Minor - Refactor name - V10.5.0
This commit is contained in:
@@ -1,64 +0,0 @@
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#pragma once
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#include "Logger.h"
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#include <d3d11.h>
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#include <d3dcompiler.h>
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#include <directxmath.h>
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#include <fstream>
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using namespace DirectX;
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using namespace std;
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class CelshadeClass
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{
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private :
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struct MatrixBufferType
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{
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XMMATRIX world;
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XMMATRIX view;
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XMMATRIX projection;
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};
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struct CameraBufferType
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{
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XMFLOAT3 cameraPosition;
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float padding;
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};
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struct SunLightBufferType
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{
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XMFLOAT4 diffuseColor;
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XMFLOAT4 ambientColor;
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XMFLOAT3 sunDirection;
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float intensity;
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};
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public :
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CelshadeClass();
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CelshadeClass(const CelshadeClass&);
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~CelshadeClass();
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bool Initialize(ID3D11Device*, HWND);
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void Shutdown();
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bool Render(ID3D11DeviceContext* deviceContex, int indexCount, XMMATRIX worldMatrix, XMMATRIX viewMatrix, XMMATRIX projectionMatrix, ID3D11ShaderResourceView* texture, XMFLOAT4 diffuseColor, XMFLOAT4 ambientColor, XMFLOAT3 sunDirection,float intensity);
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private:
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bool InitializeShader(ID3D11Device*, HWND, WCHAR*, WCHAR*);
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void ShutdownShader();
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void OutputShaderErrorMessage(ID3D10Blob*, HWND, WCHAR*);
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bool SetShaderParameters(ID3D11DeviceContext* deviceContext, XMMATRIX worldMatrix, XMMATRIX viewMatrix, XMMATRIX projectionMatrix, ID3D11ShaderResourceView* texture, XMFLOAT4 ambientColor, XMFLOAT4 diffuseColor, XMFLOAT3 lightDirection, float sunIntensity);
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void RenderShader(ID3D11DeviceContext*, int);
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private:
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ID3D11VertexShader* m_vertexShader;
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ID3D11PixelShader* m_pixelShader;
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ID3D11InputLayout* m_layout;
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ID3D11SamplerState* m_sampleState;
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ID3D11Buffer* m_matrixBuffer;
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ID3D11Buffer* m_cameraBuffer;
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ID3D11Buffer* m_sunlightBuffer;
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ID3D11Buffer* m_sunlightColorBuffer;
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ID3D11Buffer* m_sunlightPositionBuffer;
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};
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@@ -1,59 +0,0 @@
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////////////////////////////////////////////////////////////////////////////////
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// Filename: multitextureshaderclass.h
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////////////////////////////////////////////////////////////////////////////////
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#ifndef _MULTITEXTURESHADERCLASS_H_
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#define _MULTITEXTURESHADERCLASS_H_
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//////////////
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// INCLUDES //
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//////////////
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#include "Logger.h"
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#include <d3d11.h>
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#include <d3dcompiler.h>
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#include <directxmath.h>
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#include <fstream>
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using namespace DirectX;
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using namespace std;
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////////////////////////////////////////////////////////////////////////////////
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// Class name: MultiTextureShaderClass
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////////////////////////////////////////////////////////////////////////////////
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class MultiTextureShaderClass
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{
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private:
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struct MatrixBufferType
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{
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XMMATRIX world;
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XMMATRIX view;
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XMMATRIX projection;
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};
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public:
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MultiTextureShaderClass();
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MultiTextureShaderClass(const MultiTextureShaderClass&);
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~MultiTextureShaderClass();
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bool Initialize(ID3D11Device*, HWND);
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void Shutdown();
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bool Render(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, ID3D11ShaderResourceView*);
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private:
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bool InitializeShader(ID3D11Device*, HWND, WCHAR*, WCHAR*);
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void ShutdownShader();
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void OutputShaderErrorMessage(ID3D10Blob*, HWND, WCHAR*);
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bool SetShaderParameters(ID3D11DeviceContext*, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, ID3D11ShaderResourceView*);
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void RenderShader(ID3D11DeviceContext*, int);
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private:
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ID3D11VertexShader* m_vertexShader;
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ID3D11PixelShader* m_pixelShader;
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ID3D11InputLayout* m_layout;
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ID3D11Buffer* m_matrixBuffer;
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ID3D11SamplerState* m_sampleState;
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};
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#endif
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55
enginecustom/src/inc/shader/alpha_map_shader_class.h
Normal file
55
enginecustom/src/inc/shader/alpha_map_shader_class.h
Normal file
@@ -0,0 +1,55 @@
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#ifndef _ALPHAMAPSHADERCLASS_H_
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#define _ALPHAMAPSHADERCLASS_H_
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//////////////
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// INCLUDES //
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//////////////
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#include "Logger.h"
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#include <d3d11.h>
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#include <d3dcompiler.h>
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#include <directxmath.h>
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#include <fstream>
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using namespace DirectX;
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using namespace std;
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////////////////////////////////////////////////////////////////////////////////
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// Class name: alpha_map_shader_class
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////////////////////////////////////////////////////////////////////////////////
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class alpha_map_shader_class
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{
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private:
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struct matrix_buffer_type
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{
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XMMATRIX world;
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XMMATRIX view;
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XMMATRIX projection;
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};
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public:
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alpha_map_shader_class();
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alpha_map_shader_class(const alpha_map_shader_class&);
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~alpha_map_shader_class();
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bool initialize(ID3D11Device*, HWND);
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void shutdown();
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bool render(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, ID3D11ShaderResourceView*, ID3D11ShaderResourceView*);
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private:
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bool initialize_shader(ID3D11Device*, HWND, WCHAR*, WCHAR*);
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void shutdown_shader();
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void output_shader_error_message(ID3D10Blob*, HWND, WCHAR*);
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bool set_shader_parameters(ID3D11DeviceContext*, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, ID3D11ShaderResourceView*, ID3D11ShaderResourceView*);
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void render_shader(ID3D11DeviceContext*, int);
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private:
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ID3D11VertexShader* vertex_shader_;
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ID3D11PixelShader* pixel_shader_;
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ID3D11InputLayout* layout_;
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ID3D11Buffer* matrix_buffer_;
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ID3D11SamplerState* sample_state_;
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};
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#endif
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@@ -1,55 +0,0 @@
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#ifndef _ALPHAMAPSHADERCLASS_H_
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#define _ALPHAMAPSHADERCLASS_H_
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//////////////
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// INCLUDES //
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//////////////
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#include "Logger.h"
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#include <d3d11.h>
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#include <d3dcompiler.h>
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#include <directxmath.h>
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#include <fstream>
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using namespace DirectX;
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using namespace std;
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////////////////////////////////////////////////////////////////////////////////
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// Class name: AlphaMapShaderClass
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////////////////////////////////////////////////////////////////////////////////
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class AlphaMapShaderClass
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{
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private:
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struct MatrixBufferType
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{
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XMMATRIX world;
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XMMATRIX view;
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XMMATRIX projection;
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};
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public:
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AlphaMapShaderClass();
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AlphaMapShaderClass(const AlphaMapShaderClass&);
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~AlphaMapShaderClass();
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bool Initialize(ID3D11Device*, HWND);
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void Shutdown();
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bool Render(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, ID3D11ShaderResourceView*, ID3D11ShaderResourceView*);
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private:
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bool InitializeShader(ID3D11Device*, HWND, WCHAR*, WCHAR*);
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void ShutdownShader();
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void OutputShaderErrorMessage(ID3D10Blob*, HWND, WCHAR*);
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bool SetShaderParameters(ID3D11DeviceContext*, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, ID3D11ShaderResourceView*, ID3D11ShaderResourceView*);
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void RenderShader(ID3D11DeviceContext*, int);
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private:
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ID3D11VertexShader* m_vertexShader;
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ID3D11PixelShader* m_pixelShader;
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ID3D11InputLayout* m_layout;
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ID3D11Buffer* m_matrixBuffer;
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ID3D11SamplerState* m_sampleState;
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};
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#endif
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85
enginecustom/src/inc/shader/celshade_class.h
Normal file
85
enginecustom/src/inc/shader/celshade_class.h
Normal file
@@ -0,0 +1,85 @@
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#pragma once
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#include "Logger.h"
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#include <d3d11.h>
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#include <d3dcompiler.h>
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#include <directxmath.h>
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#include <fstream>
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using namespace DirectX;
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using namespace std;
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class celshade_class
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{
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private :
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struct matrix_buffer_type
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{
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XMMATRIX world;
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XMMATRIX view;
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XMMATRIX projection;
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};
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struct camera_buffer_type
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{
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XMFLOAT3 cameraPosition;
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float padding;
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};
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struct sun_light_buffer_type
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{
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XMFLOAT4 diffuse_color;
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XMFLOAT4 ambient_color;
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XMFLOAT3 sun_direction;
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float intensity;
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};
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public :
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celshade_class();
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celshade_class(const celshade_class&);
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~celshade_class();
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bool initialize(ID3D11Device*, HWND);
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void shutdown();
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bool render(
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ID3D11DeviceContext* device_context,
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int index_count,
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XMMATRIX world_matrix,
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XMMATRIX view_matrix, XMMATRIX
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projection_matrix,
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ID3D11ShaderResourceView* texture,
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XMFLOAT4 diffuse_color,
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XMFLOAT4 ambient_color,
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XMFLOAT3 sun_direction,
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float intensity
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);
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private:
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bool initialize_shader(ID3D11Device*, HWND, WCHAR*, WCHAR*);
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void shutdown_shader();
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void output_shader_error_message(ID3D10Blob*, HWND, WCHAR*);
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bool set_shader_parameters(
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ID3D11DeviceContext* device_context,
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XMMATRIX world_matrix,
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XMMATRIX view_matrix,
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XMMATRIX projection_matrix,
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ID3D11ShaderResourceView* texture,
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XMFLOAT4 ambient_color,
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XMFLOAT4 diffuse_color,
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XMFLOAT3 light_direction,
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float sun_intensity
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);
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void render_shader(ID3D11DeviceContext*, int);
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private:
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ID3D11VertexShader* vertex_shader_;
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ID3D11PixelShader* pixel_shader_;
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ID3D11InputLayout* layout_;
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ID3D11SamplerState* sample_state_;
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ID3D11Buffer* matrix_buffer_;
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ID3D11Buffer* camera_buffer_;
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ID3D11Buffer* sunlight_buffer_;
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ID3D11Buffer* sunlight_color_buffer_;
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ID3D11Buffer* sunlight_position_buffer_;
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};
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@@ -18,12 +18,12 @@ using namespace std;
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////////////////////////////////////////////////////////////////////////////////
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// Class name: ColorShaderClass
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// Class name: color_shader_class
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////////////////////////////////////////////////////////////////////////////////
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class ColorShaderClass
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class color_shader_class
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{
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private:
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struct MatrixBufferType
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struct matrix_buffer_type
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{
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XMMATRIX world;
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XMMATRIX view;
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@@ -31,27 +31,27 @@ private:
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};
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public:
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ColorShaderClass();
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ColorShaderClass(const ColorShaderClass&);
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~ColorShaderClass();
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color_shader_class();
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color_shader_class(const color_shader_class&);
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~color_shader_class();
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bool Initialize(ID3D11Device*, HWND);
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void Shutdown();
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bool Render(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX);
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bool initialize(ID3D11Device*, HWND);
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void shutdown();
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bool render(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX);
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private:
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bool InitializeShader(ID3D11Device*, HWND, WCHAR*, WCHAR*);
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void ShutdownShader();
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void OutputShaderErrorMessage(ID3D10Blob*, HWND, WCHAR*);
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bool initialize_shader(ID3D11Device*, HWND, WCHAR*, WCHAR*);
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void shutdown_shader();
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void output_shader_error_message(ID3D10Blob*, HWND, WCHAR*);
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bool SetShaderParameters(ID3D11DeviceContext*, XMMATRIX, XMMATRIX, XMMATRIX);
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void RenderShader(ID3D11DeviceContext*, int);
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bool set_shader_parameters(ID3D11DeviceContext*, XMMATRIX, XMMATRIX, XMMATRIX);
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void render_shader(ID3D11DeviceContext*, int);
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private:
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ID3D11VertexShader* m_vertexShader;
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ID3D11PixelShader* m_pixelShader;
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ID3D11InputLayout* m_layout;
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ID3D11Buffer* m_matrixBuffer;
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ID3D11VertexShader* vertex_shader_;
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ID3D11PixelShader* pixel_shader_;
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ID3D11InputLayout* layout_;
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ID3D11Buffer* matrix_buffer_;
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};
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#endif
|
62
enginecustom/src/inc/shader/font_shader_class.h
Normal file
62
enginecustom/src/inc/shader/font_shader_class.h
Normal file
@@ -0,0 +1,62 @@
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#ifndef _FONTSHADERCLASS_H_
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#define _FONTSHADERCLASS_H_
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//////////////
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// INCLUDES //
|
||||
//////////////
|
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#include "Logger.h"
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#include <d3d11.h>
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#include <d3dcompiler.h>
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#include <directxmath.h>
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#include <fstream>
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using namespace DirectX;
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using namespace std;
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////////////////////////////////////////////////////////////////////////////////
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// Class name: font_shader_class
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////////////////////////////////////////////////////////////////////////////////
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class font_shader_class
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{
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private:
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struct matrix_buffer_type
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{
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XMMATRIX world;
|
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XMMATRIX view;
|
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XMMATRIX projection;
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};
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struct pixel_buffer_type
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{
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XMFLOAT4 pixelColor;
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};
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public:
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font_shader_class();
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font_shader_class(const font_shader_class&);
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~font_shader_class();
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bool initialize(ID3D11Device*, HWND);
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void shutdown();
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bool render(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, XMFLOAT4);
|
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|
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private:
|
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bool initialize_shader(ID3D11Device*, HWND, WCHAR*, WCHAR*);
|
||||
void shutdown_shader();
|
||||
void output_shader_error_message(ID3D10Blob*, HWND, WCHAR*);
|
||||
|
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bool set_shader_parameters(ID3D11DeviceContext*, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, XMFLOAT4);
|
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void render_shader(ID3D11DeviceContext*, int);
|
||||
|
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private:
|
||||
ID3D11VertexShader* vertex_shader_;
|
||||
ID3D11PixelShader* pixel_shader_;
|
||||
ID3D11InputLayout* layout_;
|
||||
ID3D11Buffer* matrix_buffer_;
|
||||
ID3D11SamplerState* sample_state_;
|
||||
ID3D11Buffer* pixel_buffer_;
|
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|
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};
|
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#endif
|
@@ -1,62 +0,0 @@
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#ifndef _FONTSHADERCLASS_H_
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#define _FONTSHADERCLASS_H_
|
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|
||||
|
||||
//////////////
|
||||
// INCLUDES //
|
||||
//////////////
|
||||
#include "Logger.h"
|
||||
#include <d3d11.h>
|
||||
#include <d3dcompiler.h>
|
||||
#include <directxmath.h>
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#include <fstream>
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using namespace DirectX;
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using namespace std;
|
||||
|
||||
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////////////////////////////////////////////////////////////////////////////////
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||||
// Class name: FontShaderClass
|
||||
////////////////////////////////////////////////////////////////////////////////
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||||
class FontShaderClass
|
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{
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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
|
57
enginecustom/src/inc/shader/light_map_shader_class.h
Normal file
57
enginecustom/src/inc/shader/light_map_shader_class.h
Normal file
@@ -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
|
92
enginecustom/src/inc/shader/light_shader_class.h
Normal file
92
enginecustom/src/inc/shader/light_shader_class.h
Normal file
@@ -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
|
@@ -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
|
@@ -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
|
@@ -1 +0,0 @@
|
||||
#pragma once
|
59
enginecustom/src/inc/shader/multi_texture_shader_class.h
Normal file
59
enginecustom/src/inc/shader/multi_texture_shader_class.h
Normal file
@@ -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
|
64
enginecustom/src/inc/shader/normal_map_shader_class.h
Normal file
64
enginecustom/src/inc/shader/normal_map_shader_class.h
Normal file
@@ -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
|
@@ -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
|
65
enginecustom/src/inc/shader/reflection_shader_class.h
Normal file
65
enginecustom/src/inc/shader/reflection_shader_class.h
Normal file
@@ -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
|
@@ -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
|
72
enginecustom/src/inc/shader/refraction_shader_class.h
Normal file
72
enginecustom/src/inc/shader/refraction_shader_class.h
Normal file
@@ -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
|
@@ -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
|
67
enginecustom/src/inc/shader/shader_manager_class.h
Normal file
67
enginecustom/src/inc/shader/shader_manager_class.h
Normal 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
|
@@ -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
|
@@ -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();
|
72
enginecustom/src/inc/shader/spec_map_shader_class.h
Normal file
72
enginecustom/src/inc/shader/spec_map_shader_class.h
Normal 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
|
@@ -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
|
68
enginecustom/src/inc/shader/sunlight_shader_class.h
Normal file
68
enginecustom/src/inc/shader/sunlight_shader_class.h
Normal 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_;
|
||||
};
|
@@ -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;
|
||||
};
|
56
enginecustom/src/inc/shader/texture_shader_class.h
Normal file
56
enginecustom/src/inc/shader/texture_shader_class.h
Normal file
@@ -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
|
@@ -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
|
63
enginecustom/src/inc/shader/translate_shader_class.h
Normal file
63
enginecustom/src/inc/shader/translate_shader_class.h
Normal 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
|
@@ -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
|
63
enginecustom/src/inc/shader/transparent_shader_class.h
Normal file
63
enginecustom/src/inc/shader/transparent_shader_class.h
Normal file
@@ -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
|
@@ -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
|
70
enginecustom/src/inc/shader/water_shader_class.h
Normal file
70
enginecustom/src/inc/shader/water_shader_class.h
Normal 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
|
@@ -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
|
Reference in New Issue
Block a user