Compare commits
1 Commits
8b77b189a8
...
Cel-Shadin
Author | SHA1 | Date | |
---|---|---|---|
cabf9b39d8 |
2
.gitattributes
vendored
@@ -1,2 +0,0 @@
|
||||
enginecustom/assets/Model/OBJ/*.obj filter=lfs diff=lfs merge=lfs -text
|
||||
enginecustom/assets/Model/OBJ/*.mtl filter=lfs diff=lfs merge=lfs -text
|
8
.gitignore
vendored
@@ -9,6 +9,14 @@
|
||||
*.slo
|
||||
*.lo
|
||||
*.o
|
||||
*.obj
|
||||
|
||||
# Don't ignore 3d model in OBJ
|
||||
!enginecustom/monke.obj
|
||||
!enginecustom/isosphere.obj
|
||||
!enginecustom/cone.obj
|
||||
!enginecustom/vaisseau.obj
|
||||
!enginecustom/86.obj
|
||||
|
||||
# Precompiled Headers
|
||||
*.gch
|
||||
|
1
.idea/.idea.KhaoticEngineReborn/.idea/.name
generated
@@ -1 +0,0 @@
|
||||
KhaoticEngineReborn
|
@@ -1,6 +0,0 @@
|
||||
<?xml version="1.0" encoding="UTF-8"?>
|
||||
<project version="4">
|
||||
<component name="AndroidProjectSystem">
|
||||
<option name="providerId" value="RiderAndroidProjectSystem" />
|
||||
</component>
|
||||
</project>
|
14
.idea/.idea.KhaoticEngineReborn/.idea/discord.xml
generated
@@ -1,14 +0,0 @@
|
||||
<?xml version="1.0" encoding="UTF-8"?>
|
||||
<project version="4">
|
||||
<component name="DiscordProjectSettings">
|
||||
<option name="show" value="PROJECT_FILES" />
|
||||
<option name="description" value="" />
|
||||
<option name="applicationTheme" value="default" />
|
||||
<option name="iconsTheme" value="default" />
|
||||
<option name="button1Title" value="" />
|
||||
<option name="button1Url" value="" />
|
||||
<option name="button2Title" value="" />
|
||||
<option name="button2Url" value="" />
|
||||
<option name="customApplicationId" value="" />
|
||||
</component>
|
||||
</project>
|
@@ -1,8 +0,0 @@
|
||||
<?xml version="1.0" encoding="UTF-8"?>
|
||||
<project version="4">
|
||||
<component name="Encoding">
|
||||
<file url="file://$PROJECT_DIR$/enginecustom/src/src/system/applicationclass.cpp" charset="windows-1252" />
|
||||
<file url="file://$PROJECT_DIR$/enginecustom/src/src/system/imguiManager.cpp" charset="windows-1252" />
|
||||
<file url="PROJECT" charset="windows-1252" />
|
||||
</component>
|
||||
</project>
|
@@ -1,6 +0,0 @@
|
||||
<?xml version="1.0" encoding="UTF-8"?>
|
||||
<project version="4">
|
||||
<component name="GitToolBoxBlameSettings">
|
||||
<option name="version" value="2" />
|
||||
</component>
|
||||
</project>
|
@@ -1,15 +0,0 @@
|
||||
<?xml version="1.0" encoding="UTF-8"?>
|
||||
<project version="4">
|
||||
<component name="GitToolBoxProjectSettings">
|
||||
<option name="commitMessageIssueKeyValidationOverride">
|
||||
<BoolValueOverride>
|
||||
<option name="enabled" value="true" />
|
||||
</BoolValueOverride>
|
||||
</option>
|
||||
<option name="commitMessageValidationEnabledOverride">
|
||||
<BoolValueOverride>
|
||||
<option name="enabled" value="true" />
|
||||
</BoolValueOverride>
|
||||
</option>
|
||||
</component>
|
||||
</project>
|
@@ -1,8 +0,0 @@
|
||||
<?xml version="1.0" encoding="UTF-8"?>
|
||||
<project version="4">
|
||||
<component name="UserContentModel">
|
||||
<attachedFolders />
|
||||
<explicitIncludes />
|
||||
<explicitExcludes />
|
||||
</component>
|
||||
</project>
|
@@ -1,6 +0,0 @@
|
||||
<component name="InspectionProjectProfileManager">
|
||||
<profile version="1.0">
|
||||
<option name="myName" value="Project Default" />
|
||||
<inspection_tool class="ReassignedToPlainText" enabled="false" level="WARNING" enabled_by_default="false" />
|
||||
</profile>
|
||||
</component>
|
@@ -1,12 +0,0 @@
|
||||
<?xml version="1.0" encoding="UTF-8"?>
|
||||
<project version="4">
|
||||
<component name="MaterialThemeProjectNewConfig">
|
||||
<option name="metadata">
|
||||
<MTProjectMetadataState>
|
||||
<option name="migrated" value="true" />
|
||||
<option name="pristineConfig" value="false" />
|
||||
<option name="userId" value="4025287c:194ad69ad19:-7ff7" />
|
||||
</MTProjectMetadataState>
|
||||
</option>
|
||||
</component>
|
||||
</project>
|
@@ -1,8 +0,0 @@
|
||||
<?xml version="1.0" encoding="UTF-8"?>
|
||||
<project version="4">
|
||||
<component name="RiderProjectSettingsUpdater">
|
||||
<option name="singleClickDiffPreview" value="1" />
|
||||
<option name="unhandledExceptionsIgnoreList" value="1" />
|
||||
<option name="vcsConfiguration" value="3" />
|
||||
</component>
|
||||
</project>
|
6
.idea/.idea.KhaoticEngineReborn/.idea/vcs.xml
generated
@@ -1,6 +0,0 @@
|
||||
<?xml version="1.0" encoding="UTF-8"?>
|
||||
<project version="4">
|
||||
<component name="VcsDirectoryMappings">
|
||||
<mapping directory="" vcs="Git" />
|
||||
</component>
|
||||
</project>
|
386
.idea/.idea.KhaoticEngineReborn/.idea/workspace.xml
generated
@@ -1,386 +0,0 @@
|
||||
<?xml version="1.0" encoding="UTF-8"?>
|
||||
<project version="4">
|
||||
<component name="AutoImportSettings">
|
||||
<option name="autoReloadType" value="SELECTIVE" />
|
||||
</component>
|
||||
<component name="ChangeListManager">
|
||||
<list default="true" id="e81d6e08-efc7-40a0-909d-ec4943d948e9" name="Changes" comment="">
|
||||
<change beforePath="$PROJECT_DIR$/.idea/.idea.KhaoticEngineReborn/.idea/workspace.xml" beforeDir="false" afterPath="$PROJECT_DIR$/.idea/.idea.KhaoticEngineReborn/.idea/workspace.xml" afterDir="false" />
|
||||
<change beforePath="$PROJECT_DIR$/enginecustom/imgui.ini" beforeDir="false" afterPath="$PROJECT_DIR$/enginecustom/imgui.ini" afterDir="false" />
|
||||
<change beforePath="$PROJECT_DIR$/enginecustom/src/inc/system/imguiManager.h" beforeDir="false" afterPath="$PROJECT_DIR$/enginecustom/src/inc/system/imguiManager.h" afterDir="false" />
|
||||
<change beforePath="$PROJECT_DIR$/enginecustom/src/inc/system/modelclass.h" beforeDir="false" afterPath="$PROJECT_DIR$/enginecustom/src/inc/system/modelclass.h" afterDir="false" />
|
||||
<change beforePath="$PROJECT_DIR$/enginecustom/src/src/system/imguiManager.cpp" beforeDir="false" afterPath="$PROJECT_DIR$/enginecustom/src/src/system/imguiManager.cpp" afterDir="false" />
|
||||
<change beforePath="$PROJECT_DIR$/enginecustom/src/src/system/modelclass.cpp" beforeDir="false" afterPath="$PROJECT_DIR$/enginecustom/src/src/system/modelclass.cpp" afterDir="false" />
|
||||
</list>
|
||||
<option name="SHOW_DIALOG" value="false" />
|
||||
<option name="HIGHLIGHT_CONFLICTS" value="true" />
|
||||
<option name="HIGHLIGHT_NON_ACTIVE_CHANGELIST" value="false" />
|
||||
<option name="LAST_RESOLUTION" value="IGNORE" />
|
||||
</component>
|
||||
<component name="DpaMonitoringSettings">
|
||||
<option name="firstShow" value="false" />
|
||||
</component>
|
||||
<component name="Git.Settings">
|
||||
<option name="RECENT_GIT_ROOT_PATH" value="$PROJECT_DIR$" />
|
||||
</component>
|
||||
<component name="HighlightingSettingsPerFile">
|
||||
<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
|
||||
<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
|
||||
<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
|
||||
<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
|
||||
<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
|
||||
<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
|
||||
<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
|
||||
<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
|
||||
<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
|
||||
<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
|
||||
<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
|
||||
<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
|
||||
<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
|
||||
<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
|
||||
<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
|
||||
<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
|
||||
<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
|
||||
<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
|
||||
<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
|
||||
<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
|
||||
<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
|
||||
<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
|
||||
<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
|
||||
<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
|
||||
<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
|
||||
<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
|
||||
<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
|
||||
<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
|
||||
<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
|
||||
<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
|
||||
<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
|
||||
<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
|
||||
<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
|
||||
<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
|
||||
<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
|
||||
<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
|
||||
<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
|
||||
<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
|
||||
<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
|
||||
<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
|
||||
<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
|
||||
<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
|
||||
<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
|
||||
<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
|
||||
<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
|
||||
<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
|
||||
<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
|
||||
<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
|
||||
<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
|
||||
<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
|
||||
<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
|
||||
<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
|
||||
<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
|
||||
<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
|
||||
<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
|
||||
<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
|
||||
<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
|
||||
<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
|
||||
<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
|
||||
<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
|
||||
<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
|
||||
<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
|
||||
<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
|
||||
<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
|
||||
<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
|
||||
<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
|
||||
<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
|
||||
<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
|
||||
<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
|
||||
<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
|
||||
<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
|
||||
<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
|
||||
<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
|
||||
<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
|
||||
<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
|
||||
<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
|
||||
<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
|
||||
<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
|
||||
<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
|
||||
<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
|
||||
<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
|
||||
<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
|
||||
<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
|
||||
<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
|
||||
<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
|
||||
<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
|
||||
<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
|
||||
<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
|
||||
<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
|
||||
<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
|
||||
<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
|
||||
<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
|
||||
<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
|
||||
<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
|
||||
<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
|
||||
<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
|
||||
<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
|
||||
<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
|
||||
<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
|
||||
<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
|
||||
<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
|
||||
<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
|
||||
<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
|
||||
<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
|
||||
<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
|
||||
<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
|
||||
<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
|
||||
<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
|
||||
<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
|
||||
<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
|
||||
<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
|
||||
<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
|
||||
<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
|
||||
<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
|
||||
<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
|
||||
<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
|
||||
<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
|
||||
<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
|
||||
<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
|
||||
<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
|
||||
<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
|
||||
<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
|
||||
<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
|
||||
<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
|
||||
<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
|
||||
<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
|
||||
<setting file="file://C:/Program Files (x86)/Windows Kits/10/Include/10.0.26100.0/um/d3d11.h" root0="SKIP_HIGHLIGHTING" />
|
||||
<setting file="file://$PROJECT_DIR$/enginecustom/include/Inc/VertexTypes.h" root0="SKIP_HIGHLIGHTING" />
|
||||
<setting file="file://$PROJECT_DIR$/enginecustom/include/Vulkan/Include/vulkan/vulkan_core.h" root0="SKIP_HIGHLIGHTING" />
|
||||
<setting file="file://$PROJECT_DIR$/enginecustom/src/src/shader/CelShadingShader.cpp" root0="FORCE_HIGHLIGHTING" />
|
||||
<setting file="file://$PROJECT_DIR$/../../IDE_VS/VC/Tools/MSVC/14.38.33130/include/type_traits" root0="SKIP_HIGHLIGHTING" />
|
||||
</component>
|
||||
<component name="MetaFilesCheckinStateConfiguration" checkMetaFiles="true" />
|
||||
<component name="ProblemsViewState">
|
||||
<option name="selectedTabId" value="CurrentFile" />
|
||||
</component>
|
||||
<component name="ProjectColorInfo">{
|
||||
"associatedIndex": 6
|
||||
}</component>
|
||||
<component name="ProjectId" id="2sGIWDeT5ixyzDQ0he4A3RFpG9W" />
|
||||
<component name="ProjectViewState">
|
||||
<option name="hideEmptyMiddlePackages" value="true" />
|
||||
<option name="showLibraryContents" value="true" />
|
||||
</component>
|
||||
<component name="PropertiesComponent">{
|
||||
"keyToString": {
|
||||
"ASKED_SHARE_PROJECT_CONFIGURATION_FILES": "true",
|
||||
"C++ Project.enginecustom.executor": "Run",
|
||||
"C/C++ Project.enginecustom.executor": "Run",
|
||||
"RunOnceActivity.ShowReadmeOnStart": "true",
|
||||
"RunOnceActivity.git.unshallow": "true",
|
||||
"SHARE_PROJECT_CONFIGURATION_FILES": "true",
|
||||
"git-widget-placeholder": "main",
|
||||
"ignore.virus.scanning.warn.message": "true",
|
||||
"node.js.detected.package.eslint": "true",
|
||||
"node.js.detected.package.tslint": "true",
|
||||
"node.js.selected.package.eslint": "(autodetect)",
|
||||
"node.js.selected.package.tslint": "(autodetect)",
|
||||
"nodejs_package_manager_path": "npm",
|
||||
"settings.editor.selected.configurable": "preferences.build.unityPlugin",
|
||||
"vue.rearranger.settings.migration": "true"
|
||||
}
|
||||
}</component>
|
||||
<component name="RunManager" selected="C/C++ Project.enginecustom">
|
||||
<configuration name="KhaoticDemo" type="CppProject" factoryName="C++ Project">
|
||||
<configuration_1 setup="1">
|
||||
<option name="CONFIGURATION" value="Debug" />
|
||||
<option name="PLATFORM" value="x64" />
|
||||
<option name="CURRENT_LAUNCH_PROFILE" value="Local" />
|
||||
<option name="EXE_PATH" value="$(LocalDebuggerCommand)" />
|
||||
<option name="PROGRAM_PARAMETERS" value="$(LocalDebuggerCommandArguments)" />
|
||||
<option name="WORKING_DIRECTORY" value="$(LocalDebuggerWorkingDirectory)" />
|
||||
<option name="PASS_PARENT_ENVS" value="1" />
|
||||
<option name="USE_EXTERNAL_CONSOLE" value="0" />
|
||||
<option name="TERMINAL_INTERACTION_BEHAVIOR" value="AUTO_DETECT" />
|
||||
<option name="PROJECT_FILE_PATH" value="$PROJECT_DIR$/KhaoticDemo/KhaoticDemo.vcxproj" />
|
||||
</configuration_1>
|
||||
<option name="DEFAULT_PROJECT_PATH" value="$PROJECT_DIR$/KhaoticDemo/KhaoticDemo.vcxproj" />
|
||||
<option name="PROJECT_FILE_PATH" value="$PROJECT_DIR$/KhaoticDemo/KhaoticDemo.vcxproj" />
|
||||
<option name="AUTO_SELECT_PRIORITY" value="0" />
|
||||
<method v="2">
|
||||
<option name="Build" />
|
||||
</method>
|
||||
</configuration>
|
||||
<configuration name="enginecustom" type="CppProject" factoryName="C++ Project">
|
||||
<configuration_1 setup="1">
|
||||
<option name="CONFIGURATION" value="Debug" />
|
||||
<option name="PLATFORM" value="x64" />
|
||||
<option name="CURRENT_LAUNCH_PROFILE" value="Local" />
|
||||
<option name="EXE_PATH" value="$(LocalDebuggerCommand)" />
|
||||
<option name="PROGRAM_PARAMETERS" value="$(LocalDebuggerCommandArguments)" />
|
||||
<option name="WORKING_DIRECTORY" value="$(LocalDebuggerWorkingDirectory)" />
|
||||
<option name="PASS_PARENT_ENVS" value="1" />
|
||||
<option name="USE_EXTERNAL_CONSOLE" value="0" />
|
||||
<option name="TERMINAL_INTERACTION_BEHAVIOR" value="AUTO_DETECT" />
|
||||
<option name="PROJECT_FILE_PATH" value="$PROJECT_DIR$/enginecustom/enginecustom.vcxproj" />
|
||||
</configuration_1>
|
||||
<configuration_2 setup="1">
|
||||
<option name="CONFIGURATION" value="Release" />
|
||||
<option name="PLATFORM" value="x64" />
|
||||
<option name="CURRENT_LAUNCH_PROFILE" value="Local" />
|
||||
<option name="EXE_PATH" value="$(TargetPath)" />
|
||||
<option name="PROGRAM_PARAMETERS" value="" />
|
||||
<option name="WORKING_DIRECTORY" value="$(ProjectDir)" />
|
||||
<option name="PASS_PARENT_ENVS" value="1" />
|
||||
<option name="USE_EXTERNAL_CONSOLE" value="0" />
|
||||
<option name="TERMINAL_INTERACTION_BEHAVIOR" value="AUTO_DETECT" />
|
||||
<option name="PROJECT_FILE_PATH" value="$PROJECT_DIR$/enginecustom/enginecustom.vcxproj" />
|
||||
</configuration_2>
|
||||
<option name="DEFAULT_PROJECT_PATH" value="$PROJECT_DIR$/enginecustom/enginecustom.vcxproj" />
|
||||
<option name="PROJECT_FILE_PATH" value="$PROJECT_DIR$/enginecustom/enginecustom.vcxproj" />
|
||||
<option name="AUTO_SELECT_PRIORITY" value="0" />
|
||||
<method v="2">
|
||||
<option name="Build" />
|
||||
</method>
|
||||
</configuration>
|
||||
</component>
|
||||
<component name="SpellCheckerSettings" RuntimeDictionaries="0" Folders="0" CustomDictionaries="0" DefaultDictionary="application-level" UseSingleDictionary="true" transferred="true" />
|
||||
<component name="TaskManager">
|
||||
<task active="true" id="Default" summary="Default task">
|
||||
<changelist id="e81d6e08-efc7-40a0-909d-ec4943d948e9" name="Changes" comment="" />
|
||||
<created>1738075515913</created>
|
||||
<option name="number" value="Default" />
|
||||
<option name="presentableId" value="Default" />
|
||||
<updated>1738075515913</updated>
|
||||
<workItem from="1738075517746" duration="553000" />
|
||||
<workItem from="1738076088229" duration="80000" />
|
||||
<workItem from="1738076192788" duration="19000" />
|
||||
<workItem from="1738076222547" duration="6131000" />
|
||||
<workItem from="1738171504772" duration="876000" />
|
||||
<workItem from="1738172392786" duration="67000" />
|
||||
<workItem from="1738173151768" duration="2361000" />
|
||||
<workItem from="1738175535254" duration="279000" />
|
||||
<workItem from="1738178991872" duration="2736000" />
|
||||
<workItem from="1738244577624" duration="3000" />
|
||||
<workItem from="1738321399968" duration="689000" />
|
||||
<workItem from="1738358054789" duration="9000" />
|
||||
<workItem from="1738358091089" duration="6675000" />
|
||||
<workItem from="1738364887298" duration="2275000" />
|
||||
<workItem from="1738515031789" duration="14018000" />
|
||||
<workItem from="1741705445392" duration="138000" />
|
||||
<workItem from="1741706018301" duration="5499000" />
|
||||
<workItem from="1742198713923" duration="31000" />
|
||||
<workItem from="1742198792655" duration="4618000" />
|
||||
<workItem from="1742203643675" duration="600000" />
|
||||
<workItem from="1742206836574" duration="258000" />
|
||||
<workItem from="1742207107802" duration="5340000" />
|
||||
<workItem from="1742228751298" duration="38000" />
|
||||
<workItem from="1742228870107" duration="1198000" />
|
||||
<workItem from="1742314944369" duration="79000" />
|
||||
<workItem from="1742318452773" duration="2258000" />
|
||||
<workItem from="1742331065936" duration="3030000" />
|
||||
<workItem from="1742371397157" duration="13355000" />
|
||||
<workItem from="1742425863119" duration="231000" />
|
||||
<workItem from="1742474596806" duration="67000" />
|
||||
<workItem from="1742474683111" duration="689000" />
|
||||
<workItem from="1742574318953" duration="552000" />
|
||||
<workItem from="1742581210996" duration="681000" />
|
||||
<workItem from="1742651501885" duration="47000" />
|
||||
<workItem from="1742664377329" duration="746000" />
|
||||
<workItem from="1742665243312" duration="310000" />
|
||||
<workItem from="1742667326806" duration="95000" />
|
||||
<workItem from="1743185728805" duration="15000" />
|
||||
<workItem from="1743185754182" duration="815000" />
|
||||
<workItem from="1743355100472" duration="708000" />
|
||||
<workItem from="1743355837694" duration="1514000" />
|
||||
<workItem from="1743370106270" duration="901000" />
|
||||
<workItem from="1743505399891" duration="2361000" />
|
||||
<workItem from="1746106963725" duration="5888000" />
|
||||
<workItem from="1746112904421" duration="75000" />
|
||||
<workItem from="1746113092234" duration="1477000" />
|
||||
<workItem from="1746117455914" duration="5976000" />
|
||||
<workItem from="1746126812110" duration="180000" />
|
||||
<workItem from="1746188920194" duration="1870000" />
|
||||
<workItem from="1746274246641" duration="89000" />
|
||||
<workItem from="1746274352144" duration="8039000" />
|
||||
<workItem from="1746444660572" duration="7742000" />
|
||||
<workItem from="1746456965664" duration="13000" />
|
||||
<workItem from="1746469494034" duration="799000" />
|
||||
<workItem from="1746526901276" duration="2023000" />
|
||||
<workItem from="1746536290167" duration="1908000" />
|
||||
<workItem from="1746538260893" duration="5781000" />
|
||||
<workItem from="1746546014271" duration="1814000" />
|
||||
<workItem from="1746619988287" duration="12282000" />
|
||||
<workItem from="1746711806997" duration="6736000" />
|
||||
<workItem from="1746719840054" duration="991000" />
|
||||
<workItem from="1746795732153" duration="33000" />
|
||||
<workItem from="1746795828588" duration="592000" />
|
||||
<workItem from="1747049871967" duration="9350000" />
|
||||
<workItem from="1747136509645" duration="3939000" />
|
||||
</task>
|
||||
<task id="LOCAL-00001" summary="Minor update - viewport window tweak">
|
||||
<option name="closed" value="true" />
|
||||
<created>1738175474520</created>
|
||||
<option name="number" value="00001" />
|
||||
<option name="presentableId" value="LOCAL-00001" />
|
||||
<option name="project" value="LOCAL" />
|
||||
<updated>1738175474520</updated>
|
||||
</task>
|
||||
<task id="LOCAL-00002" summary="Patch update - add menu button">
|
||||
<option name="closed" value="true" />
|
||||
<created>1738181617050</created>
|
||||
<option name="number" value="00002" />
|
||||
<option name="presentableId" value="LOCAL-00002" />
|
||||
<option name="project" value="LOCAL" />
|
||||
<updated>1738181617050</updated>
|
||||
</task>
|
||||
<option name="localTasksCounter" value="3" />
|
||||
<servers />
|
||||
</component>
|
||||
<component name="TypeScriptGeneratedFilesManager">
|
||||
<option name="version" value="3" />
|
||||
</component>
|
||||
<component name="UnityCheckinConfiguration" checkUnsavedScenes="true" />
|
||||
<component name="UnityProjectConfiguration" hasMinimizedUI="false" />
|
||||
<component name="Vcs.Log.Tabs.Properties">
|
||||
<option name="TAB_STATES">
|
||||
<map>
|
||||
<entry key="MAIN">
|
||||
<value>
|
||||
<State />
|
||||
</value>
|
||||
</entry>
|
||||
</map>
|
||||
</option>
|
||||
</component>
|
||||
<component name="VcsManagerConfiguration">
|
||||
<option name="CLEAR_INITIAL_COMMIT_MESSAGE" value="true" />
|
||||
<MESSAGE value="Minor update - viewport window tweak" />
|
||||
<MESSAGE value="Patch update - add menu button" />
|
||||
<option name="LAST_COMMIT_MESSAGE" value="Patch update - add menu button" />
|
||||
</component>
|
||||
<component name="XDebuggerManager">
|
||||
<breakpoint-manager>
|
||||
<breakpoints>
|
||||
<breakpoint enabled="true" type="DotNet_Exception_Breakpoints">
|
||||
<properties exception="System.OperationCanceledException" breakIfHandledByOtherCode="false" displayValue="System.OperationCanceledException" />
|
||||
<option name="timeStamp" value="1" />
|
||||
</breakpoint>
|
||||
<breakpoint enabled="true" type="DotNet_Exception_Breakpoints">
|
||||
<properties exception="System.Threading.Tasks.TaskCanceledException" breakIfHandledByOtherCode="false" displayValue="System.Threading.Tasks.TaskCanceledException" />
|
||||
<option name="timeStamp" value="2" />
|
||||
</breakpoint>
|
||||
<breakpoint enabled="true" type="DotNet_Exception_Breakpoints">
|
||||
<properties exception="System.Threading.ThreadAbortException" breakIfHandledByOtherCode="false" displayValue="System.Threading.ThreadAbortException" />
|
||||
<option name="timeStamp" value="3" />
|
||||
</breakpoint>
|
||||
</breakpoints>
|
||||
</breakpoint-manager>
|
||||
<watches-manager>
|
||||
<configuration name="CppProject">
|
||||
<watch expression="((class ModelClass &) (*(*(*this).m_Application).m_object[0]))" />
|
||||
</configuration>
|
||||
</watches-manager>
|
||||
</component>
|
||||
<component name="XSLT-Support.FileAssociations.UIState">
|
||||
<expand />
|
||||
<select />
|
||||
</component>
|
||||
</project>
|
31
README.md
@@ -2,13 +2,13 @@
|
||||
|
||||
Khaotic Engine Reborn reprend comme base le moteur Khaotic Engine pour lui ajouter plus de fonctionalité.
|
||||
|
||||
Ce moteur est basé sur **DirectX11** et utilise **ImGui** pour son interface graphique.
|
||||
Ce moteur est basé sur **DirectX11** utilise **ImGui** avec une couche d'abstraction pour permetre son usage avec d'autres API.
|
||||
|
||||
---
|
||||
|
||||
Khaotic Engine is a rendering engine made in **C++** by a small team with the aim of learning how to use rendering APIs (OpenGL, DirectX 11/12 and Vulkan).
|
||||
|
||||
This **DirectX11** based engine uses **ImGui** for the user interface.
|
||||
This **DirectX11** based engine uses **ImGui** with an abstraction layer to enable its use with other APIs.
|
||||
|
||||
## Installation
|
||||
|
||||
@@ -35,36 +35,15 @@ This **DirectX11** based engine uses **ImGui** for the user interface.
|
||||
|
||||
**SHADER** :
|
||||
|
||||
+ Sunlight shader
|
||||
+ Cel Shading
|
||||
+ Skysphere
|
||||
- Cel Shading
|
||||
|
||||
**Interface Graphique** :
|
||||
|
||||
+ Console link to the Logger object
|
||||
+ Shader Manager
|
||||
+ Engine Settings
|
||||
+ Sunlight Settings
|
||||
|
||||
**Save And Load of a Scene** :
|
||||
|
||||
+ Save All Custom object
|
||||
+ Save All Custom Texture for Custom Object
|
||||
|
||||
**Texture File** :
|
||||
|
||||
+ All the format supported by Windows Imaging Component (WIC)
|
||||
|
||||
**Optimization** :
|
||||
|
||||
- Shader rendering
|
||||
- Frustum culling
|
||||
- Object rendering
|
||||
- Terrain Instancing
|
||||
- Shader Manager
|
||||
|
||||
## Demo :
|
||||
|
||||
[](https://youtu.be/DYgT1Nu7B4c)
|
||||
[](https://www.youtube.com/watch?v=qCOCTyB_97c)
|
||||
|
||||
## Engine Build by :
|
||||
|
||||
|
18
enginecustom/.vscode/c_cpp_properties.json
vendored
Normal file
@@ -0,0 +1,18 @@
|
||||
{
|
||||
"configurations": [
|
||||
{
|
||||
"name": "windows-gcc-x64",
|
||||
"includePath": [
|
||||
"${workspaceFolder}/**"
|
||||
],
|
||||
"compilerPath": "gcc",
|
||||
"cStandard": "${default}",
|
||||
"cppStandard": "${default}",
|
||||
"intelliSenseMode": "windows-gcc-x64",
|
||||
"compilerArgs": [
|
||||
""
|
||||
]
|
||||
}
|
||||
],
|
||||
"version": 4
|
||||
}
|
724122
enginecustom/86.obj
Normal file
@@ -1,90 +1,77 @@
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
// Filename: lightshaderclass.cpp
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
#include "sunlightshaderclass.h"
|
||||
#include "CelShadingShader.h"
|
||||
#include <iostream>
|
||||
|
||||
|
||||
SunlightShaderClass::SunlightShaderClass()
|
||||
CelShadingShader::CelShadingShader()
|
||||
{
|
||||
m_vertexShader = 0;
|
||||
m_pixelShader = 0;
|
||||
m_layout = 0;
|
||||
m_sampleState = 0;
|
||||
m_matrixBuffer = 0;
|
||||
m_cameraBuffer = 0;
|
||||
m_sunlightBuffer = 0;
|
||||
m_sunlightColorBuffer = 0;
|
||||
m_sunlightPositionBuffer = 0;
|
||||
m_sampleState = 0;
|
||||
m_lightBuffer = 0;
|
||||
}
|
||||
|
||||
|
||||
SunlightShaderClass::SunlightShaderClass(const SunlightShaderClass& other)
|
||||
CelShadingShader::CelShadingShader(const CelShadingShader& other)
|
||||
{
|
||||
}
|
||||
|
||||
|
||||
SunlightShaderClass::~SunlightShaderClass()
|
||||
CelShadingShader::~CelShadingShader()
|
||||
{
|
||||
}
|
||||
|
||||
|
||||
bool SunlightShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
|
||||
bool CelShadingShader::Initialize(ID3D11Device* device, HWND hwnd)
|
||||
{
|
||||
Logger::Get().Log("Initializing LightShaderClass", __FILE__, __LINE__, Logger::LogLevel::Initialize);
|
||||
Logger::Get().Log("Initializing CelShadingShader", __FILE__, __LINE__, Logger::LogLevel::Initialize);
|
||||
|
||||
bool result;
|
||||
wchar_t vsFilename[128];
|
||||
wchar_t psFilename[128];
|
||||
int error;
|
||||
bool result;
|
||||
|
||||
// Set the filename of the vertex shader.
|
||||
error = wcscpy_s(vsFilename, 128, L"src/hlsl/sunlight.vs");
|
||||
error = wcscpy_s(vsFilename, 128, L"celshading.vs");
|
||||
if (error != 0)
|
||||
{
|
||||
Logger::Get().Log("Failed to copy string", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Failed to set the filename of the vertex shader", __FILE__, __LINE__);
|
||||
return false;
|
||||
}
|
||||
|
||||
// Set the filename of the pixel shader.
|
||||
error = wcscpy_s(psFilename, 128, L"src/hlsl/sunlight.ps");
|
||||
error = wcscpy_s(psFilename, 128, L"celshading.ps");
|
||||
if (error != 0)
|
||||
{
|
||||
Logger::Get().Log("Failed to copy string", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Failed to set the filename of the pixel shader", __FILE__, __LINE__);
|
||||
return false;
|
||||
}
|
||||
|
||||
// Initialize the vertex and pixel shaders.
|
||||
result = InitializeShader(device, hwnd, vsFilename, psFilename);
|
||||
if (!result)
|
||||
{
|
||||
Logger::Get().Log("Failed to initialize shader", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Failed to initialize the vertex and pixel shaders", __FILE__, __LINE__);
|
||||
return false;
|
||||
}
|
||||
|
||||
Logger::Get().Log("SunLightShaderClass initialized", __FILE__, __LINE__, Logger::LogLevel::Initialize);
|
||||
Logger::Get().Log("Successfully initialized CelShadingShader", __FILE__, __LINE__, Logger::LogLevel::Initialize);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
void SunlightShaderClass::Shutdown()
|
||||
void CelShadingShader::Shutdown()
|
||||
{
|
||||
// Shutdown the vertex and pixel shaders as well as the related objects.
|
||||
ShutdownShader();
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
bool SunlightShaderClass::Render(ID3D11DeviceContext* deviceContext, int indexCount, XMMATRIX worldMatrix, XMMATRIX viewMatrix, XMMATRIX projectionMatrix,
|
||||
ID3D11ShaderResourceView* texture, XMFLOAT4 diffuseColor, XMFLOAT4 ambientColor, XMFLOAT3 sunDirection, float sunIntensity)
|
||||
bool CelShadingShader::Render(ID3D11DeviceContext* deviceContext, int indexCount, XMMATRIX worldMatrix, XMMATRIX viewMatrix, XMMATRIX projectionMatrix,
|
||||
ID3D11ShaderResourceView* texture, XMFLOAT3 lightDirection, XMFLOAT4 diffuseColor, XMFLOAT3 lightPosition)
|
||||
{
|
||||
bool result;
|
||||
|
||||
|
||||
// Set the shader parameters that it will use for rendering.
|
||||
result = SetShaderParameters(deviceContext, worldMatrix, viewMatrix, projectionMatrix, texture, diffuseColor, ambientColor, sunDirection, sunIntensity);
|
||||
result = SetShaderParameters(deviceContext, worldMatrix, viewMatrix, projectionMatrix, texture, lightDirection, diffuseColor, lightPosition);
|
||||
if (!result)
|
||||
{
|
||||
Logger::Get().Log("Failed to set shader parameters", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("CelShading Error", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
@@ -94,92 +81,89 @@ bool SunlightShaderClass::Render(ID3D11DeviceContext* deviceContext, int indexCo
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
bool SunlightShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR* vsFilename, WCHAR* psFilename)
|
||||
bool CelShadingShader::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR* vsFilename, WCHAR* psFilename)
|
||||
{
|
||||
Logger::Get().Log("Initializing shader", __FILE__, __LINE__, Logger::LogLevel::Initialize);
|
||||
|
||||
HRESULT result;
|
||||
ID3D10Blob* errorMessage;
|
||||
ID3D10Blob* vertexShaderBuffer;
|
||||
ID3D10Blob* pixelShaderBuffer;
|
||||
ID3D10Blob* errorMessage = nullptr;
|
||||
ID3D10Blob* vertexShaderBuffer = nullptr;
|
||||
ID3D10Blob* pixelShaderBuffer = nullptr;
|
||||
D3D11_INPUT_ELEMENT_DESC polygonLayout[3];
|
||||
unsigned int numElements;
|
||||
D3D11_SAMPLER_DESC samplerDesc;
|
||||
D3D11_BUFFER_DESC matrixBufferDesc;
|
||||
D3D11_BUFFER_DESC sunlightBufferDesc;
|
||||
|
||||
// Initialize the pointers this function will use to null.
|
||||
errorMessage = 0;
|
||||
vertexShaderBuffer = 0;
|
||||
pixelShaderBuffer = 0;
|
||||
D3D11_SAMPLER_DESC samplerDesc;
|
||||
D3D11_BUFFER_DESC lightBufferDesc;
|
||||
|
||||
// Compile the vertex shader code.
|
||||
result = D3DCompileFromFile(vsFilename, NULL, NULL, "SunLightVertexShader", "vs_5_0", D3D10_SHADER_ENABLE_STRICTNESS, 0, &vertexShaderBuffer, &errorMessage);
|
||||
result = D3DCompileFromFile(vsFilename, nullptr, nullptr, "CelShadingVertexShader", "vs_5_0", D3D10_SHADER_ENABLE_STRICTNESS, 0, &vertexShaderBuffer, &errorMessage);
|
||||
if (FAILED(result))
|
||||
{
|
||||
// If the shader failed to compile it should have written something to the error message.
|
||||
if (errorMessage)
|
||||
{
|
||||
OutputShaderErrorMessage(errorMessage, hwnd, vsFilename);
|
||||
}
|
||||
// If there was nothing in the error message then it simply could not find the shader file itself.
|
||||
else
|
||||
{
|
||||
Logger::Get().Log("Failed to compile shader", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
MessageBox(hwnd, vsFilename, L"Missing Shader File", MB_OK);
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
// Compile the pixel shader code.
|
||||
result = D3DCompileFromFile(psFilename, NULL, NULL, "SunLightPixelShader", "ps_5_0", D3D10_SHADER_ENABLE_STRICTNESS, 0, &pixelShaderBuffer, &errorMessage);
|
||||
result = D3DCompileFromFile(psFilename, nullptr, nullptr, "CelShadingPixelShader", "ps_5_0", D3D10_SHADER_ENABLE_STRICTNESS, 0, &pixelShaderBuffer, &errorMessage);
|
||||
if (FAILED(result))
|
||||
{
|
||||
// If the shader failed to compile it should have written something to the error message.
|
||||
if (errorMessage)
|
||||
{
|
||||
OutputShaderErrorMessage(errorMessage, hwnd, psFilename);
|
||||
}
|
||||
// If there was nothing in the error message then it simply could not find the file itself.
|
||||
else
|
||||
{
|
||||
Logger::Get().Log("Failed to compile shader", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
MessageBox(hwnd, psFilename, L"Missing Shader File", MB_OK);
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
// Create the vertex shader from the buffer.
|
||||
result = device->CreateVertexShader(vertexShaderBuffer->GetBufferPointer(), vertexShaderBuffer->GetBufferSize(), NULL, &m_vertexShader);
|
||||
result = device->CreateVertexShader(vertexShaderBuffer->GetBufferPointer(), vertexShaderBuffer->GetBufferSize(), nullptr, &m_vertexShader);
|
||||
if (FAILED(result))
|
||||
{
|
||||
Logger::Get().Log("Failed to create vertex shader", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
// Create the pixel shader from the buffer.
|
||||
result = device->CreatePixelShader(pixelShaderBuffer->GetBufferPointer(), pixelShaderBuffer->GetBufferSize(), NULL, &m_pixelShader);
|
||||
result = device->CreatePixelShader(pixelShaderBuffer->GetBufferPointer(), pixelShaderBuffer->GetBufferSize(), nullptr, &m_pixelShader);
|
||||
if (FAILED(result))
|
||||
{
|
||||
Logger::Get().Log("Failed to create pixel shader", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
// Create the vertex input layout description.
|
||||
// This setup needs to match the VertexType structure in the ModelClass and in the shader.
|
||||
polygonLayout[0].SemanticName = "POSITION";
|
||||
polygonLayout[0].SemanticIndex = 0;
|
||||
polygonLayout[0].Format = DXGI_FORMAT_R32G32B32_FLOAT;
|
||||
polygonLayout[0].Format = DXGI_FORMAT_R32G32B32A32_FLOAT;
|
||||
polygonLayout[0].InputSlot = 0;
|
||||
polygonLayout[0].AlignedByteOffset = 0;
|
||||
polygonLayout[0].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
|
||||
polygonLayout[0].InstanceDataStepRate = 0;
|
||||
|
||||
polygonLayout[1].SemanticName = "TEXCOORD";
|
||||
polygonLayout[1].SemanticName = "NORMAL";
|
||||
polygonLayout[1].SemanticIndex = 0;
|
||||
polygonLayout[1].Format = DXGI_FORMAT_R32G32_FLOAT;
|
||||
polygonLayout[1].Format = DXGI_FORMAT_R32G32B32_FLOAT;
|
||||
polygonLayout[1].InputSlot = 0;
|
||||
polygonLayout[1].AlignedByteOffset = D3D11_APPEND_ALIGNED_ELEMENT;
|
||||
polygonLayout[1].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
|
||||
polygonLayout[1].InstanceDataStepRate = 0;
|
||||
|
||||
polygonLayout[2].SemanticName = "NORMAL";
|
||||
polygonLayout[2].SemanticName = "TEXCOORD";
|
||||
polygonLayout[2].SemanticIndex = 0;
|
||||
polygonLayout[2].Format = DXGI_FORMAT_R32G32B32_FLOAT;
|
||||
polygonLayout[2].Format = DXGI_FORMAT_R32G32_FLOAT;
|
||||
polygonLayout[2].InputSlot = 0;
|
||||
polygonLayout[2].AlignedByteOffset = D3D11_APPEND_ALIGNED_ELEMENT;
|
||||
polygonLayout[2].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
|
||||
@@ -192,16 +176,30 @@ bool SunlightShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHA
|
||||
result = device->CreateInputLayout(polygonLayout, numElements, vertexShaderBuffer->GetBufferPointer(), vertexShaderBuffer->GetBufferSize(), &m_layout);
|
||||
if (FAILED(result))
|
||||
{
|
||||
Logger::Get().Log("Failed to create input layout", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
// Release the vertex shader buffer and pixel shader buffer since they are no longer needed.
|
||||
vertexShaderBuffer->Release();
|
||||
vertexShaderBuffer = 0;
|
||||
vertexShaderBuffer = nullptr;
|
||||
|
||||
pixelShaderBuffer->Release();
|
||||
pixelShaderBuffer = 0;
|
||||
pixelShaderBuffer = nullptr;
|
||||
|
||||
// Setup the description of the dynamic matrix constant buffer that is in the vertex shader.
|
||||
matrixBufferDesc.Usage = D3D11_USAGE_DYNAMIC;
|
||||
matrixBufferDesc.ByteWidth = sizeof(MatrixBufferType);
|
||||
matrixBufferDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
|
||||
matrixBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
|
||||
matrixBufferDesc.MiscFlags = 0;
|
||||
matrixBufferDesc.StructureByteStride = 0;
|
||||
|
||||
// Create the constant buffer pointer so we can access the vertex shader constant buffer from within this class.
|
||||
result = device->CreateBuffer(&matrixBufferDesc, nullptr, &m_matrixBuffer);
|
||||
if (FAILED(result))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Create a texture sampler state description.
|
||||
samplerDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
|
||||
@@ -222,128 +220,78 @@ bool SunlightShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHA
|
||||
result = device->CreateSamplerState(&samplerDesc, &m_sampleState);
|
||||
if (FAILED(result))
|
||||
{
|
||||
Logger::Get().Log("Failed to create sampler state", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
// Setup the description of the dynamic matrix constant buffer that is in the vertex shader.
|
||||
matrixBufferDesc.Usage = D3D11_USAGE_DYNAMIC;
|
||||
matrixBufferDesc.ByteWidth = sizeof(MatrixBufferType);
|
||||
matrixBufferDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
|
||||
matrixBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
|
||||
matrixBufferDesc.MiscFlags = 0;
|
||||
matrixBufferDesc.StructureByteStride = 0;
|
||||
|
||||
// Create the constant buffer pointer so we can access the vertex shader constant buffer from within this class.
|
||||
result = device->CreateBuffer(&matrixBufferDesc, NULL, &m_matrixBuffer);
|
||||
if (FAILED(result))
|
||||
{
|
||||
Logger::Get().Log("Failed to create matrix buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
// Setup the description of the dynamic sunlight constant buffer that is in the pixel shader.
|
||||
sunlightBufferDesc.Usage = D3D11_USAGE_DYNAMIC;
|
||||
sunlightBufferDesc.ByteWidth = sizeof(SunLightBufferType);
|
||||
sunlightBufferDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
|
||||
sunlightBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
|
||||
sunlightBufferDesc.MiscFlags = 0;
|
||||
sunlightBufferDesc.StructureByteStride = 0;
|
||||
// Setup the description of the light dynamic constant buffer that is in the pixel shader.
|
||||
lightBufferDesc.Usage = D3D11_USAGE_DYNAMIC;
|
||||
lightBufferDesc.ByteWidth = sizeof(LightBufferType);
|
||||
lightBufferDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
|
||||
lightBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
|
||||
lightBufferDesc.MiscFlags = 0;
|
||||
lightBufferDesc.StructureByteStride = 0;
|
||||
|
||||
// Create the constant buffer pointer so we can access the pixel shader constant buffer from within this class.
|
||||
result = device->CreateBuffer(&sunlightBufferDesc, NULL, &m_sunlightBuffer);
|
||||
result = device->CreateBuffer(&lightBufferDesc, nullptr, &m_lightBuffer);
|
||||
if (FAILED(result))
|
||||
{
|
||||
Logger::Get().Log("Failed to create sunlight buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
Logger::Get().Log("Shader initialized", __FILE__, __LINE__, Logger::LogLevel::Initialize);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
void SunlightShaderClass::ShutdownShader()
|
||||
void CelShadingShader::ShutdownShader()
|
||||
{
|
||||
Logger::Get().Log("Shutting down SunLightShaderClass", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
|
||||
|
||||
// Release the light constant buffers.
|
||||
if (m_sunlightColorBuffer)
|
||||
{
|
||||
m_sunlightColorBuffer->Release();
|
||||
m_sunlightColorBuffer = 0;
|
||||
}
|
||||
|
||||
if (m_sunlightPositionBuffer)
|
||||
{
|
||||
m_sunlightPositionBuffer->Release();
|
||||
m_sunlightPositionBuffer = 0;
|
||||
}
|
||||
|
||||
// Release the light constant buffer.
|
||||
if (m_sunlightBuffer)
|
||||
if (m_lightBuffer)
|
||||
{
|
||||
m_sunlightBuffer->Release();
|
||||
m_sunlightBuffer = 0;
|
||||
}
|
||||
|
||||
// Release the camera constant buffer.
|
||||
if (m_cameraBuffer)
|
||||
{
|
||||
m_cameraBuffer->Release();
|
||||
m_cameraBuffer = 0;
|
||||
}
|
||||
|
||||
// Release the matrix constant buffer.
|
||||
if (m_matrixBuffer)
|
||||
{
|
||||
m_matrixBuffer->Release();
|
||||
m_matrixBuffer = 0;
|
||||
m_lightBuffer->Release();
|
||||
m_lightBuffer = nullptr;
|
||||
}
|
||||
|
||||
// Release the sampler state.
|
||||
if (m_sampleState)
|
||||
{
|
||||
m_sampleState->Release();
|
||||
m_sampleState = 0;
|
||||
m_sampleState = nullptr;
|
||||
}
|
||||
|
||||
// Release the matrix constant buffer.
|
||||
if (m_matrixBuffer)
|
||||
{
|
||||
m_matrixBuffer->Release();
|
||||
m_matrixBuffer = nullptr;
|
||||
}
|
||||
|
||||
// Release the layout.
|
||||
if (m_layout)
|
||||
{
|
||||
m_layout->Release();
|
||||
m_layout = 0;
|
||||
m_layout = nullptr;
|
||||
}
|
||||
|
||||
// Release the pixel shader.
|
||||
if (m_pixelShader)
|
||||
{
|
||||
m_pixelShader->Release();
|
||||
m_pixelShader = 0;
|
||||
m_pixelShader = nullptr;
|
||||
}
|
||||
|
||||
// Release the vertex shader.
|
||||
if (m_vertexShader)
|
||||
{
|
||||
m_vertexShader->Release();
|
||||
m_vertexShader = 0;
|
||||
m_vertexShader = nullptr;
|
||||
}
|
||||
}
|
||||
|
||||
Logger::Get().Log("SunLightShaderClass shut down", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
void SunlightShaderClass::OutputShaderErrorMessage(ID3D10Blob* errorMessage, HWND hwnd, WCHAR* shaderFilename)
|
||||
void CelShadingShader::OutputShaderErrorMessage(ID3D10Blob* errorMessage, HWND hwnd, WCHAR* shaderFilename)
|
||||
{
|
||||
char* compileErrors;
|
||||
unsigned __int64 bufferSize, i;
|
||||
ofstream fout;
|
||||
|
||||
unsigned long bufferSize, i;
|
||||
std::ofstream fout;
|
||||
|
||||
// Get a pointer to the error message text buffer.
|
||||
compileErrors = (char*)(errorMessage->GetBufferPointer());
|
||||
@@ -365,22 +313,20 @@ void SunlightShaderClass::OutputShaderErrorMessage(ID3D10Blob* errorMessage, HWN
|
||||
|
||||
// Release the error message.
|
||||
errorMessage->Release();
|
||||
errorMessage = 0;
|
||||
errorMessage = nullptr;
|
||||
|
||||
// Pop a message up on the screen to notify the user to check the text file for compile errors.
|
||||
MessageBox(hwnd, L"Error compiling shader. Check shader-error.txt for message.", shaderFilename, MB_OK);
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
bool SunlightShaderClass::SetShaderParameters(ID3D11DeviceContext* deviceContext, XMMATRIX worldMatrix, XMMATRIX viewMatrix, XMMATRIX projectionMatrix, ID3D11ShaderResourceView* texture, XMFLOAT4 ambientColor, XMFLOAT4 diffuseColor, XMFLOAT3 lightDirection, float sunIntensity)
|
||||
bool CelShadingShader::SetShaderParameters(ID3D11DeviceContext* deviceContext, XMMATRIX worldMatrix, XMMATRIX viewMatrix, XMMATRIX projectionMatrix,
|
||||
ID3D11ShaderResourceView* texture, XMFLOAT3 lightDirection, XMFLOAT4 diffuseColor, XMFLOAT3 lightPosition)
|
||||
{
|
||||
HRESULT result;
|
||||
D3D11_MAPPED_SUBRESOURCE mappedResource;
|
||||
MatrixBufferType* dataPtr;
|
||||
CameraBufferType* dataPtr2;
|
||||
SunLightBufferType* dataPtr3;
|
||||
LightBufferType* dataPtr2;
|
||||
unsigned int bufferNumber;
|
||||
|
||||
// Transpose the matrices to prepare them for the shader.
|
||||
@@ -412,30 +358,32 @@ bool SunlightShaderClass::SetShaderParameters(ID3D11DeviceContext* deviceContext
|
||||
// Finally set the constant buffer in the vertex shader with the updated values.
|
||||
deviceContext->VSSetConstantBuffers(bufferNumber, 1, &m_matrixBuffer);
|
||||
|
||||
// Lock the sunlight constant buffer so it can be written to.
|
||||
result = deviceContext->Map(m_sunlightBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
|
||||
// Lock the light constant buffer so it can be written to.
|
||||
result = deviceContext->Map(m_lightBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
|
||||
if (FAILED(result))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Get a pointer to the data in the constant buffer.
|
||||
dataPtr3 = (SunLightBufferType*)mappedResource.pData;
|
||||
dataPtr2 = (LightBufferType*)mappedResource.pData;
|
||||
|
||||
// Copy the lighting variables into the constant buffer.
|
||||
dataPtr3->ambientColor = ambientColor;
|
||||
dataPtr3->diffuseColor = diffuseColor;
|
||||
dataPtr3->sunDirection = lightDirection;
|
||||
dataPtr3->intensity = sunIntensity;
|
||||
dataPtr2->diffuseColor = diffuseColor;
|
||||
dataPtr2->lightDirection = lightDirection;
|
||||
dataPtr2->lightPosition = lightPosition;
|
||||
dataPtr2->constantAttenuation = 0.5f; // Set your attenuation values here
|
||||
dataPtr2->linearAttenuation = 0.1f;
|
||||
dataPtr2->quadraticAttenuation = 0.01f;
|
||||
|
||||
// Unlock the constant buffer.
|
||||
deviceContext->Unmap(m_sunlightBuffer, 0);
|
||||
deviceContext->Unmap(m_lightBuffer, 0);
|
||||
|
||||
// Set the position of the sunlight constant buffer in the pixel shader.
|
||||
// Set the position of the light constant buffer in the pixel shader.
|
||||
bufferNumber = 0;
|
||||
|
||||
// Finally set the sunlight constant buffer in the pixel shader with the updated values.
|
||||
deviceContext->PSSetConstantBuffers(bufferNumber, 1, &m_sunlightBuffer);
|
||||
// Finally set the light constant buffer in the pixel shader with the updated values.
|
||||
deviceContext->PSSetConstantBuffers(bufferNumber, 1, &m_lightBuffer);
|
||||
|
||||
// Set shader texture resource in the pixel shader.
|
||||
deviceContext->PSSetShaderResources(0, 1, &texture);
|
||||
@@ -443,20 +391,20 @@ bool SunlightShaderClass::SetShaderParameters(ID3D11DeviceContext* deviceContext
|
||||
return true;
|
||||
}
|
||||
|
||||
void SunlightShaderClass::RenderShader(ID3D11DeviceContext* deviceContext, int indexCount)
|
||||
|
||||
|
||||
void CelShadingShader::RenderShader(ID3D11DeviceContext* deviceContext, int indexCount)
|
||||
{
|
||||
// Set the vertex input layout.
|
||||
deviceContext->IASetInputLayout(m_layout);
|
||||
|
||||
// Set the vertex and pixel shaders that will be used to render this triangle.
|
||||
deviceContext->VSSetShader(m_vertexShader, NULL, 0);
|
||||
deviceContext->PSSetShader(m_pixelShader, NULL, 0);
|
||||
deviceContext->VSSetShader(m_vertexShader, nullptr, 0);
|
||||
deviceContext->PSSetShader(m_pixelShader, nullptr, 0);
|
||||
|
||||
// Set the sampler state in the pixel shader.
|
||||
deviceContext->PSSetSamplers(0, 1, &m_sampleState);
|
||||
|
||||
// Render the triangle.
|
||||
deviceContext->DrawIndexed(indexCount, 0, 0);
|
||||
|
||||
return;
|
||||
}
|
68
enginecustom/CelShadingShader.h
Normal file
@@ -0,0 +1,68 @@
|
||||
#ifndef _CELSHADINGSHADER_H_
|
||||
#define _CELSHADINGSHADER_H_
|
||||
|
||||
//////////////
|
||||
// INCLUDES //
|
||||
//////////////
|
||||
#include "Logger.h"
|
||||
#include <d3d11.h>
|
||||
#include <d3dcompiler.h>
|
||||
#include <directxmath.h>
|
||||
#include <fstream>
|
||||
using namespace DirectX;
|
||||
using namespace std;
|
||||
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
// Class name: CelShadingShader
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
class CelShadingShader
|
||||
{
|
||||
private:
|
||||
struct MatrixBufferType
|
||||
{
|
||||
XMMATRIX world;
|
||||
XMMATRIX view;
|
||||
XMMATRIX projection;
|
||||
};
|
||||
|
||||
struct LightBufferType
|
||||
{
|
||||
XMFLOAT4 diffuseColor;
|
||||
XMFLOAT3 lightDirection;
|
||||
float padding; // Padding to ensure the structure is a multiple of 16 bytes.
|
||||
XMFLOAT3 lightPosition; // Add light position
|
||||
float padding2; // Padding to ensure the structure is a multiple of 16 bytes.
|
||||
float constantAttenuation;
|
||||
float linearAttenuation;
|
||||
float quadraticAttenuation;
|
||||
float padding3; // Padding to ensure the structure is a multiple of 16 bytes.
|
||||
};
|
||||
|
||||
|
||||
public:
|
||||
CelShadingShader();
|
||||
CelShadingShader(const CelShadingShader&);
|
||||
~CelShadingShader();
|
||||
|
||||
bool Initialize(ID3D11Device*, HWND);
|
||||
void Shutdown();
|
||||
bool Render(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, XMFLOAT3, XMFLOAT4, XMFLOAT3);
|
||||
|
||||
private:
|
||||
bool InitializeShader(ID3D11Device*, HWND, WCHAR*, WCHAR*);
|
||||
void ShutdownShader();
|
||||
void OutputShaderErrorMessage(ID3D10Blob*, HWND, WCHAR*);
|
||||
|
||||
bool SetShaderParameters(ID3D11DeviceContext*, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, XMFLOAT3, XMFLOAT4, XMFLOAT3);
|
||||
void RenderShader(ID3D11DeviceContext*, int);
|
||||
|
||||
private:
|
||||
ID3D11VertexShader* m_vertexShader;
|
||||
ID3D11PixelShader* m_pixelShader;
|
||||
ID3D11InputLayout* m_layout;
|
||||
ID3D11Buffer* m_matrixBuffer;
|
||||
ID3D11SamplerState* m_sampleState;
|
||||
ID3D11Buffer* m_lightBuffer;
|
||||
};
|
||||
|
||||
#endif
|
@@ -32,7 +32,7 @@ bool ColorShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
|
||||
|
||||
|
||||
// Set the filename of the vertex shader.
|
||||
error = wcscpy_s(vsFilename, 128, L"src/hlsl/Color.vs");
|
||||
error = wcscpy_s(vsFilename, 128, L"../enginecustom/Color.vs");
|
||||
if (error != 0)
|
||||
{
|
||||
Logger::Get().Log("Error copying string", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
@@ -40,7 +40,7 @@ bool ColorShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
|
||||
}
|
||||
|
||||
// Set the filename of the pixel shader.
|
||||
error = wcscpy_s(psFilename, 128, L"src/hlsl/Color.ps");
|
||||
error = wcscpy_s(psFilename, 128, L"../enginecustom/Color.ps");
|
||||
if (error != 0)
|
||||
{
|
||||
Logger::Get().Log("Error copying string", __FILE__, __LINE__, Logger::LogLevel::Error);
|
49
enginecustom/Lightclass.h
Normal file
@@ -0,0 +1,49 @@
|
||||
#pragma once
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
// Filename: lightclass.h
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
#ifndef _LIGHTCLASS_H_
|
||||
#define _LIGHTCLASS_H_
|
||||
|
||||
|
||||
//////////////
|
||||
// INCLUDES //
|
||||
//////////////
|
||||
#include <directxmath.h>
|
||||
using namespace DirectX;
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
// Class name: LightClass
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
class LightClass
|
||||
{
|
||||
public:
|
||||
LightClass();
|
||||
LightClass(const LightClass&);
|
||||
~LightClass();
|
||||
|
||||
void SetAmbientColor(float, float, float, float);
|
||||
void SetDiffuseColor(float, float, float, float);
|
||||
void SetDirection(float, float, float);
|
||||
void SetSpecularColor(float, float, float, float);
|
||||
void SetSpecularPower(float);
|
||||
void SetPosition(float, float, float);
|
||||
|
||||
XMFLOAT4 GetAmbientColor();
|
||||
XMFLOAT4 GetDiffuseColor();
|
||||
XMFLOAT3 GetDirection();
|
||||
XMFLOAT4 GetSpecularColor();
|
||||
float GetSpecularPower();
|
||||
XMFLOAT4 GetPosition();
|
||||
|
||||
private:
|
||||
XMFLOAT4 m_ambientColor;
|
||||
XMFLOAT4 m_diffuseColor;
|
||||
XMFLOAT3 m_direction;
|
||||
XMFLOAT4 m_specularColor;
|
||||
float m_specularPower;
|
||||
XMFLOAT4 m_position;
|
||||
};
|
||||
|
||||
#endif
|
@@ -1,10 +1,10 @@
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
// Filename: lightshaderclass.cpp
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
#include "CelShadingShader.h"
|
||||
#include "lightshaderclass.h"
|
||||
|
||||
|
||||
CelshadeClass::CelshadeClass()
|
||||
LightShaderClass::LightShaderClass()
|
||||
{
|
||||
m_vertexShader = 0;
|
||||
m_pixelShader = 0;
|
||||
@@ -12,23 +12,23 @@ CelshadeClass::CelshadeClass()
|
||||
m_sampleState = 0;
|
||||
m_matrixBuffer = 0;
|
||||
m_cameraBuffer = 0;
|
||||
m_sunlightBuffer = 0;
|
||||
m_sunlightColorBuffer = 0;
|
||||
m_sunlightPositionBuffer = 0;
|
||||
m_lightBuffer = 0;
|
||||
m_lightColorBuffer = 0;
|
||||
m_lightPositionBuffer = 0;
|
||||
}
|
||||
|
||||
|
||||
CelshadeClass::CelshadeClass(const CelshadeClass& other)
|
||||
LightShaderClass::LightShaderClass(const LightShaderClass& other)
|
||||
{
|
||||
}
|
||||
|
||||
|
||||
CelshadeClass::~CelshadeClass()
|
||||
LightShaderClass::~LightShaderClass()
|
||||
{
|
||||
}
|
||||
|
||||
|
||||
bool CelshadeClass::Initialize(ID3D11Device* device, HWND hwnd)
|
||||
bool LightShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
|
||||
{
|
||||
Logger::Get().Log("Initializing LightShaderClass", __FILE__, __LINE__, Logger::LogLevel::Initialize);
|
||||
|
||||
@@ -38,7 +38,7 @@ bool CelshadeClass::Initialize(ID3D11Device* device, HWND hwnd)
|
||||
bool result;
|
||||
|
||||
// Set the filename of the vertex shader.
|
||||
error = wcscpy_s(vsFilename, 128, L"src/hlsl/celshading.vs");
|
||||
error = wcscpy_s(vsFilename, 128, L"light.vs");
|
||||
if (error != 0)
|
||||
{
|
||||
Logger::Get().Log("Failed to copy string", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
@@ -46,7 +46,7 @@ bool CelshadeClass::Initialize(ID3D11Device* device, HWND hwnd)
|
||||
}
|
||||
|
||||
// Set the filename of the pixel shader.
|
||||
error = wcscpy_s(psFilename, 128, L"src/hlsl/celshading.ps");
|
||||
error = wcscpy_s(psFilename, 128, L"light.ps");
|
||||
if (error != 0)
|
||||
{
|
||||
Logger::Get().Log("Failed to copy string", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
@@ -60,13 +60,13 @@ bool CelshadeClass::Initialize(ID3D11Device* device, HWND hwnd)
|
||||
return false;
|
||||
}
|
||||
|
||||
Logger::Get().Log("SunLightShaderClass initialized", __FILE__, __LINE__, Logger::LogLevel::Initialize);
|
||||
Logger::Get().Log("LightShaderClass initialized", __FILE__, __LINE__, Logger::LogLevel::Initialize);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
void CelshadeClass::Shutdown()
|
||||
void LightShaderClass::Shutdown()
|
||||
{
|
||||
// Shutdown the vertex and pixel shaders as well as the related objects.
|
||||
ShutdownShader();
|
||||
@@ -74,14 +74,14 @@ void CelshadeClass::Shutdown()
|
||||
return;
|
||||
}
|
||||
|
||||
bool CelshadeClass::Render(ID3D11DeviceContext* deviceContext, int indexCount, XMMATRIX worldMatrix, XMMATRIX viewMatrix, XMMATRIX projectionMatrix,
|
||||
ID3D11ShaderResourceView* texture, XMFLOAT4 diffuseColor, XMFLOAT4 ambientColor, XMFLOAT3 sunDirection, float sunIntensity)
|
||||
bool LightShaderClass::Render(ID3D11DeviceContext* deviceContext, int indexCount, XMMATRIX worldMatrix, XMMATRIX viewMatrix, XMMATRIX projectionMatrix,
|
||||
ID3D11ShaderResourceView* texture, XMFLOAT4 diffuseColor[], XMFLOAT4 lightPosition[], XMFLOAT4 ambientClor[])
|
||||
{
|
||||
bool result;
|
||||
|
||||
|
||||
// Set the shader parameters that it will use for rendering.
|
||||
result = SetShaderParameters(deviceContext, worldMatrix, viewMatrix, projectionMatrix, texture, diffuseColor, ambientColor, sunDirection, sunIntensity);
|
||||
result = SetShaderParameters(deviceContext, worldMatrix, viewMatrix, projectionMatrix, texture, diffuseColor, lightPosition, ambientClor);
|
||||
if(!result)
|
||||
{
|
||||
Logger::Get().Log("Failed to set shader parameters", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
@@ -95,7 +95,7 @@ bool CelshadeClass::Render(ID3D11DeviceContext* deviceContext, int indexCount, X
|
||||
}
|
||||
|
||||
|
||||
bool CelshadeClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR* vsFilename, WCHAR* psFilename)
|
||||
bool LightShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR* vsFilename, WCHAR* psFilename)
|
||||
{
|
||||
Logger::Get().Log("Initializing shader", __FILE__, __LINE__, Logger::LogLevel::Initialize);
|
||||
|
||||
@@ -107,7 +107,10 @@ bool CelshadeClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR* vsF
|
||||
unsigned int numElements;
|
||||
D3D11_SAMPLER_DESC samplerDesc;
|
||||
D3D11_BUFFER_DESC matrixBufferDesc;
|
||||
D3D11_BUFFER_DESC sunlightBufferDesc;
|
||||
D3D11_BUFFER_DESC cameraBufferDesc;
|
||||
D3D11_BUFFER_DESC lightColorBufferDesc;
|
||||
D3D11_BUFFER_DESC lightPositionBufferDesc;
|
||||
|
||||
|
||||
// Initialize the pointers this function will use to null.
|
||||
errorMessage = 0;
|
||||
@@ -115,32 +118,38 @@ bool CelshadeClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR* vsF
|
||||
pixelShaderBuffer = 0;
|
||||
|
||||
// Compile the vertex shader code.
|
||||
result = D3DCompileFromFile(vsFilename, NULL, NULL, "SunLightVertexShader", "vs_5_0", D3D10_SHADER_ENABLE_STRICTNESS, 0, &vertexShaderBuffer, &errorMessage);
|
||||
result = D3DCompileFromFile(vsFilename, NULL, NULL, "LightVertexShader", "vs_5_0", D3D10_SHADER_ENABLE_STRICTNESS, 0, &vertexShaderBuffer, &errorMessage);
|
||||
if (FAILED(result))
|
||||
{
|
||||
// If the shader failed to compile it should have writen something to the error message.
|
||||
if (errorMessage)
|
||||
{
|
||||
OutputShaderErrorMessage(errorMessage, hwnd, vsFilename);
|
||||
}
|
||||
// If there was nothing in the error message then it simply could not find the shader file itself.
|
||||
else
|
||||
{
|
||||
Logger::Get().Log("Failed to compile shader", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
// Compile the pixel shader code.
|
||||
result = D3DCompileFromFile(psFilename, NULL, NULL, "SunLightPixelShader", "ps_5_0", D3D10_SHADER_ENABLE_STRICTNESS, 0, &pixelShaderBuffer, &errorMessage);
|
||||
result = D3DCompileFromFile(psFilename, NULL, NULL, "LightPixelShader", "ps_5_0", D3D10_SHADER_ENABLE_STRICTNESS, 0, &pixelShaderBuffer, &errorMessage);
|
||||
if (FAILED(result))
|
||||
{
|
||||
// If the shader failed to compile it should have writen something to the error message.
|
||||
if (errorMessage)
|
||||
{
|
||||
OutputShaderErrorMessage(errorMessage, hwnd, psFilename);
|
||||
}
|
||||
// If there was nothing in the error message then it simply could not find the file itself.
|
||||
else
|
||||
{
|
||||
Logger::Get().Log("Failed to compile shader", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
@@ -161,6 +170,7 @@ bool CelshadeClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR* vsF
|
||||
}
|
||||
|
||||
// Create the vertex input layout description.
|
||||
// This setup needs to match the VertexType stucture in the ModelClass and in the shader.
|
||||
polygonLayout[0].SemanticName = "POSITION";
|
||||
polygonLayout[0].SemanticIndex = 0;
|
||||
polygonLayout[0].Format = DXGI_FORMAT_R32G32B32_FLOAT;
|
||||
@@ -189,7 +199,8 @@ bool CelshadeClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR* vsF
|
||||
numElements = sizeof(polygonLayout) / sizeof(polygonLayout[0]);
|
||||
|
||||
// Create the vertex input layout.
|
||||
result = device->CreateInputLayout(polygonLayout, numElements, vertexShaderBuffer->GetBufferPointer(), vertexShaderBuffer->GetBufferSize(), &m_layout);
|
||||
result = device->CreateInputLayout(polygonLayout, numElements, vertexShaderBuffer->GetBufferPointer(), vertexShaderBuffer->GetBufferSize(),
|
||||
&m_layout);
|
||||
if (FAILED(result))
|
||||
{
|
||||
Logger::Get().Log("Failed to create input layout", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
@@ -242,19 +253,53 @@ bool CelshadeClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR* vsF
|
||||
return false;
|
||||
}
|
||||
|
||||
// Setup the description of the dynamic sunlight constant buffer that is in the pixel shader.
|
||||
sunlightBufferDesc.Usage = D3D11_USAGE_DYNAMIC;
|
||||
sunlightBufferDesc.ByteWidth = sizeof(SunLightBufferType);
|
||||
sunlightBufferDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
|
||||
sunlightBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
|
||||
sunlightBufferDesc.MiscFlags = 0;
|
||||
sunlightBufferDesc.StructureByteStride = 0;
|
||||
|
||||
// Create the constant buffer pointer so we can access the pixel shader constant buffer from within this class.
|
||||
result = device->CreateBuffer(&sunlightBufferDesc, NULL, &m_sunlightBuffer);
|
||||
|
||||
// Setup the description of the camera dynamic constant buffer that is in the vertex shader.
|
||||
cameraBufferDesc.Usage = D3D11_USAGE_DYNAMIC;
|
||||
cameraBufferDesc.ByteWidth = sizeof(CameraBufferType);
|
||||
cameraBufferDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
|
||||
cameraBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
|
||||
cameraBufferDesc.MiscFlags = 0;
|
||||
cameraBufferDesc.StructureByteStride = 0;
|
||||
|
||||
// Create the camera constant buffer pointer so we can access the vertex shader constant buffer from within this class.
|
||||
result = device->CreateBuffer(&cameraBufferDesc, NULL, &m_cameraBuffer);
|
||||
if (FAILED(result))
|
||||
{
|
||||
Logger::Get().Log("Failed to create sunlight buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("Failed to create camera buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
// Setup the description of the dynamic constant buffer that is in the pixel shader.
|
||||
lightColorBufferDesc.Usage = D3D11_USAGE_DYNAMIC;
|
||||
lightColorBufferDesc.ByteWidth = sizeof(LightColorBufferType);
|
||||
lightColorBufferDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
|
||||
lightColorBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
|
||||
lightColorBufferDesc.MiscFlags = 0;
|
||||
lightColorBufferDesc.StructureByteStride = 0;
|
||||
|
||||
// Create the constant buffer pointer so we can access the pixel shader constant buffer from within this class.
|
||||
result = device->CreateBuffer(&lightColorBufferDesc, NULL, &m_lightColorBuffer);
|
||||
if (FAILED(result))
|
||||
{
|
||||
Logger::Get().Log("Failed to create light color buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
// Setup the description of the dynamic constant buffer that is in the vertex shader.
|
||||
lightPositionBufferDesc.Usage = D3D11_USAGE_DYNAMIC;
|
||||
lightPositionBufferDesc.ByteWidth = sizeof(LightPositionBufferType);
|
||||
lightPositionBufferDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
|
||||
lightPositionBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
|
||||
lightPositionBufferDesc.MiscFlags = 0;
|
||||
lightPositionBufferDesc.StructureByteStride = 0;
|
||||
|
||||
// Create the constant buffer pointer so we can access the vertex shader constant buffer from within this class.
|
||||
result = device->CreateBuffer(&lightPositionBufferDesc, NULL, &m_lightPositionBuffer);
|
||||
if (FAILED(result))
|
||||
{
|
||||
Logger::Get().Log("Failed to create light position buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
@@ -264,30 +309,28 @@ bool CelshadeClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR* vsF
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
void CelshadeClass::ShutdownShader()
|
||||
void LightShaderClass::ShutdownShader()
|
||||
{
|
||||
Logger::Get().Log("Shutting down SunLightShaderClass", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
|
||||
Logger::Get().Log("Shutting down LightShaderClass", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
|
||||
|
||||
// Release the light constant buffers.
|
||||
if (m_sunlightColorBuffer)
|
||||
if (m_lightColorBuffer)
|
||||
{
|
||||
m_sunlightColorBuffer->Release();
|
||||
m_sunlightColorBuffer = 0;
|
||||
m_lightColorBuffer->Release();
|
||||
m_lightColorBuffer = 0;
|
||||
}
|
||||
|
||||
if (m_sunlightPositionBuffer)
|
||||
if (m_lightPositionBuffer)
|
||||
{
|
||||
m_sunlightPositionBuffer->Release();
|
||||
m_sunlightPositionBuffer = 0;
|
||||
m_lightPositionBuffer->Release();
|
||||
m_lightPositionBuffer = 0;
|
||||
}
|
||||
|
||||
// Release the light constant buffer.
|
||||
if (m_sunlightBuffer)
|
||||
if (m_lightBuffer)
|
||||
{
|
||||
m_sunlightBuffer->Release();
|
||||
m_sunlightBuffer = 0;
|
||||
m_lightBuffer->Release();
|
||||
m_lightBuffer = 0;
|
||||
}
|
||||
|
||||
// Release the camera constant buffer.
|
||||
@@ -332,13 +375,13 @@ void CelshadeClass::ShutdownShader()
|
||||
m_vertexShader = 0;
|
||||
}
|
||||
|
||||
Logger::Get().Log("SunLightShaderClass shut down", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
|
||||
Logger::Get().Log("LightShaderClass shut down", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
void CelshadeClass::OutputShaderErrorMessage(ID3D10Blob* errorMessage, HWND hwnd, WCHAR* shaderFilename)
|
||||
void LightShaderClass::OutputShaderErrorMessage(ID3D10Blob* errorMessage, HWND hwnd, WCHAR* shaderFilename)
|
||||
{
|
||||
char* compileErrors;
|
||||
unsigned __int64 bufferSize, i;
|
||||
@@ -374,24 +417,15 @@ void CelshadeClass::OutputShaderErrorMessage(ID3D10Blob* errorMessage, HWND hwnd
|
||||
}
|
||||
|
||||
|
||||
bool CelshadeClass::SetShaderParameters(
|
||||
ID3D11DeviceContext* deviceContext,
|
||||
XMMATRIX worldMatrix,
|
||||
XMMATRIX viewMatrix,
|
||||
XMMATRIX projectionMatrix,
|
||||
ID3D11ShaderResourceView* texture,
|
||||
XMFLOAT4 ambientColor,
|
||||
XMFLOAT4 diffuseColor,
|
||||
XMFLOAT3 lightDirection,
|
||||
float sunIntensity
|
||||
)
|
||||
bool LightShaderClass::SetShaderParameters(ID3D11DeviceContext* deviceContext, XMMATRIX worldMatrix, XMMATRIX viewMatrix, XMMATRIX projectionMatrix,
|
||||
ID3D11ShaderResourceView* texture, XMFLOAT4 diffuseColor[], XMFLOAT4 lightPosition[], XMFLOAT4 ambientColor[])
|
||||
{
|
||||
HRESULT result;
|
||||
D3D11_MAPPED_SUBRESOURCE mappedResource;
|
||||
MatrixBufferType* dataPtr;
|
||||
CameraBufferType* dataPtr2;
|
||||
SunLightBufferType* dataPtr3;
|
||||
unsigned int bufferNumber;
|
||||
MatrixBufferType* dataPtr;
|
||||
LightPositionBufferType* dataPtr2;
|
||||
LightColorBufferType* dataPtr3;
|
||||
|
||||
// Transpose the matrices to prepare them for the shader.
|
||||
worldMatrix = XMMatrixTranspose(worldMatrix);
|
||||
@@ -402,6 +436,7 @@ bool CelshadeClass::SetShaderParameters(
|
||||
result = deviceContext->Map(m_matrixBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
|
||||
if (FAILED(result))
|
||||
{
|
||||
Logger::Get().Log("Failed to map matrix buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
@@ -419,41 +454,78 @@ bool CelshadeClass::SetShaderParameters(
|
||||
// Set the position of the constant buffer in the vertex shader.
|
||||
bufferNumber = 0;
|
||||
|
||||
// Finally set the constant buffer in the vertex shader with the updated values.
|
||||
// Now set the constant buffer in the vertex shader with the updated values.
|
||||
deviceContext->VSSetConstantBuffers(bufferNumber, 1, &m_matrixBuffer);
|
||||
|
||||
// Lock the sunlight constant buffer so it can be written to.
|
||||
result = deviceContext->Map(m_sunlightBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
|
||||
// Lock the camera constant buffer so it can be written to.
|
||||
result = deviceContext->Map(m_cameraBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
|
||||
if (FAILED(result))
|
||||
{
|
||||
Logger::Get().Log("Failed to map camera buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
// Lock the light position constant buffer so it can be written to.
|
||||
result = deviceContext->Map(m_lightPositionBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
|
||||
if (FAILED(result))
|
||||
{
|
||||
Logger::Get().Log("Failed to map light position buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
// Get a pointer to the data in the constant buffer.
|
||||
dataPtr3 = (SunLightBufferType*)mappedResource.pData;
|
||||
dataPtr2 = (LightPositionBufferType*)mappedResource.pData;
|
||||
|
||||
// Copy the lighting variables into the constant buffer.
|
||||
dataPtr3->ambientColor = ambientColor;
|
||||
dataPtr3->diffuseColor = diffuseColor;
|
||||
dataPtr3->sunDirection = lightDirection;
|
||||
dataPtr3->intensity = sunIntensity;
|
||||
// Copy the light position variables into the constant buffer.
|
||||
for (int i = 0; i < NUM_LIGHTS; i++)
|
||||
{
|
||||
dataPtr2->lightPosition[i] = lightPosition[i];
|
||||
}
|
||||
|
||||
// Unlock the constant buffer.
|
||||
deviceContext->Unmap(m_sunlightBuffer, 0);
|
||||
deviceContext->Unmap(m_lightPositionBuffer, 0);
|
||||
|
||||
// Set the position of the sunlight constant buffer in the pixel shader.
|
||||
bufferNumber = 0;
|
||||
// Set the position of the constant buffer in the vertex shader.
|
||||
bufferNumber = 1;
|
||||
|
||||
// Finally set the sunlight constant buffer in the pixel shader with the updated values.
|
||||
deviceContext->PSSetConstantBuffers(bufferNumber, 1, &m_sunlightBuffer);
|
||||
// Finally set the constant buffer in the vertex shader with the updated values.
|
||||
deviceContext->VSSetConstantBuffers(bufferNumber, 1, &m_lightPositionBuffer);
|
||||
|
||||
// Set shader texture resource in the pixel shader.
|
||||
deviceContext->PSSetShaderResources(0, 1, &texture);
|
||||
|
||||
// Lock the light color constant buffer so it can be written to.
|
||||
result = deviceContext->Map(m_lightColorBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
|
||||
if (FAILED(result))
|
||||
{
|
||||
Logger::Get().Log("Failed to map light color buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
// Get a pointer to the data in the constant buffer.
|
||||
dataPtr3 = (LightColorBufferType*)mappedResource.pData;
|
||||
|
||||
// Copy the light color variables into the constant buffer.
|
||||
for (int i = 0; i < NUM_LIGHTS; i++)
|
||||
{
|
||||
dataPtr3->diffuseColor[i] = diffuseColor[i];
|
||||
}
|
||||
|
||||
// Unlock the constant buffer.
|
||||
deviceContext->Unmap(m_lightColorBuffer, 0);
|
||||
|
||||
// Set the position of the constant buffer in the pixel shader.
|
||||
bufferNumber = 0;
|
||||
|
||||
// Finally set the constant buffer in the pixel shader with the updated values.
|
||||
deviceContext->PSSetConstantBuffers(bufferNumber, 1, &m_lightColorBuffer);
|
||||
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void CelshadeClass::RenderShader(ID3D11DeviceContext* deviceContext, int indexCount)
|
||||
|
||||
void LightShaderClass::RenderShader(ID3D11DeviceContext* deviceContext, int indexCount)
|
||||
{
|
||||
// Set the vertex input layout.
|
||||
deviceContext->IASetInputLayout(m_layout);
|
92
enginecustom/Lightshaderclass.h
Normal file
@@ -0,0 +1,92 @@
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
// Filename: lightshaderclass.h
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
#ifndef _LIGHTSHADERCLASS_H_
|
||||
#define _LIGHTSHADERCLASS_H_
|
||||
|
||||
|
||||
/////////////
|
||||
// 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
|
@@ -6,9 +6,6 @@
|
||||
#include <iomanip>
|
||||
#include <sstream>
|
||||
#include <filesystem>
|
||||
#include <deque>
|
||||
#include <unordered_set>
|
||||
#include <imgui.h>
|
||||
|
||||
class Logger
|
||||
{
|
||||
@@ -40,50 +37,9 @@ public:
|
||||
AI,
|
||||
Resource,
|
||||
Memory,
|
||||
Debug,
|
||||
Count // Do not use this, it's just to get the number of log levels it must at the end
|
||||
Debug
|
||||
};
|
||||
|
||||
// Return the size of the enum class LogLevel as a constant integer
|
||||
static constexpr int LogLevelCount = static_cast<int>(LogLevel::Count);
|
||||
|
||||
struct LogEntry
|
||||
{
|
||||
std::string message;
|
||||
LogLevel level;
|
||||
};
|
||||
|
||||
struct LogLevelInfo
|
||||
{
|
||||
const char* name;
|
||||
int value;
|
||||
ImVec4 color;
|
||||
};
|
||||
|
||||
static const LogLevelInfo GetLogLevelInfo(LogLevel level)
|
||||
{
|
||||
switch (level)
|
||||
{
|
||||
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::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::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::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) };
|
||||
case LogLevel::AI: return LogLevelInfo{ "AI", 12, ImVec4(0.5f, 0.5f, 0.5f, 1.0f) };
|
||||
case LogLevel::Resource: return LogLevelInfo{ "Resource", 13, ImVec4(0.5f, 0.5f, 0.5f, 1.0f) };
|
||||
case LogLevel::Memory: return LogLevelInfo{ "Memory", 14, ImVec4(0.5f, 0.5f, 0.5f, 1.0f) };
|
||||
case LogLevel::Debug: return LogLevelInfo{ "Debug", 15, ImVec4(0.5f, 0.5f, 0.5f, 1.0f) };
|
||||
default: return LogLevelInfo{ "Unknown", 16, ImVec4(1.0f, 1.0f, 1.0f, 1.0f) };
|
||||
}
|
||||
}
|
||||
|
||||
Logger()
|
||||
{
|
||||
char* appdata = nullptr;
|
||||
@@ -104,25 +60,10 @@ public:
|
||||
ManageLogFiles(directoryPath);
|
||||
|
||||
m_logFilePath = directoryPath + "\\" + m_logFileName;
|
||||
|
||||
// Enable only the Error warning and shutdown log levels
|
||||
for (int i = 0; i < LogLevelCount; i++)
|
||||
{
|
||||
m_disabledLogLevels[i] = true;
|
||||
|
||||
if (i == static_cast<int>(LogLevel::Error) || i == static_cast<int>(LogLevel::Warning) || i == static_cast<int>(LogLevel::Shutdown))
|
||||
{
|
||||
m_disabledLogLevels[i] = false;
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
// ecrit un message dans le fichier de log et le stocke dans le buffer
|
||||
void Log(const std::string& message, const std::string& fileName, int lineNumber, LogLevel level = LogLevel::Info)
|
||||
{
|
||||
|
||||
auto now = std::chrono::system_clock::now();
|
||||
auto in_time_t = std::chrono::system_clock::to_time_t(now);
|
||||
|
||||
@@ -132,8 +73,59 @@ public:
|
||||
// Obtenez les millisecondes à partir de maintenant
|
||||
auto ms = std::chrono::duration_cast<std::chrono::milliseconds>(now.time_since_epoch()) % 1000;
|
||||
|
||||
// Utilisez LogLevelToString pour obtenir la chaîne de caractères du niveau de log
|
||||
std::string levelStr = GetLogLevelInfo(level).name;
|
||||
std::string levelStr;
|
||||
switch (level)
|
||||
{
|
||||
case LogLevel::Error:
|
||||
levelStr = "ERROR";
|
||||
break;
|
||||
case LogLevel::Warning:
|
||||
levelStr = "WARNING";
|
||||
break;
|
||||
case LogLevel::Info:
|
||||
levelStr = "INFO";
|
||||
break;
|
||||
case LogLevel::Shutdown:
|
||||
levelStr = "SHUTDOWN";
|
||||
break;
|
||||
case LogLevel::Initialize:
|
||||
levelStr = "INITIALIZE";
|
||||
break;
|
||||
case LogLevel::Update:
|
||||
levelStr = "UPDATE";
|
||||
break;
|
||||
case LogLevel::Render:
|
||||
levelStr = "RENDER";
|
||||
break;
|
||||
case LogLevel::Input:
|
||||
levelStr = "INPUT";
|
||||
break;
|
||||
case LogLevel::Physics:
|
||||
levelStr = "PHYSICS";
|
||||
break;
|
||||
case LogLevel::Audio:
|
||||
levelStr = "AUDIO";
|
||||
break;
|
||||
case LogLevel::Network:
|
||||
levelStr = "NETWORK";
|
||||
break;
|
||||
case LogLevel::Scripting:
|
||||
levelStr = "SCRIPTING";
|
||||
break;
|
||||
case LogLevel::AI:
|
||||
levelStr = "AI";
|
||||
break;
|
||||
case LogLevel::Resource:
|
||||
levelStr = "RESOURCE";
|
||||
break;
|
||||
case LogLevel::Memory:
|
||||
levelStr = "MEMORY";
|
||||
break;
|
||||
case LogLevel::Debug:
|
||||
levelStr = "DEBUG";
|
||||
break;
|
||||
|
||||
}
|
||||
|
||||
std::stringstream ss;
|
||||
ss << "[" << std::put_time(&buf, "%Y-%m-%d") << "] "
|
||||
@@ -142,8 +134,6 @@ public:
|
||||
<< "[" << fileName << ":" << lineNumber << "] "
|
||||
<< message;
|
||||
|
||||
Log(ss.str(), level);
|
||||
|
||||
std::ofstream file(m_logFilePath, std::ios::app);
|
||||
if (file.is_open())
|
||||
{
|
||||
@@ -152,25 +142,6 @@ public:
|
||||
}
|
||||
}
|
||||
|
||||
// ecrit un message dans la console
|
||||
void Log(const std::string& message, LogLevel level)
|
||||
{
|
||||
|
||||
// Si le niveau de log est désactivé, ne faites rien
|
||||
if (m_disabledLogLevels[GetLogLevelInfo(level).value])
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (logBuffer.size() >= logBufferSize)
|
||||
{
|
||||
logBuffer.pop_front();
|
||||
}
|
||||
logBuffer.push_back({ message, level });
|
||||
}
|
||||
|
||||
const std::deque<LogEntry>& GetLogBuffer() const { return logBuffer; }
|
||||
|
||||
void ManageLogFiles(const std::string& directoryPath)
|
||||
{
|
||||
std::vector<std::filesystem::path> logFiles;
|
||||
@@ -210,17 +181,12 @@ public:
|
||||
std::stringstream ss;
|
||||
ss << "Khaotic_log_" << std::put_time(&buf, "%Y_%m_%d_%Hh%Mm%Ss") << ".log";
|
||||
m_logFileName = ss.str();
|
||||
}
|
||||
|
||||
bool m_disabledLogLevels[LogLevelCount];
|
||||
std::string m_logFilePath;
|
||||
}
|
||||
|
||||
private:
|
||||
std::string m_filename;
|
||||
std::string m_appdataPath;
|
||||
std::string m_logFileName;
|
||||
|
||||
std::deque<LogEntry> logBuffer;
|
||||
const size_t logBufferSize = 100;
|
||||
|
||||
std::string m_logFilePath;
|
||||
};
|
@@ -6,16 +6,6 @@ int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, PSTR pScmdline,
|
||||
SystemClass* System;
|
||||
bool result;
|
||||
|
||||
wchar_t path[MAX_PATH];
|
||||
HMODULE hmodule = GetModuleHandle(NULL);
|
||||
if (hmodule != NULL)
|
||||
{
|
||||
GetModuleFileName(hmodule, path, (sizeof(path) / sizeof(wchar_t)));
|
||||
}
|
||||
|
||||
std::filesystem::path exePath(path);
|
||||
std::filesystem::path WFolder = exePath.parent_path();
|
||||
|
||||
// Create the system object.
|
||||
System = new SystemClass;
|
||||
|
||||
@@ -24,7 +14,6 @@ int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, PSTR pScmdline,
|
||||
if (result)
|
||||
{
|
||||
Logger::Get().Log("System initialized", __FILE__, __LINE__, Logger::LogLevel::Initialize);
|
||||
System->SendPath(path,WFolder);
|
||||
System->Run();
|
||||
}
|
||||
|
@@ -34,7 +34,7 @@ bool MultiTextureShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
|
||||
int error;
|
||||
|
||||
// Set the filename of the vertex shader.
|
||||
error = wcscpy_s(vsFilename, 128, L"src/hlsl/multitexture.vs");
|
||||
error = wcscpy_s(vsFilename, 128, L"multitexture.vs");
|
||||
if (error != 0)
|
||||
{
|
||||
Logger::Get().Log("Failed to set the filename of the vertex shader", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
@@ -42,7 +42,7 @@ bool MultiTextureShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
|
||||
}
|
||||
|
||||
// Set the filename of the pixel shader.
|
||||
error = wcscpy_s(psFilename, 128, L"src/hlsl/multitexture.ps");
|
||||
error = wcscpy_s(psFilename, 128, L"multitexture.ps");
|
||||
if (error != 0)
|
||||
{
|
||||
Logger::Get().Log("Failed to set the filename of the pixel shader", __FILE__, __LINE__, Logger::LogLevel::Error);
|
@@ -12,6 +12,7 @@ PositionClass::PositionClass()
|
||||
m_rightTurnSpeed = 0.0f;
|
||||
m_horizontalTurnSpeed = 0.0f;
|
||||
m_verticalTurnSpeed = 0.0f;
|
||||
m_verticalTurnSpeed = 0.0f;
|
||||
m_cameraSpeed = 4.0f;
|
||||
m_speed = m_cameraSpeed;
|
||||
}
|
@@ -9,28 +9,34 @@ SystemClass::SystemClass()
|
||||
m_Input = 0;
|
||||
m_Application = 0;
|
||||
m_imguiManager = 0;
|
||||
m_applicationName = 0;
|
||||
m_hinstance = 0;
|
||||
m_hwnd = 0;
|
||||
m_initialWindowWidth = 0;
|
||||
m_initialWindowHeight = 0;
|
||||
m_isDirect3DInitialized = false;
|
||||
|
||||
}
|
||||
|
||||
SystemClass::SystemClass(const SystemClass& other)
|
||||
{
|
||||
}
|
||||
|
||||
SystemClass::~SystemClass()
|
||||
{
|
||||
}
|
||||
|
||||
bool SystemClass::Initialize()
|
||||
{
|
||||
int screenHeight, screenWidth = 0;
|
||||
int screenWidth, screenHeight;
|
||||
bool result;
|
||||
|
||||
Logger::Get().Log("Initializing system class", __FILE__, __LINE__, Logger::LogLevel::Initialize);
|
||||
|
||||
try
|
||||
{
|
||||
// Initialize the width and height of the screen to zero before sending the variables into the function.
|
||||
screenWidth = 0;
|
||||
screenHeight = 0;
|
||||
|
||||
m_initialWindowWidth = 0;
|
||||
m_initialWindowHeight = 0;
|
||||
m_isDirect3DInitialized = false;
|
||||
|
||||
// Initialize the windows api.
|
||||
InitializeWindows(screenWidth, screenHeight);
|
||||
|
||||
@@ -47,7 +53,7 @@ bool SystemClass::Initialize()
|
||||
// Create and initialize the application class object. This object will handle rendering all the graphics for this application.
|
||||
m_Application = new ApplicationClass;
|
||||
|
||||
result = m_Application->Initialize(screenWidth, screenHeight, m_hwnd, false);
|
||||
result = m_Application->Initialize(screenWidth, screenHeight, m_hwnd);
|
||||
if (!result)
|
||||
{
|
||||
return false;
|
||||
@@ -62,8 +68,6 @@ bool SystemClass::Initialize()
|
||||
}
|
||||
|
||||
// Initialize imgui
|
||||
if(DEBUG_MODE)
|
||||
{
|
||||
m_imguiManager = new imguiManager;
|
||||
result = m_imguiManager->Initialize(m_hwnd, m_Application->GetDirect3D()->GetDevice(), m_Application->GetDirect3D()->GetDeviceContext());
|
||||
if (!result)
|
||||
@@ -71,8 +75,6 @@ bool SystemClass::Initialize()
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
catch (const std::exception& e)
|
||||
{
|
||||
Logger::Get().Log(std::string("Exception caught during initialization: ") + e.what(), __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
@@ -147,65 +149,6 @@ void SystemClass::Run()
|
||||
|
||||
// Loop until there is a quit message from the window or the user.
|
||||
done = false;
|
||||
|
||||
|
||||
// Ask if the user wants to load a scene or create a new one
|
||||
int result_scene = MessageBox(NULL, L"Do you want to load a saved scene?", L"Load Scene", MB_YESNO | MB_ICONQUESTION);
|
||||
if (result_scene == IDYES)
|
||||
{
|
||||
m_Application->LoadScene();
|
||||
}
|
||||
else
|
||||
{
|
||||
OPENFILENAME ofn;
|
||||
wchar_t szFile[260] = L"";
|
||||
ZeroMemory(&ofn, sizeof(ofn));
|
||||
ofn.lStructSize = sizeof(ofn);
|
||||
ofn.hwndOwner = m_hwnd;
|
||||
ofn.lpstrFile = szFile;
|
||||
ofn.nMaxFile = sizeof(szFile);
|
||||
// Allow multiple extensions
|
||||
ofn.lpstrFilter = L"Ker Scene (*.ker)\0*.ker\0All Files (*.*)\0*.*\0";
|
||||
ofn.nFilterIndex = 1;
|
||||
ofn.lpstrFileTitle = NULL;
|
||||
ofn.nMaxFileTitle = 0;
|
||||
ofn.lpstrInitialDir = NULL;
|
||||
ofn.Flags = OFN_PATHMUSTEXIST | OFN_OVERWRITEPROMPT;
|
||||
|
||||
if (GetSaveFileName(&ofn) == TRUE)
|
||||
{
|
||||
std::filesystem::path filepath = ofn.lpstrFile;
|
||||
std::string path = filepath.string();
|
||||
|
||||
// Add the selected extension if not already present
|
||||
switch (ofn.nFilterIndex)
|
||||
{
|
||||
case 1:
|
||||
if (filepath.extension() != L".ker")
|
||||
path += ".ker";
|
||||
break;
|
||||
case 2:
|
||||
if (filepath.extension() != L".txt")
|
||||
path += ".txt";
|
||||
break;
|
||||
}
|
||||
|
||||
m_Application->SetScenePath(path);
|
||||
// Create a new scene file
|
||||
std::ofstream outFile(path);
|
||||
if (outFile.is_open())
|
||||
{
|
||||
// Initialize the new scene file with default content if needed
|
||||
outFile.close();
|
||||
Logger::Get().Log("New scene file created successfully", __FILE__, __LINE__, Logger::LogLevel::Info);
|
||||
}
|
||||
else
|
||||
{
|
||||
Logger::Get().Log("Failed to create new scene file", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
while (!done)
|
||||
{
|
||||
// Handle the windows messages.
|
||||
@@ -268,21 +211,6 @@ bool SystemClass::Frame()
|
||||
return false;
|
||||
}
|
||||
|
||||
if(!m_Input->IsKeyDown(222))
|
||||
{
|
||||
//log the key press
|
||||
m_IsDebugKeyPressed = false;
|
||||
}
|
||||
else if (m_Input->IsKeyDown(222) && !m_IsDebugKeyPressed)
|
||||
{
|
||||
// Log the key release state
|
||||
m_IsDebugKeyPressed = true;
|
||||
DEBUG_MODE = !DEBUG_MODE;
|
||||
}
|
||||
|
||||
|
||||
if (DEBUG_MODE)
|
||||
{
|
||||
// Render ImGui
|
||||
result = m_imguiManager->ImGuiWidgetRenderer(m_Application);
|
||||
if (!result)
|
||||
@@ -290,8 +218,6 @@ bool SystemClass::Frame()
|
||||
Logger::Get().Log("Failed to render ImGui widgets", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
m_Application->GetDirect3D()->EndScene();
|
||||
|
||||
@@ -331,8 +257,6 @@ LRESULT CALLBACK SystemClass::MessageHandler(HWND hwnd, UINT umsg, WPARAM wparam
|
||||
// If Direct3D is initialized, update the swap chain. Otherwise, store the window dimensions
|
||||
if (m_isDirect3DInitialized && m_Application && m_Application->GetDirect3D())
|
||||
{
|
||||
m_Application->SetScreenWidth(newWidth);
|
||||
m_Application->SetScreenHeight(newHeight);
|
||||
m_Application->GetDirect3D()->ResizeSwapChain(newWidth, newHeight);
|
||||
}
|
||||
else
|
||||
@@ -340,7 +264,6 @@ LRESULT CALLBACK SystemClass::MessageHandler(HWND hwnd, UINT umsg, WPARAM wparam
|
||||
m_initialWindowWidth = newWidth;
|
||||
m_initialWindowHeight = newHeight;
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
case WM_ENTERSIZEMOVE:
|
||||
{
|
||||
@@ -370,7 +293,7 @@ LRESULT CALLBACK SystemClass::MessageHandler(HWND hwnd, UINT umsg, WPARAM wparam
|
||||
if (extension == L"txt" || extension == L"kobj") {
|
||||
// Handle dropped files with valid extensions
|
||||
std::wcout << L"File dropped: " << filePath << std::endl;
|
||||
m_Application->AddKobject(fileName);
|
||||
m_Application->AddKobject(filePath);
|
||||
}
|
||||
else {
|
||||
// Handle files with invalid extensions (optional)
|
||||
@@ -540,9 +463,3 @@ LRESULT CALLBACK WndProc(HWND hwnd, UINT umessage, WPARAM wparam, LPARAM lparam)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void SystemClass::SendPath(wchar_t* path, std::filesystem::path WFolder)
|
||||
{
|
||||
m_Application->SetPath(path);
|
||||
m_Application->SetWFolder(WFolder);
|
||||
}
|
@@ -1,8 +0,0 @@
|
||||
- Scene Manager :
|
||||
|
||||
TODO : Save and Load Scene
|
||||
|
||||
- ImguiManager :
|
||||
|
||||
TODO : Add Save and Load Scene Button in the bar menu
|
||||
TODO : Add a preview of the game in a new window
|
BIN
enginecustom/alpha01.tga
Normal file
After Width: | Height: | Size: 1.0 MiB |
@@ -31,7 +31,7 @@ bool AlphaMapShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
|
||||
int error;
|
||||
|
||||
// Set the filename of the vertex shader.
|
||||
error = wcscpy_s(vsFilename, 128, L"src/hlsl/alphamap.vs");
|
||||
error = wcscpy_s(vsFilename, 128, L"alphamap.vs");
|
||||
if (error != 0)
|
||||
{
|
||||
Logger::Get().Log("Error copying string ", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
@@ -39,7 +39,7 @@ bool AlphaMapShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
|
||||
}
|
||||
|
||||
// Set the filename of the pixel shader.
|
||||
error = wcscpy_s(psFilename, 128, L"src/hlsl/alphamap.ps");
|
||||
error = wcscpy_s(psFilename, 128, L"alphamap.ps");
|
||||
if (error != 0)
|
||||
{
|
||||
Logger::Get().Log("Error copying string", __FILE__, __LINE__, Logger::LogLevel::Error);
|
1848
enginecustom/applicationclass.cpp
Normal file
183
enginecustom/applicationclass.h
Normal file
@@ -0,0 +1,183 @@
|
||||
#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"
|
||||
|
||||
|
||||
/////////////
|
||||
// GLOBALS //
|
||||
/////////////
|
||||
const bool FULL_SCREEN = false;
|
||||
const bool VSYNC_ENABLED = true;
|
||||
const float SCREEN_DEPTH = 1000.0f;
|
||||
const float SCREEN_NEAR = 0.3f;
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
// Class name: ApplicationClass
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
class ApplicationClass
|
||||
{
|
||||
public:
|
||||
ApplicationClass();
|
||||
ApplicationClass(const ApplicationClass&);
|
||||
~ApplicationClass();
|
||||
D3DClass* GetDirect3D();
|
||||
|
||||
bool Initialize(int, int, HWND);
|
||||
void Shutdown();
|
||||
bool Frame(InputClass*);
|
||||
|
||||
int GetScreenWidth() const;
|
||||
int GetScreenHeight() const;
|
||||
|
||||
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(WCHAR* filepath);
|
||||
|
||||
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; };
|
||||
bool GetShouldQuit() const { return m_ShouldQuit; };
|
||||
void SetShouldQuit(bool shouldQuit) { m_ShouldQuit = shouldQuit; };
|
||||
|
||||
void SetCelShading(bool enable) { m_enableCelShading = enable; };
|
||||
|
||||
private:
|
||||
bool Render(float, float, float, float, float);
|
||||
bool UpdateMouseStrings(int, int, bool);
|
||||
bool UpdateFps();
|
||||
bool UpdateRenderCountString(int);
|
||||
bool RenderSceneToTexture(float);
|
||||
bool RenderRefractionToTexture();
|
||||
bool RenderReflectionToTexture();
|
||||
|
||||
ID3D11ShaderResourceView* LoadTexture(const std::string* filename);
|
||||
|
||||
private :
|
||||
|
||||
// ------------------------------------- //
|
||||
// ------------- DIRECT3D -------------- //
|
||||
// ------------------------------------- //
|
||||
|
||||
D3DClass* m_Direct3D;
|
||||
IDXGISwapChain* m_swapChain;
|
||||
ModelClass* m_Model,* m_GroundModel, * m_WallModel, * m_BathModel, * m_WaterModel;
|
||||
ModelListClass* m_ModelList;
|
||||
|
||||
// ------------------------------------- //
|
||||
// ------------- RENDERING ------------- //
|
||||
// ------------------------------------- //
|
||||
|
||||
XMMATRIX m_baseViewMatrix;
|
||||
RenderTextureClass* m_RenderTexture, * m_RefractionTexture, * m_ReflectionTexture;
|
||||
DisplayPlaneClass* m_DisplayPlane;
|
||||
int m_screenWidth, m_screenHeight;
|
||||
CameraClass* m_Camera;
|
||||
PositionClass* m_Position;
|
||||
FrustumClass* m_Frustum;
|
||||
|
||||
// ------------------------------------ //
|
||||
// ------------- 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;
|
||||
int m_ObjectId = 0;
|
||||
|
||||
// ----------------------------------- //
|
||||
// ------------- LIGHTS -------------- //
|
||||
// ----------------------------------- //
|
||||
|
||||
LightClass* m_Light;
|
||||
std::vector<LightClass*> m_Lights;
|
||||
int m_numLights;
|
||||
|
||||
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;
|
||||
|
||||
// ------------------------------------------------- //
|
||||
// ------------- 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;
|
||||
};
|
||||
|
||||
#endif
|
BIN
enginecustom/assets/Model/OBJ/86.obj
(Stored with Git LFS)
BIN
enginecustom/assets/Model/OBJ/cone.obj
(Stored with Git LFS)
BIN
enginecustom/assets/Model/OBJ/invertcube.obj
(Stored with Git LFS)
BIN
enginecustom/assets/Model/OBJ/isosphere.obj
(Stored with Git LFS)
BIN
enginecustom/assets/Model/OBJ/monke.obj
(Stored with Git LFS)
BIN
enginecustom/assets/Model/OBJ/plane.obj
(Stored with Git LFS)
BIN
enginecustom/assets/Model/OBJ/skysphere.obj
(Stored with Git LFS)
BIN
enginecustom/assets/Model/OBJ/vaisseau.obj
(Stored with Git LFS)
BIN
enginecustom/assets/Model/OBJ/vaisseautri.mtl
(Stored with Git LFS)
BIN
enginecustom/assets/Model/OBJ/vaisseautri.obj
(Stored with Git LFS)
@@ -1,24 +0,0 @@
|
||||
[Window][Debug##Default]
|
||||
Pos=60,60
|
||||
Size=400,400
|
||||
|
||||
[Window][Khaotic Engine]
|
||||
Pos=1120,51
|
||||
Size=392,273
|
||||
|
||||
[Window][Objects]
|
||||
Pos=930,39
|
||||
Size=457,294
|
||||
|
||||
[Window][Terrain]
|
||||
Pos=60,60
|
||||
Size=342,82
|
||||
|
||||
[Window][Light]
|
||||
Pos=1551,17
|
||||
Size=358,535
|
||||
|
||||
[Window][Shader Manager]
|
||||
Pos=30,255
|
||||
Size=172,284
|
||||
|
@@ -1,91 +0,0 @@
|
||||
[Window][Debug##Default]
|
||||
Pos=60,60
|
||||
Size=400,400
|
||||
Collapsed=0
|
||||
|
||||
[Window][Khaotic Engine]
|
||||
Pos=1180,27
|
||||
Size=396,826
|
||||
Collapsed=0
|
||||
DockId=0x00000005,0
|
||||
|
||||
[Window][Objects]
|
||||
Pos=8,442
|
||||
Size=290,411
|
||||
Collapsed=0
|
||||
DockId=0x0000000A,0
|
||||
|
||||
[Window][Terrain]
|
||||
Pos=8,27
|
||||
Size=290,413
|
||||
Collapsed=0
|
||||
DockId=0x00000009,0
|
||||
|
||||
[Window][Light]
|
||||
Pos=8,27
|
||||
Size=330,487
|
||||
Collapsed=0
|
||||
DockId=0x00000004,1
|
||||
|
||||
[Window][Shader Manager]
|
||||
Pos=8,27
|
||||
Size=330,487
|
||||
Collapsed=0
|
||||
DockId=0x00000004,2
|
||||
|
||||
[Window][Engine Settings]
|
||||
Pos=1180,27
|
||||
Size=396,826
|
||||
Collapsed=0
|
||||
DockId=0x00000005,1
|
||||
|
||||
[Window][DockSpace Demo]
|
||||
Size=1584,861
|
||||
Collapsed=0
|
||||
|
||||
[Window][Render Window]
|
||||
Pos=300,27
|
||||
Size=878,826
|
||||
Collapsed=0
|
||||
DockId=0x00000002,0
|
||||
|
||||
[Window][DockSpace]
|
||||
Pos=0,0
|
||||
Size=1584,861
|
||||
Collapsed=0
|
||||
|
||||
[Window][Add Object]
|
||||
Pos=1188,0
|
||||
Size=396,430
|
||||
Collapsed=0
|
||||
|
||||
[Window][Log]
|
||||
Pos=8,518
|
||||
Size=1568,335
|
||||
Collapsed=0
|
||||
DockId=0x0000000C,0
|
||||
|
||||
[Window][Log Window]
|
||||
Pos=8,627
|
||||
Size=1568,226
|
||||
Collapsed=0
|
||||
DockId=0x0000000E,0
|
||||
|
||||
[Docking][Data]
|
||||
DockSpace ID=0xC0DFADC4 Pos=8,27 Size=1568,826 Split=X
|
||||
DockNode ID=0x00000001 Parent=0xC0DFADC4 SizeRef=330,1094 Split=Y Selected=0x393905AB
|
||||
DockNode ID=0x00000004 Parent=0x00000001 SizeRef=330,487 Selected=0x393905AB
|
||||
DockNode ID=0x00000006 Parent=0x00000001 SizeRef=330,485 Selected=0x031DC75C
|
||||
DockNode ID=0x00000003 Parent=0xC0DFADC4 SizeRef=1700,1094 CentralNode=1
|
||||
DockSpace ID=0xCCBD8CF7 Window=0x3DA2F1DE Pos=8,27 Size=1568,826 Split=Y
|
||||
DockNode ID=0x0000000D Parent=0xCCBD8CF7 SizeRef=1568,598 Split=Y
|
||||
DockNode ID=0x0000000B Parent=0x0000000D SizeRef=1568,637 Split=X
|
||||
DockNode ID=0x00000007 Parent=0x0000000B SizeRef=290,826 Split=Y Selected=0x393905AB
|
||||
DockNode ID=0x00000009 Parent=0x00000007 SizeRef=395,413 Selected=0x393905AB
|
||||
DockNode ID=0x0000000A Parent=0x00000007 SizeRef=395,411 Selected=0x031DC75C
|
||||
DockNode ID=0x00000008 Parent=0x0000000B SizeRef=1276,826 Split=X
|
||||
DockNode ID=0x00000002 Parent=0x00000008 SizeRef=878,826 CentralNode=1 Selected=0x9204953B
|
||||
DockNode ID=0x00000005 Parent=0x00000008 SizeRef=396,826 Selected=0x9F035453
|
||||
DockNode ID=0x0000000C Parent=0x0000000D SizeRef=1568,335 Selected=0x139FDA3F
|
||||
DockNode ID=0x0000000E Parent=0xCCBD8CF7 SizeRef=1568,226 Selected=0xAB74BEE9
|
||||
|
Before Width: | Height: | Size: 11 MiB |
Before Width: | Height: | Size: 331 KiB |
Before Width: | Height: | Size: 273 KiB |
Before Width: | Height: | Size: 493 KiB |
Before Width: | Height: | Size: 510 KiB |
Before Width: | Height: | Size: 498 KiB |
Before Width: | Height: | Size: 422 KiB |
Before Width: | Height: | Size: 7.5 MiB |
Before Width: | Height: | Size: 2.1 MiB |
Before Width: | Height: | Size: 8.4 MiB |
Before Width: | Height: | Size: 81 KiB |
Before Width: | Height: | Size: 128 KiB |
Before Width: | Height: | Size: 588 KiB |
Before Width: | Height: | Size: 3.5 KiB |
Before Width: | Height: | Size: 2.6 MiB |
@@ -1,89 +0,0 @@
|
||||
[Window][Debug##Default]
|
||||
Pos=60,60
|
||||
Size=400,400
|
||||
Collapsed=0
|
||||
|
||||
[Window][Khaotic Engine]
|
||||
Pos=1697,27
|
||||
Size=343,1094
|
||||
Collapsed=0
|
||||
DockId=0x00000005,0
|
||||
|
||||
[Window][Objects]
|
||||
Pos=8,27
|
||||
Size=289,547
|
||||
Collapsed=0
|
||||
DockId=0x00000007,0
|
||||
|
||||
[Window][Terrain]
|
||||
Pos=8,576
|
||||
Size=289,545
|
||||
Collapsed=0
|
||||
DockId=0x00000008,0
|
||||
|
||||
[Window][Light]
|
||||
Pos=8,27
|
||||
Size=290,866
|
||||
Collapsed=0
|
||||
DockId=0x0000000B,1
|
||||
|
||||
[Window][Shader Manager]
|
||||
Pos=8,27
|
||||
Size=330,487
|
||||
Collapsed=0
|
||||
DockId=0x00000001,2
|
||||
|
||||
[Window][Engine Settings]
|
||||
Pos=8,27
|
||||
Size=289,547
|
||||
Collapsed=0
|
||||
DockId=0x00000007,1
|
||||
|
||||
[Window][DockSpace Demo]
|
||||
Size=1584,861
|
||||
Collapsed=0
|
||||
|
||||
[Window][Render Window]
|
||||
Pos=8,27
|
||||
Size=1559,974
|
||||
Collapsed=0
|
||||
DockId=0x00000007,0
|
||||
|
||||
[Window][DockSpace]
|
||||
Pos=0,0
|
||||
Size=2048,1129
|
||||
Collapsed=0
|
||||
|
||||
[Window][Add Object]
|
||||
Pos=1188,0
|
||||
Size=396,430
|
||||
Collapsed=0
|
||||
|
||||
[Window][Log]
|
||||
Pos=8,518
|
||||
Size=1568,335
|
||||
Collapsed=0
|
||||
DockId=0x0000000C,0
|
||||
|
||||
[Window][Log Window]
|
||||
Pos=8,37
|
||||
Size=16,19
|
||||
Collapsed=0
|
||||
DockId=0x00000006,0
|
||||
|
||||
[Docking][Data]
|
||||
DockSpace ID=0xC0DFADC4 Pos=8,27 Size=1568,826 Split=X
|
||||
DockNode ID=0x00000001 Parent=0xC0DFADC4 SizeRef=330,1094 Selected=0x393905AB
|
||||
DockNode ID=0x00000003 Parent=0xC0DFADC4 SizeRef=1700,1094 CentralNode=1
|
||||
DockSpace ID=0xCCBD8CF7 Window=0x3DA2F1DE Pos=8,27 Size=2032,1094 Split=Y
|
||||
DockNode ID=0x00000004 Parent=0xCCBD8CF7 SizeRef=1568,598 Split=X
|
||||
DockNode ID=0x00000009 Parent=0x00000004 SizeRef=289,974 Split=Y Selected=0x031DC75C
|
||||
DockNode ID=0x00000007 Parent=0x00000009 SizeRef=289,547 Selected=0x0B098C4B
|
||||
DockNode ID=0x00000008 Parent=0x00000009 SizeRef=289,545 Selected=0x393905AB
|
||||
DockNode ID=0x0000000D Parent=0x00000004 SizeRef=1613,974 Split=X
|
||||
DockNode ID=0x00000002 Parent=0x0000000D SizeRef=1268,826 Split=Y
|
||||
DockNode ID=0x0000000B Parent=0x00000002 SizeRef=1568,637 CentralNode=1
|
||||
DockNode ID=0x0000000C Parent=0x00000002 SizeRef=1568,335 Selected=0x139FDA3F
|
||||
DockNode ID=0x00000005 Parent=0x0000000D SizeRef=343,826 Selected=0x9F035453
|
||||
DockNode ID=0x00000006 Parent=0xCCBD8CF7 SizeRef=1568,226 Selected=0xAB74BEE9
|
||||
|
Before Width: | Height: | Size: 164 KiB |
Before Width: | Height: | Size: 1.7 MiB |
Before Width: | Height: | Size: 2.9 MiB |
Before Width: | Height: | Size: 599 KiB |
Before Width: | Height: | Size: 148 KiB |
Before Width: | Height: | Size: 5.6 KiB |
Before Width: | Height: | Size: 5.6 KiB |
Before Width: | Height: | Size: 5.6 KiB |
Before Width: | Height: | Size: 5.6 KiB |
Before Width: | Height: | Size: 917 KiB |
Before Width: | Height: | Size: 934 KiB |
Before Width: | Height: | Size: 1.8 MiB |
Before Width: | Height: | Size: 161 KiB |