// Set the number of indices in the index array.
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m_indexCount = 3;
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m_indexCount = 6;
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// Create the vertex array.
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vertices = new VertexType[m_vertexCount];
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if (!vertices)
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{
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return false;
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}
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// Create the index array.
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indices = new unsigned long[m_indexCount];
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if (!indices)
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{
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return false;
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}
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// Load the vertex array with data.
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vertices[0].position = XMFLOAT3(-1.0f, -1.0f, 0.0f); // Bottom left.
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vertices[0].color = XMFLOAT4(0.0f, 1.0f, 0.0f, 1.0f);
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vertices[0].texture = XMFLOAT2(0.0f, 1.0f);
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vertices[1].position = XMFLOAT3(0.0f, 1.0f, 0.0f); // Top middle.
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vertices[1].color = XMFLOAT4(0.0f, 1.0f, 0.0f, 1.0f);
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vertices[1].position = XMFLOAT3(1.0f, 1.0f, 0.0f); // Top Right.
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vertices[1].texture = XMFLOAT2(0.5f, 0.0f);
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vertices[2].position = XMFLOAT3(1.0f, -1.0f, 0.0f); // Bottom right.
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vertices[2].color = XMFLOAT4(0.0f, 1.0f, 0.0f, 1.0f);
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vertices[2].texture = XMFLOAT2(1.0f, 1.0f);
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vertices[3].position = XMFLOAT3(-1.0f, 1.0f, 0.0f); // Top left.
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vertices[3].texture = XMFLOAT2(0.0f, 1.0f);
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vertices[4].position = XMFLOAT3(1.0f, 1.0f, 0.0f); // Top right.
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vertices[4].texture = XMFLOAT2(0.5f, 0.0f);
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vertices[5].position = XMFLOAT3(-1.0f, -1.0f, 0.0f); // Bottom left.
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vertices[5].texture = XMFLOAT2(1.0f, 1.0f);
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// Load the index array with data.
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indices[0] = 0; // Bottom left.
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indices[1] = 1; // Top middle.
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indices[2] = 2; // Bottom right.
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indices[3] = 3; // Top left.
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indices[4] = 4; // Top right.
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indices[5] = 5; // Bottom left.
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// Set up the description of the static vertex buffer.
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vertexBufferDesc.Usage = D3D11_USAGE_DEFAULT;
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@ -195,5 +209,35 @@ void ModelClass::RenderBuffers(ID3D11DeviceContext* deviceContext)
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// Set the type of primitive that should be rendered from this vertex buffer, in this case triangles.
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deviceContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
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return;
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}
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bool ModelClass::LoadTexture(ID3D11Device* device, ID3D11DeviceContext* deviceContext, char* filename)
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{
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bool result;
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// Create and initialize the texture object.
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m_Texture = new TextureClass;
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result = m_Texture->Initialize(device, deviceContext, filename);
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if (!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 ModelClass::ReleaseTexture()
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{
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// Release the texture object.
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if (m_Texture)
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{
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m_Texture->Shutdown();
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delete m_Texture;
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m_Texture = 0;
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}
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return;
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}
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@ -1,6 +1,3 @@
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////////////////////////////////////////////////////////////////////////////////
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// Filename: modelclass.h
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////////////////////////////////////////////////////////////////////////////////
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#ifndef _MODELCLASS_H_
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#define _MODELCLASS_H_
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@ -12,6 +9,11 @@
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#include <directxmath.h>
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using namespace DirectX;
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///////////////////////
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// MY CLASS INCLUDES //
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///////////////////////
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#include "textureclass.h"
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////////////////////////////////////////////////////////////////////////////////
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// Class name: ModelClass
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@ -19,10 +21,11 @@ using namespace DirectX;
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class ModelClass
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{
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private:
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struct VertexType
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{
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XMFLOAT3 position;
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XMFLOAT4 color;
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XMFLOAT2 texture;
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};
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public:
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@ -30,20 +33,25 @@ public:
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ModelClass(const ModelClass&);
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~ModelClass();
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bool Initialize(ID3D11Device*);
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bool Initialize(ID3D11Device*, ID3D11DeviceContext*, char*);
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void Shutdown();
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void Render(ID3D11DeviceContext*);
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int GetIndexCount();
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ID3D11ShaderResourceView* GetTexture();
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private:
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bool InitializeBuffers(ID3D11Device*);
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void ShutdownBuffers();
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void RenderBuffers(ID3D11DeviceContext*);
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bool LoadTexture(ID3D11Device*, ID3D11DeviceContext*, char*);
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void ReleaseTexture();
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private:
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ID3D11Buffer* m_vertexBuffer, * m_indexBuffer;
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int m_vertexCount, m_indexCount;
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TextureClass* m_Texture;
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};
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#endif
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BIN
enginecustom/stone01.tga
Normal file
BIN
enginecustom/stone01.tga
Normal file
Binary file not shown.
After Width: | Height: | Size: 1.0 MiB |
28
enginecustom/texture.ps
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28
enginecustom/texture.ps
Normal file
@ -0,0 +1,28 @@
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/////////////
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// GLOBALS //
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/////////////
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Texture2D shaderTexture : register(t0);
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SamplerState SampleType : register(s0);
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//////////////
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// TYPEDEFS //
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//////////////
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struct PixelInputType
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{
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float4 position : SV_POSITION;
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float2 tex : TEXCOORD0;
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};
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////////////////////////////////////////////////////////////////////////////////
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// Pixel Shader
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////////////////////////////////////////////////////////////////////////////////
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float4 TexturePixelShader(PixelInputType input) : SV_TARGET
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{
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float4 textureColor;
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// Sample the pixel color from the texture using the sampler at this texture coordinate location.
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textureColor = shaderTexture.Sample(SampleType, input.tex);
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return textureColor;
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}
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47
enginecustom/texture.vs
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47
enginecustom/texture.vs
Normal file
@ -0,0 +1,47 @@
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/////////////
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// GLOBALS //
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/////////////
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cbuffer MatrixBuffer
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{
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matrix worldMatrix;
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matrix viewMatrix;
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matrix projectionMatrix;
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};
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//////////////
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// TYPEDEFS //
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//////////////
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struct VertexInputType
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{
|
||||
float4 position : POSITION;
|
||||
float2 tex : TEXCOORD0;
|
||||
};
|
||||
|
||||
struct PixelInputType
|
||||
{
|
||||
float4 position : SV_POSITION;
|
||||
float2 tex : TEXCOORD0;
|
||||
};
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
// Vertex Shader
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
PixelInputType TextureVertexShader(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;
|
||||
}
|
211
enginecustom/textureclass.cpp
Normal file
211
enginecustom/textureclass.cpp
Normal file
@ -0,0 +1,211 @@
|
||||
#include "textureclass.h"
|
||||
|
||||
TextureClass::TextureClass()
|
||||
{
|
||||
m_targaData = 0;
|
||||
m_texture = 0;
|
||||
m_textureView = 0;
|
||||
}
|
||||
|
||||
|
||||
TextureClass::TextureClass(const TextureClass& other)
|
||||
{
|
||||
}
|
||||
|
||||
|
||||
TextureClass::~TextureClass()
|
||||
{
|
||||
}
|
||||
|
||||
bool TextureClass::Initialize(ID3D11Device * device, ID3D11DeviceContext * deviceContext, char* filename)
|
||||
{
|
||||
bool result;
|
||||
int height, width;
|
||||
D3D11_TEXTURE2D_DESC textureDesc;
|
||||
HRESULT hResult;
|
||||
unsigned int rowPitch;
|
||||
D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
|
||||
// Load the targa image data into memory.
|
||||
result = LoadTarga32Bit(filename);
|
||||
if (!result)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
// Setup the description of the texture.
|
||||
textureDesc.Height = m_height;
|
||||
textureDesc.Width = m_width;
|
||||
textureDesc.MipLevels = 0;
|
||||
textureDesc.ArraySize = 1;
|
||||
textureDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
|
||||
textureDesc.SampleDesc.Count = 1;
|
||||
textureDesc.SampleDesc.Quality = 0;
|
||||
textureDesc.Usage = D3D11_USAGE_DEFAULT;
|
||||
textureDesc.BindFlags = D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET;
|
||||
textureDesc.CPUAccessFlags = 0;
|
||||
textureDesc.MiscFlags = D3D11_RESOURCE_MISC_GENERATE_MIPS;
|
||||
|
||||
// Create the empty texture.
|
||||
hResult = device->CreateTexture2D(&textureDesc, NULL, &m_texture);
|
||||
if (FAILED(hResult))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Set the row pitch of the targa image data.
|
||||
rowPitch = (m_width * 4) * sizeof(unsigned char);
|
||||
// Copy the targa image data into the texture.
|
||||
deviceContext->UpdateSubresource(m_texture, 0, NULL, m_targaData, rowPitch, 0);
|
||||
// Setup the shader resource view description.
|
||||
srvDesc.Format = textureDesc.Format;
|
||||
srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
|
||||
srvDesc.Texture2D.MostDetailedMip = 0;
|
||||
srvDesc.Texture2D.MipLevels = -1;
|
||||
|
||||
// Create the shader resource view for the texture.
|
||||
hResult = device->CreateShaderResourceView(m_texture, &srvDesc, &m_textureView);
|
||||
if (FAILED(hResult))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Generate mipmaps for this texture.
|
||||
deviceContext->GenerateMips(m_textureView);
|
||||
|
||||
// Release the targa image data now that the image data has been loaded into the texture.
|
||||
delete[] m_targaData;
|
||||
m_targaData = 0;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void TextureClass::Shutdown()
|
||||
{
|
||||
// Release the texture view resource.
|
||||
if (m_textureView)
|
||||
{
|
||||
m_textureView->Release();
|
||||
m_textureView = 0;
|
||||
}
|
||||
|
||||
// Release the texture.
|
||||
if (m_texture)
|
||||
{
|
||||
m_texture->Release();
|
||||
m_texture = 0;
|
||||
}
|
||||
|
||||
// Release the targa data.
|
||||
if (m_targaData)
|
||||
{
|
||||
delete[] m_targaData;
|
||||
m_targaData = 0;
|
||||
}
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
ID3D11ShaderResourceView* TextureClass::GetTexture()
|
||||
{
|
||||
return m_textureView;
|
||||
}
|
||||
|
||||
bool TextureClass::LoadTarga32Bit(char* filename)
|
||||
{
|
||||
int error, bpp, imageSize, index, i, j, k;
|
||||
FILE* filePtr;
|
||||
unsigned int count;
|
||||
TargaHeader targaFileHeader;
|
||||
unsigned char* targaImage;
|
||||
|
||||
|
||||
// Open the targa file for reading in binary.
|
||||
error = fopen_s(&filePtr, filename, "rb");
|
||||
if (error != 0)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Read in the file header.
|
||||
count = (unsigned int)fread(&targaFileHeader, sizeof(TargaHeader), 1, filePtr);
|
||||
if (count != 1)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Get the important information from the header.
|
||||
m_height = (int)targaFileHeader.height;
|
||||
m_width = (int)targaFileHeader.width;
|
||||
bpp = (int)targaFileHeader.bpp;
|
||||
|
||||
// Check that it is 32 bit and not 24 bit.
|
||||
if (bpp != 32)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Calculate the size of the 32 bit image data.
|
||||
imageSize = m_width * m_height * 4;
|
||||
|
||||
// Allocate memory for the targa image data.
|
||||
targaImage = new unsigned char[imageSize];
|
||||
|
||||
// Read in the targa image data.
|
||||
count = (unsigned int)fread(targaImage, 1, imageSize, filePtr);
|
||||
if (count != imageSize)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Close the file.
|
||||
error = fclose(filePtr);
|
||||
if (error != 0)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Allocate memory for the targa destination data.
|
||||
m_targaData = new unsigned char[imageSize];
|
||||
|
||||
// Initialize the index into the targa destination data array.
|
||||
index = 0;
|
||||
|
||||
// Initialize the index into the targa image data.
|
||||
k = (m_width * m_height * 4) - (m_width * 4);
|
||||
|
||||
// Now copy the targa image data into the targa destination array in the correct order since the targa format is stored upside down and also is not in RGBA order.
|
||||
for (j = 0; j < m_height; j++)
|
||||
{
|
||||
for (i = 0; i < m_width; i++)
|
||||
{
|
||||
m_targaData[index + 0] = targaImage[k + 2]; // Red.
|
||||
m_targaData[index + 1] = targaImage[k + 1]; // Green.
|
||||
m_targaData[index + 2] = targaImage[k + 0]; // Blue
|
||||
m_targaData[index + 3] = targaImage[k + 3]; // Alpha
|
||||
|
||||
// Increment the indexes into the targa data.
|
||||
k += 4;
|
||||
index += 4;
|
||||
}
|
||||
|
||||
// Set the targa image data index back to the preceding row at the beginning of the column since its reading it in upside down.
|
||||
k -= (m_width * 8);
|
||||
}
|
||||
|
||||
// Release the targa image data now that it was copied into the destination array.
|
||||
delete[] targaImage;
|
||||
targaImage = 0;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
int TextureClass::GetWidth()
|
||||
{
|
||||
return m_width;
|
||||
}
|
||||
|
||||
|
||||
int TextureClass::GetHeight()
|
||||
{
|
||||
return m_height;
|
||||
}
|
50
enginecustom/textureclass.h
Normal file
50
enginecustom/textureclass.h
Normal file
@ -0,0 +1,50 @@
|
||||
#ifndef _TEXTURECLASS_H_
|
||||
#define _TEXTURECLASS_H_
|
||||
|
||||
|
||||
//////////////
|
||||
// INCLUDES //
|
||||
//////////////
|
||||
#include <d3d11.h>
|
||||
#include <stdio.h>
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
// Class name: TextureClass
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
class TextureClass
|
||||
{
|
||||
private:
|
||||
struct TargaHeader
|
||||
{
|
||||
unsigned char data1[12];
|
||||
unsigned short width;
|
||||
unsigned short height;
|
||||
unsigned char bpp;
|
||||
unsigned char data2;
|
||||
};
|
||||
|
||||
public:
|
||||
TextureClass();
|
||||
TextureClass(const TextureClass&);
|
||||
~TextureClass();
|
||||
|
||||
bool Initialize(ID3D11Device*, ID3D11DeviceContext*, char*);
|
||||
void Shutdown();
|
||||
|
||||
ID3D11ShaderResourceView* GetTexture();
|
||||
|
||||
int GetWidth();
|
||||
int GetHeight();
|
||||
|
||||
private:
|
||||
bool LoadTarga32Bit(char*);
|
||||
|
||||
private:
|
||||
unsigned char* m_targaData;
|
||||
ID3D11Texture2D* m_texture;
|
||||
ID3D11ShaderResourceView* m_textureView;
|
||||
int m_width, m_height;
|
||||
};
|
||||
|
||||
#endif
|
357
enginecustom/textureshaderclass.cpp
Normal file
357
enginecustom/textureshaderclass.cpp
Normal file
@ -0,0 +1,357 @@
|
||||
#include "textureshaderclass.h"
|
||||
|
||||
|
||||
TextureShaderClass::TextureShaderClass()
|
||||
{
|
||||
m_vertexShader = 0;
|
||||
m_pixelShader = 0;
|
||||
m_layout = 0;
|
||||
m_matrixBuffer = 0;
|
||||
m_sampleState = 0;
|
||||
}
|
||||
|
||||
|
||||
TextureShaderClass::TextureShaderClass(const TextureShaderClass& other)
|
||||
{
|
||||
}
|
||||
|
||||
|
||||
TextureShaderClass::~TextureShaderClass()
|
||||
{
|
||||
}
|
||||
|
||||
|
||||
bool TextureShaderClass::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"texture.vs");
|
||||
if (error != 0)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Set the filename of the pixel shader.
|
||||
error = wcscpy_s(psFilename, 128, L"texture.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 TextureShaderClass::Shutdown()
|
||||
{
|
||||
// Shutdown the vertex and pixel shaders as well as the related objects.
|
||||
ShutdownShader();
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
bool TextureShaderClass::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 = SetShaderParameters(deviceContext, worldMatrix, viewMatrix, projectionMatrix, texture);
|
||||
if (!result)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Now render the prepared buffers with the shader.
|
||||
RenderShader(deviceContext, indexCount);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool TextureShaderClass::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;
|
||||
|
||||
|
||||
// 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, "TextureVertexShader", "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, "TexturePixelShader", "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.
|
||||
// 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(), &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 TextureShaderClass::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 TextureShaderClass::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 TextureShaderClass::SetShaderParameters(ID3D11DeviceContext* deviceContext, XMMATRIX worldMatrix, XMMATRIX viewMatrix,
|
||||
XMMATRIX projectionMatrix, ID3D11ShaderResourceView* texture)
|
||||
{
|
||||
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;
|
||||
|
||||
// Finanly 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);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void TextureShaderClass::RenderShader(ID3D11DeviceContext * deviceContext, int indexCount)
|
||||
{
|
||||
// Set the vertex input layout.
|
||||
deviceContext->IASetInputLayout(m_layout);
|
||||
|
||||
// Set the vertex and pixel shaders that will be used to render this triangle.
|
||||
deviceContext->VSSetShader(m_vertexShader, NULL, 0);
|
||||
deviceContext->PSSetShader(m_pixelShader, NULL, 0);
|
||||
// Set the sampler state in the pixel shader.
|
||||
deviceContext->PSSetSamplers(0, 1, &m_sampleState);
|
||||
|
||||
// Render the triangle.
|
||||
deviceContext->DrawIndexed(indexCount, 0, 0);
|
||||
|
||||
return;
|
||||
}
|
54
enginecustom/textureshaderclass.h
Normal file
54
enginecustom/textureshaderclass.h
Normal file
@ -0,0 +1,54 @@
|
||||
#ifndef _TEXTURESHADERCLASS_H_
|
||||
#define _TEXTURESHADERCLASS_H_
|
||||
|
||||
|
||||
//////////////
|
||||
// INCLUDES //
|
||||
//////////////
|
||||
#include <d3d11.h>
|
||||
#include <d3dcompiler.h>
|
||||
#include <directxmath.h>
|
||||
#include <fstream>
|
||||
using namespace DirectX;
|
||||
using namespace std;
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
// Class name: TextureShaderClass
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
class TextureShaderClass
|
||||
{
|
||||
private:
|
||||
struct MatrixBufferType
|
||||
{
|
||||
XMMATRIX world;
|
||||
XMMATRIX view;
|
||||
XMMATRIX projection;
|
||||
};
|
||||
|
||||
public:
|
||||
TextureShaderClass();
|
||||
TextureShaderClass(const TextureShaderClass&);
|
||||
~TextureShaderClass();
|
||||
|
||||
bool Initialize(ID3D11Device*, HWND);
|
||||
void Shutdown();
|
||||
bool Render(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*);
|
||||
|
||||
private:
|
||||
bool InitializeShader(ID3D11Device*, HWND, WCHAR*, WCHAR*);
|
||||
void ShutdownShader();
|
||||
void OutputShaderErrorMessage(ID3D10Blob*, HWND, WCHAR*);
|
||||
|
||||
bool SetShaderParameters(ID3D11DeviceContext*, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*);
|
||||
void RenderShader(ID3D11DeviceContext*, int);
|
||||
|
||||
private:
|
||||
ID3D11VertexShader* m_vertexShader;
|
||||
ID3D11PixelShader* m_pixelShader;
|
||||
ID3D11InputLayout* m_layout;
|
||||
ID3D11Buffer* m_matrixBuffer;
|
||||
ID3D11SamplerState* m_sampleState;
|
||||
};
|
||||
|
||||
#endif
|
Loading…
x
Reference in New Issue
Block a user