Minor - Refactor name - V10.5.0

This commit is contained in:
2025-05-21 16:40:27 +02:00
parent 24203060be
commit f9d4523f09
113 changed files with 5200 additions and 5017 deletions

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@@ -1,64 +0,0 @@
#pragma once
#include "Logger.h"
#include <d3d11.h>
#include <d3dcompiler.h>
#include <directxmath.h>
#include <fstream>
using namespace DirectX;
using namespace std;
class CelshadeClass
{
private :
struct MatrixBufferType
{
XMMATRIX world;
XMMATRIX view;
XMMATRIX projection;
};
struct CameraBufferType
{
XMFLOAT3 cameraPosition;
float padding;
};
struct SunLightBufferType
{
XMFLOAT4 diffuseColor;
XMFLOAT4 ambientColor;
XMFLOAT3 sunDirection;
float intensity;
};
public :
CelshadeClass();
CelshadeClass(const CelshadeClass&);
~CelshadeClass();
bool Initialize(ID3D11Device*, HWND);
void Shutdown();
bool Render(ID3D11DeviceContext* deviceContex, int indexCount, XMMATRIX worldMatrix, XMMATRIX viewMatrix, XMMATRIX projectionMatrix, ID3D11ShaderResourceView* texture, XMFLOAT4 diffuseColor, XMFLOAT4 ambientColor, XMFLOAT3 sunDirection,float intensity);
private:
bool InitializeShader(ID3D11Device*, HWND, WCHAR*, WCHAR*);
void ShutdownShader();
void OutputShaderErrorMessage(ID3D10Blob*, HWND, WCHAR*);
bool SetShaderParameters(ID3D11DeviceContext* deviceContext, XMMATRIX worldMatrix, XMMATRIX viewMatrix, XMMATRIX projectionMatrix, ID3D11ShaderResourceView* texture, XMFLOAT4 ambientColor, XMFLOAT4 diffuseColor, XMFLOAT3 lightDirection, float sunIntensity);
void RenderShader(ID3D11DeviceContext*, int);
private:
ID3D11VertexShader* m_vertexShader;
ID3D11PixelShader* m_pixelShader;
ID3D11InputLayout* m_layout;
ID3D11SamplerState* m_sampleState;
ID3D11Buffer* m_matrixBuffer;
ID3D11Buffer* m_cameraBuffer;
ID3D11Buffer* m_sunlightBuffer;
ID3D11Buffer* m_sunlightColorBuffer;
ID3D11Buffer* m_sunlightPositionBuffer;
};

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@@ -1,59 +0,0 @@
////////////////////////////////////////////////////////////////////////////////
// Filename: multitextureshaderclass.h
////////////////////////////////////////////////////////////////////////////////
#ifndef _MULTITEXTURESHADERCLASS_H_
#define _MULTITEXTURESHADERCLASS_H_
//////////////
// INCLUDES //
//////////////
#include "Logger.h"
#include <d3d11.h>
#include <d3dcompiler.h>
#include <directxmath.h>
#include <fstream>
using namespace DirectX;
using namespace std;
////////////////////////////////////////////////////////////////////////////////
// Class name: MultiTextureShaderClass
////////////////////////////////////////////////////////////////////////////////
class MultiTextureShaderClass
{
private:
struct MatrixBufferType
{
XMMATRIX world;
XMMATRIX view;
XMMATRIX projection;
};
public:
MultiTextureShaderClass();
MultiTextureShaderClass(const MultiTextureShaderClass&);
~MultiTextureShaderClass();
bool Initialize(ID3D11Device*, HWND);
void Shutdown();
bool Render(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, ID3D11ShaderResourceView*);
private:
bool InitializeShader(ID3D11Device*, HWND, WCHAR*, WCHAR*);
void ShutdownShader();
void OutputShaderErrorMessage(ID3D10Blob*, HWND, WCHAR*);
bool SetShaderParameters(ID3D11DeviceContext*, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, ID3D11ShaderResourceView*);
void RenderShader(ID3D11DeviceContext*, int);
private:
ID3D11VertexShader* m_vertexShader;
ID3D11PixelShader* m_pixelShader;
ID3D11InputLayout* m_layout;
ID3D11Buffer* m_matrixBuffer;
ID3D11SamplerState* m_sampleState;
};
#endif

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@@ -0,0 +1,55 @@
#ifndef _ALPHAMAPSHADERCLASS_H_
#define _ALPHAMAPSHADERCLASS_H_
//////////////
// INCLUDES //
//////////////
#include "Logger.h"
#include <d3d11.h>
#include <d3dcompiler.h>
#include <directxmath.h>
#include <fstream>
using namespace DirectX;
using namespace std;
////////////////////////////////////////////////////////////////////////////////
// Class name: alpha_map_shader_class
////////////////////////////////////////////////////////////////////////////////
class alpha_map_shader_class
{
private:
struct matrix_buffer_type
{
XMMATRIX world;
XMMATRIX view;
XMMATRIX projection;
};
public:
alpha_map_shader_class();
alpha_map_shader_class(const alpha_map_shader_class&);
~alpha_map_shader_class();
bool initialize(ID3D11Device*, HWND);
void shutdown();
bool render(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, ID3D11ShaderResourceView*, 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*, ID3D11ShaderResourceView*, 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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@@ -1,55 +0,0 @@
#ifndef _ALPHAMAPSHADERCLASS_H_
#define _ALPHAMAPSHADERCLASS_H_
//////////////
// INCLUDES //
//////////////
#include "Logger.h"
#include <d3d11.h>
#include <d3dcompiler.h>
#include <directxmath.h>
#include <fstream>
using namespace DirectX;
using namespace std;
////////////////////////////////////////////////////////////////////////////////
// Class name: AlphaMapShaderClass
////////////////////////////////////////////////////////////////////////////////
class AlphaMapShaderClass
{
private:
struct MatrixBufferType
{
XMMATRIX world;
XMMATRIX view;
XMMATRIX projection;
};
public:
AlphaMapShaderClass();
AlphaMapShaderClass(const AlphaMapShaderClass&);
~AlphaMapShaderClass();
bool Initialize(ID3D11Device*, HWND);
void Shutdown();
bool Render(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, ID3D11ShaderResourceView*, ID3D11ShaderResourceView*);
private:
bool InitializeShader(ID3D11Device*, HWND, WCHAR*, WCHAR*);
void ShutdownShader();
void OutputShaderErrorMessage(ID3D10Blob*, HWND, WCHAR*);
bool SetShaderParameters(ID3D11DeviceContext*, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, ID3D11ShaderResourceView*, ID3D11ShaderResourceView*);
void RenderShader(ID3D11DeviceContext*, int);
private:
ID3D11VertexShader* m_vertexShader;
ID3D11PixelShader* m_pixelShader;
ID3D11InputLayout* m_layout;
ID3D11Buffer* m_matrixBuffer;
ID3D11SamplerState* m_sampleState;
};
#endif

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@@ -0,0 +1,85 @@
#pragma once
#include "Logger.h"
#include <d3d11.h>
#include <d3dcompiler.h>
#include <directxmath.h>
#include <fstream>
using namespace DirectX;
using namespace std;
class celshade_class
{
private :
struct matrix_buffer_type
{
XMMATRIX world;
XMMATRIX view;
XMMATRIX projection;
};
struct camera_buffer_type
{
XMFLOAT3 cameraPosition;
float padding;
};
struct sun_light_buffer_type
{
XMFLOAT4 diffuse_color;
XMFLOAT4 ambient_color;
XMFLOAT3 sun_direction;
float intensity;
};
public :
celshade_class();
celshade_class(const celshade_class&);
~celshade_class();
bool initialize(ID3D11Device*, HWND);
void shutdown();
bool render(
ID3D11DeviceContext* device_context,
int index_count,
XMMATRIX world_matrix,
XMMATRIX view_matrix, XMMATRIX
projection_matrix,
ID3D11ShaderResourceView* texture,
XMFLOAT4 diffuse_color,
XMFLOAT4 ambient_color,
XMFLOAT3 sun_direction,
float intensity
);
private:
bool initialize_shader(ID3D11Device*, HWND, WCHAR*, WCHAR*);
void shutdown_shader();
void output_shader_error_message(ID3D10Blob*, HWND, WCHAR*);
bool set_shader_parameters(
ID3D11DeviceContext* device_context,
XMMATRIX world_matrix,
XMMATRIX view_matrix,
XMMATRIX projection_matrix,
ID3D11ShaderResourceView* texture,
XMFLOAT4 ambient_color,
XMFLOAT4 diffuse_color,
XMFLOAT3 light_direction,
float sun_intensity
);
void render_shader(ID3D11DeviceContext*, int);
private:
ID3D11VertexShader* vertex_shader_;
ID3D11PixelShader* pixel_shader_;
ID3D11InputLayout* layout_;
ID3D11SamplerState* sample_state_;
ID3D11Buffer* matrix_buffer_;
ID3D11Buffer* camera_buffer_;
ID3D11Buffer* sunlight_buffer_;
ID3D11Buffer* sunlight_color_buffer_;
ID3D11Buffer* sunlight_position_buffer_;
};

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@@ -18,12 +18,12 @@ using namespace std;
////////////////////////////////////////////////////////////////////////////////
// Class name: ColorShaderClass
// Class name: color_shader_class
////////////////////////////////////////////////////////////////////////////////
class ColorShaderClass
class color_shader_class
{
private:
struct MatrixBufferType
struct matrix_buffer_type
{
XMMATRIX world;
XMMATRIX view;
@@ -31,27 +31,27 @@ private:
};
public:
ColorShaderClass();
ColorShaderClass(const ColorShaderClass&);
~ColorShaderClass();
color_shader_class();
color_shader_class(const color_shader_class&);
~color_shader_class();
bool Initialize(ID3D11Device*, HWND);
void Shutdown();
bool Render(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX);
bool initialize(ID3D11Device*, HWND);
void shutdown();
bool render(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX);
private:
bool InitializeShader(ID3D11Device*, HWND, WCHAR*, WCHAR*);
void ShutdownShader();
void OutputShaderErrorMessage(ID3D10Blob*, HWND, WCHAR*);
bool initialize_shader(ID3D11Device*, HWND, WCHAR*, WCHAR*);
void shutdown_shader();
void output_shader_error_message(ID3D10Blob*, HWND, WCHAR*);
bool SetShaderParameters(ID3D11DeviceContext*, XMMATRIX, XMMATRIX, XMMATRIX);
void RenderShader(ID3D11DeviceContext*, int);
bool set_shader_parameters(ID3D11DeviceContext*, XMMATRIX, XMMATRIX, XMMATRIX);
void render_shader(ID3D11DeviceContext*, int);
private:
ID3D11VertexShader* m_vertexShader;
ID3D11PixelShader* m_pixelShader;
ID3D11InputLayout* m_layout;
ID3D11Buffer* m_matrixBuffer;
ID3D11VertexShader* vertex_shader_;
ID3D11PixelShader* pixel_shader_;
ID3D11InputLayout* layout_;
ID3D11Buffer* matrix_buffer_;
};
#endif

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@@ -0,0 +1,62 @@
#ifndef _FONTSHADERCLASS_H_
#define _FONTSHADERCLASS_H_
//////////////
// INCLUDES //
//////////////
#include "Logger.h"
#include <d3d11.h>
#include <d3dcompiler.h>
#include <directxmath.h>
#include <fstream>
using namespace DirectX;
using namespace std;
////////////////////////////////////////////////////////////////////////////////
// Class name: font_shader_class
////////////////////////////////////////////////////////////////////////////////
class font_shader_class
{
private:
struct matrix_buffer_type
{
XMMATRIX world;
XMMATRIX view;
XMMATRIX projection;
};
struct pixel_buffer_type
{
XMFLOAT4 pixelColor;
};
public:
font_shader_class();
font_shader_class(const font_shader_class&);
~font_shader_class();
bool initialize(ID3D11Device*, HWND);
void shutdown();
bool render(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, XMFLOAT4);
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*, XMFLOAT4);
void render_shader(ID3D11DeviceContext*, int);
private:
ID3D11VertexShader* vertex_shader_;
ID3D11PixelShader* pixel_shader_;
ID3D11InputLayout* layout_;
ID3D11Buffer* matrix_buffer_;
ID3D11SamplerState* sample_state_;
ID3D11Buffer* pixel_buffer_;
};
#endif

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@@ -1,62 +0,0 @@
#ifndef _FONTSHADERCLASS_H_
#define _FONTSHADERCLASS_H_
//////////////
// INCLUDES //
//////////////
#include "Logger.h"
#include <d3d11.h>
#include <d3dcompiler.h>
#include <directxmath.h>
#include <fstream>
using namespace DirectX;
using namespace std;
////////////////////////////////////////////////////////////////////////////////
// Class name: FontShaderClass
////////////////////////////////////////////////////////////////////////////////
class FontShaderClass
{
private:
struct MatrixBufferType
{
XMMATRIX world;
XMMATRIX view;
XMMATRIX projection;
};
struct PixelBufferType
{
XMFLOAT4 pixelColor;
};
public:
FontShaderClass();
FontShaderClass(const FontShaderClass&);
~FontShaderClass();
bool Initialize(ID3D11Device*, HWND);
void Shutdown();
bool Render(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, XMFLOAT4);
private:
bool InitializeShader(ID3D11Device*, HWND, WCHAR*, WCHAR*);
void ShutdownShader();
void OutputShaderErrorMessage(ID3D10Blob*, HWND, WCHAR*);
bool SetShaderParameters(ID3D11DeviceContext*, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, XMFLOAT4);
void RenderShader(ID3D11DeviceContext*, int);
private:
ID3D11VertexShader* m_vertexShader;
ID3D11PixelShader* m_pixelShader;
ID3D11InputLayout* m_layout;
ID3D11Buffer* m_matrixBuffer;
ID3D11SamplerState* m_sampleState;
ID3D11Buffer* m_pixelBuffer;
};
#endif

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@@ -0,0 +1,57 @@
////////////////////////////////////////////////////////////////////////////////
#ifndef _LIGHTMAPSHADERCLASS_H_
#define _LIGHTMAPSHADERCLASS_H_
//////////////
// INCLUDES //
//////////////
#include "Logger.h"
#include <d3d11.h>
#include <d3dcompiler.h>
#include <directxmath.h>
#include <fstream>
using namespace DirectX;
using namespace std;
////////////////////////////////////////////////////////////////////////////////
// Class name: light_map_shader_class
////////////////////////////////////////////////////////////////////////////////
class light_map_shader_class
{
private:
struct matrix_buffer_type
{
XMMATRIX world;
XMMATRIX view;
XMMATRIX projection;
};
public:
light_map_shader_class();
light_map_shader_class(const light_map_shader_class&);
~light_map_shader_class();
bool initialize(ID3D11Device*, HWND);
void shutdown();
bool render(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, 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*, 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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@@ -0,0 +1,92 @@
////////////////////////////////////////////////////////////////////////////////
// Filename: lightshaderclass.h
////////////////////////////////////////////////////////////////////////////////
#ifndef _LIGHTSHADERCLASS_H_
#define _LIGHTSHADERCLASS_H_
#pragma once
/////////////
// GLOBALS //
/////////////
constexpr int num_lights = 4;
//////////////
// INCLUDES //
//////////////
#include "Logger.h"
#include <d3d11.h>
#include <d3dcompiler.h>
#include <directxmath.h>
#include <fstream>
using namespace DirectX;
using namespace std;
////////////////////////////////////////////////////////////////////////////////
// Class name: light_shader_class
////////////////////////////////////////////////////////////////////////////////
class light_shader_class
{
private:
struct matrix_buffer_type
{
XMMATRIX world;
XMMATRIX view;
XMMATRIX projection;
};
struct camera_buffer_type
{
XMFLOAT3 cameraPosition;
float padding;
};
struct light_buffer_type
{
XMFLOAT4 ambientColor;
XMFLOAT4 diffuseColor;
XMFLOAT3 lightDirection;
float padding; // Added extra padding so structure is a multiple of 16 for CreateBuffer function requirements.
float specularPower;
XMFLOAT4 specularColor;
};
struct light_color_buffer_type
{
XMFLOAT4 diffuseColor[num_lights];
};
struct light_position_buffer_type
{
XMFLOAT4 lightPosition[num_lights];
};
public:
light_shader_class();
light_shader_class(const light_shader_class&);
~light_shader_class();
bool initialize(ID3D11Device*, HWND);
void shutdown();
bool render(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, XMFLOAT4[], XMFLOAT4[], XMFLOAT4[]);
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*, XMFLOAT4[], XMFLOAT4[], XMFLOAT4[]);
void render_shader(ID3D11DeviceContext*, int);
private:
ID3D11VertexShader* vertex_shader_;
ID3D11PixelShader* pixel_shader_;
ID3D11InputLayout* layout_;
ID3D11SamplerState* sample_state_;
ID3D11Buffer* matrix_buffer_;
ID3D11Buffer* camera_buffer_;
ID3D11Buffer* light_buffer_;
ID3D11Buffer* light_color_buffer_;
ID3D11Buffer* light_position_buffer_;
};
#endif

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@@ -1,57 +0,0 @@
////////////////////////////////////////////////////////////////////////////////
#ifndef _LIGHTMAPSHADERCLASS_H_
#define _LIGHTMAPSHADERCLASS_H_
//////////////
// INCLUDES //
//////////////
#include "Logger.h"
#include <d3d11.h>
#include <d3dcompiler.h>
#include <directxmath.h>
#include <fstream>
using namespace DirectX;
using namespace std;
////////////////////////////////////////////////////////////////////////////////
// Class name: LightMapShaderClass
////////////////////////////////////////////////////////////////////////////////
class LightMapShaderClass
{
private:
struct MatrixBufferType
{
XMMATRIX world;
XMMATRIX view;
XMMATRIX projection;
};
public:
LightMapShaderClass();
LightMapShaderClass(const LightMapShaderClass&);
~LightMapShaderClass();
bool Initialize(ID3D11Device*, HWND);
void Shutdown();
bool Render(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, ID3D11ShaderResourceView*);
private:
bool InitializeShader(ID3D11Device*, HWND, WCHAR*, WCHAR*);
void ShutdownShader();
void OutputShaderErrorMessage(ID3D10Blob*, HWND, WCHAR*);
bool SetShaderParameters(ID3D11DeviceContext*, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, ID3D11ShaderResourceView*);
void RenderShader(ID3D11DeviceContext*, int);
private:
ID3D11VertexShader* m_vertexShader;
ID3D11PixelShader* m_pixelShader;
ID3D11InputLayout* m_layout;
ID3D11Buffer* m_matrixBuffer;
ID3D11SamplerState* m_sampleState;
};
#endif

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@@ -1,92 +0,0 @@
////////////////////////////////////////////////////////////////////////////////
// Filename: lightshaderclass.h
////////////////////////////////////////////////////////////////////////////////
#ifndef _LIGHTSHADERCLASS_H_
#define _LIGHTSHADERCLASS_H_
#pragma once
/////////////
// GLOBALS //
/////////////
const int NUM_LIGHTS = 4;
//////////////
// INCLUDES //
//////////////
#include "Logger.h"
#include <d3d11.h>
#include <d3dcompiler.h>
#include <directxmath.h>
#include <fstream>
using namespace DirectX;
using namespace std;
////////////////////////////////////////////////////////////////////////////////
// Class name: LightShaderClass
////////////////////////////////////////////////////////////////////////////////
class LightShaderClass
{
private:
struct MatrixBufferType
{
XMMATRIX world;
XMMATRIX view;
XMMATRIX projection;
};
struct CameraBufferType
{
XMFLOAT3 cameraPosition;
float padding;
};
struct LightBufferType
{
XMFLOAT4 ambientColor;
XMFLOAT4 diffuseColor;
XMFLOAT3 lightDirection;
float padding; // Added extra padding so structure is a multiple of 16 for CreateBuffer function requirements.
float specularPower;
XMFLOAT4 specularColor;
};
struct LightColorBufferType
{
XMFLOAT4 diffuseColor[NUM_LIGHTS];
};
struct LightPositionBufferType
{
XMFLOAT4 lightPosition[NUM_LIGHTS];
};
public:
LightShaderClass();
LightShaderClass(const LightShaderClass&);
~LightShaderClass();
bool Initialize(ID3D11Device*, HWND);
void Shutdown();
bool Render(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, XMFLOAT4[], XMFLOAT4[], XMFLOAT4[]);
private:
bool InitializeShader(ID3D11Device*, HWND, WCHAR*, WCHAR*);
void ShutdownShader();
void OutputShaderErrorMessage(ID3D10Blob*, HWND, WCHAR*);
bool SetShaderParameters(ID3D11DeviceContext*, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, XMFLOAT4[], XMFLOAT4[], XMFLOAT4[]);
void RenderShader(ID3D11DeviceContext*, int);
private:
ID3D11VertexShader* m_vertexShader;
ID3D11PixelShader* m_pixelShader;
ID3D11InputLayout* m_layout;
ID3D11SamplerState* m_sampleState;
ID3D11Buffer* m_matrixBuffer;
ID3D11Buffer* m_cameraBuffer;
ID3D11Buffer* m_lightBuffer;
ID3D11Buffer* m_lightColorBuffer;
ID3D11Buffer* m_lightPositionBuffer;
};
#endif

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@@ -1 +0,0 @@
#pragma once

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@@ -0,0 +1,59 @@
////////////////////////////////////////////////////////////////////////////////
// Filename: multitextureshaderclass.h
////////////////////////////////////////////////////////////////////////////////
#ifndef _MULTITEXTURESHADERCLASS_H_
#define _MULTITEXTURESHADERCLASS_H_
//////////////
// INCLUDES //
//////////////
#include "Logger.h"
#include <d3d11.h>
#include <d3dcompiler.h>
#include <directxmath.h>
#include <fstream>
using namespace DirectX;
using namespace std;
////////////////////////////////////////////////////////////////////////////////
// Class name: multi_texture_shader_class
////////////////////////////////////////////////////////////////////////////////
class multi_texture_shader_class
{
private:
struct matrix_buffer_type
{
XMMATRIX world;
XMMATRIX view;
XMMATRIX projection;
};
public:
multi_texture_shader_class();
multi_texture_shader_class(const multi_texture_shader_class&);
~multi_texture_shader_class();
bool initialize(ID3D11Device*, HWND);
void shutdown();
bool render(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, 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*, 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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@@ -0,0 +1,64 @@
#ifndef _NORMALMAPSHADERCLASS_H_
#define _NORMALMAPSHADERCLASS_H_
//////////////
// INCLUDES //
//////////////
#include "Logger.h"
#include <d3d11.h>
#include <d3dcompiler.h>
#include <directxmath.h>
#include <fstream>
using namespace DirectX;
using namespace std;
////////////////////////////////////////////////////////////////////////////////
// Class name: normal_map_shader_class
////////////////////////////////////////////////////////////////////////////////
class normal_map_shader_class
{
private:
struct matrix_buffer_type
{
XMMATRIX world;
XMMATRIX view;
XMMATRIX projection;
};
struct light_buffer_type
{
XMFLOAT4 diffuse_color;
XMFLOAT3 light_direction;
float padding;
};
public:
normal_map_shader_class();
normal_map_shader_class(const normal_map_shader_class&);
~normal_map_shader_class();
bool initialize(ID3D11Device*, HWND);
void shutdown();
bool render(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, ID3D11ShaderResourceView*, XMFLOAT3, XMFLOAT4);
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*, ID3D11ShaderResourceView*, XMFLOAT3, XMFLOAT4);
void render_shader(ID3D11DeviceContext*, int);
private:
ID3D11VertexShader* vertex_shader_;
ID3D11PixelShader* pixel_shader_;
ID3D11InputLayout* layout_;
ID3D11Buffer* matrix_buffer_;
ID3D11SamplerState* sample_state_;
ID3D11Buffer* light_buffer_;
};
#endif

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@@ -1,64 +0,0 @@
#ifndef _NORMALMAPSHADERCLASS_H_
#define _NORMALMAPSHADERCLASS_H_
//////////////
// INCLUDES //
//////////////
#include "Logger.h"
#include <d3d11.h>
#include <d3dcompiler.h>
#include <directxmath.h>
#include <fstream>
using namespace DirectX;
using namespace std;
////////////////////////////////////////////////////////////////////////////////
// Class name: NormalMapShaderClass
////////////////////////////////////////////////////////////////////////////////
class NormalMapShaderClass
{
private:
struct MatrixBufferType
{
XMMATRIX world;
XMMATRIX view;
XMMATRIX projection;
};
struct LightBufferType
{
XMFLOAT4 diffuseColor;
XMFLOAT3 lightDirection;
float padding;
};
public:
NormalMapShaderClass();
NormalMapShaderClass(const NormalMapShaderClass&);
~NormalMapShaderClass();
bool Initialize(ID3D11Device*, HWND);
void Shutdown();
bool Render(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, ID3D11ShaderResourceView*, XMFLOAT3, XMFLOAT4);
private:
bool InitializeShader(ID3D11Device*, HWND, WCHAR*, WCHAR*);
void ShutdownShader();
void OutputShaderErrorMessage(ID3D10Blob*, HWND, WCHAR*);
bool SetShaderParameters(ID3D11DeviceContext*, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, ID3D11ShaderResourceView*, XMFLOAT3, XMFLOAT4);
void RenderShader(ID3D11DeviceContext*, int);
private:
ID3D11VertexShader* m_vertexShader;
ID3D11PixelShader* m_pixelShader;
ID3D11InputLayout* m_layout;
ID3D11Buffer* m_matrixBuffer;
ID3D11SamplerState* m_sampleState;
ID3D11Buffer* m_lightBuffer;
};
#endif

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@@ -0,0 +1,65 @@
////////////////////////////////////////////////////////////////////////////////
// Filename: reflectionshaderclass.h
////////////////////////////////////////////////////////////////////////////////
#ifndef _REFLECTIONSHADERCLASS_H_
#define _REFLECTIONSHADERCLASS_H_
//////////////
// INCLUDES //
//////////////
#include "Logger.h"
#include <d3d11.h>
#include <d3dcompiler.h>
#include <directxmath.h>
#include <fstream>
using namespace DirectX;
using namespace std;
////////////////////////////////////////////////////////////////////////////////
// Class name: reflection_shader_class
////////////////////////////////////////////////////////////////////////////////
class reflection_shader_class
{
private:
struct matrix_buffer_type
{
XMMATRIX world;
XMMATRIX view;
XMMATRIX projection;
};
struct reflection_buffer_type
{
XMMATRIX reflection_matrix;
};
public:
reflection_shader_class();
reflection_shader_class(const reflection_shader_class&);
~reflection_shader_class();
bool initialize(ID3D11Device*, HWND);
void shutdown();
bool render(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, ID3D11ShaderResourceView*, XMMATRIX);
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*, ID3D11ShaderResourceView*, XMMATRIX);
void render_shader(ID3D11DeviceContext*, int);
private:
ID3D11VertexShader* vertex_shader_;
ID3D11PixelShader* pixel_shader_;
ID3D11InputLayout* layout_;
ID3D11Buffer* matrix_buffer_;
ID3D11SamplerState* sample_state_;
ID3D11Buffer* reflection_buffer_;
};
#endif

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@@ -1,65 +0,0 @@
////////////////////////////////////////////////////////////////////////////////
// Filename: reflectionshaderclass.h
////////////////////////////////////////////////////////////////////////////////
#ifndef _REFLECTIONSHADERCLASS_H_
#define _REFLECTIONSHADERCLASS_H_
//////////////
// INCLUDES //
//////////////
#include "Logger.h"
#include <d3d11.h>
#include <d3dcompiler.h>
#include <directxmath.h>
#include <fstream>
using namespace DirectX;
using namespace std;
////////////////////////////////////////////////////////////////////////////////
// Class name: ReflectionShaderClass
////////////////////////////////////////////////////////////////////////////////
class ReflectionShaderClass
{
private:
struct MatrixBufferType
{
XMMATRIX world;
XMMATRIX view;
XMMATRIX projection;
};
struct ReflectionBufferType
{
XMMATRIX reflectionMatrix;
};
public:
ReflectionShaderClass();
ReflectionShaderClass(const ReflectionShaderClass&);
~ReflectionShaderClass();
bool Initialize(ID3D11Device*, HWND);
void Shutdown();
bool Render(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, ID3D11ShaderResourceView*, XMMATRIX);
private:
bool InitializeShader(ID3D11Device*, HWND, WCHAR*, WCHAR*);
void ShutdownShader();
void OutputShaderErrorMessage(ID3D10Blob*, HWND, WCHAR*);
bool SetShaderParameters(ID3D11DeviceContext*, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, ID3D11ShaderResourceView*, XMMATRIX);
void RenderShader(ID3D11DeviceContext*, int);
private:
ID3D11VertexShader* m_vertexShader;
ID3D11PixelShader* m_pixelShader;
ID3D11InputLayout* m_layout;
ID3D11Buffer* m_matrixBuffer;
ID3D11SamplerState* m_sampleState;
ID3D11Buffer* m_reflectionBuffer;
};
#endif

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@@ -0,0 +1,72 @@
#ifndef _REFRACTIONSHADERCLASS_H_
#define _REFRACTIONSHADERCLASS_H_
//////////////
// INCLUDES //
//////////////
#include <d3d11.h>
#include <d3dcompiler.h>
#include <directxmath.h>
#include <fstream>
using namespace DirectX;
using namespace std;
////////////////////////////////////////////////////////////////////////////////
// Class name: refraction_shader_class
////////////////////////////////////////////////////////////////////////////////
class refraction_shader_class
{
private:
struct matrix_buffer_type
{
XMMATRIX world;
XMMATRIX view;
XMMATRIX projection;
};
struct light_buffer_type
{
XMFLOAT4 ambient_color;
XMFLOAT4 diffuse_color;
XMFLOAT4 light_position;
XMFLOAT3 light_direction;
float padding;
};
struct clip_plane_buffer_type
{
XMFLOAT4 clip_plane;
};
public:
refraction_shader_class();
refraction_shader_class(const refraction_shader_class&);
~refraction_shader_class();
bool initialize(ID3D11Device*, HWND);
void shutdown();
bool render(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*,
XMFLOAT3, XMFLOAT4[], XMFLOAT4[], XMFLOAT4[], XMFLOAT4);
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*,
XMFLOAT3, XMFLOAT4[], XMFLOAT4[], XMFLOAT4[], XMFLOAT4);
void render_shader(ID3D11DeviceContext*, int);
private:
ID3D11VertexShader* vertex_shader_;
ID3D11PixelShader* pixel_shader_;
ID3D11InputLayout* layout_;
ID3D11SamplerState* sample_state_;
ID3D11Buffer* matrix_buffer_;
ID3D11Buffer* light_buffer_;
ID3D11Buffer* clip_plane_buffer_;
};
#endif

View File

@@ -1,72 +0,0 @@
#ifndef _REFRACTIONSHADERCLASS_H_
#define _REFRACTIONSHADERCLASS_H_
//////////////
// INCLUDES //
//////////////
#include <d3d11.h>
#include <d3dcompiler.h>
#include <directxmath.h>
#include <fstream>
using namespace DirectX;
using namespace std;
////////////////////////////////////////////////////////////////////////////////
// Class name: RefractionShaderClass
////////////////////////////////////////////////////////////////////////////////
class RefractionShaderClass
{
private:
struct MatrixBufferType
{
XMMATRIX world;
XMMATRIX view;
XMMATRIX projection;
};
struct LightBufferType
{
XMFLOAT4 ambientColor;
XMFLOAT4 diffuseColor;
XMFLOAT4 lightPosition;
XMFLOAT3 lightDirection;
float padding;
};
struct ClipPlaneBufferType
{
XMFLOAT4 clipPlane;
};
public:
RefractionShaderClass();
RefractionShaderClass(const RefractionShaderClass&);
~RefractionShaderClass();
bool Initialize(ID3D11Device*, HWND);
void Shutdown();
bool Render(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*,
XMFLOAT3, XMFLOAT4[], XMFLOAT4[], XMFLOAT4[], XMFLOAT4);
private:
bool InitializeShader(ID3D11Device*, HWND, WCHAR*, WCHAR*);
void ShutdownShader();
void OutputShaderErrorMessage(ID3D10Blob*, HWND, WCHAR*);
bool SetShaderParameters(ID3D11DeviceContext*, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*,
XMFLOAT3, XMFLOAT4[], XMFLOAT4[], XMFLOAT4[], XMFLOAT4);
void RenderShader(ID3D11DeviceContext*, int);
private:
ID3D11VertexShader* m_vertexShader;
ID3D11PixelShader* m_pixelShader;
ID3D11InputLayout* m_layout;
ID3D11SamplerState* m_sampleState;
ID3D11Buffer* m_matrixBuffer;
ID3D11Buffer* m_lightBuffer;
ID3D11Buffer* m_clipPlaneBuffer;
};
#endif

View File

@@ -0,0 +1,67 @@
#ifndef _SHADERMANAGERCLASS_H_
#define _SHADERMANAGERCLASS_H_
// Inclure les en-têtes nécessaires
#include <d3d11.h>
#include <DirectXMath.h>
#include <vector>
#include "texture_shader_class.h"
#include "normal_map_shader_class.h"
#include "multi_texture_shader_class.h"
#include "translate_shader_class.h"
#include "alpha_map_shader_class.h"
#include "spec_map_shader_class.h"
#include "transparent_shader_class.h"
#include "light_shader_class.h"
#include "light_map_shader_class.h"
#include "refraction_shader_class.h"
#include "water_shader_class.h"
#include "celshade_class.h"
#include "skybox_shader_class.h"
#include "sunlight_shader_class.h"
using namespace DirectX;
class shader_manager_class
{
public:
shader_manager_class();
shader_manager_class(const shader_manager_class&);
~shader_manager_class();
bool initialize(ID3D11Device*, HWND);
void shutdown();
bool render_texture_shader(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*);
bool render_normal_map_shader(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, ID3D11ShaderResourceView*, XMFLOAT3, XMFLOAT4);
bool render_multitexture_shader(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, ID3D11ShaderResourceView*);
bool render_translate_shader(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, float);
bool render_alpha_map_shader(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, ID3D11ShaderResourceView*, ID3D11ShaderResourceView*);
bool render_spec_map_shader(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, ID3D11ShaderResourceView*, ID3D11ShaderResourceView*, XMFLOAT3, XMFLOAT4, XMFLOAT3, XMFLOAT4, float);
bool render_transparent_shader(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, float);
bool renderlight_shader(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, XMFLOAT4[], XMFLOAT4[], XMFLOAT4[]);
bool renderlight_map_shader(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, ID3D11ShaderResourceView*);
bool render_refraction_shader(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, XMFLOAT3, XMFLOAT4[], XMFLOAT4[], XMFLOAT4[], XMFLOAT4);
bool render_water_shader(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, ID3D11ShaderResourceView*, ID3D11ShaderResourceView*, float, float);
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);
private:
texture_shader_class* texture_shader_;
normal_map_shader_class* normal_map_shader_;
multi_texture_shader_class* multitexture_shader_;
translate_shader_class* translate_shader_;
alpha_map_shader_class* alpha_map_shader_;
spec_map_shader_class* spec_map_shader_;
transparent_shader_class* transparent_shader_;
light_shader_class* light_shader_;
light_map_shader_class* light_map_shader_;
refraction_shader_class* refraction_shader_;
water_shader_class* water_shader_;
celshade_class* cel_shading_shader_;
sunlight_shader_class* sunlight_shader_;
skybox_shader_class* skybox_shader_;
};
#endif

View File

@@ -1,67 +0,0 @@
#ifndef _SHADERMANAGERCLASS_H_
#define _SHADERMANAGERCLASS_H_
// Inclure les en-têtes nécessaires
#include <d3d11.h>
#include <DirectXMath.h>
#include <vector>
#include "textureshaderclass.h"
#include "normalmapshaderclass.h"
#include "multitextureshaderclass.h"
#include "translateshaderclass.h"
#include "alphamapshaderclass.h"
#include "specmapshaderclass.h"
#include "transparentshaderclass.h"
#include "lightshaderclass.h"
#include "lightmapshaderclass.h"
#include "refractionshaderclass.h"
#include "watershaderclass.h"
#include "celshadingshader.h"
#include "SkyboxShaderClass.h"
#include "sunlightshaderclass.h"
using namespace DirectX;
class ShaderManagerClass
{
public:
ShaderManagerClass();
ShaderManagerClass(const ShaderManagerClass&);
~ShaderManagerClass();
bool Initialize(ID3D11Device*, HWND);
void Shutdown();
bool RenderTextureShader(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*);
bool RenderNormalMapShader(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, ID3D11ShaderResourceView*, XMFLOAT3, XMFLOAT4);
bool RenderMultitextureShader(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, ID3D11ShaderResourceView*);
bool RenderTranslateShader(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, float);
bool RenderAlphaMapShader(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, ID3D11ShaderResourceView*, ID3D11ShaderResourceView*);
bool RenderSpecMapShader(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, ID3D11ShaderResourceView*, ID3D11ShaderResourceView*, XMFLOAT3, XMFLOAT4, XMFLOAT3, XMFLOAT4, float);
bool RenderTransparentShader(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, float);
bool RenderlightShader(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, XMFLOAT4[], XMFLOAT4[], XMFLOAT4[]);
bool RenderlightMapShader(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, ID3D11ShaderResourceView*);
bool RenderRefractionShader(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, 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*, XMFLOAT4, XMFLOAT4, XMFLOAT3, float);
bool RenderSunlightShader(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, XMFLOAT4, XMFLOAT4, XMFLOAT3, float);
bool RenderSkyboxShader(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, XMFLOAT4, XMFLOAT4, XMFLOAT3, float);
private:
TextureShaderClass* m_TextureShader;
NormalMapShaderClass* m_NormalMapShader;
MultiTextureShaderClass* m_MultitextureShader;
TranslateShaderClass* m_TranslateShader;
AlphaMapShaderClass* m_AlphaMapShader;
SpecMapShaderClass* m_SpecMapShader;
TransparentShaderClass* m_TransparentShader;
LightShaderClass* m_LightShader;
LightMapShaderClass* m_LightMapShader;
RefractionShaderClass* m_RefractionShader;
WaterShaderClass* m_WaterShader;
CelshadeClass* m_CelShadingShader;
SunlightShaderClass* m_SunlightShader;
SkyboxShaderClass* m_SkyboxShader;
};
#endif

View File

@@ -8,7 +8,7 @@
using namespace DirectX;
using namespace std;
class SkyboxShaderClass
class skybox_shader_class
{
private :
@@ -39,9 +39,9 @@ class SkyboxShaderClass
};
public :
SkyboxShaderClass();
SkyboxShaderClass(const SkyboxShaderClass&);
~SkyboxShaderClass();
skybox_shader_class();
skybox_shader_class(const skybox_shader_class&);
~skybox_shader_class();
bool Initialize(ID3D11Device*, HWND);
void Shutdown();

View File

@@ -0,0 +1,72 @@
#ifndef _SPECMAPSHADERCLASS_H_
#define _SPECMAPSHADERCLASS_H_
//////////////
// INCLUDES //
//////////////
#include <d3d11.h>
#include <d3dcompiler.h>
#include <directxmath.h>
#include <fstream>
using namespace DirectX;
using namespace std;
////////////////////////////////////////////////////////////////////////////////
// Class name: spec_map_shader_class
////////////////////////////////////////////////////////////////////////////////
class spec_map_shader_class
{
private:
struct matrix_buffer_type
{
XMMATRIX world;
XMMATRIX view;
XMMATRIX projection;
};
struct light_buffer_type
{
XMFLOAT4 diffuse_color;
XMFLOAT4 specular_color;
float specular_power;
XMFLOAT3 light_direction;
};
struct camera_buffer_type
{
XMFLOAT3 camera_position;
float padding;
};
public:
spec_map_shader_class();
spec_map_shader_class(const spec_map_shader_class&);
~spec_map_shader_class();
bool initialize(ID3D11Device*, HWND);
void shutdown();
bool render(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, ID3D11ShaderResourceView*, ID3D11ShaderResourceView*,
XMFLOAT3, XMFLOAT4, XMFLOAT3, XMFLOAT4, float);
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*, ID3D11ShaderResourceView*, ID3D11ShaderResourceView*,
XMFLOAT3, XMFLOAT4, XMFLOAT3, XMFLOAT4, float);
void render_shader(ID3D11DeviceContext*, int);
private:
ID3D11VertexShader* vertex_shader_;
ID3D11PixelShader* pixel_shader_;
ID3D11InputLayout* layout_;
ID3D11Buffer* matrix_buffer_;
ID3D11SamplerState* sample_state_;
ID3D11Buffer* light_buffer_;
ID3D11Buffer* camera_buffer_;
};
#endif

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@@ -1,72 +0,0 @@
#ifndef _SPECMAPSHADERCLASS_H_
#define _SPECMAPSHADERCLASS_H_
//////////////
// INCLUDES //
//////////////
#include <d3d11.h>
#include <d3dcompiler.h>
#include <directxmath.h>
#include <fstream>
using namespace DirectX;
using namespace std;
////////////////////////////////////////////////////////////////////////////////
// Class name: SpecMapShaderClass
////////////////////////////////////////////////////////////////////////////////
class SpecMapShaderClass
{
private:
struct MatrixBufferType
{
XMMATRIX world;
XMMATRIX view;
XMMATRIX projection;
};
struct LightBufferType
{
XMFLOAT4 diffuseColor;
XMFLOAT4 specularColor;
float specularPower;
XMFLOAT3 lightDirection;
};
struct CameraBufferType
{
XMFLOAT3 cameraPosition;
float padding;
};
public:
SpecMapShaderClass();
SpecMapShaderClass(const SpecMapShaderClass&);
~SpecMapShaderClass();
bool Initialize(ID3D11Device*, HWND);
void Shutdown();
bool Render(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, ID3D11ShaderResourceView*, ID3D11ShaderResourceView*,
XMFLOAT3, XMFLOAT4, XMFLOAT3, XMFLOAT4, float);
private:
bool InitializeShader(ID3D11Device*, HWND, WCHAR*, WCHAR*);
void ShutdownShader();
void OutputShaderErrorMessage(ID3D10Blob*, HWND, WCHAR*);
bool SetShaderParameters(ID3D11DeviceContext*, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, ID3D11ShaderResourceView*, ID3D11ShaderResourceView*,
XMFLOAT3, XMFLOAT4, XMFLOAT3, XMFLOAT4, float);
void RenderShader(ID3D11DeviceContext*, int);
private:
ID3D11VertexShader* m_vertexShader;
ID3D11PixelShader* m_pixelShader;
ID3D11InputLayout* m_layout;
ID3D11Buffer* m_matrixBuffer;
ID3D11SamplerState* m_sampleState;
ID3D11Buffer* m_lightBuffer;
ID3D11Buffer* m_cameraBuffer;
};
#endif

View File

@@ -0,0 +1,68 @@
#pragma once
#include "Logger.h"
#include <d3d11.h>
#include <d3dcompiler.h>
#include <directxmath.h>
#include <fstream>
using namespace DirectX;
using namespace std;
class sunlight_shader_class
{
private :
struct matrix_buffer_type
{
XMMATRIX world;
XMMATRIX view;
XMMATRIX projection;
};
struct camera_buffer_type
{
XMFLOAT3 camera_position;
float padding;
};
struct sun_light_buffer_type
{
XMFLOAT4 diffuse_color;
XMFLOAT4 ambient_color;
XMFLOAT3 sun_direction;
float intensity;
};
struct sun_light_color_buffer_type
{
XMFLOAT4 sun_color;
};
public :
sunlight_shader_class();
sunlight_shader_class(const sunlight_shader_class&);
~sunlight_shader_class();
bool initialize(ID3D11Device*, HWND);
void shutdown();
bool render(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, XMFLOAT4, XMFLOAT4, XMFLOAT3,float);
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*, XMFLOAT4, XMFLOAT4, XMFLOAT3, float);
void render_shader(ID3D11DeviceContext*, int);
private:
ID3D11VertexShader* vertex_shader_;
ID3D11PixelShader* pixel_shader_;
ID3D11InputLayout* layout_;
ID3D11SamplerState* sample_state_;
ID3D11Buffer* matrix_buffer_;
ID3D11Buffer* camera_buffer_;
ID3D11Buffer* sunlight_buffer_;
ID3D11Buffer* sunlight_color_buffer_;
ID3D11Buffer* sunlight_position_buffer_;
};

View File

@@ -1,68 +0,0 @@
#pragma once
#include "Logger.h"
#include <d3d11.h>
#include <d3dcompiler.h>
#include <directxmath.h>
#include <fstream>
using namespace DirectX;
using namespace std;
class SunlightShaderClass
{
private :
struct MatrixBufferType
{
XMMATRIX world;
XMMATRIX view;
XMMATRIX projection;
};
struct CameraBufferType
{
XMFLOAT3 cameraPosition;
float padding;
};
struct SunLightBufferType
{
XMFLOAT4 diffuseColor;
XMFLOAT4 ambientColor;
XMFLOAT3 sunDirection;
float intensity;
};
struct SunLightColorBufferType
{
XMFLOAT4 sunColor;
};
public :
SunlightShaderClass();
SunlightShaderClass(const SunlightShaderClass&);
~SunlightShaderClass();
bool Initialize(ID3D11Device*, HWND);
void Shutdown();
bool Render(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, XMFLOAT4, XMFLOAT4, XMFLOAT3,float);
private:
bool InitializeShader(ID3D11Device*, HWND, WCHAR*, WCHAR*);
void ShutdownShader();
void OutputShaderErrorMessage(ID3D10Blob*, HWND, WCHAR*);
bool SetShaderParameters(ID3D11DeviceContext*, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, XMFLOAT4, XMFLOAT4, XMFLOAT3, float);
void RenderShader(ID3D11DeviceContext*, int);
private:
ID3D11VertexShader* m_vertexShader;
ID3D11PixelShader* m_pixelShader;
ID3D11InputLayout* m_layout;
ID3D11SamplerState* m_sampleState;
ID3D11Buffer* m_matrixBuffer;
ID3D11Buffer* m_cameraBuffer;
ID3D11Buffer* m_sunlightBuffer;
ID3D11Buffer* m_sunlightColorBuffer;
ID3D11Buffer* m_sunlightPositionBuffer;
};

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@@ -0,0 +1,56 @@
#ifndef _TEXTURESHADERCLASS_H_
#define _TEXTURESHADERCLASS_H_
//////////////
// INCLUDES //
//////////////
#include "Logger.h"
#include <d3d11.h>
#include <d3dcompiler.h>
#include <directxmath.h>
#include <fstream>
using namespace DirectX;
using namespace std;
////////////////////////////////////////////////////////////////////////////////
// Class name: texture_shader_class
////////////////////////////////////////////////////////////////////////////////
class texture_shader_class
{
private:
struct matrix_buffer_type
{
XMMATRIX world;
XMMATRIX view;
XMMATRIX projection;
};
public:
texture_shader_class();
texture_shader_class(const texture_shader_class&);
~texture_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

View File

@@ -1,56 +0,0 @@
#ifndef _TEXTURESHADERCLASS_H_
#define _TEXTURESHADERCLASS_H_
//////////////
// INCLUDES //
//////////////
#include "Logger.h"
#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

View File

@@ -0,0 +1,63 @@
#ifndef _TRANSLATESHADERCLASS_H_
#define _TRANSLATESHADERCLASS_H_
//////////////
// INCLUDES //
//////////////
#include "Logger.h"
#include <d3d11.h>
#include <d3dcompiler.h>
#include <directxmath.h>
#include <fstream>
using namespace DirectX;
using namespace std;
////////////////////////////////////////////////////////////////////////////////
// Class name: translate_shader_class
////////////////////////////////////////////////////////////////////////////////
class translate_shader_class
{
private:
struct matrix_buffer_type
{
XMMATRIX world;
XMMATRIX view;
XMMATRIX projection;
};
struct translate_buffer_type
{
float translation;
XMFLOAT3 padding;
};
public:
translate_shader_class();
translate_shader_class(const translate_shader_class&);
~translate_shader_class();
bool initialize(ID3D11Device*, HWND);
void shutdown();
bool render(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, float);
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*, float);
void render_shader(ID3D11DeviceContext*, int);
private:
ID3D11VertexShader* vertex_shader_;
ID3D11PixelShader* pixel_shader_;
ID3D11InputLayout* layout_;
ID3D11Buffer* matrix_buffer_;
ID3D11SamplerState* sample_state_;
ID3D11Buffer* translate_buffer_;
};
#endif

View File

@@ -1,63 +0,0 @@
#ifndef _TRANSLATESHADERCLASS_H_
#define _TRANSLATESHADERCLASS_H_
//////////////
// INCLUDES //
//////////////
#include "Logger.h"
#include <d3d11.h>
#include <d3dcompiler.h>
#include <directxmath.h>
#include <fstream>
using namespace DirectX;
using namespace std;
////////////////////////////////////////////////////////////////////////////////
// Class name: TranslateShaderClass
////////////////////////////////////////////////////////////////////////////////
class TranslateShaderClass
{
private:
struct MatrixBufferType
{
XMMATRIX world;
XMMATRIX view;
XMMATRIX projection;
};
struct TranslateBufferType
{
float translation;
XMFLOAT3 padding;
};
public:
TranslateShaderClass();
TranslateShaderClass(const TranslateShaderClass&);
~TranslateShaderClass();
bool Initialize(ID3D11Device*, HWND);
void Shutdown();
bool Render(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, float);
private:
bool InitializeShader(ID3D11Device*, HWND, WCHAR*, WCHAR*);
void ShutdownShader();
void OutputShaderErrorMessage(ID3D10Blob*, HWND, WCHAR*);
bool SetShaderParameters(ID3D11DeviceContext*, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, float);
void RenderShader(ID3D11DeviceContext*, int);
private:
ID3D11VertexShader* m_vertexShader;
ID3D11PixelShader* m_pixelShader;
ID3D11InputLayout* m_layout;
ID3D11Buffer* m_matrixBuffer;
ID3D11SamplerState* m_sampleState;
ID3D11Buffer* m_translateBuffer;
};
#endif

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@@ -0,0 +1,63 @@
#ifndef _TRANSPARENTSHADERCLASS_H_
#define _TRANSPARENTSHADERCLASS_H_
//////////////
// INCLUDES //
//////////////
#include "Logger.h"
#include <d3d11.h>
#include <d3dcompiler.h>
#include <directxmath.h>
#include <fstream>
using namespace DirectX;
using namespace std;
////////////////////////////////////////////////////////////////////////////////
// Class name: transparent_shader_class
////////////////////////////////////////////////////////////////////////////////
class transparent_shader_class
{
private:
struct matrix_buffer_type
{
XMMATRIX world;
XMMATRIX view;
XMMATRIX projection;
};
struct transparent_buffer_type
{
float blend_amount;
XMFLOAT3 padding;
};
public:
transparent_shader_class();
transparent_shader_class(const transparent_shader_class&);
~transparent_shader_class();
bool initialize(ID3D11Device*, HWND);
void shutdown();
bool render(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, float);
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*, float);
void render_shader(ID3D11DeviceContext*, int);
private:
ID3D11VertexShader* vertex_shader_;
ID3D11PixelShader* pixel_shader_;
ID3D11InputLayout* layout_;
ID3D11Buffer* matrix_buffer_;
ID3D11SamplerState* sample_state_;
ID3D11Buffer* transparent_buffer_;
};
#endif

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@@ -1,63 +0,0 @@
#ifndef _TRANSPARENTSHADERCLASS_H_
#define _TRANSPARENTSHADERCLASS_H_
//////////////
// INCLUDES //
//////////////
#include "Logger.h"
#include <d3d11.h>
#include <d3dcompiler.h>
#include <directxmath.h>
#include <fstream>
using namespace DirectX;
using namespace std;
////////////////////////////////////////////////////////////////////////////////
// Class name: TransparentShaderClass
////////////////////////////////////////////////////////////////////////////////
class TransparentShaderClass
{
private:
struct MatrixBufferType
{
XMMATRIX world;
XMMATRIX view;
XMMATRIX projection;
};
struct TransparentBufferType
{
float blendAmount;
XMFLOAT3 padding;
};
public:
TransparentShaderClass();
TransparentShaderClass(const TransparentShaderClass&);
~TransparentShaderClass();
bool Initialize(ID3D11Device*, HWND);
void Shutdown();
bool Render(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, float);
private:
bool InitializeShader(ID3D11Device*, HWND, WCHAR*, WCHAR*);
void ShutdownShader();
void OutputShaderErrorMessage(ID3D10Blob*, HWND, WCHAR*);
bool SetShaderParameters(ID3D11DeviceContext*, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, float);
void RenderShader(ID3D11DeviceContext*, int);
private:
ID3D11VertexShader* m_vertexShader;
ID3D11PixelShader* m_pixelShader;
ID3D11InputLayout* m_layout;
ID3D11Buffer* m_matrixBuffer;
ID3D11SamplerState* m_sampleState;
ID3D11Buffer* m_transparentBuffer;
};
#endif

View File

@@ -0,0 +1,70 @@
#ifndef _WATERSHADERCLASS_H_
#define _WATERSHADERCLASS_H_
//////////////
// INCLUDES //
//////////////
#include <d3d11.h>
#include <d3dcompiler.h>
#include <directxmath.h>
#include <fstream>
using namespace DirectX;
using namespace std;
////////////////////////////////////////////////////////////////////////////////
// Class name: water_shader_class
////////////////////////////////////////////////////////////////////////////////
class water_shader_class
{
private:
struct matrix_buffer_type
{
XMMATRIX world;
XMMATRIX view;
XMMATRIX projection;
};
struct reflection_buffer_type
{
XMMATRIX reflection;
};
struct water_buffer_type
{
float water_translation;
float reflect_refract_scale;
XMFLOAT2 padding;
};
public:
water_shader_class();
water_shader_class(const water_shader_class&);
~water_shader_class();
bool initialize(ID3D11Device*, HWND);
void shutdown();
bool render(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*,
ID3D11ShaderResourceView*, ID3D11ShaderResourceView*, float, float);
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, XMMATRIX, ID3D11ShaderResourceView*,
ID3D11ShaderResourceView*, ID3D11ShaderResourceView*, float, float);
void render_shader(ID3D11DeviceContext*, int);
private:
ID3D11VertexShader* vertex_shader_;
ID3D11PixelShader* pixel_shader_;
ID3D11InputLayout* layout_;
ID3D11Buffer* matrix_buffer_;
ID3D11SamplerState* sample_state_;
ID3D11Buffer* reflection_buffer_;
ID3D11Buffer* water_buffer_;
};
#endif

View File

@@ -1,70 +0,0 @@
#ifndef _WATERSHADERCLASS_H_
#define _WATERSHADERCLASS_H_
//////////////
// INCLUDES //
//////////////
#include <d3d11.h>
#include <d3dcompiler.h>
#include <directxmath.h>
#include <fstream>
using namespace DirectX;
using namespace std;
////////////////////////////////////////////////////////////////////////////////
// Class name: WaterShaderClass
////////////////////////////////////////////////////////////////////////////////
class WaterShaderClass
{
private:
struct MatrixBufferType
{
XMMATRIX world;
XMMATRIX view;
XMMATRIX projection;
};
struct ReflectionBufferType
{
XMMATRIX reflection;
};
struct WaterBufferType
{
float waterTranslation;
float reflectRefractScale;
XMFLOAT2 padding;
};
public:
WaterShaderClass();
WaterShaderClass(const WaterShaderClass&);
~WaterShaderClass();
bool Initialize(ID3D11Device*, HWND);
void Shutdown();
bool Render(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*,
ID3D11ShaderResourceView*, ID3D11ShaderResourceView*, float, float);
private:
bool InitializeShader(ID3D11Device*, HWND, WCHAR*, WCHAR*);
void ShutdownShader();
void OutputShaderErrorMessage(ID3D10Blob*, HWND, WCHAR*);
bool SetShaderParameters(ID3D11DeviceContext*, XMMATRIX, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*,
ID3D11ShaderResourceView*, ID3D11ShaderResourceView*, float, float);
void RenderShader(ID3D11DeviceContext*, int);
private:
ID3D11VertexShader* m_vertexShader;
ID3D11PixelShader* m_pixelShader;
ID3D11InputLayout* m_layout;
ID3D11Buffer* m_matrixBuffer;
ID3D11SamplerState* m_sampleState;
ID3D11Buffer* m_reflectionBuffer;
ID3D11Buffer* m_waterBuffer;
};
#endif

View File

@@ -1,46 +0,0 @@
////////////////////////////////////////////////////////////////////////////////
// Filename: cameraclass.h
////////////////////////////////////////////////////////////////////////////////
#ifndef _CAMERACLASS_H_
#define _CAMERACLASS_H_
//////////////
// INCLUDES //
//////////////
#include <directxmath.h>
using namespace DirectX;
////////////////////////////////////////////////////////////////////////////////
// Class name: CameraClass
////////////////////////////////////////////////////////////////////////////////
class CameraClass
{
public:
CameraClass();
CameraClass(const CameraClass&);
~CameraClass();
void SetPosition(float, float, float);
void SetRotation(float, float, float);
XMFLOAT3 GetPosition();
XMFLOAT3 GetRotation();
void Render();
XMMATRIX GetViewMatrix(XMMATRIX& viewMatrix) const;
void RenderReflection(float);
void GetReflectionViewMatrix(XMMATRIX&) const;
private:
float m_positionX, m_positionY, m_positionZ;
float m_rotationX, m_rotationY, m_rotationZ;
XMMATRIX m_viewMatrix;
XMMATRIX m_reflectionViewMatrix;
};
#endif

View File

@@ -67,12 +67,12 @@ public:
case LogLevel::Info: return LogLevelInfo{ "Info", 0, ImVec4(0.0f, 1.0f, 0.0f, 1.0f) };
case LogLevel::Warning: return LogLevelInfo{ "Warning", 1, ImVec4(1.0f, 1.0f, 0.0f, 1.0f) };
case LogLevel::Error: return LogLevelInfo{ "Error", 2, ImVec4(1.0f, 0.0f, 0.0f, 1.0f) };
case LogLevel::Shutdown: return LogLevelInfo{ "Shutdown", 3, ImVec4(0.5f, 0.0f, 0.0f, 1.0f) };
case LogLevel::Initialize: return LogLevelInfo{ "Initialize", 4, ImVec4(0.0f, 1.0f, 1.0f, 1.0f) };
case LogLevel::Shutdown: return LogLevelInfo{ "shutdown", 3, ImVec4(0.5f, 0.0f, 0.0f, 1.0f) };
case LogLevel::Initialize: return LogLevelInfo{ "initialize", 4, ImVec4(0.0f, 1.0f, 1.0f, 1.0f) };
case LogLevel::Update: return LogLevelInfo{ "Update", 5, ImVec4(1.0f, 0.0f, 1.0f, 1.0f) };
case LogLevel::Render: return LogLevelInfo{ "Render", 6, ImVec4(1.0f, 1.0f, 1.0f, 1.0f) };
case LogLevel::Render: return LogLevelInfo{ "render", 6, ImVec4(1.0f, 1.0f, 1.0f, 1.0f) };
case LogLevel::Input: return LogLevelInfo{ "Input", 7, ImVec4(0.5f, 0.5f, 0.5f, 1.0f) };
case LogLevel::Physics: return LogLevelInfo{ "Physics", 8, ImVec4(0.5f, 0.5f, 0.5f, 1.0f) };
case LogLevel::Physics: return LogLevelInfo{ "physics", 8, ImVec4(0.5f, 0.5f, 0.5f, 1.0f) };
case LogLevel::Audio: return LogLevelInfo{ "Audio", 9, ImVec4(0.5f, 0.5f, 0.5f, 1.0f) };
case LogLevel::Network: return LogLevelInfo{ "Network", 10, ImVec4(0.5f, 0.5f, 0.5f, 1.0f) };
case LogLevel::Scripting: return LogLevelInfo{ "Scripting", 11, ImVec4(0.5f, 0.5f, 0.5f, 1.0f) };

View File

@@ -1,7 +1,7 @@
#pragma once
#include <vector>
#include "d3dclass.h"
#include "d_3d_class.h"
#include "object.h"
class Skybox
@@ -11,9 +11,9 @@ public:
Skybox();
~Skybox();
void Initialize(D3DClass* d3dClassRef); // Get all the required references
void Initialize(d_3d_class* d3dClassRef); // Get all the required references
Object* ConstructSkybox();
object* ConstructSkybox();
// Variables
@@ -23,8 +23,8 @@ public:
private:
D3DClass* m_d3dClassRef; // Reference to the D3DClass instance
Object* m_Skybox;
d_3d_class* m_d3dClassRef; // Reference to the d_3d_class instance
object* m_Skybox;
};

View File

@@ -0,0 +1,325 @@
#ifndef _APPLICATIONCLASS_H_
#define _APPLICATIONCLASS_H_
///////////////////////
// MY CLASS INCLUDES //
///////////////////////
#include "d_3d_class.h"
#include "camera_class.h"
#include "object.h"
#include "light_class.h"
#include <vector>
#include <filesystem>
#include "bitmap_class.h"
#include "sprite_class.h"
#include "timer_class.h"
#include "font_shader_class.h"
#include "font_class.h"
#include "text_class.h"
#include "fps_class.h"
#include "input_class.h"
#include "shader_manager_class.h"
#include "modellistclass.h"
#include "position_class.h"
#include "frustumclass.h"
#include "render_texture_class.h"
#include "display_plane_class.h"
#include "translate_shader_class.h"
#include "reflection_shader_class.h"
#include "physics.h"
#include "frustum.h"
#include "skybox.h"
#include <fstream>
#include <WICTextureLoader.h>
#include <comdef.h> // Pour _com_error
#include <chrono>
#include <thread>
#include <map>
#include <algorithm>
#include <DirectXMath.h>
#include <mutex>
/////////////
// GLOBALS //
/////////////
constexpr bool full_screen = false;
constexpr float screen_depth = 1000.0f;
constexpr float screen_near = 0.3f;
struct input
{
bool key_left = false;
bool key_right = false;
bool key_up = false;
bool key_down = false;
};
////////////////////////////////////////////////////////////////////////////////
// Class name: application_class
////////////////////////////////////////////////////////////////////////////////
class application_class
{
public:
application_class();
~application_class();
d_3d_class* get_direct_3d();
render_texture_class* get_scene_texture() const { return scene_texture_; };
render_texture_class* get_render_texture() const { return render_texture_; };
render_texture_class* get_refraction_texture() const { return refraction_texture_; };
render_texture_class* get_reflection_texture() const { return reflection_texture_; };
int get_total_vertex_count() const;
int get_total_triangle_count() const;
int get_visible_triangle_count() const;
void create_big_cube(int side_count);
void process_terrain_generation();
bool initialize(int, int, HWND, bool is_vulkan);
void shutdown();
bool frame(input_class*);
void physics_thread_function();
int get_physics_tick_rate() const { return physics_tick_rate_; };
void set_physics_tick_rate(int physics_tick_rate) { physics_tick_rate_ = physics_tick_rate; };
int get_screen_width() const;
void set_screen_width(int screen_width);
int get_screen_height() const;
void set_screen_height(int screen_height);
float get_speed() const { return speed_; };
void set_speed(const float speed) { this->speed_ = speed; };
void add_cube();
void delete_kobject(int index);
size_t get_cube_count() const { return cubes_.size(); };
size_t get_terrain_cube_count() const { return terrain_chunk_.size(); };
std::vector<object*> get_cubes() const { return cubes_; };
std::vector<object*> get_terrain_cubes() const { return terrain_chunk_; };
std::vector<object*> get_kobjects() const { return object_; };
void add_kobject(std::wstring& filepath);
void set_path(WCHAR* path) { path_ = path; };
void set_w_folder(const std::filesystem::path& w_folder) { w_folder_ = w_folder; };
void generate_terrain();
void delete_terrain();
XMVECTOR get_light_position(int index);
XMVECTOR get_light_color(int index);
void set_light_position(int index, XMVECTOR position);
void set_light_color(int index, XMVECTOR color);
std::vector<light_class*> get_lights() const { return lights_; };
light_class* get_sun_light() const { return sun_light_; };
bool get_should_quit() const { return should_quit_; };
void set_should_quit(const bool should_quit) { should_quit_ = should_quit; };
void set_cel_shading(const bool enable) { enable_cel_shading_ = enable; };
void set_vsync(bool vsync);
bool get_vsync() const { return vsync_enabled_; };
HWND get_hwnd() const;
void set_hwnd(HWND hwnd);
bool is_windowed() const;
void set_windowed(bool windowed);
void set_window_size(const ImVec2 size) { window_size_ = size; };
ImVec2 get_window_size() const { return window_size_; };
float get_aspect_ratio() const { return static_cast<float>(screen_width_) / static_cast<float>(screen_height_); };
physics* get_physics() const { return physics_; };
// ------------------------------------- //
// --------------- Stats --------------- //
// ------------------------------------- //
int get_current_fps() const;
int get_min_fps() const;
int get_max_fps() const;
float get_frame_time() const;
int get_draw_calls() const;
void reset_fps_stats();
void increment_draw_call_count();
void reset_draw_call_count();
// ----------------------------------- //
// ------------- Culling ------------- //
// ----------------------------------- //
frustum get_frustum() const { return frustum_culling_; };
void set_frustum(const frustum& frustum) { frustum_culling_ = frustum; };
void construct_frustum();
int get_render_count() const { return render_count_; };
void set_render_count(const int render_count) { render_count_ = render_count; };
float get_frustum_tolerance() const { return frustum_culling_tolerance_; };
void set_frustum_tolerance(const float frustum_tolerance) { frustum_culling_tolerance_ = frustum_tolerance; };
bool get_can_fixed_update() const { return can_fixed_update_; };
void set_can_fixed_update(bool can_fixed_update) { can_fixed_update_ = can_fixed_update; };
ID3D11ShaderResourceView* get_back_buffer_srv() const {return back_buffer_srv_;};
// Save and load scene
void save_scene();
bool load_scene();
void set_scene_path(const std::string& path) { scene_path_ = path; };
std::wstring get_scene_path();
std::string convert_w_string_to_string(const std::wstring& w_str);
private:
bool render(float, float, float, float, float);
bool render_physics(bool key_left, bool key_right, bool key_up, bool key_down, float delta_time);
bool update_mouse_strings(int, int, bool);
bool update_fps();
bool update_render_count_string(int);
bool render_scene_to_texture(float);
bool render_refraction_to_texture();
bool render_reflection_to_texture();
bool render_pass(const std::vector<std::reference_wrapper<std::vector<object*>>>& RenderQueues, XMFLOAT4* diffuse, XMFLOAT4* position, XMFLOAT4* ambient, XMMATRIX view, XMMATRIX projection);
void update_skybox_position();
public :
std::vector<ID3D11ShaderResourceView*> textures;
private :
// Thread de culling
std::thread culling_thread_;
std::atomic<bool> culling_active_;
std::mutex objects_mutex_;
void culling_thread_function();
std::mutex terrain_mutex_;
std::vector<std::tuple<float, float, float, std::string, int>> terrain_generation_data_;
bool terrain_generation_ready_;
int next_terrain_object_id_;
// ------------------------------------- //
// ------------- DIRECT3D -------------- //
// ------------------------------------- //
d_3d_class* direct_3d_;
IDXGISwapChain* swap_chain_;
model_class* model_,* ground_model_, * wall_model_, * bath_model_, * water_model_;
ModelListClass* model_list_;
bool vsync_enabled_ = true;
HWND hwnd_;
bool windowed_;
std::string scene_path_;
// ------------------------------------- //
// ------------- RENDERING ------------- //
// ------------------------------------- //
XMMATRIX base_view_matrix_;
render_texture_class* render_texture_, * refraction_texture_, * reflection_texture_;
render_texture_class* scene_texture_;
display_plane_class* display_plane_;
int screen_width_, screen_height_;
camera_class* camera_;
position_class* position_;
int drawcalls_;
// ------------------------------------ //
// ------------- OBJECTS -------------- //
// ------------------------------------ //
object* selected_object_;
std::vector<object*> cubes_;
std::vector<object*> terrain_chunk_;
float speed_ = 0.1f; // speed for the demo spinning object
std::vector<object*> object_;
std::vector<object*> imported_object_;
int object_id_ = 0;
std::vector<std::reference_wrapper<std::vector<object*>>> render_queues_;
std::vector<object*> skybox_;
// ----------------------------------- //
// ------------- LIGHTS -------------- //
// ----------------------------------- //
light_class* m_light_;
std::vector<light_class*> lights_;
int num_lights_;
light_class* sun_light_;
XMFLOAT3 true_light_position_;
model_class* light_model_;
// ----------------------------------- //
// ------------- SHADERS ------------- //
// ----------------------------------- //
shader_manager_class* shader_manager_;
font_shader_class* font_shader_;
bitmap_class* bitmap_;
sprite_class* sprite_;
bool enable_cel_shading_;
// ----------------------------------- //
// ------------ VARIABLES ------------ //
// ----------------------------------- //
float water_height_, water_translation_;
wchar_t* path_;
std::filesystem::path w_folder_;
// ------------------------------------------------- //
// ------------- FPS AND INFO ON SCREEN ------------ //
// ------------------------------------------------- //
timer_class* timer_;
text_class* mouse_strings_;
text_class* render_count_string_;
font_class* font_;
fps_class* fps_;
text_class* fps_string_;
int previous_fps_;
// ------------------------------------------------- //
// ------------------- OTHER ----------------------- //
// ------------------------------------------------- //
bool should_quit_;
physics* physics_;
float gravity_;
XMVECTOR previous_position_;
ImVec2 window_size_;
int physics_tick_rate_ = 50;
bool can_fixed_update_ = false;
std::thread physics_thread_;
ID3D11Texture2D* back_buffer_texture_;
ID3D11ShaderResourceView* back_buffer_srv_;
// ------------------------------------------------- //
// ------------------- Culling --------------------- //
// ------------------------------------------------- //
frustum frustum_culling_;
int render_count_;
float frustum_culling_tolerance_ = 5.f;
// ------------------------------------------------- //
// -------------------- Input ---------------------- //
// ------------------------------------------------- //
input inputs_;
};
#endif

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@@ -1,327 +0,0 @@
#ifndef _APPLICATIONCLASS_H_
#define _APPLICATIONCLASS_H_
///////////////////////
// MY CLASS INCLUDES //
///////////////////////
#include "d3dclass.h"
#include "cameraclass.h"
#include "object.h"
#include "lightclass.h"
#include <vector>
#include <filesystem>
#include "bitmapclass.h"
#include "spriteclass.h"
#include "timerclass.h"
#include "fontshaderclass.h"
#include "fontclass.h"
#include "textclass.h"
#include "fpsclass.h"
#include "inputclass.h"
#include "shadermanagerclass.h"
#include "modellistclass.h"
#include "positionclass.h"
#include "frustumclass.h"
#include "rendertextureclass.h"
#include "displayplaneclass.h"
#include "translateshaderclass.h"
#include "reflectionshaderclass.h"
#include "physics.h"
#include "frustum.h"
#include "skybox.h"
#include <fstream>
#include <WICTextureLoader.h>
#include <comdef.h> // Pour _com_error
#include <chrono>
#include <thread>
#include <map>
#include <algorithm>
#include <DirectXMath.h>
#include <mutex>
/////////////
// GLOBALS //
/////////////
const bool FULL_SCREEN = false;
const float SCREEN_DEPTH = 1000.0f;
const float SCREEN_NEAR = 0.3f;
struct Input
{
bool m_KeyLeft = false;
bool m_KeyRight = false;
bool m_KeyUp = false;
bool m_KeyDown = false;
};
////////////////////////////////////////////////////////////////////////////////
// Class name: ApplicationClass
////////////////////////////////////////////////////////////////////////////////
class ApplicationClass
{
public:
ApplicationClass();
~ApplicationClass();
D3DClass* GetDirect3D();
RenderTextureClass* GetSceneTexture() const { return m_SceneTexture; };
RenderTextureClass* GetRenderTexture() const { return m_RenderTexture; };
RenderTextureClass* GetRefractionTexture() const { return m_RefractionTexture; };
RenderTextureClass* GetReflectionTexture() const { return m_ReflectionTexture; };
int GetTotalVertexCount() const;
int GetTotalTriangleCount() const;
int GetVisibleTriangleCount() const;
void CreateBigCube(int sideCount);
void ProcessTerrainGeneration();
bool Initialize(int, int, HWND, bool IsVulkan);
void Shutdown();
bool Frame(InputClass*);
void PhysicsThreadFunction();
int GetPhysicsTickRate() const { return m_PhysicsTickRate; };
void SetPhysicsTickRate(int physicsTickRate) { m_PhysicsTickRate = physicsTickRate; };
int GetScreenWidth() const;
void SetScreenWidth(int screenWidth);
int GetScreenHeight() const;
void SetScreenHeight(int screenHeight);
float GetSpeed() const { return m_speed; };
void SetSpeed(float speed) { this->m_speed = speed; };
void AddCube();
void DeleteKobject(int index);
size_t GetCubeCount() const { return m_cubes.size(); };
size_t GetTerrainCubeCount() const { return m_terrainChunk.size(); };
std::vector<Object*> GetCubes() const { return m_cubes; };
std::vector<Object*> GetTerrainCubes() const { return m_terrainChunk; };
std::vector<Object*> GetKobjects() const { return m_object; };
void AddKobject(std::wstring& filepath);
void SetPath(WCHAR* path) { m_path = path; };
void SetWFolder(std::filesystem::path WFolder) { m_WFolder = WFolder; };
void GenerateTerrain();
void DeleteTerrain();
XMVECTOR GetLightPosition(int index);
XMVECTOR GetLightColor(int index);
void SetLightPosition(int index, XMVECTOR color);
void SetLightColor(int index, XMVECTOR color);
void DeleteLight(int index);
void AddLight();
std::vector<LightClass*> GetLights() const { return m_Lights; };
LightClass* GetSunLight() const { return m_SunLight; };
bool GetShouldQuit() const { return m_ShouldQuit; };
void SetShouldQuit(bool shouldQuit) { m_ShouldQuit = shouldQuit; };
void SetCelShading(bool enable) { m_enableCelShading = enable; };
void SetVsync(bool vsync);
bool GetVsync() const { return VSYNC_ENABLED; };
HWND GetHwnd() const;
void SetHwnd(HWND hwnd);
bool IsWindowed() const;
void SetWindowed(bool windowed);
void SetWindowSize(ImVec2 size) { windowSize = size; };
ImVec2 GetWindowSize() const { return windowSize; };
float GetAspectRatio() const { return (float)m_screenWidth / (float)m_screenHeight; };
Physics* GetPhysics() const { return m_Physics; };
// ------------------------------------- //
// --------------- Stats --------------- //
// ------------------------------------- //
int GetCurrentFps() const;
int GetMinFps() const;
int GetMaxFps() const;
float GetFrameTime() const;
int GetDrawCalls() const;
void ResetFpsStats();
void IncrementDrawCallCount();
void ResetDrawCallCount();
// ----------------------------------- //
// ------------- Culling ------------- //
// ----------------------------------- //
Frustum GetFrustum() const { return m_FrustumCulling; };
void SetFrustum(Frustum frustum) { m_FrustumCulling = frustum; };
void ConstructFrustum();
int GetRenderCount() const { return m_renderCount; };
void SetRenderCount(int renderCount) { m_renderCount = renderCount; };
float GetFrustumTolerance() const { return m_FrustumCullingTolerance; };
void SetFrustumTolerance(float frustumTolerance) { m_FrustumCullingTolerance = frustumTolerance; };
bool GetCanFixedUpdate() const { return CanFixedUpdate; };
void SetCanFixedUpdate(bool canFixedUpdate) { CanFixedUpdate = canFixedUpdate; };
ID3D11ShaderResourceView* GetBackBufferSRV() const {return m_BackBufferSRV;};
// Save and load scene
void SaveScene();
bool LoadScene();
void SetScenePath(std::string path) { m_scenePath = path; };
std::wstring GetScenePath();
std::string ConvertWStringToString(const std::wstring& wstr);
private:
bool Render(float, float, float, float, float);
bool RenderPhysics(bool keyLeft, bool keyRight, bool keyUp, bool keyDown, float deltaTime);
bool UpdateMouseStrings(int, int, bool);
bool UpdateFps();
bool UpdateRenderCountString(int);
bool RenderSceneToTexture(float);
bool RenderRefractionToTexture();
bool RenderReflectionToTexture();
bool RenderPass(const std::vector<std::reference_wrapper<std::vector<Object*>>>& RenderQueues, XMFLOAT4* diffuse, XMFLOAT4* position, XMFLOAT4* ambient, XMMATRIX view, XMMATRIX projection);
void UpdateSkyboxPosition();
public :
std::vector<ID3D11ShaderResourceView*> textures;
private :
// Thread de culling
std::thread m_CullingThread;
std::atomic<bool> m_CullingActive;
std::mutex m_ObjectsMutex;
void CullingThreadFunction();
std::mutex m_TerrainMutex;
std::vector<std::tuple<float, float, float, std::string, int>> m_TerrainGenerationData;
bool m_TerrainGenerationReady;
int m_NextTerrainObjectId;
// ------------------------------------- //
// ------------- DIRECT3D -------------- //
// ------------------------------------- //
D3DClass* m_Direct3D;
IDXGISwapChain* m_swapChain;
ModelClass* m_Model,* m_GroundModel, * m_WallModel, * m_BathModel, * m_WaterModel;
ModelListClass* m_ModelList;
bool VSYNC_ENABLED = true;
HWND m_hwnd;
bool m_windowed;
std::string m_scenePath;
// ------------------------------------- //
// ------------- RENDERING ------------- //
// ------------------------------------- //
XMMATRIX m_baseViewMatrix;
RenderTextureClass* m_RenderTexture, * m_RefractionTexture, * m_ReflectionTexture;
RenderTextureClass* m_SceneTexture;
DisplayPlaneClass* m_DisplayPlane;
int m_screenWidth, m_screenHeight;
CameraClass* m_Camera;
PositionClass* m_Position;
int m_drawcalls;
// ------------------------------------ //
// ------------- OBJECTS -------------- //
// ------------------------------------ //
Object* m_SelectedObject;
std::vector<Object*> m_cubes;
std::vector<Object*> m_terrainChunk;
float m_speed = 0.1f; // speed for the demo spinning object
std::vector<Object*> m_object;
std::vector<Object*> m_ImportedObject;
int m_ObjectId = 0;
std::vector<std::reference_wrapper<std::vector<Object*>>> m_RenderQueues;
std::vector<Object*> m_Skybox;
// ----------------------------------- //
// ------------- LIGHTS -------------- //
// ----------------------------------- //
LightClass* m_Light;
std::vector<LightClass*> m_Lights;
int m_numLights;
LightClass* m_SunLight;
XMFLOAT3 TrueLightPosition;
ModelClass* m_LightModel;
// ----------------------------------- //
// ------------- SHADERS ------------- //
// ----------------------------------- //
ShaderManagerClass* m_ShaderManager;
FontShaderClass* m_FontShader;
BitmapClass* m_Bitmap;
SpriteClass* m_Sprite;
bool m_enableCelShading;
// ----------------------------------- //
// ------------ VARIABLES ------------ //
// ----------------------------------- //
float m_waterHeight, m_waterTranslation;
wchar_t* m_path;
std::filesystem::path m_WFolder;
// ------------------------------------------------- //
// ------------- FPS AND INFO ON SCREEN ------------ //
// ------------------------------------------------- //
TimerClass* m_Timer;
TextClass* m_MouseStrings;
TextClass* m_RenderCountString;
FontClass* m_Font;
FpsClass* m_Fps;
TextClass* m_FpsString;
int m_previousFps;
// ------------------------------------------------- //
// ------------------- OTHER ----------------------- //
// ------------------------------------------------- //
bool m_ShouldQuit;
Physics* m_Physics;
float m_gravity;
XMVECTOR m_previousPosition;
ImVec2 windowSize;
int m_PhysicsTickRate = 50;
bool CanFixedUpdate = false;
std::thread m_PhysicsThread;
ID3D11Texture2D* m_BackBufferTexture;
ID3D11ShaderResourceView* m_BackBufferSRV;
// ------------------------------------------------- //
// ------------------- Culling --------------------- //
// ------------------------------------------------- //
Frustum m_FrustumCulling;
int m_renderCount;
float m_FrustumCullingTolerance = 5.f;
// ------------------------------------------------- //
// -------------------- Input ---------------------- //
// ------------------------------------------------- //
Input m_Inputs;
};
#endif

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@@ -0,0 +1,59 @@
#ifndef _BITMAPCLASS_H_
#define _BITMAPCLASS_H_
//////////////
// INCLUDES //
//////////////
#include <directxmath.h>
using namespace DirectX;
///////////////////////
// MY CLASS INCLUDES //
///////////////////////
#include "texture_class.h"
////////////////////////////////////////////////////////////////////////////////
// Class name: bitmap_class
////////////////////////////////////////////////////////////////////////////////
class bitmap_class
{
private:
struct vertex_type
{
XMFLOAT3 position;
XMFLOAT2 texture;
};
public:
bitmap_class();
bitmap_class(const bitmap_class&);
~bitmap_class();
bool initialize(ID3D11Device*, ID3D11DeviceContext*, int, int, char*, int, int);
void shutdown();
bool render(ID3D11DeviceContext*);
int get_index_count();
ID3D11ShaderResourceView* get_texture();
void set_render_location(int, int);
private:
bool initialize_buffers(ID3D11Device*);
void shutdown_buffers();
bool update_buffers(ID3D11DeviceContext*);
void render_buffers(ID3D11DeviceContext*);
bool load_texture(ID3D11Device*, ID3D11DeviceContext*, char*);
void release_texture();
private:
ID3D11Buffer* vertex_buffer_, * index_buffer_;
int vertex_count_, index_count_, screen_width_, screen_height_, bitmap_width_, bitmap_height_, render_x_, render_y_, prev_pos_x_, prev_pos_y_;
texture_class* texture_;
};
#endif

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@@ -1,59 +0,0 @@
#ifndef _BITMAPCLASS_H_
#define _BITMAPCLASS_H_
//////////////
// INCLUDES //
//////////////
#include <directxmath.h>
using namespace DirectX;
///////////////////////
// MY CLASS INCLUDES //
///////////////////////
#include "textureclass.h"
////////////////////////////////////////////////////////////////////////////////
// Class name: BitmapClass
////////////////////////////////////////////////////////////////////////////////
class BitmapClass
{
private:
struct VertexType
{
XMFLOAT3 position;
XMFLOAT2 texture;
};
public:
BitmapClass();
BitmapClass(const BitmapClass&);
~BitmapClass();
bool Initialize(ID3D11Device*, ID3D11DeviceContext*, int, int, char*, int, int);
void Shutdown();
bool Render(ID3D11DeviceContext*);
int GetIndexCount();
ID3D11ShaderResourceView* GetTexture();
void SetRenderLocation(int, int);
private:
bool InitializeBuffers(ID3D11Device*);
void ShutdownBuffers();
bool UpdateBuffers(ID3D11DeviceContext*);
void RenderBuffers(ID3D11DeviceContext*);
bool LoadTexture(ID3D11Device*, ID3D11DeviceContext*, char*);
void ReleaseTexture();
private:
ID3D11Buffer* m_vertexBuffer, * m_indexBuffer;
int m_vertexCount, m_indexCount, m_screenWidth, m_screenHeight, m_bitmapWidth, m_bitmapHeight, m_renderX, m_renderY, m_prevPosX, m_prevPosY;
TextureClass* m_Texture;
};
#endif

View File

@@ -0,0 +1,46 @@
////////////////////////////////////////////////////////////////////////////////
// Filename: cameraclass.h
////////////////////////////////////////////////////////////////////////////////
#ifndef _CAMERACLASS_H_
#define _CAMERACLASS_H_
//////////////
// INCLUDES //
//////////////
#include <directxmath.h>
using namespace DirectX;
////////////////////////////////////////////////////////////////////////////////
// Class name: camera_class
////////////////////////////////////////////////////////////////////////////////
class camera_class
{
public:
camera_class();
camera_class(const camera_class&);
~camera_class();
void set_position(float, float, float);
void set_rotation(float, float, float);
XMFLOAT3 get_position();
XMFLOAT3 get_rotation();
void render();
XMMATRIX get_view_matrix(XMMATRIX& view_matrix) const;
void render_reflection(float);
void get_reflection_view_matrix(XMMATRIX&) const;
private:
float position_x_, position_y_, position_z_;
float rotation_x_, rotation_y_, rotation_z_;
XMMATRIX view_matrix_;
XMMATRIX reflection_view_matrix_;
};
#endif

View File

@@ -1,90 +0,0 @@
////////////////////////////////////////////////////////////////////////////////
// Filename: d3dclass.h
////////////////////////////////////////////////////////////////////////////////
#ifndef _D3DCLASS_H_
#define _D3DCLASS_H_
/////////////
// LINKING //
/////////////
#pragma comment(lib, "d3d11.lib")
#pragma comment(lib, "dxgi.lib")
#pragma comment(lib, "d3dcompiler.lib")
//////////////
// INCLUDES //
//////////////
#include "imguiManager.h"
#include "d3d11.h"
#include "fontshaderclass.h"
#include "fontclass.h"
#include "textclass.h"
using namespace DirectX;
////////////////////////////////////////////////////////////////////////////////
// Class name: D3DClass
////////////////////////////////////////////////////////////////////////////////
class D3DClass
{
public:
D3DClass();
D3DClass(const D3DClass&);
~D3DClass();
bool Initialize(int, int, bool, HWND, bool, float, float);
void Shutdown();
void BeginScene(float, float, float, float);
void EndScene();
ID3D11Device* GetDevice();
ID3D11DeviceContext* GetDeviceContext();
//XMMATRIX GetProjectionMatrix(XMMATRIX& projectionMatrix);
IDXGISwapChain* m_swapChain;
IDXGISwapChain* GetSwapChain();
void ResizeSwapChain(int, int);
void SetVsync(bool vsync);
XMMATRIX GetProjectionMatrix() const { return m_projectionMatrix; };
XMMATRIX GetWorldMatrix() const { return m_worldMatrix;};
XMMATRIX GetOrthoMatrix() const { return m_orthoMatrix; };
void GetVideoCardInfo(char*, int&);
void SetBackBufferRenderTarget();
void ResetViewport();
void ReleaseResources();
void ResetResources(int newWidth, int newHeight);
void TurnZBufferOn();
void TurnZBufferOff();
void EnableAlphaBlending();
void DisableAlphaBlending();
private:
bool m_vsync_enabled;
int m_videoCardMemory;
char m_videoCardDescription[128];
ID3D11Device* m_device;
ID3D11DeviceContext* m_deviceContext;
ID3D11RenderTargetView* m_renderTargetView;
ID3D11Texture2D* m_depthStencilBuffer;
ID3D11DepthStencilState* m_depthStencilState;
ID3D11DepthStencilView* m_depthStencilView;
ID3D11RasterizerState* m_rasterState;
XMMATRIX m_projectionMatrix;
XMMATRIX m_worldMatrix;
XMMATRIX m_orthoMatrix;
D3D11_VIEWPORT m_viewport;
ID3D11DepthStencilState* m_depthDisabledStencilState;
ID3D11BlendState* m_alphaEnableBlendingState;
ID3D11BlendState* m_alphaDisableBlendingState;
};
#endif

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@@ -0,0 +1,90 @@
////////////////////////////////////////////////////////////////////////////////
// Filename: d3dclass.h
////////////////////////////////////////////////////////////////////////////////
#ifndef _D3DCLASS_H_
#define _D3DCLASS_H_
/////////////
// LINKING //
/////////////
#pragma comment(lib, "d3d11.lib")
#pragma comment(lib, "dxgi.lib")
#pragma comment(lib, "d3dcompiler.lib")
//////////////
// INCLUDES //
//////////////
#include "imguiManager.h"
#include "d3d11.h"
#include "font_shader_class.h"
#include "font_class.h"
#include "text_class.h"
using namespace DirectX;
////////////////////////////////////////////////////////////////////////////////
// Class name: d_3d_class
////////////////////////////////////////////////////////////////////////////////
class d_3d_class
{
public:
d_3d_class();
d_3d_class(const d_3d_class&);
~d_3d_class();
bool initialize(int, int, bool, HWND, bool, float, float);
void shutdown();
void begin_scene(float, float, float, float);
void end_scene();
ID3D11Device* get_device();
ID3D11DeviceContext* get_device_context();
//XMMATRIX get_projection_matrix(XMMATRIX& projectionMatrix);
IDXGISwapChain* swap_chain;
IDXGISwapChain* get_swap_chain();
void resize_swap_chain(int, int);
void set_vsync(bool vsync);
XMMATRIX get_projection_matrix() const { return projection_matrix_; };
XMMATRIX get_world_matrix() const { return world_matrix_;};
XMMATRIX get_ortho_matrix() const { return ortho_matrix_; };
void get_video_card_info(char*, int&);
void set_back_buffer_render_target();
void reset_viewport();
void release_resources();
void reset_resources(int newWidth, int newHeight);
void turn_z_buffer_on();
void turn_z_buffer_off();
void enable_alpha_blending();
void disable_alpha_blending();
private:
bool vsync_enabled_;
int video_card_memory_;
char video_card_description_[128];
ID3D11Device* device_;
ID3D11DeviceContext* device_context_;
ID3D11RenderTargetView* render_target_view_;
ID3D11Texture2D* depth_stencil_buffer_;
ID3D11DepthStencilState* depth_stencil_state_;
ID3D11DepthStencilView* depth_stencil_view_;
ID3D11RasterizerState* raster_state_;
XMMATRIX projection_matrix_;
XMMATRIX world_matrix_;
XMMATRIX ortho_matrix_;
D3D11_VIEWPORT viewport_;
ID3D11DepthStencilState* depth_disabled_stencil_state_;
ID3D11BlendState* alpha_enable_blending_state_;
ID3D11BlendState* alpha_disable_blending_state_;
};
#endif

View File

@@ -5,13 +5,13 @@
///////////////////////
// MY CLASS INCLUDES //
///////////////////////
#include "d3dclass.h"
#include "d_3d_class.h"
////////////////////////////////////////////////////////////////////////////////
// Class name: DisplayPlaneClass
// Class name: display_plane_class
////////////////////////////////////////////////////////////////////////////////
class DisplayPlaneClass
class display_plane_class
{
private:
struct VertexType
@@ -21,9 +21,9 @@ private:
};
public:
DisplayPlaneClass();
DisplayPlaneClass(const DisplayPlaneClass&);
~DisplayPlaneClass();
display_plane_class();
display_plane_class(const display_plane_class&);
~display_plane_class();
bool Initialize(ID3D11Device*, float, float);
void Shutdown();

View File

@@ -13,13 +13,13 @@ using namespace DirectX;
///////////////////////
// MY CLASS INCLUDES //
///////////////////////
#include "textureclass.h"
#include "texture_class.h"
////////////////////////////////////////////////////////////////////////////////
// Class name: FontClass
// Class name: font_class
////////////////////////////////////////////////////////////////////////////////
class FontClass
class font_class
{
private:
struct FontType
@@ -35,9 +35,9 @@ private:
};
public:
FontClass();
FontClass(const FontClass&);
~FontClass();
font_class();
font_class(const font_class&);
~font_class();
bool Initialize(ID3D11Device*, ID3D11DeviceContext*, int);
void Shutdown();
@@ -56,7 +56,7 @@ private:
private:
FontType* m_Font;
TextureClass* m_Texture;
texture_class* m_Texture;
float m_fontHeight;
int m_spaceSize;
};

View File

@@ -15,14 +15,14 @@
#include <mmsystem.h>
////////////////////////////////////////////////////////////////////////////////
// Class name: FpsClass
// Class name: fps_class
////////////////////////////////////////////////////////////////////////////////
class FpsClass
class fps_class
{
public:
FpsClass();
FpsClass(const FpsClass&);
~FpsClass();
fps_class();
fps_class(const fps_class&);
~fps_class();
void Initialize();
void Frame();

View File

@@ -0,0 +1,22 @@
#pragma once
#include <chrono>
class fps_limiter {
public:
explicit fps_limiter(const float target_fps = 60.0f)
: min_delta_(1.0f / target_fps), last_time_(std::chrono::high_resolution_clock::now()) {}
// Retourne true si la fonction peut etre executee
bool should_run() {
const auto now = std::chrono::high_resolution_clock::now();
if (const float elapsed = std::chrono::duration<float>(now - last_time_).count(); elapsed >= min_delta_) {
last_time_ = now;
return true;
}
return false;
}
private:
float min_delta_;
std::chrono::high_resolution_clock::time_point last_time_;
};

View File

@@ -1,7 +1,7 @@
#include <DirectXMath.h>
using namespace DirectX;
class Frustum
class frustum
{
public:
void ConstructFrustum(float screenDepth, XMMATRIX projectionMatrix, XMMATRIX viewMatrix);

View File

@@ -4,15 +4,24 @@
#include "Logger.h"
#include "sceneManager.h"
#include "fps_limiter.h"
#include <imgui.h>
#include <imgui_impl_dx11.h>
#include <imgui_impl_win32.h>
#include <windows.h>
#include <deque>
#include "rendertextureclass.h"
#include <functional>
class ApplicationClass;
#include "render_texture_class.h"
class application_class;
struct widget_entry
{
bool* show;
std::function<void()> func;
};
class imguiManager
{
@@ -22,29 +31,32 @@ public:
bool Initialize(HWND hwnd, ID3D11Device* device, ID3D11DeviceContext* deviceContext);
void Shutdown();
void Render(ApplicationClass* app);
void Render();
void NewFrame();
void SetupDockspace(ApplicationClass* app);
void SetupDockspace();
// Widgets
void WidgetSpeedSlider(float* speed);
void WidgetButton();
void WidgetFPS();
void WidgetAddObject(ApplicationClass* app);
void WidgetAddObject();
void WidgetObjectWindow(ApplicationClass* app);
void WidgetTerrainWindow(ApplicationClass* app);
void WidgetLightWindow(ApplicationClass* app);
void WidgetEngineSettingsWindow(ApplicationClass* app);
void WidgetRenderWindow(ApplicationClass* app, ImVec2 availableSize);
void WidgetLogWindow(ApplicationClass* app);
void WidgetRenderStats(ApplicationClass* app);
void WidgetObjectWindow();
void WidgetTerrainWindow();
void WidgetLightWindow();
void WidgetEngineSettingsWindow();
void WidgetRenderWindow(ImVec2 availableSize);
void WidgetLogWindow();
void WidgetRenderStats();
bool ImGuiWidgetRenderer(ApplicationClass* app);
bool ImGuiWidgetRenderer();
void SetWindowSize(ImVec2 size) { windowSize = size; }
ImVec2 GetWindowSize() const { return windowSize; }
// Getters
void SetApp(application_class* app) { app_ = app; }
// Shader toggles
bool m_EnableCelShading;
@@ -59,6 +71,9 @@ private:
// ----------------- Variables ----------------- //
// --------------------------------------------- //
std::vector<widget_entry> widgets_;
application_class* app_;
bool showObjectWindow;
bool showTerrainWindow;
@@ -83,9 +98,12 @@ private:
ID3D11DeviceContext* m_deviceContext;
ImVec2 windowSize;
RenderTextureClass* m_renderTexture;
render_texture_class* m_renderTexture;
const std::deque<Logger::LogEntry>& logBuffer = Logger::Get().GetLogBuffer();
int current_fps_, min_fps_, max_fps_, draw_calls_, total_vertex_count_, total_triangle_count_, visible_triangle_count_;
float current_frame_time_, min_frame_time_, max_frame_time_ ;
};
#endif

View File

@@ -19,14 +19,14 @@
#include <dinput.h>
////////////////////////////////////////////////////////////////////////////////
// Class name: InputClass
// Class name: input_class
////////////////////////////////////////////////////////////////////////////////
class InputClass
class input_class
{
public:
InputClass();
InputClass(const InputClass&);
~InputClass();
input_class();
input_class(const input_class&);
~input_class();
bool Initialize(HINSTANCE, HWND, int, int);
void Shutdown();

View File

@@ -14,14 +14,14 @@ using namespace DirectX;
////////////////////////////////////////////////////////////////////////////////
// Class name: LightClass
// Class name: light_class
////////////////////////////////////////////////////////////////////////////////
class LightClass
class light_class
{
public:
LightClass();
LightClass(const LightClass&);
~LightClass();
light_class();
light_class(const light_class&);
~light_class();
void SetAmbientColor(float, float, float, float);
void SetDiffuseColor(float, float, float, float);

View File

@@ -20,7 +20,7 @@ using namespace std;
///////////////////////
// MY CLASS INCLUDES //
///////////////////////
#include "textureclass.h"
#include "texture_class.h"
enum class TextureType
{
@@ -46,7 +46,7 @@ struct TextureContainer
std::vector<std::wstring> alphaPaths;
// Get the vector of textures based on the type
// Get the vector of textures_ based on the type
std::vector<ID3D11ShaderResourceView*>& Get(TextureType type) const {
switch (type) {
case TextureType::Diffuse: return const_cast<std::vector<ID3D11ShaderResourceView*>&>(diffuse);
@@ -57,7 +57,7 @@ struct TextureContainer
}
}
// Get the vector of textures paths based on the type
// Get the vector of textures_ paths based on the type
std::vector<std::wstring> GetPaths(TextureType type) const {
switch (type)
{
@@ -87,7 +87,7 @@ struct TextureContainer
return L"";
}
// Release all textures and textures paths
// Release all textures_ and textures_ paths
void ReleaseAll() {
ReleaseVector(diffuse);
@@ -145,9 +145,9 @@ private:
}
};
////////////////////////////////////////////////////////////////////////////////
// Class name: ModelClass
// Class name: model_class
////////////////////////////////////////////////////////////////////////////////
class ModelClass
class model_class
{
protected:
@@ -200,15 +200,15 @@ protected:
};
public:
ModelClass();
ModelClass(const ModelClass&) = delete;
ModelClass& operator=(const ModelClass&) = delete;
~ModelClass();
model_class();
model_class(const model_class&) = delete;
model_class& operator=(const model_class&) = delete;
~model_class();
//bool Initialize(ID3D11Device*, ID3D11DeviceContext*, char*, std::vector<ID3D11ShaderResourceView*>);
//bool initialize(ID3D11Device*, ID3D11DeviceContext*, char*, std::vector<ID3D11ShaderResourceView*>);
// Nouvelle surcharge avec TextureContainer
bool Initialize(ID3D11Device*, ID3D11DeviceContext*, char*, const TextureContainer&);
// Nouvelle méthode - initialisation sans textures
// Nouvelle méthode - initialisation sans textures_
bool Initialize(ID3D11Device*, ID3D11DeviceContext*, char*);
void Shutdown();
void Render(ID3D11DeviceContext*);
@@ -218,7 +218,7 @@ public:
// TEXTURE //
//ID3D11ShaderResourceView* GetTexture(int index) const;
//ID3D11ShaderResourceView* get_texture(int index) const;
ID3D11ShaderResourceView* GetTexture(TextureType type, int index) const;
//bool ChangeTexture(ID3D11Device* device, ID3D11DeviceContext* deviceContext, std::wstring filename, int index);

View File

@@ -1,9 +1,9 @@
#pragma once
#include "modelclass.h"
#include "model_class.h"
#include <WICTextureLoader.h>
#include <SimpleMath.h>
#include "d3dclass.h"
#include "d_3d_class.h"
enum class ObjectType
{
@@ -26,14 +26,14 @@ enum class ShaderType
ALPHA_MAPPING
};
class Object : public ModelClass
class object : public model_class
{
public:
Object();
~Object();
object();
~object();
Object(const Object&) = delete;
Object& operator=(const Object&) = delete;
object(const object&) = delete;
object& operator=(const object&) = delete;
void SetScaleMatrix(XMMATRIX scaleMatrix);
void SetRotateMatrix(XMMATRIX rotateMatrix);
@@ -103,7 +103,7 @@ public:
void LaunchObject();
bool LoadTexturesFromPath(std::vector<std::wstring>& texturePaths, TextureContainer& texturesContainer,
D3DClass* m_Direct3D);
d_3d_class* m_Direct3D);
bool SetupInstancing(ID3D11Device* device, const std::vector<XMMATRIX>& instanceTransforms);
void EnableInstancing(bool enabled);
void SetInstanceCount(int count);

View File

@@ -4,21 +4,21 @@
#include "object.h"
#include "math.h"
class Physics : public Object
class physics : public object
{
public:
Physics();
explicit Physics(const Physics&); // Use explicit to avoid implicit conversion
~Physics();
physics();
explicit physics(const physics&); // Use explicit to avoid implicit conversion
~physics();
XMVECTOR GetGravity() const; // Get the gravity value
void SetGravity(XMVECTOR gravity); // Define the gravity value
void ApplyGravity(Object*, float); // Apply gravity to an object
void AddForce(Object*, XMVECTOR);
bool IsColliding(Object*, Object*);
bool CubesOverlap(Object*, Object*);
bool SpheresOverlap(Object*, Object*);
bool SphereCubeOverlap(Object*, Object*);
void ApplyGravity(object*, float); // Apply gravity to an object
void AddForce(object*, XMVECTOR);
bool IsColliding(object*, object*);
bool CubesOverlap(object*, object*);
bool SpheresOverlap(object*, object*);
bool SphereCubeOverlap(object*, object*);
private:
XMVECTOR m_gravity;

View File

@@ -9,14 +9,14 @@
////////////////////////////////////////////////////////////////////////////////
// Class name: PositionClass
// Class name: position_class
////////////////////////////////////////////////////////////////////////////////
class PositionClass
class position_class
{
public:
PositionClass();
PositionClass(const PositionClass&);
~PositionClass();
position_class();
position_class(const position_class&);
~position_class();
void SetFrameTime(float);
void GetRotation(float&, float&) const;

View File

@@ -15,14 +15,14 @@ using namespace DirectX;
////////////////////////////////////////////////////////////////////////////////
// Class name: RenderTextureClass
// Class name: render_texture_class
////////////////////////////////////////////////////////////////////////////////
class RenderTextureClass
class render_texture_class
{
public:
RenderTextureClass();
RenderTextureClass(const RenderTextureClass&);
~RenderTextureClass();
render_texture_class();
render_texture_class(const render_texture_class&);
~render_texture_class();
bool Initialize(ID3D11Device*, int, int, float, float, int);
void Shutdown();

View File

@@ -13,13 +13,13 @@ using namespace DirectX;
///////////////////////
// MY CLASS INCLUDES //
///////////////////////
#include "textureclass.h"
#include "texture_class.h"
////////////////////////////////////////////////////////////////////////////////
// Class name: SpriteClass
// Class name: sprite_class
////////////////////////////////////////////////////////////////////////////////
class SpriteClass
class sprite_class
{
private:
struct VertexType
@@ -29,9 +29,9 @@ private:
};
public:
SpriteClass();
SpriteClass(const SpriteClass&);
~SpriteClass();
sprite_class();
sprite_class(const sprite_class&);
~sprite_class();
bool Initialize(ID3D11Device*, ID3D11DeviceContext*, int, int, char*, int, int);
void Shutdown();
@@ -55,7 +55,7 @@ private:
private:
ID3D11Buffer* m_vertexBuffer, * m_indexBuffer;
int m_vertexCount, m_indexCount, m_screenWidth, m_screenHeight, m_bitmapWidth, m_bitmapHeight, m_renderX, m_renderY, m_prevPosX, m_prevPosY;
TextureClass* m_Textures;
texture_class* m_Textures;
float m_frameTime, m_cycleTime;
int m_currentTexture, m_textureCount;
};

View File

@@ -0,0 +1,72 @@
#ifndef _SYSTEMCLASS_H_
#define _SYSTEMCLASS_H_
#define WIN32_LEAN_AND_MEAN
static bool DEBUG_MODE = true;
#include "Logger.h"
#include "input_class.h"
#include "application_class.h"
#include "imguiManager.h"
#include <mutex>
#include <filesystem>
#include <commdlg.h>
#include "../resources.h"
#include <chrono>
class system_class
{
public:
system_class();
system_class(const system_class&);
~system_class();
bool initialize();
void shutdown();
void run();
LRESULT CALLBACK message_handler(HWND, UINT, WPARAM, LPARAM);
void send_path(wchar_t* path, std::filesystem::path w_folder);
protected:
bool frame();
void initialize_windows(int&, int&);
void shutdown_windows();
private:
LPCWSTR application_name_;
HINSTANCE hinstance_;
HWND hwnd_;
input_class* input_;
application_class* application_;
imguiManager* imgui_manager_;
int initial_window_width_;
int initial_window_height_;
bool is_direct_3d_initialized_;
bool is_resizing_ = false;
bool is_debug_key_pressed_ = false;
std::mutex render_mutex_;
};
/////////////////////////
// FUNCTION PROTOTYPES //
/////////////////////////
static LRESULT CALLBACK wnd_proc(HWND, UINT, WPARAM, LPARAM);
/////////////
// GLOBALS //
/////////////
static system_class* application_handle = 0;
#endif

View File

@@ -1,73 +0,0 @@
#ifndef _SYSTEMCLASS_H_
#define _SYSTEMCLASS_H_
#define WIN32_LEAN_AND_MEAN
static bool DEBUG_MODE = true;
#include "Logger.h"
#include "inputclass.h"
#include "applicationclass.h"
#include "imguiManager.h"
#include <mutex>
#include <filesystem>
#include <commdlg.h>
#include "../resources.h"
#include <chrono>
class SystemClass
{
public:
SystemClass();
SystemClass(const SystemClass&);
~SystemClass();
bool Initialize();
void Shutdown();
void Run();
LRESULT CALLBACK MessageHandler(HWND, UINT, WPARAM, LPARAM);
void SendPath(wchar_t* path, std::filesystem::path WFolder);
void GetScenePath();
protected:
bool Frame();
void InitializeWindows(int&, int&);
void ShutdownWindows();
private:
LPCWSTR m_applicationName;
HINSTANCE m_hinstance;
HWND m_hwnd;
InputClass* m_Input;
ApplicationClass* m_Application;
imguiManager* m_imguiManager;
int m_initialWindowWidth;
int m_initialWindowHeight;
bool m_isDirect3DInitialized;
bool m_isResizing = false;
bool m_IsDebugKeyPressed = false;
std::mutex renderMutex;
};
/////////////////////////
// FUNCTION PROTOTYPES //
/////////////////////////
static LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM);
/////////////
// GLOBALS //
/////////////
static SystemClass* ApplicationHandle = 0;
#endif

View File

@@ -5,11 +5,11 @@
///////////////////////
// MY CLASS INCLUDES //
///////////////////////
#include "fontclass.h"
#include "font_class.h"
////////////////////////////////////////////////////////////////////////////////
// Class name: TextClass
// Class name: text_class
////////////////////////////////////////////////////////////////////////////////
class TextClass
class text_class
{
private:
struct VertexType
@@ -19,21 +19,21 @@ private:
};
public:
TextClass();
TextClass(const TextClass&);
~TextClass();
text_class();
text_class(const text_class&);
~text_class();
bool Initialize(ID3D11Device*, ID3D11DeviceContext*, int, int, int, FontClass*, char*, int, int, float, float, float);
bool Initialize(ID3D11Device*, ID3D11DeviceContext*, int, int, int, font_class*, char*, int, int, float, float, float);
void Shutdown();
void Render(ID3D11DeviceContext*);
int GetIndexCount();
bool UpdateText(ID3D11DeviceContext*, FontClass*, char*, int, int, float, float, float);
bool UpdateText(ID3D11DeviceContext*, font_class*, char*, int, int, float, float, float);
XMFLOAT4 GetPixelColor();
private:
bool InitializeBuffers(ID3D11Device*, ID3D11DeviceContext*, FontClass*, char*, int, int, float, float, float);
bool InitializeBuffers(ID3D11Device*, ID3D11DeviceContext*, font_class*, char*, int, int, float, float, float);
void ShutdownBuffers();
void RenderBuffers(ID3D11DeviceContext*);

View File

@@ -11,9 +11,9 @@
////////////////////////////////////////////////////////////////////////////////
// Class name: TextureClass
// Class name: texture_class
////////////////////////////////////////////////////////////////////////////////
class TextureClass
class texture_class
{
private:
struct TargaHeader
@@ -26,9 +26,9 @@ private:
};
public:
TextureClass();
TextureClass(const TextureClass&);
~TextureClass();
texture_class();
texture_class(const texture_class&);
~texture_class();
bool Initialize(ID3D11Device*, ID3D11DeviceContext*, std::string);
void Shutdown();

View File

@@ -10,14 +10,14 @@
////////////////////////////////////////////////////////////////////////////////
// Class name: TimerClass
// Class name: timer_class
////////////////////////////////////////////////////////////////////////////////
class TimerClass
class timer_class
{
public:
TimerClass();
TimerClass(const TimerClass&);
~TimerClass();
timer_class();
timer_class(const timer_class&);
~timer_class();
bool Initialize();
void Frame();