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1370 changed files with 809360 additions and 758405 deletions

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.gitattributes vendored
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enginecustom/assets/Model/OBJ/*.obj filter=lfs diff=lfs merge=lfs -text
enginecustom/assets/Model/OBJ/*.mtl filter=lfs diff=lfs merge=lfs -text

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*.slo
*.lo
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*.obj
# Don't ignore 3d model in OBJ
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# Precompiled Headers
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KhaoticEngineReborn

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<ProjectReference Include="..\enginecustom\enginecustom.vcxproj">
<Project>{92cf56c4-76bb-40d4-8fe5-36c15f5f127a}</Project>
</ProjectReference>
</ItemGroup>
<ItemGroup>
<ClCompile Include="main.cpp" />
</ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets">
</ImportGroup>
</Project>

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@ -0,0 +1,22 @@
<?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<ItemGroup>
<Filter Include="Fichiers sources">
<UniqueIdentifier>{4FC737F1-C7A5-4376-A066-2A32D752A2FF}</UniqueIdentifier>
<Extensions>cpp;c;cc;cxx;c++;cppm;ixx;def;odl;idl;hpj;bat;asm;asmx</Extensions>
</Filter>
<Filter Include="Fichiers d%27en-tête">
<UniqueIdentifier>{93995380-89BD-4b04-88EB-625FBE52EBFB}</UniqueIdentifier>
<Extensions>h;hh;hpp;hxx;h++;hm;inl;inc;ipp;xsd</Extensions>
</Filter>
<Filter Include="Fichiers de ressources">
<UniqueIdentifier>{67DA6AB6-F800-4c08-8B7A-83BB121AAD01}</UniqueIdentifier>
<Extensions>rc;ico;cur;bmp;dlg;rc2;rct;bin;rgs;gif;jpg;jpeg;jpe;resx;tiff;tif;png;wav;mfcribbon-ms</Extensions>
</Filter>
</ItemGroup>
<ItemGroup>
<ClCompile Include="main.cpp">
<Filter>Fichiers sources</Filter>
</ClCompile>
</ItemGroup>
</Project>

4
KhaoticDemo/main.cpp Normal file
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@ -0,0 +1,4 @@
int main()
{
return 0;
}

72
KhaoticDemo/water.ps Normal file
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@ -0,0 +1,72 @@
/////////////
// GLOBALS //
/////////////
SamplerState SampleType : register(s0);
Texture2D reflectionTexture : register(t0);
Texture2D refractionTexture : register(t1);
Texture2D normalTexture : register(t2);
cbuffer WaterBuffer
{
float waterTranslation;
float reflectRefractScale;
float2 padding;
};
//////////////
// TYPEDEFS //
//////////////
struct PixelInputType
{
float4 position : SV_POSITION;
float2 tex : TEXCOORD0;
float4 reflectionPosition : TEXCOORD1;
float4 refractionPosition : TEXCOORD2;
};
////////////////////////////////////////////////////////////////////////////////
// Pixel Shader
////////////////////////////////////////////////////////////////////////////////
float4 WaterPixelShader(PixelInputType input) : SV_TARGET
{
float2 reflectTexCoord;
float2 refractTexCoord;
float4 normalMap;
float3 normal;
float4 reflectionColor;
float4 refractionColor;
float4 color;
// Move the position the water normal is sampled from to simulate moving water.
input.tex.y += waterTranslation;
// Calculate the projected reflection texture coordinates.
reflectTexCoord.x = input.reflectionPosition.x / input.reflectionPosition.w / 2.0f + 0.5f;
reflectTexCoord.y = -input.reflectionPosition.y / input.reflectionPosition.w / 2.0f + 0.5f;
// Calculate the projected refraction texture coordinates.
refractTexCoord.x = input.refractionPosition.x / input.refractionPosition.w / 2.0f + 0.5f;
refractTexCoord.y = -input.refractionPosition.y / input.refractionPosition.w / 2.0f + 0.5f;
// Sample the normal from the normal map texture.
normalMap = normalTexture.Sample(SampleType, input.tex);
// Expand the range of the normal from (0,1) to (-1,+1).
normal = (normalMap.xyz * 2.0f) - 1.0f;
// Re-position the texture coordinate sampling position by the normal map value to simulate the rippling wave effect.
reflectTexCoord = reflectTexCoord + (normal.xy * reflectRefractScale);
refractTexCoord = refractTexCoord + (normal.xy * reflectRefractScale);
// Sample the texture pixels from the textures using the updated texture coordinates.
reflectionColor = reflectionTexture.Sample(SampleType, reflectTexCoord);
refractionColor = refractionTexture.Sample(SampleType, refractTexCoord);
// Combine the reflection and refraction results for the final color.
color = lerp(reflectionColor, refractionColor, 0.6f);
return color;
}

View File

@ -3,7 +3,9 @@ Microsoft Visual Studio Solution File, Format Version 12.00
# Visual Studio Version 17
VisualStudioVersion = 17.9.34607.119
MinimumVisualStudioVersion = 10.0.40219.1
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "KhaoticCore", "enginecustom\enginecustom.vcxproj", "{92CF56C4-76BB-40D4-8FE5-36C15F5F127A}"
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "enginecustom", "enginecustom\enginecustom.vcxproj", "{92CF56C4-76BB-40D4-8FE5-36C15F5F127A}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "KhaoticDemo", "KhaoticDemo\KhaoticDemo.vcxproj", "{9E5EF415-5337-4EED-AE23-EDC4B1FFF455}"
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
@ -21,6 +23,14 @@ Global
{92CF56C4-76BB-40D4-8FE5-36C15F5F127A}.Release|x64.Build.0 = Release|x64
{92CF56C4-76BB-40D4-8FE5-36C15F5F127A}.Release|x86.ActiveCfg = Release|Win32
{92CF56C4-76BB-40D4-8FE5-36C15F5F127A}.Release|x86.Build.0 = Release|Win32
{9E5EF415-5337-4EED-AE23-EDC4B1FFF455}.Debug|x64.ActiveCfg = Debug|x64
{9E5EF415-5337-4EED-AE23-EDC4B1FFF455}.Debug|x64.Build.0 = Debug|x64
{9E5EF415-5337-4EED-AE23-EDC4B1FFF455}.Debug|x86.ActiveCfg = Debug|Win32
{9E5EF415-5337-4EED-AE23-EDC4B1FFF455}.Debug|x86.Build.0 = Debug|Win32
{9E5EF415-5337-4EED-AE23-EDC4B1FFF455}.Release|x64.ActiveCfg = Release|x64
{9E5EF415-5337-4EED-AE23-EDC4B1FFF455}.Release|x64.Build.0 = Release|x64
{9E5EF415-5337-4EED-AE23-EDC4B1FFF455}.Release|x86.ActiveCfg = Release|Win32
{9E5EF415-5337-4EED-AE23-EDC4B1FFF455}.Release|x86.Build.0 = Release|Win32
EndGlobalSection
GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE

View File

@ -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 :
[![Demo Video](https://img.youtube.com/vi/CbK1a0Ar94Q/0.jpg)](https://youtu.be/CbK1a0Ar94Q)
[![Demo Video](https://img.youtube.com/vi/qCOCTyB_97c/0.jpg)](https://www.youtube.com/watch?v=qCOCTyB_97c)
## Engine Build by :

View File

@ -1,58 +1,58 @@
////////////////////////////////////////////////////////////////////////////////
// Filename: cameraclass.cpp
////////////////////////////////////////////////////////////////////////////////
#include "camera_class.h"
#include "cameraclass.h"
camera_class::camera_class()
CameraClass::CameraClass()
{
position_x_ = 0.0f;
position_y_ = 0.0f;
position_z_ = 0.0f;
m_positionX = 0.0f;
m_positionY = 0.0f;
m_positionZ = 0.0f;
rotation_x_ = 0.0f;
rotation_y_ = 0.0f;
rotation_z_ = 0.0f;
m_rotationX = 0.0f;
m_rotationY = 0.0f;
m_rotationZ = 0.0f;
}
camera_class::camera_class(const camera_class& other)
CameraClass::CameraClass(const CameraClass& other)
{
}
camera_class::~camera_class()
CameraClass::~CameraClass()
{
}
void camera_class::set_position(float x, float y, float z)
void CameraClass::SetPosition(float x, float y, float z)
{
position_x_ = x;
position_y_ = y;
position_z_ = z;
m_positionX = x;
m_positionY = y;
m_positionZ = z;
return;
}
void camera_class::set_rotation(float x, float y, float z)
void CameraClass::SetRotation(float x, float y, float z)
{
rotation_x_ = x;
rotation_y_ = y;
rotation_z_ = z;
m_rotationX = x;
m_rotationY = y;
m_rotationZ = z;
return;
}
XMFLOAT3 camera_class::get_position()
XMFLOAT3 CameraClass::GetPosition()
{
return XMFLOAT3(position_x_, position_y_, position_z_);
return XMFLOAT3(m_positionX, m_positionY, m_positionZ);
}
XMFLOAT3 camera_class::get_rotation()
XMFLOAT3 CameraClass::GetRotation()
{
return XMFLOAT3(rotation_x_, rotation_y_, rotation_z_);
return XMFLOAT3(m_rotationX, m_rotationY, m_rotationZ);
}
void camera_class::render()
void CameraClass::Render()
{
XMFLOAT3 up, position, lookAt;
XMVECTOR upVector, positionVector, lookAtVector;
@ -69,9 +69,9 @@ void camera_class::render()
upVector = XMLoadFloat3(&up);
// Setup the position of the camera in the world.
position.x = position_x_;
position.y = position_y_;
position.z = position_z_;
position.x = m_positionX;
position.y = m_positionY;
position.z = m_positionZ;
// Load it into a XMVECTOR structure.
positionVector = XMLoadFloat3(&position);
@ -85,9 +85,9 @@ void camera_class::render()
lookAtVector = XMLoadFloat3(&lookAt);
// Set the yaw (Y axis), pitch (X axis), and roll (Z axis) rotations in radians.
pitch = rotation_x_ * 0.0174532925f;
yaw = rotation_y_ * 0.0174532925f;
roll = rotation_z_ * 0.0174532925f;
pitch = m_rotationX * 0.0174532925f;
yaw = m_rotationY * 0.0174532925f;
roll = m_rotationZ * 0.0174532925f;
// Create the rotation matrix from the yaw, pitch, and roll values.
rotationMatrix = XMMatrixRotationRollPitchYaw(pitch, yaw, roll);
@ -100,18 +100,18 @@ void camera_class::render()
lookAtVector = XMVectorAdd(positionVector, lookAtVector);
// Finally create the view matrix from the three updated vectors.
view_matrix_ = XMMatrixLookAtLH(positionVector, lookAtVector, upVector);
m_viewMatrix = XMMatrixLookAtLH(positionVector, lookAtVector, upVector);
return;
}
XMMATRIX camera_class::get_view_matrix(XMMATRIX& view_matrix) const
XMMATRIX CameraClass::GetViewMatrix(XMMATRIX& viewMatrix) const
{
view_matrix = view_matrix_;
return view_matrix;
viewMatrix = m_viewMatrix;
return viewMatrix;
}
void camera_class::render_reflection(float height)
void CameraClass::RenderReflection(float height)
{
XMFLOAT3 up, position, lookAt;
XMVECTOR upVector, positionVector, lookAtVector;
@ -128,9 +128,9 @@ void camera_class::render_reflection(float height)
upVector = XMLoadFloat3(&up);
// Setup the position of the camera in the world.
position.x = position_x_;
position.y = -position_y_ + (height * 2.0f);
position.z = position_z_;
position.x = m_positionX;
position.y = -m_positionY + (height * 2.0f);
position.z = m_positionZ;
// Load it into a XMVECTOR structure.
positionVector = XMLoadFloat3(&position);
@ -144,9 +144,9 @@ void camera_class::render_reflection(float height)
lookAtVector = XMLoadFloat3(&lookAt);
// Set the yaw (Y axis), pitch (X axis), and roll (Z axis) rotations in radians.
pitch = (-1.0f * rotation_x_) * 0.0174532925f; // Invert for reflection
yaw = rotation_y_ * 0.0174532925f;
roll = rotation_z_ * 0.0174532925f;
pitch = (-1.0f * m_rotationX) * 0.0174532925f; // Invert for reflection
yaw = m_rotationY * 0.0174532925f;
roll = m_rotationZ * 0.0174532925f;
// Create the rotation matrix from the yaw, pitch, and roll values.
rotationMatrix = XMMatrixRotationRollPitchYaw(pitch, yaw, roll);
@ -159,13 +159,13 @@ void camera_class::render_reflection(float height)
lookAtVector = XMVectorAdd(positionVector, lookAtVector);
// Finally create the view matrix from the three updated vectors.
reflection_view_matrix_ = XMMatrixLookAtLH(positionVector, lookAtVector, upVector);
m_reflectionViewMatrix = XMMatrixLookAtLH(positionVector, lookAtVector, upVector);
return;
}
void camera_class::get_reflection_view_matrix(XMMATRIX& reflectionViewMatrix) const
void CameraClass::GetReflectionViewMatrix(XMMATRIX& reflectionViewMatrix) const
{
reflectionViewMatrix = reflection_view_matrix_;
reflectionViewMatrix = m_reflectionViewMatrix;
return;
}

View File

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

View File

@ -0,0 +1,410 @@
#include "CelShadingShader.h"
#include <iostream>
CelShadingShader::CelShadingShader()
{
m_vertexShader = 0;
m_pixelShader = 0;
m_layout = 0;
m_matrixBuffer = 0;
m_sampleState = 0;
m_lightBuffer = 0;
}
CelShadingShader::CelShadingShader(const CelShadingShader& other)
{
}
CelShadingShader::~CelShadingShader()
{
}
bool CelShadingShader::Initialize(ID3D11Device* device, HWND hwnd)
{
Logger::Get().Log("Initializing CelShadingShader", __FILE__, __LINE__, Logger::LogLevel::Initialize);
bool result;
wchar_t vsFilename[128];
wchar_t psFilename[128];
int error;
// Set the filename of the vertex shader.
error = wcscpy_s(vsFilename, 128, L"celshading.vs");
if (error != 0)
{
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"celshading.ps");
if (error != 0)
{
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 the vertex and pixel shaders", __FILE__, __LINE__);
return false;
}
Logger::Get().Log("Successfully initialized CelShadingShader", __FILE__, __LINE__, Logger::LogLevel::Initialize);
return true;
}
void CelShadingShader::Shutdown()
{
// Shutdown the vertex and pixel shaders as well as the related objects.
ShutdownShader();
}
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, lightDirection, diffuseColor, lightPosition);
if (!result)
{
Logger::Get().Log("CelShading Error", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
// Now render the prepared buffers with the shader.
RenderShader(deviceContext, indexCount);
return true;
}
bool CelShadingShader::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR* vsFilename, WCHAR* psFilename)
{
HRESULT result;
ID3D10Blob* errorMessage = nullptr;
ID3D10Blob* vertexShaderBuffer = nullptr;
ID3D10Blob* pixelShaderBuffer = nullptr;
D3D11_INPUT_ELEMENT_DESC polygonLayout[3];
unsigned int numElements;
D3D11_BUFFER_DESC matrixBufferDesc;
D3D11_SAMPLER_DESC samplerDesc;
D3D11_BUFFER_DESC lightBufferDesc;
// Compile the vertex shader code.
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
{
MessageBox(hwnd, vsFilename, L"Missing Shader File", MB_OK);
}
return false;
}
// Compile the pixel shader code.
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
{
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(), nullptr, &m_vertexShader);
if (FAILED(result))
{
return false;
}
// Create the pixel shader from the buffer.
result = device->CreatePixelShader(pixelShaderBuffer->GetBufferPointer(), pixelShaderBuffer->GetBufferSize(), nullptr, &m_pixelShader);
if (FAILED(result))
{
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_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 = "NORMAL";
polygonLayout[1].SemanticIndex = 0;
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 = "TEXCOORD";
polygonLayout[2].SemanticIndex = 0;
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;
polygonLayout[2].InstanceDataStepRate = 0;
// Get a count of the elements in the layout.
numElements = sizeof(polygonLayout) / sizeof(polygonLayout[0]);
// Create the vertex input layout.
result = device->CreateInputLayout(polygonLayout, numElements, vertexShaderBuffer->GetBufferPointer(), vertexShaderBuffer->GetBufferSize(), &m_layout);
if (FAILED(result))
{
return false;
}
// Release the vertex shader buffer and pixel shader buffer since they are no longer needed.
vertexShaderBuffer->Release();
vertexShaderBuffer = nullptr;
pixelShaderBuffer->Release();
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;
samplerDesc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP;
samplerDesc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP;
samplerDesc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP;
samplerDesc.MipLODBias = 0.0f;
samplerDesc.MaxAnisotropy = 1;
samplerDesc.ComparisonFunc = D3D11_COMPARISON_ALWAYS;
samplerDesc.BorderColor[0] = 0;
samplerDesc.BorderColor[1] = 0;
samplerDesc.BorderColor[2] = 0;
samplerDesc.BorderColor[3] = 0;
samplerDesc.MinLOD = 0;
samplerDesc.MaxLOD = D3D11_FLOAT32_MAX;
// Create the texture sampler state.
result = device->CreateSamplerState(&samplerDesc, &m_sampleState);
if (FAILED(result))
{
return false;
}
// 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(&lightBufferDesc, nullptr, &m_lightBuffer);
if (FAILED(result))
{
return false;
}
return true;
}
void CelShadingShader::ShutdownShader()
{
// Release the light constant buffer.
if (m_lightBuffer)
{
m_lightBuffer->Release();
m_lightBuffer = nullptr;
}
// Release the sampler state.
if (m_sampleState)
{
m_sampleState->Release();
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 = nullptr;
}
// Release the pixel shader.
if (m_pixelShader)
{
m_pixelShader->Release();
m_pixelShader = nullptr;
}
// Release the vertex shader.
if (m_vertexShader)
{
m_vertexShader->Release();
m_vertexShader = nullptr;
}
}
void CelShadingShader::OutputShaderErrorMessage(ID3D10Blob* errorMessage, HWND hwnd, WCHAR* shaderFilename)
{
char* compileErrors;
unsigned long bufferSize, i;
std::ofstream fout;
// Get a pointer to the error message text buffer.
compileErrors = (char*)(errorMessage->GetBufferPointer());
// Get the length of the message.
bufferSize = errorMessage->GetBufferSize();
// Open a file to write the error message to.
fout.open("shader-error.txt");
// Write out the error message.
for (i = 0; i < bufferSize; i++)
{
fout << compileErrors[i];
}
// Close the file.
fout.close();
// Release the error message.
errorMessage->Release();
errorMessage = 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);
}
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;
LightBufferType* dataPtr2;
unsigned int bufferNumber;
// Transpose the matrices to prepare them for the shader.
worldMatrix = XMMatrixTranspose(worldMatrix);
viewMatrix = XMMatrixTranspose(viewMatrix);
projectionMatrix = XMMatrixTranspose(projectionMatrix);
// Lock the constant buffer so it can be written to.
result = deviceContext->Map(m_matrixBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
if (FAILED(result))
{
return false;
}
// Get a pointer to the data in the constant buffer.
dataPtr = (MatrixBufferType*)mappedResource.pData;
// Copy the matrices into the constant buffer.
dataPtr->world = worldMatrix;
dataPtr->view = viewMatrix;
dataPtr->projection = projectionMatrix;
// Unlock the constant buffer.
deviceContext->Unmap(m_matrixBuffer, 0);
// Set the position of the constant buffer in the vertex shader.
bufferNumber = 0;
// Finally set the constant buffer in the vertex shader with the updated values.
deviceContext->VSSetConstantBuffers(bufferNumber, 1, &m_matrixBuffer);
// 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.
dataPtr2 = (LightBufferType*)mappedResource.pData;
// Copy the lighting variables into the constant buffer.
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_lightBuffer, 0);
// Set the position of the light constant buffer in the pixel shader.
bufferNumber = 0;
// 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);
return true;
}
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, 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);
}

View 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

View File

@ -1,29 +1,29 @@
////////////////////////////////////////////////////////////////////////////////
// Filename: colorshaderclass.cpp
////////////////////////////////////////////////////////////////////////////////
#include "color_shader_class.h"
#include "colorshaderclass.h"
color_shader_class::color_shader_class()
ColorShaderClass::ColorShaderClass()
{
vertex_shader_ = 0;
pixel_shader_ = 0;
layout_ = 0;
matrix_buffer_ = 0;
m_vertexShader = 0;
m_pixelShader = 0;
m_layout = 0;
m_matrixBuffer = 0;
}
color_shader_class::color_shader_class(const color_shader_class& other)
ColorShaderClass::ColorShaderClass(const ColorShaderClass& other)
{
}
color_shader_class::~color_shader_class()
ColorShaderClass::~ColorShaderClass()
{
}
bool color_shader_class::initialize(ID3D11Device* device, HWND hwnd)
bool ColorShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
{
Logger::Get().Log("Initializing color_shader_class", __FILE__, __LINE__, Logger::LogLevel::Initialize);
Logger::Get().Log("Initializing ColorShaderClass", __FILE__, __LINE__, Logger::LogLevel::Initialize);
bool result;
wchar_t vsFilename[128];
@ -32,7 +32,7 @@ bool color_shader_class::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);
@ -40,42 +40,42 @@ bool color_shader_class::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);
return false;
}
// initialize the vertex and pixel shaders.
result = initialize_shader(device, hwnd, vsFilename, psFilename);
// Initialize the vertex and pixel shaders.
result = InitializeShader(device, hwnd, vsFilename, psFilename);
if (!result)
{
Logger::Get().Log("Error initializing shader", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
Logger::Get().Log("color_shader_class initialized", __FILE__, __LINE__, Logger::LogLevel::Initialize);
Logger::Get().Log("ColorShaderClass initialized", __FILE__, __LINE__, Logger::LogLevel::Initialize);
return true;
}
void color_shader_class::shutdown()
void ColorShaderClass::Shutdown()
{
// shutdown the vertex and pixel shaders as well as the related objects.
shutdown_shader();
// Shutdown the vertex and pixel shaders as well as the related objects.
ShutdownShader();
return;
}
bool color_shader_class::render(ID3D11DeviceContext* deviceContext, int indexCount, XMMATRIX worldMatrix, XMMATRIX viewMatrix,
bool ColorShaderClass::Render(ID3D11DeviceContext* deviceContext, int indexCount, XMMATRIX worldMatrix, XMMATRIX viewMatrix,
XMMATRIX projectionMatrix)
{
bool result;
// Set the shader parameters that it will use for rendering.
result = set_shader_parameters(deviceContext, worldMatrix, viewMatrix, projectionMatrix);
result = SetShaderParameters(deviceContext, worldMatrix, viewMatrix, projectionMatrix);
if (!result)
{
Logger::Get().Log("Error setting shader parameters", __FILE__, __LINE__, Logger::LogLevel::Error);
@ -83,12 +83,12 @@ bool color_shader_class::render(ID3D11DeviceContext* deviceContext, int indexCou
}
// Now render the prepared buffers with the shader.
render_shader(deviceContext, indexCount);
RenderShader(deviceContext, indexCount);
return true;
}
bool color_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd, WCHAR* vsFilename, WCHAR* psFilename)
bool ColorShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR* vsFilename, WCHAR* psFilename)
{
Logger::Get().Log("Initializing shader", __FILE__, __LINE__, Logger::LogLevel::Initialize);
@ -101,7 +101,7 @@ bool color_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd, WCHA
D3D11_BUFFER_DESC matrixBufferDesc;
// initialize the pointers this function will use to null.
// Initialize the pointers this function will use to null.
errorMessage = 0;
vertexShaderBuffer = 0;
pixelShaderBuffer = 0;
@ -114,7 +114,7 @@ bool color_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd, WCHA
// If the shader failed to compile it should have writen something to the error message.
if (errorMessage)
{
output_shader_error_message(errorMessage, hwnd, vsFilename);
OutputShaderErrorMessage(errorMessage, hwnd, vsFilename);
}
// If there was nothing in the error message then it simply could not find the shader file itself.
else
@ -133,7 +133,7 @@ bool color_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd, WCHA
// If the shader failed to compile it should have writen something to the error message.
if (errorMessage)
{
output_shader_error_message(errorMessage, hwnd, psFilename);
OutputShaderErrorMessage(errorMessage, hwnd, psFilename);
}
// If there was nothing in the error message then it simply could not find the file itself.
else
@ -145,7 +145,7 @@ bool color_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd, WCHA
}
// Create the vertex shader from the buffer.
result = device->CreateVertexShader(vertexShaderBuffer->GetBufferPointer(), vertexShaderBuffer->GetBufferSize(), NULL, &vertex_shader_);
result = device->CreateVertexShader(vertexShaderBuffer->GetBufferPointer(), vertexShaderBuffer->GetBufferSize(), NULL, &m_vertexShader);
if (FAILED(result))
{
Logger::Get().Log("Error creating vertex shader", __FILE__, __LINE__, Logger::LogLevel::Error);
@ -153,7 +153,7 @@ bool color_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd, WCHA
}
// Create the pixel shader from the buffer.
result = device->CreatePixelShader(pixelShaderBuffer->GetBufferPointer(), pixelShaderBuffer->GetBufferSize(), NULL, &pixel_shader_);
result = device->CreatePixelShader(pixelShaderBuffer->GetBufferPointer(), pixelShaderBuffer->GetBufferSize(), NULL, &m_pixelShader);
if (FAILED(result))
{
Logger::Get().Log("Error creating pixel shader", __FILE__, __LINE__, Logger::LogLevel::Error);
@ -183,7 +183,7 @@ bool color_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd, WCHA
// Create the vertex input layout.
result = device->CreateInputLayout(polygonLayout, numElements, vertexShaderBuffer->GetBufferPointer(),
vertexShaderBuffer->GetBufferSize(), &layout_);
vertexShaderBuffer->GetBufferSize(), &m_layout);
if (FAILED(result))
{
Logger::Get().Log("Error creating input layout", __FILE__, __LINE__, Logger::LogLevel::Error);
@ -199,14 +199,14 @@ bool color_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd, WCHA
// Setup the description of the dynamic matrix constant buffer that is in the vertex shader.
matrixBufferDesc.Usage = D3D11_USAGE_DYNAMIC;
matrixBufferDesc.ByteWidth = sizeof(matrix_buffer_type);
matrixBufferDesc.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, &matrix_buffer_);
result = device->CreateBuffer(&matrixBufferDesc, NULL, &m_matrixBuffer);
if (FAILED(result))
{
Logger::Get().Log("Error creating constant buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
@ -218,43 +218,43 @@ bool color_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd, WCHA
return true;
}
void color_shader_class::shutdown_shader()
void ColorShaderClass::ShutdownShader()
{
Logger::Get().Log("Shutting down shader", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
// Release the matrix constant buffer.
if (matrix_buffer_)
if (m_matrixBuffer)
{
Logger::Get().Log("Releasing matrix buffer", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
matrix_buffer_->Release();
matrix_buffer_ = 0;
m_matrixBuffer->Release();
m_matrixBuffer = 0;
Logger::Get().Log("Matrix buffer released", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
}
// Release the layout.
if (layout_)
if (m_layout)
{
Logger::Get().Log("Releasing layout", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
layout_->Release();
layout_ = 0;
m_layout->Release();
m_layout = 0;
Logger::Get().Log("Layout released", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
}
// Release the pixel shader.
if (pixel_shader_)
if (m_pixelShader)
{
Logger::Get().Log("Releasing pixel shader", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
pixel_shader_->Release();
pixel_shader_ = 0;
m_pixelShader->Release();
m_pixelShader = 0;
Logger::Get().Log("Pixel shader released", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
}
// Release the vertex shader.
if (vertex_shader_)
if (m_vertexShader)
{
Logger::Get().Log("Releasing vertex shader", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
vertex_shader_->Release();
vertex_shader_ = 0;
m_vertexShader->Release();
m_vertexShader = 0;
Logger::Get().Log("Vertex shader released", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
}
@ -263,7 +263,7 @@ void color_shader_class::shutdown_shader()
return;
}
void color_shader_class::output_shader_error_message(ID3D10Blob* errorMessage, HWND hwnd, WCHAR* shaderFilename)
void ColorShaderClass::OutputShaderErrorMessage(ID3D10Blob* errorMessage, HWND hwnd, WCHAR* shaderFilename)
{
char* compileErrors;
unsigned long long bufferSize, i;
@ -298,14 +298,14 @@ void color_shader_class::output_shader_error_message(ID3D10Blob* errorMessage, H
return;
}
bool color_shader_class::set_shader_parameters(ID3D11DeviceContext* deviceContext, XMMATRIX worldMatrix, XMMATRIX viewMatrix,
bool ColorShaderClass::SetShaderParameters(ID3D11DeviceContext* deviceContext, XMMATRIX worldMatrix, XMMATRIX viewMatrix,
XMMATRIX projectionMatrix)
{
Logger::Get().Log("Setting shader parameters", __FILE__, __LINE__);
HRESULT result;
D3D11_MAPPED_SUBRESOURCE mappedResource;
matrix_buffer_type* dataPtr;
MatrixBufferType* dataPtr;
unsigned int bufferNumber;
// Transpose the matrices to prepare them for the shader.
@ -314,7 +314,7 @@ bool color_shader_class::set_shader_parameters(ID3D11DeviceContext* deviceContex
projectionMatrix = XMMatrixTranspose(projectionMatrix);
// Lock the constant buffer so it can be written to.
result = deviceContext->Map(matrix_buffer_, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
result = deviceContext->Map(m_matrixBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
if (FAILED(result))
{
Logger::Get().Log("Error mapping constant buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
@ -322,7 +322,7 @@ bool color_shader_class::set_shader_parameters(ID3D11DeviceContext* deviceContex
}
// Get a pointer to the data in the constant buffer.
dataPtr = (matrix_buffer_type*)mappedResource.pData;
dataPtr = (MatrixBufferType*)mappedResource.pData;
// Copy the matrices into the constant buffer.
dataPtr->world = worldMatrix;
@ -330,27 +330,27 @@ bool color_shader_class::set_shader_parameters(ID3D11DeviceContext* deviceContex
dataPtr->projection = projectionMatrix;
// Unlock the constant buffer.
deviceContext->Unmap(matrix_buffer_, 0);
deviceContext->Unmap(m_matrixBuffer, 0);
// Set the position of the constant buffer in the vertex shader.
bufferNumber = 0;
// Finanly set the constant buffer in the vertex shader with the updated values.
deviceContext->VSSetConstantBuffers(bufferNumber, 1, &matrix_buffer_);
deviceContext->VSSetConstantBuffers(bufferNumber, 1, &m_matrixBuffer);
return true;
}
void color_shader_class::render_shader(ID3D11DeviceContext* deviceContext, int indexCount)
void ColorShaderClass::RenderShader(ID3D11DeviceContext* deviceContext, int indexCount)
{
// Set the vertex input layout.
deviceContext->IASetInputLayout(layout_);
deviceContext->IASetInputLayout(m_layout);
// Set the vertex and pixel shaders that will be used to render this triangle.
deviceContext->VSSetShader(vertex_shader_, NULL, 0);
deviceContext->PSSetShader(pixel_shader_, NULL, 0);
deviceContext->VSSetShader(m_vertexShader, NULL, 0);
deviceContext->PSSetShader(m_pixelShader, NULL, 0);
// render the triangle.
// Render the triangle.
deviceContext->DrawIndexed(indexCount, 0, 0);
return;

View File

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

View File

@ -1 +0,0 @@
1 isosphere 0 10 0 0 -0 0 1 1 1 Content/Assets/Kobject/isosphere.obj ALPHA_MAPPING 1 Unknown 1 0 2 assets/Texture/Bricks2K.png F:\Github_Repo\khaotic-engine-Reborn\enginecustom\assets\Texture\moss01.png 1 assets/Texture/BricksNRM2K.png 1 assets/Texture/BricksGLOSS2K.png 1 F:\Github_Repo\khaotic-engine-Reborn\enginecustom\assets\Texture\alpha01.png

View File

@ -1 +0,0 @@
0 vaisseautri 0 50 0 0 -0 0 1 1 1 Content/Assets/Kobject/vaisseautri.obj CEL_SHADING 1 Unknown 1 0 1 F:\Github_Repo\khaotic-engine-Reborn\enginecustom\assets\Texture\marble01.png 1 assets/Texture/BricksNRM2K.png 1 assets/Texture/BricksGLOSS2K.png 0

View File

@ -1,24 +1,24 @@
////////////////////////////////////////////////////////////////////////////////
// Filename: lightclass.cpp
////////////////////////////////////////////////////////////////////////////////
#include "light_class.h"
#include "lightclass.h"
light_class::light_class()
LightClass::LightClass()
{
}
light_class::light_class(const light_class& other)
LightClass::LightClass(const LightClass& other)
{
}
light_class::~light_class()
LightClass::~LightClass()
{
}
void light_class::SetAmbientColor(float red, float green, float blue, float alpha)
void LightClass::SetAmbientColor(float red, float green, float blue, float alpha)
{
m_ambientColor = XMFLOAT4(red, green, blue, alpha);
return;
@ -26,66 +26,66 @@ void light_class::SetAmbientColor(float red, float green, float blue, float alph
void light_class::SetDiffuseColor(float red, float green, float blue, float alpha)
void LightClass::SetDiffuseColor(float red, float green, float blue, float alpha)
{
m_diffuseColor = XMFLOAT4(red, green, blue, alpha);
return;
}
void light_class::SetDirection(float x, float y, float z)
void LightClass::SetDirection(float x, float y, float z)
{
m_direction = XMFLOAT3(x, y, z);
return;
}
void light_class::SetSpecularColor(float red, float green, float blue, float alpha)
void LightClass::SetSpecularColor(float red, float green, float blue, float alpha)
{
m_specularColor = XMFLOAT4(red, green, blue, alpha);
return;
}
void light_class::SetSpecularPower(float power)
void LightClass::SetSpecularPower(float power)
{
m_specularPower = power;
return;
}
void light_class::SetPosition(float x, float y, float z)
void LightClass::SetPosition(float x, float y, float z)
{
m_position = XMFLOAT4(x, y, z, 1.0f);
return;
}
XMFLOAT4 light_class::GetAmbientColor()
XMFLOAT4 LightClass::GetAmbientColor()
{
return m_ambientColor;
}
XMFLOAT4 light_class::GetDiffuseColor()
XMFLOAT4 LightClass::GetDiffuseColor()
{
return m_diffuseColor;
}
XMFLOAT3 light_class::GetDirection()
XMFLOAT3 LightClass::GetDirection()
{
return m_direction;
}
XMFLOAT4 light_class::GetSpecularColor()
XMFLOAT4 LightClass::GetSpecularColor()
{
return m_specularColor;
}
float light_class::GetSpecularPower()
float LightClass::GetSpecularPower()
{
return m_specularPower;
}
XMFLOAT4 light_class::GetPosition()
XMFLOAT4 LightClass::GetPosition()
{
return m_position;
}

View File

@ -14,14 +14,14 @@ using namespace DirectX;
////////////////////////////////////////////////////////////////////////////////
// Class name: light_class
// Class name: LightClass
////////////////////////////////////////////////////////////////////////////////
class light_class
class LightClass
{
public:
light_class();
light_class(const light_class&);
~light_class();
LightClass();
LightClass(const LightClass&);
~LightClass();
void SetAmbientColor(float, float, float, float);
void SetDiffuseColor(float, float, float, float);
@ -37,15 +37,11 @@ public:
float GetSpecularPower();
XMFLOAT4 GetPosition();
void SetIntensity(float intensity) { m_intensity = intensity; }
float GetIntensity() const { return m_intensity; }
private:
XMFLOAT4 m_ambientColor;
XMFLOAT4 m_diffuseColor;
XMFLOAT3 m_direction;
XMFLOAT4 m_specularColor;
float m_intensity;
float m_specularPower;
XMFLOAT4 m_position;
};

View File

@ -1,36 +1,36 @@
////////////////////////////////////////////////////////////////////////////////
// Filename: lightshaderclass.cpp
////////////////////////////////////////////////////////////////////////////////
#include "light_shader_class.h"
#include "lightshaderclass.h"
light_shader_class::light_shader_class()
LightShaderClass::LightShaderClass()
{
vertex_shader_ = 0;
pixel_shader_ = 0;
layout_ = 0;
sample_state_ = 0;
matrix_buffer_ = 0;
camera_buffer_ = 0;
light_buffer_ = 0;
light_color_buffer_ = 0;
light_position_buffer_ = 0;
m_vertexShader = 0;
m_pixelShader = 0;
m_layout = 0;
m_sampleState = 0;
m_matrixBuffer = 0;
m_cameraBuffer = 0;
m_lightBuffer = 0;
m_lightColorBuffer = 0;
m_lightPositionBuffer = 0;
}
light_shader_class::light_shader_class(const light_shader_class& other)
LightShaderClass::LightShaderClass(const LightShaderClass& other)
{
}
light_shader_class::~light_shader_class()
LightShaderClass::~LightShaderClass()
{
}
bool light_shader_class::initialize(ID3D11Device* device, HWND hwnd)
bool LightShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
{
Logger::Get().Log("Initializing light_shader_class", __FILE__, __LINE__, Logger::LogLevel::Initialize);
Logger::Get().Log("Initializing LightShaderClass", __FILE__, __LINE__, Logger::LogLevel::Initialize);
wchar_t vsFilename[128];
wchar_t psFilename[128];
@ -38,7 +38,7 @@ bool light_shader_class::initialize(ID3D11Device* device, HWND hwnd)
bool result;
// Set the filename of the vertex shader.
error = wcscpy_s(vsFilename, 128, L"src/hlsl/light.vs");
error = wcscpy_s(vsFilename, 128, L"light.vs");
if (error != 0)
{
Logger::Get().Log("Failed to copy string", __FILE__, __LINE__, Logger::LogLevel::Error);
@ -46,42 +46,42 @@ bool light_shader_class::initialize(ID3D11Device* device, HWND hwnd)
}
// Set the filename of the pixel shader.
error = wcscpy_s(psFilename, 128, L"src/hlsl/light.ps");
error = wcscpy_s(psFilename, 128, L"light.ps");
if (error != 0)
{
Logger::Get().Log("Failed to copy string", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
// initialize the vertex and pixel shaders.
result = initialize_shader(device, hwnd, vsFilename, psFilename);
// 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);
return false;
}
Logger::Get().Log("light_shader_class initialized", __FILE__, __LINE__, Logger::LogLevel::Initialize);
Logger::Get().Log("LightShaderClass initialized", __FILE__, __LINE__, Logger::LogLevel::Initialize);
return true;
}
void light_shader_class::shutdown()
void LightShaderClass::Shutdown()
{
// shutdown the vertex and pixel shaders as well as the related objects.
shutdown_shader();
// Shutdown the vertex and pixel shaders as well as the related objects.
ShutdownShader();
return;
}
bool light_shader_class::render(ID3D11DeviceContext* deviceContext, int indexCount, XMMATRIX worldMatrix, XMMATRIX viewMatrix, XMMATRIX projectionMatrix,
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 = set_shader_parameters(deviceContext, worldMatrix, viewMatrix, projectionMatrix, texture, diffuseColor, lightPosition, ambientClor);
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);
@ -89,13 +89,13 @@ bool light_shader_class::render(ID3D11DeviceContext* deviceContext, int indexCou
}
// Now render the prepared buffers with the shader.
render_shader(deviceContext, indexCount);
RenderShader(deviceContext, indexCount);
return true;
}
bool light_shader_class::initialize_shader(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);
@ -112,7 +112,7 @@ bool light_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd, WCHA
D3D11_BUFFER_DESC lightPositionBufferDesc;
// initialize the pointers this function will use to null.
// Initialize the pointers this function will use to null.
errorMessage = 0;
vertexShaderBuffer = 0;
pixelShaderBuffer = 0;
@ -124,7 +124,7 @@ bool light_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd, WCHA
// If the shader failed to compile it should have writen something to the error message.
if (errorMessage)
{
output_shader_error_message(errorMessage, hwnd, vsFilename);
OutputShaderErrorMessage(errorMessage, hwnd, vsFilename);
}
// If there was nothing in the error message then it simply could not find the shader file itself.
else
@ -142,7 +142,7 @@ bool light_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd, WCHA
// If the shader failed to compile it should have writen something to the error message.
if (errorMessage)
{
output_shader_error_message(errorMessage, hwnd, psFilename);
OutputShaderErrorMessage(errorMessage, hwnd, psFilename);
}
// If there was nothing in the error message then it simply could not find the file itself.
else
@ -154,7 +154,7 @@ bool light_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd, WCHA
}
// Create the vertex shader from the buffer.
result = device->CreateVertexShader(vertexShaderBuffer->GetBufferPointer(), vertexShaderBuffer->GetBufferSize(), NULL, &vertex_shader_);
result = device->CreateVertexShader(vertexShaderBuffer->GetBufferPointer(), vertexShaderBuffer->GetBufferSize(), NULL, &m_vertexShader);
if (FAILED(result))
{
Logger::Get().Log("Failed to create vertex shader", __FILE__, __LINE__, Logger::LogLevel::Error);
@ -162,7 +162,7 @@ bool light_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd, WCHA
}
// Create the pixel shader from the buffer.
result = device->CreatePixelShader(pixelShaderBuffer->GetBufferPointer(), pixelShaderBuffer->GetBufferSize(), NULL, &pixel_shader_);
result = device->CreatePixelShader(pixelShaderBuffer->GetBufferPointer(), pixelShaderBuffer->GetBufferSize(), NULL, &m_pixelShader);
if (FAILED(result))
{
Logger::Get().Log("Failed to create pixel shader", __FILE__, __LINE__, Logger::LogLevel::Error);
@ -200,7 +200,7 @@ bool light_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd, WCHA
// Create the vertex input layout.
result = device->CreateInputLayout(polygonLayout, numElements, vertexShaderBuffer->GetBufferPointer(), vertexShaderBuffer->GetBufferSize(),
&layout_);
&m_layout);
if (FAILED(result))
{
Logger::Get().Log("Failed to create input layout", __FILE__, __LINE__, Logger::LogLevel::Error);
@ -230,7 +230,7 @@ bool light_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd, WCHA
samplerDesc.MaxLOD = D3D11_FLOAT32_MAX;
// Create the texture sampler state.
result = device->CreateSamplerState(&samplerDesc, &sample_state_);
result = device->CreateSamplerState(&samplerDesc, &m_sampleState);
if (FAILED(result))
{
Logger::Get().Log("Failed to create sampler state", __FILE__, __LINE__, Logger::LogLevel::Error);
@ -239,14 +239,14 @@ bool light_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd, WCHA
// Setup the description of the dynamic matrix constant buffer that is in the vertex shader.
matrixBufferDesc.Usage = D3D11_USAGE_DYNAMIC;
matrixBufferDesc.ByteWidth = sizeof(matrix_buffer_type);
matrixBufferDesc.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, &matrix_buffer_);
result = device->CreateBuffer(&matrixBufferDesc, NULL, &m_matrixBuffer);
if (FAILED(result))
{
Logger::Get().Log("Failed to create matrix buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
@ -257,14 +257,14 @@ bool light_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd, WCHA
// Setup the description of the camera dynamic constant buffer that is in the vertex shader.
cameraBufferDesc.Usage = D3D11_USAGE_DYNAMIC;
cameraBufferDesc.ByteWidth = sizeof(camera_buffer_type);
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, &camera_buffer_);
result = device->CreateBuffer(&cameraBufferDesc, NULL, &m_cameraBuffer);
if (FAILED(result))
{
Logger::Get().Log("Failed to create camera buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
@ -273,14 +273,14 @@ bool light_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd, WCHA
// Setup the description of the dynamic constant buffer that is in the pixel shader.
lightColorBufferDesc.Usage = D3D11_USAGE_DYNAMIC;
lightColorBufferDesc.ByteWidth = sizeof(light_color_buffer_type);
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, &light_color_buffer_);
result = device->CreateBuffer(&lightColorBufferDesc, NULL, &m_lightColorBuffer);
if (FAILED(result))
{
Logger::Get().Log("Failed to create light color buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
@ -289,14 +289,14 @@ bool light_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd, WCHA
// Setup the description of the dynamic constant buffer that is in the vertex shader.
lightPositionBufferDesc.Usage = D3D11_USAGE_DYNAMIC;
lightPositionBufferDesc.ByteWidth = sizeof(light_position_buffer_type);
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, &light_position_buffer_);
result = device->CreateBuffer(&lightPositionBufferDesc, NULL, &m_lightPositionBuffer);
if (FAILED(result))
{
Logger::Get().Log("Failed to create light position buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
@ -309,79 +309,79 @@ bool light_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd, WCHA
}
void light_shader_class::shutdown_shader()
void LightShaderClass::ShutdownShader()
{
Logger::Get().Log("Shutting down light_shader_class", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
Logger::Get().Log("Shutting down LightShaderClass", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
// Release the light constant buffers.
if (light_color_buffer_)
if (m_lightColorBuffer)
{
light_color_buffer_->Release();
light_color_buffer_ = 0;
m_lightColorBuffer->Release();
m_lightColorBuffer = 0;
}
if (light_position_buffer_)
if (m_lightPositionBuffer)
{
light_position_buffer_->Release();
light_position_buffer_ = 0;
m_lightPositionBuffer->Release();
m_lightPositionBuffer = 0;
}
// Release the light constant buffer.
if (light_buffer_)
if (m_lightBuffer)
{
light_buffer_->Release();
light_buffer_ = 0;
m_lightBuffer->Release();
m_lightBuffer = 0;
}
// Release the camera constant buffer.
if (camera_buffer_)
if (m_cameraBuffer)
{
camera_buffer_->Release();
camera_buffer_ = 0;
m_cameraBuffer->Release();
m_cameraBuffer = 0;
}
// Release the matrix constant buffer.
if (matrix_buffer_)
if (m_matrixBuffer)
{
matrix_buffer_->Release();
matrix_buffer_ = 0;
m_matrixBuffer->Release();
m_matrixBuffer = 0;
}
// Release the sampler state.
if (sample_state_)
if (m_sampleState)
{
sample_state_->Release();
sample_state_ = 0;
m_sampleState->Release();
m_sampleState = 0;
}
// Release the layout.
if (layout_)
if (m_layout)
{
layout_->Release();
layout_ = 0;
m_layout->Release();
m_layout = 0;
}
// Release the pixel shader.
if (pixel_shader_)
if (m_pixelShader)
{
pixel_shader_->Release();
pixel_shader_ = 0;
m_pixelShader->Release();
m_pixelShader = 0;
}
// Release the vertex shader.
if (vertex_shader_)
if (m_vertexShader)
{
vertex_shader_->Release();
vertex_shader_ = 0;
m_vertexShader->Release();
m_vertexShader = 0;
}
Logger::Get().Log("light_shader_class shut down", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
Logger::Get().Log("LightShaderClass shut down", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
return;
}
void light_shader_class::output_shader_error_message(ID3D10Blob* errorMessage, HWND hwnd, WCHAR* shaderFilename)
void LightShaderClass::OutputShaderErrorMessage(ID3D10Blob* errorMessage, HWND hwnd, WCHAR* shaderFilename)
{
char* compileErrors;
unsigned __int64 bufferSize, i;
@ -417,15 +417,15 @@ void light_shader_class::output_shader_error_message(ID3D10Blob* errorMessage, H
}
bool light_shader_class::set_shader_parameters(ID3D11DeviceContext* deviceContext, XMMATRIX worldMatrix, XMMATRIX viewMatrix, XMMATRIX projectionMatrix,
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;
unsigned int bufferNumber;
matrix_buffer_type* dataPtr;
light_position_buffer_type* dataPtr2;
light_color_buffer_type* dataPtr3;
MatrixBufferType* dataPtr;
LightPositionBufferType* dataPtr2;
LightColorBufferType* dataPtr3;
// Transpose the matrices to prepare them for the shader.
worldMatrix = XMMatrixTranspose(worldMatrix);
@ -433,7 +433,7 @@ bool light_shader_class::set_shader_parameters(ID3D11DeviceContext* deviceContex
projectionMatrix = XMMatrixTranspose(projectionMatrix);
// Lock the constant buffer so it can be written to.
result = deviceContext->Map(matrix_buffer_, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
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);
@ -441,7 +441,7 @@ bool light_shader_class::set_shader_parameters(ID3D11DeviceContext* deviceContex
}
// Get a pointer to the data in the constant buffer.
dataPtr = (matrix_buffer_type*)mappedResource.pData;
dataPtr = (MatrixBufferType*)mappedResource.pData;
// Copy the matrices into the constant buffer.
dataPtr->world = worldMatrix;
@ -449,16 +449,16 @@ bool light_shader_class::set_shader_parameters(ID3D11DeviceContext* deviceContex
dataPtr->projection = projectionMatrix;
// Unlock the constant buffer.
deviceContext->Unmap(matrix_buffer_, 0);
deviceContext->Unmap(m_matrixBuffer, 0);
// Set the position of the constant buffer in the vertex shader.
bufferNumber = 0;
// Now set the constant buffer in the vertex shader with the updated values.
deviceContext->VSSetConstantBuffers(bufferNumber, 1, &matrix_buffer_);
deviceContext->VSSetConstantBuffers(bufferNumber, 1, &m_matrixBuffer);
// Lock the camera constant buffer so it can be written to.
result = deviceContext->Map(camera_buffer_, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
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);
@ -466,7 +466,7 @@ bool light_shader_class::set_shader_parameters(ID3D11DeviceContext* deviceContex
}
// Lock the light position constant buffer so it can be written to.
result = deviceContext->Map(light_position_buffer_, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
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);
@ -474,28 +474,28 @@ bool light_shader_class::set_shader_parameters(ID3D11DeviceContext* deviceContex
}
// Get a pointer to the data in the constant buffer.
dataPtr2 = (light_position_buffer_type*)mappedResource.pData;
dataPtr2 = (LightPositionBufferType*)mappedResource.pData;
// Copy the light position variables into the constant buffer.
for (int i = 0; i < num_lights; i++)
for (int i = 0; i < NUM_LIGHTS; i++)
{
dataPtr2->lightPosition[i] = lightPosition[i];
}
// Unlock the constant buffer.
deviceContext->Unmap(light_position_buffer_, 0);
deviceContext->Unmap(m_lightPositionBuffer, 0);
// Set the position of the constant buffer in the vertex shader.
bufferNumber = 1;
// Finally set the constant buffer in the vertex shader with the updated values.
deviceContext->VSSetConstantBuffers(bufferNumber, 1, &light_position_buffer_);
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(light_color_buffer_, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
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);
@ -503,41 +503,41 @@ bool light_shader_class::set_shader_parameters(ID3D11DeviceContext* deviceContex
}
// Get a pointer to the data in the constant buffer.
dataPtr3 = (light_color_buffer_type*)mappedResource.pData;
dataPtr3 = (LightColorBufferType*)mappedResource.pData;
// Copy the light color variables into the constant buffer.
for (int i = 0; i < num_lights; i++)
for (int i = 0; i < NUM_LIGHTS; i++)
{
dataPtr3->diffuseColor[i] = diffuseColor[i];
}
// Unlock the constant buffer.
deviceContext->Unmap(light_color_buffer_, 0);
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, &light_color_buffer_);
deviceContext->PSSetConstantBuffers(bufferNumber, 1, &m_lightColorBuffer);
return true;
}
void light_shader_class::render_shader(ID3D11DeviceContext* deviceContext, int indexCount)
void LightShaderClass::RenderShader(ID3D11DeviceContext* deviceContext, int indexCount)
{
// Set the vertex input layout.
deviceContext->IASetInputLayout(layout_);
deviceContext->IASetInputLayout(m_layout);
// Set the vertex and pixel shaders that will be used to render this triangle.
deviceContext->VSSetShader(vertex_shader_, NULL, 0);
deviceContext->PSSetShader(pixel_shader_, NULL, 0);
deviceContext->VSSetShader(m_vertexShader, NULL, 0);
deviceContext->PSSetShader(m_pixelShader, NULL, 0);
// Set the sampler state in the pixel shader.
deviceContext->PSSetSamplers(0, 1, &sample_state_);
deviceContext->PSSetSamplers(0, 1, &m_sampleState);
// render the triangle.
// Render the triangle.
deviceContext->DrawIndexed(indexCount, 0, 0);
return;

View 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

View File

@ -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;
};

View File

@ -1,9 +1,9 @@
#include "system_class.h"
#include "systemclass.h"
int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, PSTR pScmdline, int iCmdshow)
{
system_class* System;
SystemClass* System;
bool result;
wchar_t path[MAX_PATH];
@ -17,19 +17,19 @@ int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, PSTR pScmdline,
std::filesystem::path WFolder = exePath.parent_path();
// Create the system object.
System = new system_class;
System = new SystemClass;
// initialize and run the system object.
result = System->initialize();
// Initialize and run the system object.
result = System->Initialize();
if (result)
{
Logger::Get().Log("System initialized", __FILE__, __LINE__, Logger::LogLevel::Initialize);
System->send_path(path,WFolder);
System->run();
System->SendPath(path,WFolder);
System->Run();
}
// shutdown and release the system object.
System->shutdown();
// Shutdown and release the system object.
System->Shutdown();
delete System;
System = 0;

View File

@ -1,32 +1,32 @@
////////////////////////////////////////////////////////////////////////////////
// Filename: multitextureshaderclass.cpp
////////////////////////////////////////////////////////////////////////////////
#include "multi_texture_shader_class.h"
#include "multitextureshaderclass.h"
multi_texture_shader_class::multi_texture_shader_class()
MultiTextureShaderClass::MultiTextureShaderClass()
{
vertex_shader_ = 0;
pixel_shader_ = 0;
layout_ = 0;
matrix_buffer_ = 0;
sample_state_ = 0;
m_vertexShader = 0;
m_pixelShader = 0;
m_layout = 0;
m_matrixBuffer = 0;
m_sampleState = 0;
}
multi_texture_shader_class::multi_texture_shader_class(const multi_texture_shader_class& other)
MultiTextureShaderClass::MultiTextureShaderClass(const MultiTextureShaderClass& other)
{
}
multi_texture_shader_class::~multi_texture_shader_class()
MultiTextureShaderClass::~MultiTextureShaderClass()
{
}
bool multi_texture_shader_class::initialize(ID3D11Device* device, HWND hwnd)
bool MultiTextureShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
{
Logger::Get().Log("Initializing multi_texture_shader_class", __FILE__, __LINE__, Logger::LogLevel::Initialize);
Logger::Get().Log("Initializing MultiTextureShaderClass", __FILE__, __LINE__, Logger::LogLevel::Initialize);
bool result;
wchar_t vsFilename[128];
@ -34,7 +34,7 @@ bool multi_texture_shader_class::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);
@ -42,42 +42,42 @@ bool multi_texture_shader_class::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);
return false;
}
// initialize the vertex and pixel shaders.
result = initialize_shader(device, hwnd, vsFilename, psFilename);
// Initialize the vertex and pixel shaders.
result = InitializeShader(device, hwnd, vsFilename, psFilename);
if (!result)
{
Logger::Get().Log("Failed to initialize the vertex and pixel shaders", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
Logger::Get().Log("multi_texture_shader_class initialized", __FILE__, __LINE__, Logger::LogLevel::Initialize);
Logger::Get().Log("MultiTextureShaderClass initialized", __FILE__, __LINE__, Logger::LogLevel::Initialize);
return true;
}
void multi_texture_shader_class::shutdown()
void MultiTextureShaderClass::Shutdown()
{
// shutdown the vertex and pixel shaders as well as the related objects.
shutdown_shader();
// Shutdown the vertex and pixel shaders as well as the related objects.
ShutdownShader();
return;
}
bool multi_texture_shader_class::render(ID3D11DeviceContext* deviceContext, int indexCount, XMMATRIX worldMatrix, XMMATRIX viewMatrix,
bool MultiTextureShaderClass::Render(ID3D11DeviceContext* deviceContext, int indexCount, XMMATRIX worldMatrix, XMMATRIX viewMatrix,
XMMATRIX projectionMatrix, ID3D11ShaderResourceView* texture1, ID3D11ShaderResourceView* texture2)
{
bool result;
// Set the shader parameters that it will use for rendering.
result = set_shader_parameters(deviceContext, worldMatrix, viewMatrix, projectionMatrix, texture1, texture2);
result = SetShaderParameters(deviceContext, worldMatrix, viewMatrix, projectionMatrix, texture1, texture2);
if (!result)
{
Logger::Get().Log("Failed to set the shader parameters that it will use for rendering", __FILE__, __LINE__, Logger::LogLevel::Error);
@ -85,12 +85,12 @@ bool multi_texture_shader_class::render(ID3D11DeviceContext* deviceContext, int
}
// Now render the prepared buffers with the shader.
render_shader(deviceContext, indexCount);
RenderShader(deviceContext, indexCount);
return true;
}
bool multi_texture_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd, WCHAR* vsFilename, WCHAR* psFilename)
bool MultiTextureShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR* vsFilename, WCHAR* psFilename)
{
Logger::Get().Log("Initializing the shader", __FILE__, __LINE__, Logger::LogLevel::Initialize);
@ -104,7 +104,7 @@ bool multi_texture_shader_class::initialize_shader(ID3D11Device* device, HWND hw
D3D11_SAMPLER_DESC samplerDesc;
// initialize the pointers this function will use to null.
// Initialize the pointers this function will use to null.
errorMessage = 0;
vertexShaderBuffer = 0;
pixelShaderBuffer = 0;
@ -117,7 +117,7 @@ bool multi_texture_shader_class::initialize_shader(ID3D11Device* device, HWND hw
// If the shader failed to compile it should have writen something to the error message.
if (errorMessage)
{
output_shader_error_message(errorMessage, hwnd, vsFilename);
OutputShaderErrorMessage(errorMessage, hwnd, vsFilename);
}
// If there was nothing in the error message then it simply could not find the shader file itself.
else
@ -136,7 +136,7 @@ bool multi_texture_shader_class::initialize_shader(ID3D11Device* device, HWND hw
// If the shader failed to compile it should have writen something to the error message.
if (errorMessage)
{
output_shader_error_message(errorMessage, hwnd, psFilename);
OutputShaderErrorMessage(errorMessage, hwnd, psFilename);
}
// If there was nothing in the error message then it simply could not find the file itself.
else
@ -148,7 +148,7 @@ bool multi_texture_shader_class::initialize_shader(ID3D11Device* device, HWND hw
}
// Create the vertex shader from the buffer.
result = device->CreateVertexShader(vertexShaderBuffer->GetBufferPointer(), vertexShaderBuffer->GetBufferSize(), NULL, &vertex_shader_);
result = device->CreateVertexShader(vertexShaderBuffer->GetBufferPointer(), vertexShaderBuffer->GetBufferSize(), NULL, &m_vertexShader);
if (FAILED(result))
{
Logger::Get().Log("Failed to create the vertex shader from the buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
@ -156,7 +156,7 @@ bool multi_texture_shader_class::initialize_shader(ID3D11Device* device, HWND hw
}
// Create the pixel shader from the buffer.
result = device->CreatePixelShader(pixelShaderBuffer->GetBufferPointer(), pixelShaderBuffer->GetBufferSize(), NULL, &pixel_shader_);
result = device->CreatePixelShader(pixelShaderBuffer->GetBufferPointer(), pixelShaderBuffer->GetBufferSize(), NULL, &m_pixelShader);
if (FAILED(result))
{
Logger::Get().Log("Failed to create the pixel shader from the buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
@ -193,7 +193,7 @@ bool multi_texture_shader_class::initialize_shader(ID3D11Device* device, HWND hw
// Create the vertex input layout.
result = device->CreateInputLayout(polygonLayout, numElements, vertexShaderBuffer->GetBufferPointer(),
vertexShaderBuffer->GetBufferSize(), &layout_);
vertexShaderBuffer->GetBufferSize(), &m_layout);
if (FAILED(result))
{
Logger::Get().Log("Failed to create the vertex input layout", __FILE__, __LINE__, Logger::LogLevel::Error);
@ -209,14 +209,14 @@ bool multi_texture_shader_class::initialize_shader(ID3D11Device* device, HWND hw
// Setup the description of the dynamic matrix constant buffer that is in the vertex shader.
matrixBufferDesc.Usage = D3D11_USAGE_DYNAMIC;
matrixBufferDesc.ByteWidth = sizeof(matrix_buffer_type);
matrixBufferDesc.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, &matrix_buffer_);
result = device->CreateBuffer(&matrixBufferDesc, NULL, &m_matrixBuffer);
if (FAILED(result))
{
Logger::Get().Log("Failed to create the constant buffer pointer", __FILE__, __LINE__, Logger::LogLevel::Error);
@ -239,7 +239,7 @@ bool multi_texture_shader_class::initialize_shader(ID3D11Device* device, HWND hw
samplerDesc.MaxLOD = D3D11_FLOAT32_MAX;
// Create the texture sampler state.
result = device->CreateSamplerState(&samplerDesc, &sample_state_);
result = device->CreateSamplerState(&samplerDesc, &m_sampleState);
if (FAILED(result))
{
Logger::Get().Log("Failed to create the texture sampler state", __FILE__, __LINE__, Logger::LogLevel::Error);
@ -251,43 +251,43 @@ bool multi_texture_shader_class::initialize_shader(ID3D11Device* device, HWND hw
return true;
}
void multi_texture_shader_class::shutdown_shader()
void MultiTextureShaderClass::ShutdownShader()
{
Logger::Get().Log("Shutting down the shader", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
// Release the sampler state.
if (sample_state_)
if (m_sampleState)
{
sample_state_->Release();
sample_state_ = 0;
m_sampleState->Release();
m_sampleState = 0;
}
// Release the matrix constant buffer.
if (matrix_buffer_)
if (m_matrixBuffer)
{
matrix_buffer_->Release();
matrix_buffer_ = 0;
m_matrixBuffer->Release();
m_matrixBuffer = 0;
}
// Release the layout.
if (layout_)
if (m_layout)
{
layout_->Release();
layout_ = 0;
m_layout->Release();
m_layout = 0;
}
// Release the pixel shader.
if (pixel_shader_)
if (m_pixelShader)
{
pixel_shader_->Release();
pixel_shader_ = 0;
m_pixelShader->Release();
m_pixelShader = 0;
}
// Release the vertex shader.
if (vertex_shader_)
if (m_vertexShader)
{
vertex_shader_->Release();
vertex_shader_ = 0;
m_vertexShader->Release();
m_vertexShader = 0;
}
Logger::Get().Log("Shader shut down", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
@ -295,7 +295,7 @@ void multi_texture_shader_class::shutdown_shader()
return;
}
void multi_texture_shader_class::output_shader_error_message(ID3D10Blob* errorMessage, HWND hwnd, WCHAR* shaderFilename)
void MultiTextureShaderClass::OutputShaderErrorMessage(ID3D10Blob* errorMessage, HWND hwnd, WCHAR* shaderFilename)
{
char* compileErrors;
unsigned long long bufferSize, i;
@ -330,12 +330,12 @@ void multi_texture_shader_class::output_shader_error_message(ID3D10Blob* errorMe
return;
}
bool multi_texture_shader_class::set_shader_parameters(ID3D11DeviceContext* deviceContext, XMMATRIX worldMatrix, XMMATRIX viewMatrix,
bool MultiTextureShaderClass::SetShaderParameters(ID3D11DeviceContext* deviceContext, XMMATRIX worldMatrix, XMMATRIX viewMatrix,
XMMATRIX projectionMatrix, ID3D11ShaderResourceView* texture1, ID3D11ShaderResourceView* texture2)
{
HRESULT result;
D3D11_MAPPED_SUBRESOURCE mappedResource;
matrix_buffer_type* dataPtr;
MatrixBufferType* dataPtr;
unsigned int bufferNumber;
@ -345,7 +345,7 @@ bool multi_texture_shader_class::set_shader_parameters(ID3D11DeviceContext* devi
projectionMatrix = XMMatrixTranspose(projectionMatrix);
// Lock the constant buffer so it can be written to.
result = deviceContext->Map(matrix_buffer_, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
result = deviceContext->Map(m_matrixBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
if (FAILED(result))
{
Logger::Get().Log("Failed to lock the constant buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
@ -353,7 +353,7 @@ bool multi_texture_shader_class::set_shader_parameters(ID3D11DeviceContext* devi
}
// Get a pointer to the data in the constant buffer.
dataPtr = (matrix_buffer_type*)mappedResource.pData;
dataPtr = (MatrixBufferType*)mappedResource.pData;
// Copy the matrices into the constant buffer.
dataPtr->world = worldMatrix;
@ -361,13 +361,13 @@ bool multi_texture_shader_class::set_shader_parameters(ID3D11DeviceContext* devi
dataPtr->projection = projectionMatrix;
// Unlock the constant buffer.
deviceContext->Unmap(matrix_buffer_, 0);
deviceContext->Unmap(m_matrixBuffer, 0);
// 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.
deviceContext->VSSetConstantBuffers(bufferNumber, 1, &matrix_buffer_);
deviceContext->VSSetConstantBuffers(bufferNumber, 1, &m_matrixBuffer);
// Set shader texture resources in the pixel shader.
deviceContext->PSSetShaderResources(0, 1, &texture1);
@ -376,19 +376,19 @@ bool multi_texture_shader_class::set_shader_parameters(ID3D11DeviceContext* devi
return true;
}
void multi_texture_shader_class::render_shader(ID3D11DeviceContext* deviceContext, int indexCount)
void MultiTextureShaderClass::RenderShader(ID3D11DeviceContext* deviceContext, int indexCount)
{
// Set the vertex input layout.
deviceContext->IASetInputLayout(layout_);
deviceContext->IASetInputLayout(m_layout);
// Set the vertex and pixel shaders that will be used to render this triangle.
deviceContext->VSSetShader(vertex_shader_, NULL, 0);
deviceContext->PSSetShader(pixel_shader_, NULL, 0);
deviceContext->VSSetShader(m_vertexShader, NULL, 0);
deviceContext->PSSetShader(m_pixelShader, NULL, 0);
// Set the sampler state in the pixel shader.
deviceContext->PSSetSamplers(0, 1, &sample_state_);
deviceContext->PSSetSamplers(0, 1, &m_sampleState);
// render the triangle.
// Render the triangle.
deviceContext->DrawIndexed(indexCount, 0, 0);
return;

View File

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

View File

@ -1,6 +1,6 @@
#include "position_class.h"
#include "positionclass.h"
position_class::position_class()
PositionClass::PositionClass()
{
m_frameTime = 0.0f;
m_rotationY = 0.0f;
@ -12,34 +12,35 @@ position_class::position_class()
m_rightTurnSpeed = 0.0f;
m_horizontalTurnSpeed = 0.0f;
m_verticalTurnSpeed = 0.0f;
m_verticalTurnSpeed = 0.0f;
m_cameraSpeed = 4.0f;
m_speed = m_cameraSpeed;
}
position_class::position_class(const position_class& other)
PositionClass::PositionClass(const PositionClass& other)
{
}
position_class::~position_class()
PositionClass::~PositionClass()
{
}
void position_class::SetFrameTime(float time)
void PositionClass::SetFrameTime(float time)
{
m_frameTime = time;
return;
}
void position_class::GetRotation(float& y, float& x) const
void PositionClass::GetRotation(float& y, float& x) const
{
y = m_rotationY;
x = m_rotationX;
return;
}
void position_class::GetPosition(float& x, float& y, float& z) const
void PositionClass::GetPosition(float& x, float& y, float& z) const
{
x = m_positionX;
y = m_positionY;
@ -47,7 +48,7 @@ void position_class::GetPosition(float& x, float& y, float& z) const
return;
}
void position_class::TurnLeft(bool keydown)
void PositionClass::TurnLeft(bool keydown)
{
// If the key is pressed increase the speed at which the camera turns left. If not slow down the turn speed.
if (keydown)
@ -80,7 +81,7 @@ void position_class::TurnLeft(bool keydown)
}
void position_class::TurnRight(bool keydown)
void PositionClass::TurnRight(bool keydown)
{
// If the key is pressed increase the speed at which the camera turns right. If not slow down the turn speed.
if (keydown)
@ -112,7 +113,7 @@ void position_class::TurnRight(bool keydown)
return;
}
void position_class::TurnMouse(float deltaX, float deltaY, float sensitivity, bool rightMouseDown)
void PositionClass::TurnMouse(float deltaX, float deltaY, float sensitivity, bool rightMouseDown)
{
// The turning speed is proportional to the horizontal mouse movement
m_horizontalTurnSpeed = deltaX * sensitivity;
@ -147,7 +148,7 @@ void position_class::TurnMouse(float deltaX, float deltaY, float sensitivity, bo
return;
}
void position_class::MoveCamera(bool forward, bool backward, bool left, bool right, bool up, bool down, bool scrollUp, bool scrollDown, bool rightClick)
void PositionClass::MoveCamera(bool forward, bool backward, bool left, bool right, bool up, bool down, bool scrollUp, bool scrollDown, bool rightClick)
{
float radiansY, radiansX, speed;

View File

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

View File

@ -1,7 +1,7 @@
#include "sprite_class.h"
#include "spriteclass.h"
sprite_class::sprite_class()
SpriteClass::SpriteClass()
{
m_vertexBuffer = 0;
m_indexBuffer = 0;
@ -9,16 +9,16 @@ sprite_class::sprite_class()
}
sprite_class::sprite_class(const sprite_class& other)
SpriteClass::SpriteClass(const SpriteClass& other)
{
}
sprite_class::~sprite_class()
SpriteClass::~SpriteClass()
{
}
bool sprite_class::Initialize(ID3D11Device* device, ID3D11DeviceContext* deviceContext, int screenWidth, int screenHeight, char* spriteFilename, int renderX, int renderY)
bool SpriteClass::Initialize(ID3D11Device* device, ID3D11DeviceContext* deviceContext, int screenWidth, int screenHeight, char* spriteFilename, int renderX, int renderY)
{
bool result;
@ -52,7 +52,7 @@ bool sprite_class::Initialize(ID3D11Device* device, ID3D11DeviceContext* deviceC
}
void sprite_class::Shutdown()
void SpriteClass::Shutdown()
{
// Release the textures used for this sprite.
ReleaseTextures();
@ -64,7 +64,7 @@ void sprite_class::Shutdown()
}
bool sprite_class::Render(ID3D11DeviceContext* deviceContext)
bool SpriteClass::Render(ID3D11DeviceContext* deviceContext)
{
bool result;
@ -82,7 +82,7 @@ bool sprite_class::Render(ID3D11DeviceContext* deviceContext)
return true;
}
void sprite_class::Update(float frameTime)
void SpriteClass::Update(float frameTime)
{
// Increment the frame time each frame.
m_frameTime += frameTime;
@ -106,18 +106,18 @@ void sprite_class::Update(float frameTime)
}
int sprite_class::GetIndexCount()
int SpriteClass::GetIndexCount()
{
return m_indexCount;
}
ID3D11ShaderResourceView* sprite_class::GetTexture()
ID3D11ShaderResourceView* SpriteClass::GetTexture()
{
return m_Textures[m_currentTexture].GetTexture();
}
bool sprite_class::InitializeBuffers(ID3D11Device* device)
bool SpriteClass::InitializeBuffers(ID3D11Device* device)
{
VertexType* vertices;
unsigned long* indices;
@ -203,7 +203,7 @@ bool sprite_class::InitializeBuffers(ID3D11Device* device)
}
void sprite_class::ShutdownBuffers()
void SpriteClass::ShutdownBuffers()
{
// Release the index buffer.
if (m_indexBuffer)
@ -223,7 +223,7 @@ void sprite_class::ShutdownBuffers()
}
bool sprite_class::UpdateBuffers(ID3D11DeviceContext* deviceContent)
bool SpriteClass::UpdateBuffers(ID3D11DeviceContext* deviceContent)
{
float left, right, top, bottom;
VertexType* vertices;
@ -305,7 +305,7 @@ bool sprite_class::UpdateBuffers(ID3D11DeviceContext* deviceContent)
}
void sprite_class::RenderBuffers(ID3D11DeviceContext* deviceContext)
void SpriteClass::RenderBuffers(ID3D11DeviceContext* deviceContext)
{
unsigned int stride;
unsigned int offset;
@ -327,7 +327,7 @@ void sprite_class::RenderBuffers(ID3D11DeviceContext* deviceContext)
return;
}
bool sprite_class::LoadTextures(ID3D11Device* device, ID3D11DeviceContext* deviceContext, char* filename)
bool SpriteClass::LoadTextures(ID3D11Device* device, ID3D11DeviceContext* deviceContext, char* filename)
{
std::string textureFilename(256, '0');
std::ifstream fin;
@ -347,7 +347,7 @@ bool sprite_class::LoadTextures(ID3D11Device* device, ID3D11DeviceContext* devic
fin >> m_textureCount;
// Create and initialize the texture array with the texture count from the file.
m_Textures = new texture_class[m_textureCount];
m_Textures = new TextureClass[m_textureCount];
// Read to start of next line.
fin.get(input);
@ -392,7 +392,7 @@ bool sprite_class::LoadTextures(ID3D11Device* device, ID3D11DeviceContext* devic
return true;
}
void sprite_class::ReleaseTextures()
void SpriteClass::ReleaseTextures()
{
int i;
@ -413,7 +413,7 @@ void sprite_class::ReleaseTextures()
}
void sprite_class::SetRenderLocation(int x, int y)
void SpriteClass::SetRenderLocation(int x, int y)
{
m_renderX = x;
m_renderY = y;

View File

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

View File

@ -1,49 +1,28 @@
#include "system_class.h"
#include "systemclass.h"
#include <iostream>
#include <shellapi.h> // Include for DragAcceptFiles and DragQueryFile
#include <windows.h>
extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
system_class::system_class()
SystemClass::SystemClass()
{
input_ = 0;
application_ = 0;
imgui_manager_ = 0;
application_name_ = 0;
hinstance_ = 0;
hwnd_ = 0;
initial_window_width_ = 0;
initial_window_height_ = 0;
is_direct_3d_initialized_ = false;
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;
}
system_class::~system_class()
SystemClass::~SystemClass()
{
if (application_handle)
{
delete application_handle;
application_handle = 0;
}
if (input_)
{
delete input_;
input_ = 0;
}
if (imgui_manager_)
{
delete imgui_manager_;
imgui_manager_ = 0;
}
}
bool system_class::initialize()
bool SystemClass::Initialize()
{
int screenHeight, screenWidth = 0;
bool result;
@ -52,13 +31,13 @@ bool system_class::initialize()
try
{
// initialize the windows api.
initialize_windows(screenWidth, screenHeight);
// Initialize the windows api.
InitializeWindows(screenWidth, screenHeight);
// Create and initialize the input object. This object will be used to handle reading the keyboard input from the user.
input_ = new input_class;
m_Input = new InputClass;
result = input_->Initialize(hinstance_, hwnd_, screenWidth, screenHeight);
result = m_Input->Initialize(m_hinstance, m_hwnd, screenWidth, screenHeight);
if (!result)
{
Logger::Get().Log("Failed to initialize input class", __FILE__, __LINE__, Logger::LogLevel::Error);
@ -66,35 +45,30 @@ bool system_class::initialize()
}
// Create and initialize the application class object. This object will handle rendering all the graphics for this application.
application_ = new application_class;
m_Application = new ApplicationClass;
result = application_->initialize(screenWidth, screenHeight, hwnd_, false);
result = m_Application->Initialize(screenWidth, screenHeight, m_hwnd);
if (!result)
{
return false;
}
is_direct_3d_initialized_ = true;
m_isDirect3DInitialized = true;
// If we received a WM_SIZE message before Direct3D was initialized, resize the swap chain now
if (initial_window_width_ > 0 && initial_window_height_ > 0)
if (m_initialWindowWidth > 0 && m_initialWindowHeight > 0)
{
application_->get_direct_3d()->resize_swap_chain(initial_window_width_, initial_window_height_);
m_Application->GetDirect3D()->ResizeSwapChain(m_initialWindowWidth, m_initialWindowHeight);
}
// initialize imgui
if(DEBUG_MODE)
{
imgui_manager_ = new imguiManager;
imgui_manager_->SetApp(application_);
result = imgui_manager_->Initialize(hwnd_, application_->get_direct_3d()->get_device(), application_->get_direct_3d()->get_device_context());
// Initialize imgui
m_imguiManager = new imguiManager;
result = m_imguiManager->Initialize(m_hwnd, m_Application->GetDirect3D()->GetDevice(), m_Application->GetDirect3D()->GetDeviceContext());
if (!result)
{
return false;
}
}
}
catch (const std::exception& e)
{
Logger::Get().Log(std::string("Exception caught during initialization: ") + e.what(), __FILE__, __LINE__, Logger::LogLevel::Error);
@ -106,70 +80,73 @@ bool system_class::initialize()
return true;
}
void system_class::shutdown()
void SystemClass::Shutdown()
{
Logger::Get().Log("Shutting down system class", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
std::lock_guard<std::mutex> guard(render_mutex_);
std::lock_guard<std::mutex> guard(renderMutex);
// shutdown imgui
if (imgui_manager_)
// Shutdown imgui
if (m_imguiManager)
{
Logger::Get().Log("Shutting down imgui manager", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
imgui_manager_->Shutdown();
delete imgui_manager_;
imgui_manager_ = 0;
m_imguiManager->Shutdown();
delete m_imguiManager;
m_imguiManager = 0;
Logger::Get().Log("Imgui manager shut down", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
}
// Release the application class object.
if (application_)
if (m_Application)
{
Logger::Get().Log("Shutting down application", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
application_->shutdown();
delete application_;
application_ = 0;
m_Application->Shutdown();
delete m_Application;
m_Application = 0;
Logger::Get().Log("Application shut down", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
}
// Release the input object.
if (input_)
if (m_Input)
{
Logger::Get().Log("Shutting down input", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
delete input_;
input_ = 0;
delete m_Input;
m_Input = 0;
Logger::Get().Log("Input shut down", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
}
// shutdown the window.
shutdown_windows();
// Shutdown the window.
ShutdownWindows();
Logger::Get().Log("System class shut down", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
return;
}
void system_class::run()
void SystemClass::Run()
{
MSG msg;
bool done, result;
Logger::Get().Log("Running the system", __FILE__, __LINE__);
// initialize the message structure.
// Initialize the message structure.
ZeroMemory(&msg, sizeof(MSG));
// Loop until there is a quit message from the window or the user.
done = false;
auto fixedUpdateInterval = std::chrono::milliseconds(16);
auto m_lastFixedUpdateTime = std::chrono::steady_clock::now();
while (!done)
{
// Handle the windows messages.
@ -187,7 +164,7 @@ void system_class::run()
}
// If windows signals to end the application then exit out.
if (application_ != nullptr && application_->get_should_quit())
if (m_Application != nullptr && m_Application->GetShouldQuit())
{
Logger::Get().Log("Received quit signal from application", __FILE__, __LINE__);
done = true;
@ -195,12 +172,19 @@ void system_class::run()
else
{
// Otherwise do the frame processing.
result = frame();
result = Frame();
if (!result)
{
Logger::Get().Log("Failed to process frame", __FILE__, __LINE__, Logger::LogLevel::Error);
done = true;
}
auto now = std::chrono::steady_clock::now();
if (now - m_lastFixedUpdateTime >= fixedUpdateInterval)
{
FixedUpdate();
m_lastFixedUpdateTime = now;
}
}
}
@ -208,15 +192,16 @@ void system_class::run()
return;
}
bool system_class::frame()
bool SystemClass::Frame()
{
// Clear the buffers to begin the scene.
application_->get_direct_3d()->begin_scene(0.0f, 0.0f, 0.0f, 1.0f);
m_Application->GetDirect3D()->BeginScene(0.0f, 0.0f, 0.0f, 1.0f);
std::lock_guard<std::mutex> guard(render_mutex_);
std::lock_guard<std::mutex> guard(renderMutex);
bool result;
result = input_->Frame();
// Do the input frame processing.
result = m_Input->Frame();
if (!result)
{
Logger::Get().Log("Failed to process input frame", __FILE__, __LINE__, Logger::LogLevel::Error);
@ -224,42 +209,27 @@ bool system_class::frame()
}
// Do the frame processing for the application class object.
result = application_->frame(input_);
result = m_Application->Frame(m_Input);
if (!result)
{
Logger::Get().Log("Failed to process application frame", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
if(!input_->IsKeyDown(222))
{
//log the key press
is_debug_key_pressed_ = false;
}
else if (input_->IsKeyDown(222) && !is_debug_key_pressed_)
{
// Log the key release state
is_debug_key_pressed_ = true;
DEBUG_MODE = !DEBUG_MODE;
}
if (DEBUG_MODE)
{
// render ImGui
result = imgui_manager_->ImGuiWidgetRenderer();
// Render ImGui
result = m_imguiManager->ImGuiWidgetRenderer(m_Application);
if (!result)
{
Logger::Get().Log("Failed to render ImGui widgets", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
}
application_->get_direct_3d()->end_scene();
m_Application->GetDirect3D()->EndScene();
return true;
}
LRESULT CALLBACK system_class::message_handler(HWND hwnd, UINT umsg, WPARAM wparam, LPARAM lparam)
LRESULT CALLBACK SystemClass::MessageHandler(HWND hwnd, UINT umsg, WPARAM wparam, LPARAM lparam)
{
if (ImGui_ImplWin32_WndProcHandler(hwnd, umsg, wparam, lparam))
@ -273,7 +243,7 @@ LRESULT CALLBACK system_class::message_handler(HWND hwnd, UINT umsg, WPARAM wpar
case WM_KEYDOWN:
{
// If a key is pressed send it to the input object so it can record that state.
input_->KeyDown((unsigned int)wparam);
m_Input->KeyDown((unsigned int)wparam);
return 0;
}
@ -281,7 +251,7 @@ LRESULT CALLBACK system_class::message_handler(HWND hwnd, UINT umsg, WPARAM wpar
case WM_KEYUP:
{
// If a key is released then send it to the input object so it can unset the state for that key.
input_->KeyUp((unsigned int)wparam);
m_Input->KeyUp((unsigned int)wparam);
return 0;
}
case WM_SIZE:
@ -290,27 +260,27 @@ LRESULT CALLBACK system_class::message_handler(HWND hwnd, UINT umsg, WPARAM wpar
int newHeight = HIWORD(lparam);
// If Direct3D is initialized, update the swap chain. Otherwise, store the window dimensions
if (is_direct_3d_initialized_ && application_ && application_->get_direct_3d())
if (m_isDirect3DInitialized && m_Application && m_Application->GetDirect3D())
{
application_->set_screen_width(newWidth);
application_->set_screen_height(newHeight);
application_->get_direct_3d()->resize_swap_chain(newWidth, newHeight);
m_Application->SetScreenWidth(newWidth);
m_Application->SetScreenHeight(newHeight);
m_Application->GetDirect3D()->ResizeSwapChain(newWidth, newHeight);
}
else
{
initial_window_width_ = newWidth;
initial_window_height_ = newHeight;
m_initialWindowWidth = newWidth;
m_initialWindowHeight = newHeight;
}
return 0;
}
case WM_ENTERSIZEMOVE:
{
is_resizing_ = true;
m_isResizing = true;
break;
}
case WM_EXITSIZEMOVE:
{
is_resizing_ = false;
m_isResizing = false;
break;
}
case WM_DROPFILES:
@ -331,7 +301,7 @@ LRESULT CALLBACK system_class::message_handler(HWND hwnd, UINT umsg, WPARAM wpar
if (extension == L"txt" || extension == L"kobj") {
// Handle dropped files with valid extensions
std::wcout << L"File dropped: " << filePath << std::endl;
application_->add_kobject(fileName);
m_Application->AddKobject(filePath);
}
else {
// Handle files with invalid extensions (optional)
@ -346,7 +316,7 @@ LRESULT CALLBACK system_class::message_handler(HWND hwnd, UINT umsg, WPARAM wpar
case WM_CLOSE:
{
Logger::Get().Log("WM_CLOSE message received", __FILE__, __LINE__);
application_->set_should_quit(true);
m_Application->SetShouldQuit(true);
return 0;
}
// Any other messages send to the default message handler as our application won't make use of them.
@ -360,7 +330,7 @@ LRESULT CALLBACK system_class::message_handler(HWND hwnd, UINT umsg, WPARAM wpar
return 0;
}
void system_class::initialize_windows(int& screenWidth, int& screenHeight)
void SystemClass::InitializeWindows(int& screenWidth, int& screenHeight)
{
WNDCLASSEX wc;
DEVMODE dmScreenSettings;
@ -368,26 +338,26 @@ void system_class::initialize_windows(int& screenWidth, int& screenHeight)
Logger::Get().Log("Initializing windows", __FILE__, __LINE__, Logger::LogLevel::Initialize);
// Get an external pointer to this object.
application_handle = this;
ApplicationHandle = this;
// Get the instance of this application.
hinstance_ = GetModuleHandle(NULL);
m_hinstance = GetModuleHandle(NULL);
// Give the application a name.
application_name_ = L"Khaotic Engine";
m_applicationName = L"Khaotic Engine";
// Setup the windows class with default settings.
wc.style = CS_HREDRAW | CS_VREDRAW | CS_OWNDC;
wc.lpfnWndProc = wnd_proc;
wc.lpfnWndProc = WndProc;
wc.cbClsExtra = 0;
wc.cbWndExtra = 0;
wc.hInstance = hinstance_;
wc.hIcon = LoadIcon(hinstance_,MAKEINTRESOURCE(IDI_ICON1));
wc.hIconSm = LoadIcon(hinstance_, MAKEINTRESOURCE(IDI_ICON1));
wc.hInstance = m_hinstance;
wc.hIcon = LoadIcon(m_hinstance,MAKEINTRESOURCE(IDI_ICON1));
wc.hIconSm = LoadIcon(m_hinstance, MAKEINTRESOURCE(IDI_ICON1));
wc.hCursor = LoadCursor(NULL, IDC_ARROW);
wc.hbrBackground = (HBRUSH)GetStockObject(BLACK_BRUSH);
wc.lpszMenuName = NULL;
wc.lpszClassName = application_name_;
wc.lpszClassName = m_applicationName;
wc.cbSize = sizeof(WNDCLASSEX);
// Register the window class.
@ -398,7 +368,7 @@ void system_class::initialize_windows(int& screenWidth, int& screenHeight)
screenHeight = GetSystemMetrics(SM_CYSCREEN);
// Setup the screen settings depending on whether it is running in full screen or in windowed mode.
if (full_screen)
if (FULL_SCREEN)
{
// If full screen set the screen to maximum size of the users desktop and 32bit.
memset(&dmScreenSettings, 0, sizeof(dmScreenSettings));
@ -426,51 +396,51 @@ void system_class::initialize_windows(int& screenWidth, int& screenHeight)
}
// Create the window with the screen settings and get the handle to it.
hwnd_ = CreateWindowEx(WS_EX_APPWINDOW, application_name_, application_name_,
m_hwnd = CreateWindowEx(WS_EX_APPWINDOW, m_applicationName, m_applicationName,
WS_CLIPSIBLINGS | WS_CLIPCHILDREN | WS_SYSMENU | WS_MINIMIZEBOX | WS_MAXIMIZEBOX,
posX, posY, screenWidth, screenHeight, NULL, NULL, hinstance_, NULL);
posX, posY, screenWidth, screenHeight, NULL, NULL, m_hinstance, NULL);
// Bring the window up on the screen and set it as main focus.
ShowWindow(hwnd_, SW_SHOW);
SetForegroundWindow(hwnd_);
SetFocus(hwnd_);
ShowWindow(m_hwnd, SW_SHOW);
SetForegroundWindow(m_hwnd);
SetFocus(m_hwnd);
// Hide the mouse cursor.
ShowCursor(true);
//drag and drop
DragAcceptFiles(hwnd_, TRUE);
DragAcceptFiles(m_hwnd, TRUE);
return;
}
void system_class::shutdown_windows()
void SystemClass::ShutdownWindows()
{
Logger::Get().Log("Shutting down the windows", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
// Show the mouse cursor.
ShowCursor(true);
// Fix the display settings if leaving full screen mode.
if (full_screen)
if (FULL_SCREEN)
{
ChangeDisplaySettings(NULL, 0);
}
// Remove the window.
DestroyWindow(hwnd_);
hwnd_ = NULL;
DestroyWindow(m_hwnd);
m_hwnd = NULL;
// Remove the application instance.
UnregisterClass(application_name_, hinstance_);
hinstance_ = NULL;
UnregisterClass(m_applicationName, m_hinstance);
m_hinstance = NULL;
// Release the pointer to this class.
application_handle = NULL;
ApplicationHandle = NULL;
return;
}
LRESULT CALLBACK wnd_proc(HWND hwnd, UINT umessage, WPARAM wparam, LPARAM lparam)
LRESULT CALLBACK WndProc(HWND hwnd, UINT umessage, WPARAM wparam, LPARAM lparam)
{
switch (umessage)
{
@ -490,20 +460,25 @@ LRESULT CALLBACK wnd_proc(HWND hwnd, UINT umessage, WPARAM wparam, LPARAM lparam
case WM_DROPFILES:
{
application_handle->message_handler(hwnd, umessage, wparam, lparam);
ApplicationHandle->MessageHandler(hwnd, umessage, wparam, lparam);
return(0);
}
// All other messages pass to the message handler in the system class.
default:
{
return application_handle->message_handler(hwnd, umessage, wparam, lparam);
return ApplicationHandle->MessageHandler(hwnd, umessage, wparam, lparam);
}
}
}
void system_class::send_path(wchar_t* path, std::filesystem::path w_folder)
void SystemClass::SendPath(wchar_t* path, std::filesystem::path WFolder)
{
application_->set_path(path);
application_->set_w_folder(w_folder);
m_Application->SetPath(path);
m_Application->SetWFolder(WFolder);
}
void SystemClass::FixedUpdate()
{
m_Application->GetPhysics()->Update();
}

View File

@ -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

View File

@ -1,21 +1,21 @@
#include "timer_class.h"
#include "timerclass.h"
timer_class::timer_class()
TimerClass::TimerClass()
{
}
timer_class::timer_class(const timer_class& other)
TimerClass::TimerClass(const TimerClass& other)
{
}
timer_class::~timer_class()
TimerClass::~TimerClass()
{
}
bool timer_class::Initialize()
bool TimerClass::Initialize()
{
Logger::Get().Log("Initilazing timer class", __FILE__, __LINE__, Logger::LogLevel::Initialize);
@ -41,7 +41,7 @@ bool timer_class::Initialize()
return true;
}
void timer_class::Frame()
void TimerClass::Frame()
{
INT64 currentTime;
INT64 elapsedTicks;
@ -62,7 +62,7 @@ void timer_class::Frame()
return;
}
float timer_class::GetTime()
float TimerClass::GetTime()
{
return m_frameTime;
}

View File

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

View File

@ -1,29 +1,29 @@
#include "alpha_map_shader_class.h"
#include "alphamapshaderclass.h"
alpha_map_shader_class::alpha_map_shader_class()
AlphaMapShaderClass::AlphaMapShaderClass()
{
vertex_shader_ = 0;
pixel_shader_ = 0;
layout_ = 0;
matrix_buffer_ = 0;
sample_state_ = 0;
m_vertexShader = 0;
m_pixelShader = 0;
m_layout = 0;
m_matrixBuffer = 0;
m_sampleState = 0;
}
alpha_map_shader_class::alpha_map_shader_class(const alpha_map_shader_class& other)
AlphaMapShaderClass::AlphaMapShaderClass(const AlphaMapShaderClass& other)
{
}
alpha_map_shader_class::~alpha_map_shader_class()
AlphaMapShaderClass::~AlphaMapShaderClass()
{
}
bool alpha_map_shader_class::initialize(ID3D11Device* device, HWND hwnd)
bool AlphaMapShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
{
Logger::Get().Log("Initializing alpha_map_shader_class", __FILE__, __LINE__, Logger::LogLevel::Initialize);
Logger::Get().Log("Initializing AlphaMapShaderClass", __FILE__, __LINE__, Logger::LogLevel::Initialize);
bool result;
wchar_t vsFilename[128];
@ -31,7 +31,7 @@ bool alpha_map_shader_class::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);
@ -39,15 +39,15 @@ bool alpha_map_shader_class::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);
return false;
}
// initialize the vertex and pixel shaders.
result = initialize_shader(device, hwnd, vsFilename, psFilename);
// Initialize the vertex and pixel shaders.
result = InitializeShader(device, hwnd, vsFilename, psFilename);
if (!result)
{
Logger::Get().Log("Error initializing shader", __FILE__, __LINE__, Logger::LogLevel::Error);
@ -58,23 +58,23 @@ bool alpha_map_shader_class::initialize(ID3D11Device* device, HWND hwnd)
}
void alpha_map_shader_class::shutdown()
void AlphaMapShaderClass::Shutdown()
{
// shutdown the vertex and pixel shaders as well as the related objects.
shutdown_shader();
// Shutdown the vertex and pixel shaders as well as the related objects.
ShutdownShader();
return;
}
bool alpha_map_shader_class::render(ID3D11DeviceContext* deviceContext, int indexCount, XMMATRIX worldMatrix, XMMATRIX viewMatrix, XMMATRIX projectionMatrix,
bool AlphaMapShaderClass::Render(ID3D11DeviceContext* deviceContext, int indexCount, XMMATRIX worldMatrix, XMMATRIX viewMatrix, XMMATRIX projectionMatrix,
ID3D11ShaderResourceView* texture1, ID3D11ShaderResourceView* texture2, ID3D11ShaderResourceView* texture3)
{
bool result;
// Set the shader parameters that it will use for rendering.
result = set_shader_parameters(deviceContext, worldMatrix, viewMatrix, projectionMatrix, texture1, texture2, texture3);
result = SetShaderParameters(deviceContext, worldMatrix, viewMatrix, projectionMatrix, texture1, texture2, texture3);
if (!result)
{
Logger::Get().Log("Error setting shader parameters", __FILE__, __LINE__, Logger::LogLevel::Error);
@ -82,13 +82,13 @@ bool alpha_map_shader_class::render(ID3D11DeviceContext* deviceContext, int inde
}
// Now render the prepared buffers with the shader.
render_shader(deviceContext, indexCount);
RenderShader(deviceContext, indexCount);
return true;
}
bool alpha_map_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd, WCHAR* vsFilename, WCHAR* psFilename)
bool AlphaMapShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR* vsFilename, WCHAR* psFilename)
{
Logger::Get().Log("Initializing shader", __FILE__, __LINE__, Logger::LogLevel::Initialize);
@ -102,7 +102,7 @@ bool alpha_map_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd,
D3D11_SAMPLER_DESC samplerDesc;
// initialize the pointers this function will use to null.
// Initialize the pointers this function will use to null.
errorMessage = 0;
vertexShaderBuffer = 0;
pixelShaderBuffer = 0;
@ -115,7 +115,7 @@ bool alpha_map_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd,
// If the shader failed to compile it should have writen something to the error message.
if (errorMessage)
{
output_shader_error_message(errorMessage, hwnd, vsFilename);
OutputShaderErrorMessage(errorMessage, hwnd, vsFilename);
}
// If there was nothing in the error message then it simply could not find the shader file itself.
else
@ -134,7 +134,7 @@ bool alpha_map_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd,
// If the shader failed to compile it should have writen something to the error message.
if (errorMessage)
{
output_shader_error_message(errorMessage, hwnd, psFilename);
OutputShaderErrorMessage(errorMessage, hwnd, psFilename);
}
// If there was nothing in the error message then it simply could not find the file itself.
else
@ -146,7 +146,7 @@ bool alpha_map_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd,
}
// Create the vertex shader from the buffer.
result = device->CreateVertexShader(vertexShaderBuffer->GetBufferPointer(), vertexShaderBuffer->GetBufferSize(), NULL, &vertex_shader_);
result = device->CreateVertexShader(vertexShaderBuffer->GetBufferPointer(), vertexShaderBuffer->GetBufferSize(), NULL, &m_vertexShader);
if (FAILED(result))
{
Logger::Get().Log("Error creating vertex shader", __FILE__, __LINE__, Logger::LogLevel::Error);
@ -154,7 +154,7 @@ bool alpha_map_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd,
}
// Create the pixel shader from the buffer.
result = device->CreatePixelShader(pixelShaderBuffer->GetBufferPointer(), pixelShaderBuffer->GetBufferSize(), NULL, &pixel_shader_);
result = device->CreatePixelShader(pixelShaderBuffer->GetBufferPointer(), pixelShaderBuffer->GetBufferSize(), NULL, &m_pixelShader);
if (FAILED(result))
{
Logger::Get().Log("Error creating pixel shader", __FILE__, __LINE__, Logger::LogLevel::Error);
@ -191,7 +191,7 @@ bool alpha_map_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd,
// Create the vertex input layout.
result = device->CreateInputLayout(polygonLayout, numElements, vertexShaderBuffer->GetBufferPointer(),
vertexShaderBuffer->GetBufferSize(), &layout_);
vertexShaderBuffer->GetBufferSize(), &m_layout);
if (FAILED(result))
{
Logger::Get().Log("Error creating input layout", __FILE__, __LINE__, Logger::LogLevel::Error);
@ -207,14 +207,14 @@ bool alpha_map_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd,
// Setup the description of the dynamic matrix constant buffer that is in the vertex shader.
matrixBufferDesc.Usage = D3D11_USAGE_DYNAMIC;
matrixBufferDesc.ByteWidth = sizeof(matrix_buffer_type);
matrixBufferDesc.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, &matrix_buffer_);
result = device->CreateBuffer(&matrixBufferDesc, NULL, &m_matrixBuffer);
if (FAILED(result))
{
Logger::Get().Log("Error creating constant buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
@ -237,7 +237,7 @@ bool alpha_map_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd,
samplerDesc.MaxLOD = D3D11_FLOAT32_MAX;
// Create the texture sampler state.
result = device->CreateSamplerState(&samplerDesc, &sample_state_);
result = device->CreateSamplerState(&samplerDesc, &m_sampleState);
if (FAILED(result))
{
Logger::Get().Log("Error creating sampler state", __FILE__, __LINE__, Logger::LogLevel::Error);
@ -250,53 +250,53 @@ bool alpha_map_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd,
}
void alpha_map_shader_class::shutdown_shader()
void AlphaMapShaderClass::ShutdownShader()
{
Logger::Get().Log("Shutting down shader", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
// Release the sampler state.
if (sample_state_)
if (m_sampleState)
{
Logger::Get().Log("Releasing sampler state", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
sample_state_->Release();
sample_state_ = 0;
m_sampleState->Release();
m_sampleState = 0;
Logger::Get().Log("Sampler state released", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
}
// Release the matrix constant buffer.
if (matrix_buffer_)
if (m_matrixBuffer)
{
Logger::Get().Log("Releasing constant buffer", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
matrix_buffer_->Release();
matrix_buffer_ = 0;
m_matrixBuffer->Release();
m_matrixBuffer = 0;
Logger::Get().Log("Constant buffer released", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
}
// Release the layout.
if (layout_)
if (m_layout)
{
Logger::Get().Log("Releasing layout", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
layout_->Release();
layout_ = 0;
m_layout->Release();
m_layout = 0;
Logger::Get().Log("Layout released", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
}
// Release the pixel shader.
if (pixel_shader_)
if (m_pixelShader)
{
Logger::Get().Log("Releasing pixel shader", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
pixel_shader_->Release();
pixel_shader_ = 0;
m_pixelShader->Release();
m_pixelShader = 0;
Logger::Get().Log("Pixel shader released", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
}
// Release the vertex shader.
if (vertex_shader_)
if (m_vertexShader)
{
Logger::Get().Log("Releasing vertex shader", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
vertex_shader_->Release();
vertex_shader_ = 0;
m_vertexShader->Release();
m_vertexShader = 0;
Logger::Get().Log("Vertex shader released", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
}
@ -306,7 +306,7 @@ void alpha_map_shader_class::shutdown_shader()
}
void alpha_map_shader_class::output_shader_error_message(ID3D10Blob* errorMessage, HWND hwnd, WCHAR* shaderFilename)
void AlphaMapShaderClass::OutputShaderErrorMessage(ID3D10Blob* errorMessage, HWND hwnd, WCHAR* shaderFilename)
{
char* compileErrors;
unsigned long long bufferSize, i;
@ -342,12 +342,12 @@ void alpha_map_shader_class::output_shader_error_message(ID3D10Blob* errorMessag
}
bool alpha_map_shader_class::set_shader_parameters(ID3D11DeviceContext* deviceContext, XMMATRIX worldMatrix, XMMATRIX viewMatrix, XMMATRIX projectionMatrix,
bool AlphaMapShaderClass::SetShaderParameters(ID3D11DeviceContext* deviceContext, XMMATRIX worldMatrix, XMMATRIX viewMatrix, XMMATRIX projectionMatrix,
ID3D11ShaderResourceView* texture1, ID3D11ShaderResourceView* texture2, ID3D11ShaderResourceView* texture3)
{
HRESULT result;
D3D11_MAPPED_SUBRESOURCE mappedResource;
matrix_buffer_type* dataPtr;
MatrixBufferType* dataPtr;
unsigned int bufferNumber;
@ -357,7 +357,7 @@ bool alpha_map_shader_class::set_shader_parameters(ID3D11DeviceContext* deviceCo
projectionMatrix = XMMatrixTranspose(projectionMatrix);
// Lock the constant buffer so it can be written to.
result = deviceContext->Map(matrix_buffer_, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
result = deviceContext->Map(m_matrixBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
if (FAILED(result))
{
Logger::Get().Log("Error mapping constant buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
@ -365,7 +365,7 @@ bool alpha_map_shader_class::set_shader_parameters(ID3D11DeviceContext* deviceCo
}
// Get a pointer to the data in the constant buffer.
dataPtr = (matrix_buffer_type*)mappedResource.pData;
dataPtr = (MatrixBufferType*)mappedResource.pData;
// Copy the matrices into the constant buffer.
dataPtr->world = worldMatrix;
@ -373,13 +373,13 @@ bool alpha_map_shader_class::set_shader_parameters(ID3D11DeviceContext* deviceCo
dataPtr->projection = projectionMatrix;
// Unlock the constant buffer.
deviceContext->Unmap(matrix_buffer_, 0);
deviceContext->Unmap(m_matrixBuffer, 0);
// 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.
deviceContext->VSSetConstantBuffers(bufferNumber, 1, &matrix_buffer_);
deviceContext->VSSetConstantBuffers(bufferNumber, 1, &m_matrixBuffer);
// Set shader texture resources in the pixel shader.
deviceContext->PSSetShaderResources(0, 1, &texture1);
@ -390,20 +390,20 @@ bool alpha_map_shader_class::set_shader_parameters(ID3D11DeviceContext* deviceCo
}
void alpha_map_shader_class::render_shader(ID3D11DeviceContext* deviceContext, int indexCount)
void AlphaMapShaderClass::RenderShader(ID3D11DeviceContext* deviceContext, int indexCount)
{
// Set the vertex input layout.
deviceContext->IASetInputLayout(layout_);
deviceContext->IASetInputLayout(m_layout);
// Set the vertex and pixel shaders that will be used to render this triangle.
deviceContext->VSSetShader(vertex_shader_, NULL, 0);
deviceContext->PSSetShader(pixel_shader_, NULL, 0);
deviceContext->VSSetShader(m_vertexShader, NULL, 0);
deviceContext->PSSetShader(m_pixelShader, NULL, 0);
// Set the sampler state in the pixel shader.
deviceContext->PSSetSamplers(0, 1, &sample_state_);
deviceContext->PSSetSamplers(0, 1, &m_sampleState);
// render the triangle.
// Render the triangle.
deviceContext->DrawIndexed(indexCount, 0, 0);
return;

View File

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

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@ -0,0 +1,231 @@
#ifndef _APPLICATIONCLASS_H_
#define _APPLICATIONCLASS_H_
///////////////////////
// MY CLASS INCLUDES //
///////////////////////
#include "d3dclass.h"
#include "cameraclass.h"
#include "object.h"
#include "lightclass.h"
#include <vector>
#include <filesystem>
#include "bitmapclass.h"
#include "spriteclass.h"
#include "timerclass.h"
#include "fontshaderclass.h"
#include "fontclass.h"
#include "textclass.h"
#include "fpsclass.h"
#include "inputclass.h"
#include "shadermanagerclass.h"
#include "modellistclass.h"
#include "positionclass.h"
#include "frustumclass.h"
#include "rendertextureclass.h"
#include "displayplaneclass.h"
#include "translateshaderclass.h"
#include "reflectionshaderclass.h"
#include "physics.h"
#include "frustum.h"
#include <WICTextureLoader.h>
#include <comdef.h> // Pour _com_error
/////////////
// GLOBALS //
/////////////
const bool FULL_SCREEN = false;
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;
void SetScreenWidth(int screenWidth);
int GetScreenHeight() const;
void SetScreenHeight(int screenHeight);
float GetSpeed() const { return m_speed; };
void SetSpeed(float speed) { this->m_speed = speed; };
void AddCube();
void DeleteKobject(int index);
size_t GetCubeCount() const { return m_cubes.size(); };
size_t GetTerrainCubeCount() const { return m_terrainChunk.size(); };
std::vector<Object*> GetCubes() const { return m_cubes; };
std::vector<Object*> GetTerrainCubes() const { return m_terrainChunk; };
std::vector<Object*> GetKobjects() const { return m_object; };
void AddKobject(WCHAR* filepath);
void SetPath(WCHAR* path) { m_path = path; };
void SetWFolder(std::filesystem::path WFolder) { m_WFolder = WFolder; };
void GenerateTerrain();
void DeleteTerrain();
XMVECTOR GetLightPosition(int index);
XMVECTOR GetLightColor(int index);
void SetLightPosition(int index, XMVECTOR color);
void SetLightColor(int index, XMVECTOR color);
void DeleteLight(int index);
void AddLight();
std::vector<LightClass*> GetLights() const { return m_Lights; };
bool GetShouldQuit() const { return m_ShouldQuit; };
void SetShouldQuit(bool shouldQuit) { m_ShouldQuit = shouldQuit; };
void SetCelShading(bool enable) { m_enableCelShading = enable; };
std::vector<ID3D11ShaderResourceView*> textures;
void SetVsync(bool vsync);
bool GetVsync() const { return VSYNC_ENABLED; };
HWND GetHwnd() const;
void SetHwnd(HWND hwnd);
bool IsWindowed() const;
void SetWindowed(bool windowed);
Physics* GetPhysics() const { return m_Physics; };
// ----------------------------------- //
// ------------- Frustum ------------- //
// ----------------------------------- //
Frustum GetFrustum() const { return m_FrustumCulling; };
void SetFrustum(Frustum frustum) { m_FrustumCulling = frustum; };
void ConstructFrustum();
int GetRenderCount() const { return m_renderCount; };
void SetRenderCount(int renderCount) { m_renderCount = renderCount; };
float GetFrustumTolerance() const { return m_FrustumCullingTolerance; };
void SetFrustumTolerance(float frustumTolerance) { m_FrustumCullingTolerance = frustumTolerance; };
private:
bool Render(float, float, float, float, float);
bool RenderPhysics(float x, float y, float z);
bool UpdateMouseStrings(int, int, bool);
bool UpdateFps();
bool UpdateRenderCountString(int);
bool RenderSceneToTexture(float);
bool RenderRefractionToTexture();
bool RenderReflectionToTexture();
bool RenderPass(const std::vector<std::reference_wrapper<std::vector<Object*>>>& RenderQueues, XMFLOAT4* diffuse, XMFLOAT4* position, XMFLOAT4* ambient, XMMATRIX view, XMMATRIX projection);
private :
// ------------------------------------- //
// ------------- DIRECT3D -------------- //
// ------------------------------------- //
D3DClass* m_Direct3D;
IDXGISwapChain* m_swapChain;
ModelClass* m_Model,* m_GroundModel, * m_WallModel, * m_BathModel, * m_WaterModel;
ModelListClass* m_ModelList;
bool VSYNC_ENABLED = true;
HWND m_hwnd;
bool m_windowed;
// ------------------------------------- //
// ------------- 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;
// ------------------------------------ //
// ------------- 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;
std::vector<std::reference_wrapper<std::vector<Object*>>> m_RenderQueues;
// ----------------------------------- //
// ------------- 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;
wchar_t* m_path;
std::filesystem::path m_WFolder;
// ------------------------------------------------- //
// ------------- FPS AND INFO ON SCREEN ------------ //
// ------------------------------------------------- //
TimerClass* m_Timer;
TextClass* m_MouseStrings;
TextClass* m_RenderCountString;
FontClass* m_Font;
FpsClass* m_Fps;
TextClass* m_FpsString;
int m_previousFps;
// ------------------------------------------------- //
// ------------------- OTHER ----------------------- //
// ------------------------------------------------- //
bool m_ShouldQuit;
Physics* m_Physics;
float m_gravity;
XMVECTOR m_previousPosition;
// ------------------------------------------------- //
// ------------------- Frustum --------------------- //
// ------------------------------------------------- //
Frustum m_FrustumCulling;
int m_renderCount;
float m_FrustumCullingTolerance = 5.f;
};
#endif

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enginecustom/assets/Model/OBJ/86.obj (Stored with Git LFS)

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enginecustom/assets/Model/OBJ/cone.obj (Stored with Git LFS)

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enginecustom/assets/Model/OBJ/monke.obj (Stored with Git LFS)

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@ -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
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[Window][Debug##Default]
Pos=60,60
Size=400,400
Collapsed=0
[Window][Khaotic Engine]
Pos=1281,19
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0 isosphere 0 10 0 1 1 1 F:\Github_Repo\khaotic-engine-Reborn\enginecustom\assets\Model\OBJ\isosphere.obj

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@ -1,89 +0,0 @@
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Size=330,487
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DockId=0x00000001,2
[Window][Engine Settings]
Pos=1233,27
Size=343,826
Collapsed=0
DockId=0x00000005,1
[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=1584,861
Collapsed=0
[Window][Add Object]
Pos=1188,0
Size=396,430
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Pos=8,518
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[Window][Log Window]
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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
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View File

@ -1,39 +1,39 @@
#include "bitmap_class.h"
#include "bitmapclass.h"
bitmap_class::bitmap_class()
BitmapClass::BitmapClass()
{
vertex_buffer_ = 0;
index_buffer_ = 0;
texture_ = 0;
m_vertexBuffer = 0;
m_indexBuffer = 0;
m_Texture = 0;
}
bitmap_class::bitmap_class(const bitmap_class& other)
BitmapClass::BitmapClass(const BitmapClass& other)
{
}
bitmap_class::~bitmap_class()
BitmapClass::~BitmapClass()
{
}
bool bitmap_class::initialize(ID3D11Device* device, ID3D11DeviceContext* deviceContext, int screenWidth, int screenHeight, char* textureFilename, int renderX, int renderY)
bool BitmapClass::Initialize(ID3D11Device* device, ID3D11DeviceContext* deviceContext, int screenWidth, int screenHeight, char* textureFilename, int renderX, int renderY)
{
Logger::Get().Log("Initializing bitmap class", __FILE__, __LINE__, Logger::LogLevel::Initialize);
bool result;
// Store the screen size.
screen_width_ = screenWidth;
screen_height_ = screenHeight;
m_screenWidth = screenWidth;
m_screenHeight = screenHeight;
// Store where the bitmap should be rendered to.
render_x_ = renderX;
render_y_ = renderY;
m_renderX = renderX;
m_renderY = renderY;
// initialize the vertex and index buffer that hold the geometry for the bitmap quad.
result = initialize_buffers(device);
// Initialize the vertex and index buffer that hold the geometry for the bitmap quad.
result = InitializeBuffers(device);
if (!result)
{
Logger::Get().Log("Failed to initialize buffers", __FILE__, __LINE__, Logger::LogLevel::Error);
@ -41,7 +41,7 @@ bool bitmap_class::initialize(ID3D11Device* device, ID3D11DeviceContext* deviceC
}
// Load the texture for this bitmap.
result = load_texture(device, deviceContext, textureFilename);
result = LoadTexture(device, deviceContext, textureFilename);
if (!result)
{
Logger::Get().Log("Failed to load texture", __FILE__, __LINE__, Logger::LogLevel::Error);
@ -53,24 +53,24 @@ bool bitmap_class::initialize(ID3D11Device* device, ID3D11DeviceContext* deviceC
return true;
}
void bitmap_class::shutdown()
void BitmapClass::Shutdown()
{
// Release the bitmap texture.
release_texture();
ReleaseTexture();
// Release the vertex and index buffers.
shutdown_buffers();
ShutdownBuffers();
return;
}
bool bitmap_class::render(ID3D11DeviceContext* deviceContext)
bool BitmapClass::Render(ID3D11DeviceContext* deviceContext)
{
bool result;
// Update the buffers if the position of the bitmap has changed from its original position.
result = update_buffers(deviceContext);
result = UpdateBuffers(deviceContext);
if (!result)
{
Logger::Get().Log("Failed to update buffers", __FILE__, __LINE__, Logger::LogLevel::Error);
@ -78,60 +78,60 @@ bool bitmap_class::render(ID3D11DeviceContext* deviceContext)
}
// Put the vertex and index buffers on the graphics pipeline to prepare them for drawing.
render_buffers(deviceContext);
RenderBuffers(deviceContext);
return true;
}
int bitmap_class::get_index_count()
int BitmapClass::GetIndexCount()
{
return index_count_;
return m_indexCount;
}
ID3D11ShaderResourceView* bitmap_class::get_texture()
ID3D11ShaderResourceView* BitmapClass::GetTexture()
{
return texture_->GetTexture();
return m_Texture->GetTexture();
}
bool bitmap_class::initialize_buffers(ID3D11Device* device)
bool BitmapClass::InitializeBuffers(ID3D11Device* device)
{
Logger::Get().Log("Initializing buffers", __FILE__, __LINE__, Logger::LogLevel::Initialize);
vertex_type* vertices;
VertexType* vertices;
unsigned long* indices;
D3D11_BUFFER_DESC vertexBufferDesc, indexBufferDesc;
D3D11_SUBRESOURCE_DATA vertexData, indexData;
HRESULT result;
int i;
// initialize the previous rendering position to negative one.
prev_pos_x_ = -1;
prev_pos_y_ = -1;
// Initialize the previous rendering position to negative one.
m_prevPosX = -1;
m_prevPosY = -1;
// Set the number of vertices in the vertex array.
vertex_count_ = 6;
m_vertexCount = 6;
// Set the number of indices in the index array.
index_count_ = vertex_count_;
m_indexCount = m_vertexCount;
// Create the vertex array.
vertices = new vertex_type[vertex_count_];
vertices = new VertexType[m_vertexCount];
// Create the index array.
indices = new unsigned long[index_count_];
indices = new unsigned long[m_indexCount];
// initialize vertex array to zeros at first.
memset(vertices, 0, (sizeof(vertex_type) * vertex_count_));
// Initialize vertex array to zeros at first.
memset(vertices, 0, (sizeof(VertexType) * m_vertexCount));
// Load the index array with data.
for (i = 0; i < index_count_; i++)
for (i = 0; i < m_indexCount; i++)
{
indices[i] = i;
}
// Set up the description of the dynamic vertex buffer.
vertexBufferDesc.Usage = D3D11_USAGE_DYNAMIC;
vertexBufferDesc.ByteWidth = sizeof(vertex_type) * vertex_count_;
vertexBufferDesc.ByteWidth = sizeof(VertexType) * m_vertexCount;
vertexBufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
vertexBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
vertexBufferDesc.MiscFlags = 0;
@ -143,7 +143,7 @@ bool bitmap_class::initialize_buffers(ID3D11Device* device)
vertexData.SysMemSlicePitch = 0;
// Now finally create the vertex buffer.
result = device->CreateBuffer(&vertexBufferDesc, &vertexData, &vertex_buffer_);
result = device->CreateBuffer(&vertexBufferDesc, &vertexData, &m_vertexBuffer);
if (FAILED(result))
{
Logger::Get().Log("Failed to create vertex buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
@ -152,7 +152,7 @@ bool bitmap_class::initialize_buffers(ID3D11Device* device)
// Set up the description of the index buffer.
indexBufferDesc.Usage = D3D11_USAGE_DEFAULT;
indexBufferDesc.ByteWidth = sizeof(unsigned long) * index_count_;
indexBufferDesc.ByteWidth = sizeof(unsigned long) * m_indexCount;
indexBufferDesc.BindFlags = D3D11_BIND_INDEX_BUFFER;
indexBufferDesc.CPUAccessFlags = 0;
indexBufferDesc.MiscFlags = 0;
@ -164,7 +164,7 @@ bool bitmap_class::initialize_buffers(ID3D11Device* device)
indexData.SysMemSlicePitch = 0;
// Create the index buffer.
result = device->CreateBuffer(&indexBufferDesc, &indexData, &index_buffer_);
result = device->CreateBuffer(&indexBufferDesc, &indexData, &m_indexBuffer);
if (FAILED(result))
{
Logger::Get().Log("Failed to create index buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
@ -183,25 +183,25 @@ bool bitmap_class::initialize_buffers(ID3D11Device* device)
return true;
}
void bitmap_class::shutdown_buffers()
void BitmapClass::ShutdownBuffers()
{
Logger::Get().Log("Shutting down buffers", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
// Release the index buffer.
if (index_buffer_)
if (m_indexBuffer)
{
Logger::Get().Log("Releasing index buffer", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
index_buffer_->Release();
index_buffer_ = 0;
m_indexBuffer->Release();
m_indexBuffer = 0;
Logger::Get().Log("Index buffer released", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
}
// Release the vertex buffer.
if (vertex_buffer_)
if (m_vertexBuffer)
{
Logger::Get().Log("Releasing vertex buffer", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
vertex_buffer_->Release();
vertex_buffer_ = 0;
m_vertexBuffer->Release();
m_vertexBuffer = 0;
Logger::Get().Log("Vertex buffer released", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
}
@ -210,38 +210,38 @@ void bitmap_class::shutdown_buffers()
return;
}
bool bitmap_class::update_buffers(ID3D11DeviceContext* deviceContent)
bool BitmapClass::UpdateBuffers(ID3D11DeviceContext* deviceContent)
{
float left, right, top, bottom;
vertex_type* vertices;
VertexType* vertices;
D3D11_MAPPED_SUBRESOURCE mappedResource;
vertex_type* dataPtr;
VertexType* dataPtr;
HRESULT result;
// If the position we are rendering this bitmap to hasn't changed then don't update the vertex buffer.
if ((prev_pos_x_ == render_x_) && (prev_pos_y_ == render_y_))
if ((m_prevPosX == m_renderX) && (m_prevPosY == m_renderY))
{
return true;
}
// If the rendering location has changed then store the new position and update the vertex buffer.
prev_pos_x_ = render_x_;
prev_pos_y_ = render_y_;
m_prevPosX = m_renderX;
m_prevPosY = m_renderY;
// Create the vertex array.
vertices = new vertex_type[vertex_count_];
vertices = new VertexType[m_vertexCount];
// Calculate the screen coordinates of the left side of the bitmap.
left = (float)((screen_width_ / 2) * -1) + (float)render_x_;
left = (float)((m_screenWidth / 2) * -1) + (float)m_renderX;
// Calculate the screen coordinates of the right side of the bitmap.
right = left + (float)bitmap_width_;
right = left + (float)m_bitmapWidth;
// Calculate the screen coordinates of the top of the bitmap.
top = (float)(screen_height_ / 2) - (float)render_y_;
top = (float)(m_screenHeight / 2) - (float)m_renderY;
// Calculate the screen coordinates of the bottom of the bitmap.
bottom = top - (float)bitmap_height_;
bottom = top - (float)m_bitmapHeight;
// Load the vertex array with data.
// First triangle.
@ -265,7 +265,7 @@ bool bitmap_class::update_buffers(ID3D11DeviceContext* deviceContent)
vertices[5].texture = XMFLOAT2(1.0f, 1.0f);
// Lock the vertex buffer.
result = deviceContent->Map(vertex_buffer_, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
result = deviceContent->Map(m_vertexBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
if (FAILED(result))
{
Logger::Get().Log("Failed to map vertex buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
@ -273,13 +273,13 @@ bool bitmap_class::update_buffers(ID3D11DeviceContext* deviceContent)
}
// Get a pointer to the data in the constant buffer.
dataPtr = (vertex_type*)mappedResource.pData;
dataPtr = (VertexType*)mappedResource.pData;
// Copy the data into the vertex buffer.
memcpy(dataPtr, (void*)vertices, (sizeof(vertex_type) * vertex_count_));
memcpy(dataPtr, (void*)vertices, (sizeof(VertexType) * m_vertexCount));
// Unlock the vertex buffer.
deviceContent->Unmap(vertex_buffer_, 0);
deviceContent->Unmap(m_vertexBuffer, 0);
// Release the pointer reference.
dataPtr = 0;
@ -291,21 +291,21 @@ bool bitmap_class::update_buffers(ID3D11DeviceContext* deviceContent)
return true;
}
void bitmap_class::render_buffers(ID3D11DeviceContext* deviceContext)
void BitmapClass::RenderBuffers(ID3D11DeviceContext* deviceContext)
{
unsigned int stride;
unsigned int offset;
// Set vertex buffer stride and offset.
stride = sizeof(vertex_type);
stride = sizeof(VertexType);
offset = 0;
// Set the vertex buffer to active in the input assembler so it can be rendered.
deviceContext->IASetVertexBuffers(0, 1, &vertex_buffer_, &stride, &offset);
deviceContext->IASetVertexBuffers(0, 1, &m_vertexBuffer, &stride, &offset);
// Set the index buffer to active in the input assembler so it can be rendered.
deviceContext->IASetIndexBuffer(index_buffer_, DXGI_FORMAT_R32_UINT, 0);
deviceContext->IASetIndexBuffer(m_indexBuffer, DXGI_FORMAT_R32_UINT, 0);
// Set the type of primitive that should be rendered from this vertex buffer, in this case triangles.
deviceContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
@ -313,15 +313,15 @@ void bitmap_class::render_buffers(ID3D11DeviceContext* deviceContext)
return;
}
bool bitmap_class::load_texture(ID3D11Device* device, ID3D11DeviceContext* deviceContext, char* filename)
bool BitmapClass::LoadTexture(ID3D11Device* device, ID3D11DeviceContext* deviceContext, char* filename)
{
bool result;
// Create and initialize the texture object.
texture_ = new texture_class;
m_Texture = new TextureClass;
result = texture_->Initialize(device, deviceContext, filename);
result = m_Texture->Initialize(device, deviceContext, filename);
if (!result)
{
Logger::Get().Log("Failed to initialize texture object", __FILE__, __LINE__, Logger::LogLevel::Error);
@ -329,22 +329,22 @@ bool bitmap_class::load_texture(ID3D11Device* device, ID3D11DeviceContext* devic
}
// Store the size in pixels that this bitmap should be rendered at.
bitmap_width_ = texture_->GetWidth();
bitmap_height_ = texture_->GetHeight();
m_bitmapWidth = m_Texture->GetWidth();
m_bitmapHeight = m_Texture->GetHeight();
return true;
}
void bitmap_class::release_texture()
void BitmapClass::ReleaseTexture()
{
Logger::Get().Log("Releasing texture", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
// Release the texture object.
if (texture_)
if (m_Texture)
{
Logger::Get().Log("Releasing texture object", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
texture_->Shutdown();
delete texture_;
texture_ = 0;
m_Texture->Shutdown();
delete m_Texture;
m_Texture = 0;
Logger::Get().Log("Texture object released", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
}
@ -353,9 +353,9 @@ void bitmap_class::release_texture()
return;
}
void bitmap_class::set_render_location(int x, int y)
void BitmapClass::SetRenderLocation(int x, int y)
{
render_x_ = x;
render_y_ = y;
m_renderX = x;
m_renderY = y;
return;
}

View File

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

View File

@ -0,0 +1,87 @@
cbuffer LightBuffer
{
float4 diffuseColor;
float3 lightDirection;
float padding; // Padding to ensure the structure is a multiple of 16 bytes.
float3 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.
};
Texture2D shaderTexture;
SamplerState SampleType;
struct PixelInputType
{
float4 position : SV_POSITION;
float3 normal : NORMAL;
float2 tex : TEXCOORD0;
float3 worldPos : TEXCOORD1; // Add world position
};
float4 CelShadingPixelShader(PixelInputType input) : SV_TARGET
{
float4 textureColor;
float lightIntensity;
float4 finalColor;
// Sample the pixel color from the texture.
textureColor = shaderTexture.Sample(SampleType, input.tex);
float3 normal = normalize(input.normal);
// Calculate the light vector from the light position to the world position
float3 lightVector = normalize(lightPosition - input.worldPos);
// Calculate the light intensity based on the light direction.
float directionalLightIntensity = saturate(dot(normal, normalize(lightDirection)));
// Calculate the light intensity based on the light position.
float positionalLightIntensity = saturate(dot(normal, lightVector));
// Combine the directional and positional light intensities.
lightIntensity = max(directionalLightIntensity, positionalLightIntensity);
// Calculate the distance from the light to the fragment.
float distance = length(lightPosition - input.worldPos);
// Apply an attenuation factor based on the distance.
float attenuation = 1.0f / (constantAttenuation + linearAttenuation * distance + quadraticAttenuation * distance * distance);
// Combine the light intensity with the attenuation factor.
lightIntensity *= attenuation;
// Apply a step function to create the cel shading effect.
if (lightIntensity > 0.75f)
{
lightIntensity = 1.0f; // Brightest level
}
else if (lightIntensity > 0.5f)
{
lightIntensity = 0.7f; // Mid-bright level
}
else if (lightIntensity > 0.25f)
{
lightIntensity = 0.4f; // Mid-dark level
}
else
{
lightIntensity = 0.1f; // Darkest level
}
// Simple shadow calculation: if the fragment is behind the light source, it is in shadow.
float3 toLight = normalize(lightPosition - input.worldPos);
float shadow = saturate(dot(normal, toLight));
if (shadow < 0.1f)
{
lightIntensity *= 0.5f; // Darken the fragment if it is in shadow
}
// Calculate the final color by combining the texture color with the light intensity and diffuse color.
finalColor = textureColor * diffuseColor * lightIntensity;
return finalColor;
}

View File

@ -1,6 +1,3 @@
/////////////
// GLOBALS //
/////////////
cbuffer MatrixBuffer
{
matrix worldMatrix;
@ -8,38 +5,39 @@ cbuffer MatrixBuffer
matrix projectionMatrix;
};
//////////////
// TYPEDEFS //
//////////////
struct VertexInputType
{
float4 position : POSITION;
float3 normal : NORMAL;
float2 tex : TEXCOORD0;
};
struct PixelInputType
{
float4 position : SV_POSITION;
float3 normal : NORMAL;
float2 tex : TEXCOORD0;
float3 worldPos : TEXCOORD1; // Add world position
};
////////////////////////////////////////////////////////////////////////////////
// Vertex Shader
////////////////////////////////////////////////////////////////////////////////
PixelInputType DepthVertexShader(VertexInputType input)
PixelInputType CelShadingVertexShader(VertexInputType input)
{
PixelInputType output;
// Change the position vector to be 4 units for proper matrix calculations.
input.position.w = 1.0f;
// Calculate the position of the vertex against the world, view, and projection matrices.
output.position = mul(input.position, worldMatrix);
output.position = mul(output.position, viewMatrix);
float4 worldPosition = mul(input.position, worldMatrix);
output.position = mul(worldPosition, viewMatrix);
output.position = mul(output.position, projectionMatrix);
// Pass the normal to the pixel shader
output.normal = mul((float3x3)worldMatrix, input.normal);
// Pass the world position to the pixel shader
output.worldPos = worldPosition.xyz;
// Store the texture coordinates for the pixel shader.
output.tex = input.tex;

View File

@ -1,36 +1,36 @@
////////////////////////////////////////////////////////////////////////////////
// Filename: d3dclass.cpp
////////////////////////////////////////////////////////////////////////////////
#include "d_3d_class.h"
#include "d3dclass.h"
d_3d_class::d_3d_class()
D3DClass::D3DClass()
{
swap_chain = 0;
device_ = 0;
device_context_ = 0;
render_target_view_ = 0;
depth_stencil_buffer_ = 0;
depth_stencil_state_ = 0;
depth_stencil_view_ = 0;
raster_state_ = 0;
depth_disabled_stencil_state_ = 0;
alpha_enable_blending_state_ = 0;
alpha_disable_blending_state_ = 0;
m_swapChain = 0;
m_device = 0;
m_deviceContext = 0;
m_renderTargetView = 0;
m_depthStencilBuffer = 0;
m_depthStencilState = 0;
m_depthStencilView = 0;
m_rasterState = 0;
m_depthDisabledStencilState = 0;
m_alphaEnableBlendingState = 0;
m_alphaDisableBlendingState = 0;
}
d_3d_class::d_3d_class(const d_3d_class& other)
D3DClass::D3DClass(const D3DClass& other)
{
}
d_3d_class::~d_3d_class()
D3DClass::~D3DClass()
{
}
bool d_3d_class::initialize(int screenWidth, int screenHeight, bool vsync, HWND hwnd, bool fullscreen, float screenDepth, float screenNear)
bool D3DClass::Initialize(int screenWidth, int screenHeight, bool vsync, HWND hwnd, bool fullscreen, float screenDepth, float screenNear)
{
Logger::Get().Log("Initializing D3Dclass", __FILE__, __LINE__, Logger::LogLevel::Initialize);
@ -55,7 +55,7 @@ bool d_3d_class::initialize(int screenWidth, int screenHeight, bool vsync, HWND
D3D11_BLEND_DESC blendStateDescription;
// Store the vsync setting.
vsync_enabled_ = vsync;
m_vsync_enabled = vsync;
// Create a DirectX graphics interface factory.
result = CreateDXGIFactory(__uuidof(IDXGIFactory), (void**)&factory);
@ -128,10 +128,10 @@ bool d_3d_class::initialize(int screenWidth, int screenHeight, bool vsync, HWND
}
// Store the dedicated video card memory in megabytes.
video_card_memory_ = (int)(adapterDesc.DedicatedVideoMemory / 1024 / 1024);
m_videoCardMemory = (int)(adapterDesc.DedicatedVideoMemory / 1024 / 1024);
// Convert the name of the video card to a character array and store it.
error = wcstombs_s(&stringLength, video_card_description_, 128, adapterDesc.Description, 128);
error = wcstombs_s(&stringLength, m_videoCardDescription, 128, adapterDesc.Description, 128);
if (error != 0)
{
Logger::Get().Log("Failed to convert video card name to character array", __FILE__, __LINE__, Logger::LogLevel::Error);
@ -154,7 +154,7 @@ bool d_3d_class::initialize(int screenWidth, int screenHeight, bool vsync, HWND
factory->Release();
factory = 0;
// initialize the swap chain description.
// Initialize the swap chain description.
ZeroMemory(&swapChainDesc, sizeof(swapChainDesc));
// Set to a single back buffer.
@ -168,7 +168,7 @@ bool d_3d_class::initialize(int screenWidth, int screenHeight, bool vsync, HWND
swapChainDesc.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
// Set the refresh rate of the back buffer.
if (vsync_enabled_)
if (m_vsync_enabled)
{
swapChainDesc.BufferDesc.RefreshRate.Numerator = numerator;
swapChainDesc.BufferDesc.RefreshRate.Denominator = denominator;
@ -214,7 +214,7 @@ bool d_3d_class::initialize(int screenWidth, int screenHeight, bool vsync, HWND
// Create the swap chain, Direct3D device, and Direct3D device context.
result = D3D11CreateDeviceAndSwapChain(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, 0, &featureLevel, 1,
D3D11_SDK_VERSION, &swapChainDesc, &swap_chain, &device_, NULL, &device_context_);
D3D11_SDK_VERSION, &swapChainDesc, &m_swapChain, &m_device, NULL, &m_deviceContext);
if (FAILED(result))
{
Logger::Get().Log("Failed to create swap chain, device and device context", __FILE__, __LINE__, Logger::LogLevel::Error);
@ -222,7 +222,7 @@ bool d_3d_class::initialize(int screenWidth, int screenHeight, bool vsync, HWND
}
// Get the pointer to the back buffer.
result = swap_chain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&backBufferPtr);
result = m_swapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&backBufferPtr);
if (FAILED(result))
{
Logger::Get().Log("Failed to get pointer to back buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
@ -230,7 +230,7 @@ bool d_3d_class::initialize(int screenWidth, int screenHeight, bool vsync, HWND
}
// Create the render target view with the back buffer pointer.
result = device_->CreateRenderTargetView(backBufferPtr, NULL, &render_target_view_);
result = m_device->CreateRenderTargetView(backBufferPtr, NULL, &m_renderTargetView);
if (FAILED(result))
{
Logger::Get().Log("Failed to create render target view", __FILE__, __LINE__, Logger::LogLevel::Error);
@ -241,7 +241,7 @@ bool d_3d_class::initialize(int screenWidth, int screenHeight, bool vsync, HWND
backBufferPtr->Release();
backBufferPtr = 0;
// initialize the description of the depth buffer.
// Initialize the description of the depth buffer.
ZeroMemory(&depthBufferDesc, sizeof(depthBufferDesc));
// Set up the description of the depth buffer.
@ -258,14 +258,14 @@ bool d_3d_class::initialize(int screenWidth, int screenHeight, bool vsync, HWND
depthBufferDesc.MiscFlags = 0;
// Create the texture for the depth buffer using the filled out description.
result = device_->CreateTexture2D(&depthBufferDesc, NULL, &depth_stencil_buffer_);
result = m_device->CreateTexture2D(&depthBufferDesc, NULL, &m_depthStencilBuffer);
if (FAILED(result))
{
Logger::Get().Log("Failed to create texture for depth buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
// initialize the description of the stencil state.
// Initialize the description of the stencil state.
ZeroMemory(&depthStencilDesc, sizeof(depthStencilDesc));
// Set up the description of the stencil state.
@ -290,7 +290,7 @@ bool d_3d_class::initialize(int screenWidth, int screenHeight, bool vsync, HWND
depthStencilDesc.BackFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
// Create the depth stencil state.
result = device_->CreateDepthStencilState(&depthStencilDesc, &depth_stencil_state_);
result = m_device->CreateDepthStencilState(&depthStencilDesc, &m_depthStencilState);
if (FAILED(result))
{
Logger::Get().Log("Failed to create depth stencil state", __FILE__, __LINE__, Logger::LogLevel::Error);
@ -298,9 +298,9 @@ bool d_3d_class::initialize(int screenWidth, int screenHeight, bool vsync, HWND
}
// Set the depth stencil state.
device_context_->OMSetDepthStencilState(depth_stencil_state_, 1);
m_deviceContext->OMSetDepthStencilState(m_depthStencilState, 1);
// initialize the depth stencil view.
// Initialize the depth stencil view.
ZeroMemory(&depthStencilViewDesc, sizeof(depthStencilViewDesc));
// Set up the depth stencil view description.
@ -309,7 +309,7 @@ bool d_3d_class::initialize(int screenWidth, int screenHeight, bool vsync, HWND
depthStencilViewDesc.Texture2D.MipSlice = 0;
// Create the depth stencil view.
result = device_->CreateDepthStencilView(depth_stencil_buffer_, &depthStencilViewDesc, &depth_stencil_view_);
result = m_device->CreateDepthStencilView(m_depthStencilBuffer, &depthStencilViewDesc, &m_depthStencilView);
if (FAILED(result))
{
Logger::Get().Log("Failed to create depth stencil view", __FILE__, __LINE__, Logger::LogLevel::Error);
@ -317,7 +317,7 @@ bool d_3d_class::initialize(int screenWidth, int screenHeight, bool vsync, HWND
}
// Bind the render target view and depth stencil buffer to the output render pipeline.
device_context_->OMSetRenderTargets(1, &render_target_view_, depth_stencil_view_);
m_deviceContext->OMSetRenderTargets(1, &m_renderTargetView, m_depthStencilView);
// Setup the raster description which will determine how and what polygons will be drawn.
rasterDesc.AntialiasedLineEnable = false;
@ -332,7 +332,7 @@ bool d_3d_class::initialize(int screenWidth, int screenHeight, bool vsync, HWND
rasterDesc.SlopeScaledDepthBias = 0.0f;
// Create the rasterizer state from the description we just filled out.
result = device_->CreateRasterizerState(&rasterDesc, &raster_state_);
result = m_device->CreateRasterizerState(&rasterDesc, &m_rasterState);
if (FAILED(result))
{
Logger::Get().Log("Failed to create rasterizer state", __FILE__, __LINE__, Logger::LogLevel::Error);
@ -340,31 +340,31 @@ bool d_3d_class::initialize(int screenWidth, int screenHeight, bool vsync, HWND
}
// Now set the rasterizer state.
device_context_->RSSetState(raster_state_);
m_deviceContext->RSSetState(m_rasterState);
// Setup the viewport for rendering.
viewport_.Width = (float)screenWidth;
viewport_.Height = (float)screenHeight;
viewport_.MinDepth = 0.0f;
viewport_.MaxDepth = 1.0f;
viewport_.TopLeftX = 0.0f;
viewport_.TopLeftY = 0.0f;
m_viewport.Width = (float)screenWidth;
m_viewport.Height = (float)screenHeight;
m_viewport.MinDepth = 0.0f;
m_viewport.MaxDepth = 1.0f;
m_viewport.TopLeftX = 0.0f;
m_viewport.TopLeftY = 0.0f;
// Create the viewport.
device_context_->RSSetViewports(1, &viewport_);
m_deviceContext->RSSetViewports(1, &m_viewport);
// Setup the projection matrix.
fieldOfView = 3.141592654f / 4.0f;
screenAspect = (float)screenWidth / (float)screenHeight;
// Create the projection matrix for 3D rendering.
projection_matrix_ = XMMatrixPerspectiveFovLH(fieldOfView, screenAspect, screenNear, screenDepth);
m_projectionMatrix = XMMatrixPerspectiveFovLH(fieldOfView, screenAspect, screenNear, screenDepth);
// initialize the world matrix to the identity matrix.
world_matrix_ = XMMatrixIdentity();
// Initialize the world matrix to the identity matrix.
m_worldMatrix = XMMatrixIdentity();
// Create an orthographic projection matrix for 2D rendering.
ortho_matrix_ = XMMatrixOrthographicLH((float)screenWidth, (float)screenHeight, screenNear, screenDepth);
m_orthoMatrix = XMMatrixOrthographicLH((float)screenWidth, (float)screenHeight, screenNear, screenDepth);
// Clear the second depth stencil state before setting the parameters.
ZeroMemory(&depthDisabledStencilDesc, sizeof(depthDisabledStencilDesc));
@ -387,7 +387,7 @@ bool d_3d_class::initialize(int screenWidth, int screenHeight, bool vsync, HWND
depthDisabledStencilDesc.BackFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
// Create the state using the device.
result = device_->CreateDepthStencilState(&depthDisabledStencilDesc, &depth_disabled_stencil_state_);
result = m_device->CreateDepthStencilState(&depthDisabledStencilDesc, &m_depthDisabledStencilState);
if (FAILED(result))
{
Logger::Get().Log("Failed to create depth disabled stencil state", __FILE__, __LINE__, Logger::LogLevel::Error);
@ -405,10 +405,10 @@ bool d_3d_class::initialize(int screenWidth, int screenHeight, bool vsync, HWND
blendStateDescription.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ONE;
blendStateDescription.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO;
blendStateDescription.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
blendStateDescription.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
blendStateDescription.RenderTarget[0].RenderTargetWriteMask = 0x0f;
// Create the blend state using the description.
result = device_->CreateBlendState(&blendStateDescription, &alpha_enable_blending_state_);
result = m_device->CreateBlendState(&blendStateDescription, &m_alphaEnableBlendingState);
if (FAILED(result))
{
Logger::Get().Log("Failed to create alpha enabled blend state", __FILE__, __LINE__, Logger::LogLevel::Error);
@ -419,7 +419,7 @@ bool d_3d_class::initialize(int screenWidth, int screenHeight, bool vsync, HWND
blendStateDescription.RenderTarget[0].BlendEnable = FALSE;
// Create the blend state using the description.
result = device_->CreateBlendState(&blendStateDescription, &alpha_disable_blending_state_);
result = m_device->CreateBlendState(&blendStateDescription, &m_alphaDisableBlendingState);
if (FAILED(result))
{
Logger::Get().Log("Failed to create alpha disabled blend state", __FILE__, __LINE__, Logger::LogLevel::Error);
@ -430,81 +430,81 @@ bool d_3d_class::initialize(int screenWidth, int screenHeight, bool vsync, HWND
}
void d_3d_class::shutdown()
void D3DClass::Shutdown()
{
Logger::Get().Log("Shutting down D3Dclass", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
// Before shutting down set to windowed mode or when you release the swap chain it will throw an exception.
if (swap_chain)
if (m_swapChain)
{
swap_chain->SetFullscreenState(false, NULL);
m_swapChain->SetFullscreenState(false, NULL);
}
if (alpha_enable_blending_state_)
if (m_alphaEnableBlendingState)
{
alpha_enable_blending_state_->Release();
alpha_enable_blending_state_ = 0;
m_alphaEnableBlendingState->Release();
m_alphaEnableBlendingState = 0;
}
if (alpha_disable_blending_state_)
if (m_alphaDisableBlendingState)
{
alpha_disable_blending_state_->Release();
alpha_disable_blending_state_ = 0;
m_alphaDisableBlendingState->Release();
m_alphaDisableBlendingState = 0;
}
if (depth_disabled_stencil_state_)
if (m_depthDisabledStencilState)
{
depth_disabled_stencil_state_->Release();
depth_disabled_stencil_state_ = 0;
m_depthDisabledStencilState->Release();
m_depthDisabledStencilState = 0;
}
if (raster_state_)
if (m_rasterState)
{
raster_state_->Release();
raster_state_ = 0;
m_rasterState->Release();
m_rasterState = 0;
}
if (depth_stencil_view_)
if (m_depthStencilView)
{
depth_stencil_view_->Release();
depth_stencil_view_ = 0;
m_depthStencilView->Release();
m_depthStencilView = 0;
}
if (depth_stencil_state_)
if (m_depthStencilState)
{
depth_stencil_state_->Release();
depth_stencil_state_ = 0;
m_depthStencilState->Release();
m_depthStencilState = 0;
}
if (depth_stencil_buffer_)
if (m_depthStencilBuffer)
{
depth_stencil_buffer_->Release();
depth_stencil_buffer_ = 0;
m_depthStencilBuffer->Release();
m_depthStencilBuffer = 0;
}
if (render_target_view_)
if (m_renderTargetView)
{
render_target_view_->Release();
render_target_view_ = 0;
m_renderTargetView->Release();
m_renderTargetView = 0;
}
if (device_context_)
if (m_deviceContext)
{
device_context_->Release();
device_context_ = 0;
m_deviceContext->Release();
m_deviceContext = 0;
}
if (device_)
if (m_device)
{
device_->Release();
device_ = 0;
m_device->Release();
m_device = 0;
}
if (swap_chain)
if (m_swapChain)
{
swap_chain->Release();
swap_chain = 0;
m_swapChain->Release();
m_swapChain = 0;
}
Logger::Get().Log("D3Dclass shutdown", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
@ -513,7 +513,7 @@ void d_3d_class::shutdown()
}
void d_3d_class::begin_scene(float red, float green, float blue, float alpha)
void D3DClass::BeginScene(float red, float green, float blue, float alpha)
{
float color[4];
@ -525,115 +525,115 @@ void d_3d_class::begin_scene(float red, float green, float blue, float alpha)
color[3] = alpha;
// Clear the back buffer.
device_context_->ClearRenderTargetView(render_target_view_, color);
m_deviceContext->ClearRenderTargetView(m_renderTargetView, color);
// Clear the depth buffer.
device_context_->ClearDepthStencilView(depth_stencil_view_, D3D11_CLEAR_DEPTH, 1.0f, 0);
m_deviceContext->ClearDepthStencilView(m_depthStencilView, D3D11_CLEAR_DEPTH, 1.0f, 0);
return;
}
void d_3d_class::end_scene()
void D3DClass::EndScene()
{
// Present the back buffer to the screen since rendering is complete.
if (vsync_enabled_)
if (m_vsync_enabled)
{
// Lock to screen refresh rate.
swap_chain->Present(1, 0);
m_swapChain->Present(1, 0);
}
else
{
// Present as fast as possible.
swap_chain->Present(0, 0);
m_swapChain->Present(0, 0);
}
return;
}
ID3D11Device* d_3d_class::get_device()
ID3D11Device* D3DClass::GetDevice()
{
return device_;
return m_device;
}
ID3D11DeviceContext* d_3d_class::get_device_context()
ID3D11DeviceContext* D3DClass::GetDeviceContext()
{
return device_context_;
return m_deviceContext;
}
void d_3d_class::get_video_card_info(char* cardName, int& memory)
void D3DClass::GetVideoCardInfo(char* cardName, int& memory)
{
strcpy_s(cardName, 128, video_card_description_);
memory = video_card_memory_;
strcpy_s(cardName, 128, m_videoCardDescription);
memory = m_videoCardMemory;
return;
}
void d_3d_class::set_back_buffer_render_target()
void D3DClass::SetBackBufferRenderTarget()
{
// Bind the render target view and depth stencil buffer to the output render pipeline.
device_context_->OMSetRenderTargets(1, &render_target_view_, depth_stencil_view_);
m_deviceContext->OMSetRenderTargets(1, &m_renderTargetView, m_depthStencilView);
return;
}
void d_3d_class::reset_viewport()
void D3DClass::ResetViewport()
{
// Set the viewport.
device_context_->RSSetViewports(1, &viewport_);
m_deviceContext->RSSetViewports(1, &m_viewport);
return;
}
void d_3d_class::release_resources()
void D3DClass::ReleaseResources()
{
Logger::Get().Log("Releasing D3D resources", __FILE__, __LINE__);
// libere la vue
if (render_target_view_)
if (m_renderTargetView)
{
render_target_view_->Release();
render_target_view_ = 0;
m_renderTargetView->Release();
m_renderTargetView = 0;
}
// libere le buffer de profondeur
if (depth_stencil_buffer_)
if (m_depthStencilBuffer)
{
depth_stencil_buffer_->Release();
depth_stencil_buffer_ = 0;
m_depthStencilBuffer->Release();
m_depthStencilBuffer = 0;
}
// libere la vue de profondeur
if (depth_stencil_view_)
if (m_depthStencilView)
{
depth_stencil_view_->Release();
depth_stencil_view_ = 0;
m_depthStencilView->Release();
m_depthStencilView = 0;
}
Logger::Get().Log("D3D resources released", __FILE__, __LINE__);
}
// Reset the resources for the swap chain
void d_3d_class::reset_resources(int newWidth, int newHeight)
void D3DClass::ResetResources(int newWidth, int newHeight)
{
Logger::Get().Log("Resetting D3D resources", __FILE__, __LINE__);
HRESULT result;
ID3D11Texture2D* backBuffer;
result = swap_chain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&backBuffer);
result = m_swapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&backBuffer);
if (FAILED(result))
{
Logger::Get().Log("Failed to get back buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
return;
}
result = device_->CreateRenderTargetView(backBuffer, NULL, &render_target_view_);
result = m_device->CreateRenderTargetView(backBuffer, NULL, &m_renderTargetView);
if (FAILED(result))
{
Logger::Get().Log("Failed to create render target view", __FILE__, __LINE__, Logger::LogLevel::Error);
@ -669,14 +669,14 @@ void d_3d_class::reset_resources(int newWidth, int newHeight)
depthStencilViewDesc.Texture2D.MipSlice = 0;
// Other depthStencilDesc settings...
result = device_->CreateTexture2D(&depthBufferDesc, NULL, &depth_stencil_buffer_);
result = m_device->CreateTexture2D(&depthBufferDesc, NULL, &m_depthStencilBuffer);
if (FAILED(result))
{
Logger::Get().Log("Failed to create depth stencil buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
return;
}
result = device_->CreateDepthStencilView(depth_stencil_buffer_, &depthStencilViewDesc, &depth_stencil_view_);
result = m_device->CreateDepthStencilView(m_depthStencilBuffer, &depthStencilViewDesc, &m_depthStencilView);
if (FAILED(result))
{
Logger::Get().Log("Failed to create depth stencil view", __FILE__, __LINE__, Logger::LogLevel::Error);
@ -684,15 +684,15 @@ void d_3d_class::reset_resources(int newWidth, int newHeight)
}
// Set the new render target and depth/stencil views for rendering
device_context_->OMSetRenderTargets(1, &render_target_view_, depth_stencil_view_);
m_deviceContext->OMSetRenderTargets(1, &m_renderTargetView, m_depthStencilView);
}
IDXGISwapChain* d_3d_class::get_swap_chain()
IDXGISwapChain* D3DClass::GetSwapChain()
{
return swap_chain;
return m_swapChain;
}
void d_3d_class::resize_swap_chain(int newWidth, int newHeight)
void D3DClass::ResizeSwapChain(int newWidth, int newHeight)
{
// log the new width and height
@ -701,11 +701,11 @@ void d_3d_class::resize_swap_chain(int newWidth, int newHeight)
HRESULT result;
// Release existing DirectX resources
release_resources();
device_context_->Flush();
ReleaseResources();
m_deviceContext->Flush();
// Resize the swap chain
result = swap_chain->ResizeBuffers(0, newWidth, newHeight, DXGI_FORMAT_UNKNOWN, 0);
result = m_swapChain->ResizeBuffers(0, newWidth, newHeight, DXGI_FORMAT_UNKNOWN, 0);
if (FAILED(result))
{
Logger::Get().Log("Failed to resize swap chain", __FILE__, __LINE__, Logger::LogLevel::Error);
@ -713,28 +713,28 @@ void d_3d_class::resize_swap_chain(int newWidth, int newHeight)
}
// Reset the resources
reset_resources(newWidth, newHeight);
ResetResources(newWidth, newHeight);
// Update the viewport
viewport_.Width = static_cast<float>(newWidth);
viewport_.Height = static_cast<float>(newHeight);
device_context_->RSSetViewports(1, &viewport_);
m_viewport.Width = static_cast<float>(newWidth);
m_viewport.Height = static_cast<float>(newHeight);
m_deviceContext->RSSetViewports(1, &m_viewport);
}
void d_3d_class::turn_z_buffer_on()
void D3DClass::TurnZBufferOn()
{
device_context_->OMSetDepthStencilState(depth_stencil_state_, 1);
m_deviceContext->OMSetDepthStencilState(m_depthStencilState, 1);
return;
}
void d_3d_class::turn_z_buffer_off()
void D3DClass::TurnZBufferOff()
{
device_context_->OMSetDepthStencilState(depth_disabled_stencil_state_, 1);
m_deviceContext->OMSetDepthStencilState(m_depthDisabledStencilState, 1);
return;
}
void d_3d_class::enable_alpha_blending()
void D3DClass::EnableAlphaBlending()
{
float blendFactor[4];
@ -746,12 +746,12 @@ void d_3d_class::enable_alpha_blending()
blendFactor[3] = 0.0f;
// Turn on the alpha blending.
device_context_->OMSetBlendState(alpha_enable_blending_state_, blendFactor, 0xffffffff);
m_deviceContext->OMSetBlendState(m_alphaEnableBlendingState, blendFactor, 0xffffffff);
return;
}
void d_3d_class::disable_alpha_blending()
void D3DClass::DisableAlphaBlending()
{
float blendFactor[4];
@ -763,12 +763,12 @@ void d_3d_class::disable_alpha_blending()
blendFactor[3] = 0.0f;
// Turn off the alpha blending.
device_context_->OMSetBlendState(alpha_disable_blending_state_, blendFactor, 0xffffffff);
m_deviceContext->OMSetBlendState(m_alphaDisableBlendingState, blendFactor, 0xffffffff);
return;
}
void d_3d_class::set_vsync(bool vsync)
void D3DClass::SetVsync(bool vsync)
{
vsync_enabled_ = vsync;
m_vsync_enabled = vsync;
}

90
enginecustom/d3dclass.h Normal file
View File

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

View File

@ -1 +0,0 @@
1 isosphere 0 10 0 0 0 -0 1 1 1 F:\Github_Repo\khaotic-engine-Reborn\x64\Debug\Content/Assets/Kobject/isosphere.obj SUNLIGHT 1 Unknown 1 0 2 F:\Github_Repo\khaotic-engine-Reborn\enginecustom\assets\Texture\ground01.png F:\Github_Repo\khaotic-engine-Reborn\enginecustom\assets\Texture\dirt01.png 1 assets/Texture/BricksNRM2K.png 1 assets/Texture/BricksGLOSS2K.png 1 F:\Github_Repo\khaotic-engine-Reborn\enginecustom\assets\Texture\alpha01.png

View File

@ -1,29 +1,29 @@
#include "display_plane_class.h"
#include "displayplaneclass.h"
display_plane_class::display_plane_class()
DisplayPlaneClass::DisplayPlaneClass()
{
m_vertexBuffer = 0;
m_indexBuffer = 0;
}
display_plane_class::display_plane_class(const display_plane_class& other)
DisplayPlaneClass::DisplayPlaneClass(const DisplayPlaneClass& other)
{
}
display_plane_class::~display_plane_class()
DisplayPlaneClass::~DisplayPlaneClass()
{
}
bool display_plane_class::Initialize(ID3D11Device* device, float width, float height)
bool DisplayPlaneClass::Initialize(ID3D11Device* device, float width, float height)
{
Logger::Get().Log("Initializing display_plane_class, width: " + std::to_string(width) + ", height: " + std::to_string(height), __FILE__, __LINE__, Logger::LogLevel::Initialize);
Logger::Get().Log("Initializing DisplayPlaneClass, width: " + std::to_string(width) + ", height: " + std::to_string(height), __FILE__, __LINE__, Logger::LogLevel::Initialize);
bool result;
// initialize the vertex and index buffer that hold the geometry for the button.
// Initialize the vertex and index buffer that hold the geometry for the button.
result = InitializeBuffers(device, width, height);
if (!result)
{
@ -35,7 +35,7 @@ bool display_plane_class::Initialize(ID3D11Device* device, float width, float he
}
void display_plane_class::Shutdown()
void DisplayPlaneClass::Shutdown()
{
// Release the vertex and index buffers.
ShutdownBuffers();
@ -44,7 +44,7 @@ void display_plane_class::Shutdown()
}
void display_plane_class::Render(ID3D11DeviceContext* deviceContext)
void DisplayPlaneClass::Render(ID3D11DeviceContext* deviceContext)
{
// Put the vertex and index buffers on the graphics pipeline to prepare them for drawing.
RenderBuffers(deviceContext);
@ -53,12 +53,12 @@ void display_plane_class::Render(ID3D11DeviceContext* deviceContext)
}
int display_plane_class::GetIndexCount()
int DisplayPlaneClass::GetIndexCount()
{
return m_indexCount;
}
bool display_plane_class::InitializeBuffers(ID3D11Device* device, float width, float height)
bool DisplayPlaneClass::InitializeBuffers(ID3D11Device* device, float width, float height)
{
Logger::Get().Log("Initializing buffers", __FILE__, __LINE__, Logger::LogLevel::Initialize);
@ -164,7 +164,7 @@ bool display_plane_class::InitializeBuffers(ID3D11Device* device, float width, f
}
void display_plane_class::ShutdownBuffers()
void DisplayPlaneClass::ShutdownBuffers()
{
Logger::Get().Log("Shutting down Plane buffers", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
@ -188,7 +188,7 @@ void display_plane_class::ShutdownBuffers()
}
void display_plane_class::RenderBuffers(ID3D11DeviceContext* deviceContext)
void DisplayPlaneClass::RenderBuffers(ID3D11DeviceContext* deviceContext)
{
unsigned int stride;
unsigned int offset;

View File

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

View File

@ -19,68 +19,69 @@
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@ -89,346 +90,225 @@
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<Filter>Fichiers d%27en-tête</Filter>
</ClInclude>
<ClInclude Include="src\inc\system\bitmap_class.h">
<Filter>Fichiers d%27en-tête</Filter>
</ClInclude>
<ClInclude Include="src\inc\system\camera_class.h">
<Filter>Fichiers d%27en-tête</Filter>
</ClInclude>
<ClInclude Include="src\inc\system\d_3d_class.h">
<Filter>Fichiers d%27en-tête</Filter>
</ClInclude>
<ClInclude Include="src\inc\system\display_plane_class.h">
<Filter>Fichiers d%27en-tête</Filter>
</ClInclude>
<ClInclude Include="src\inc\system\font_class.h">
<Filter>Fichiers d%27en-tête</Filter>
</ClInclude>
<ClInclude Include="src\inc\system\fps_class.h">
<Filter>Fichiers d%27en-tête</Filter>
</ClInclude>
<ClInclude Include="src\inc\system\fps_limiter.h">
<Filter>Fichiers d%27en-tête</Filter>
</ClInclude>
<ClInclude Include="src\inc\system\input_class.h">
<Filter>Fichiers d%27en-tête</Filter>
</ClInclude>
<ClInclude Include="src\inc\system\light_class.h">
<Filter>Fichiers d%27en-tête</Filter>
</ClInclude>
<ClInclude Include="src\inc\system\model_class.h">
<Filter>Fichiers d%27en-tête</Filter>
</ClInclude>
<ClInclude Include="src\inc\system\position_class.h">
<Filter>Fichiers d%27en-tête</Filter>
</ClInclude>
<ClInclude Include="src\inc\system\render_texture_class.h">
<Filter>Fichiers d%27en-tête</Filter>
</ClInclude>
<ClInclude Include="src\inc\system\shadow_map.h">
<Filter>Fichiers d%27en-tête</Filter>
</ClInclude>
<ClInclude Include="src\inc\system\sprite_class.h">
<Filter>Fichiers d%27en-tête</Filter>
</ClInclude>
<ClInclude Include="src\inc\system\system_class.h">
<Filter>Fichiers d%27en-tête</Filter>
</ClInclude>
<ClInclude Include="src\inc\system\text_class.h">
<Filter>Fichiers d%27en-tête</Filter>
</ClInclude>
<ClInclude Include="src\inc\system\texture_class.h">
<Filter>Fichiers d%27en-tête</Filter>
</ClInclude>
<ClInclude Include="src\inc\system\timer_class.h">
<Filter>Fichiers d%27en-tête</Filter>
</ClInclude>
<ClInclude Include="src\inc\system\scene_manager.h">
<Filter>Fichiers d%27en-tête</Filter>
</ClInclude>
<ClInclude Include="src\inc\system\stats.h">
<Filter>Fichiers d%27en-tête</Filter>
<ClInclude Include="frustum.h">
<Filter>Fichiers d%27en-tête\System</Filter>
</ClInclude>
</ItemGroup>
<ItemGroup>
@ -446,164 +395,122 @@
<Filter>Assets</Filter>
</Image>
</ItemGroup>
<ItemGroup>
<None Include="packages.config" />
</ItemGroup>
<ItemGroup>
<ResourceCompile Include="resources.rc">
<Filter>Fichiers de ressources</Filter>
</ResourceCompile>
</ItemGroup>
<ItemGroup>
<CopyFileToFolders Include="font.vs">
<Filter>Fonts</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="font.ps">
<Filter>Fonts</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="Color.vs">
<Filter>shader</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="light.ps">
<Filter>shader</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="font01.txt">
<Filter>Fonts</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="font01.tga">
<Filter>fonts</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="sprite_data_01.txt">
<CopyFileToFolders Include="sprite01.tga">
<Filter>Assets</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="sprite01.tga">
<Filter>Assets\Texture</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="sprite02.tga">
<Filter>Assets\Texture</Filter>
<Filter>Assets</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="sprite03.tga">
<Filter>Assets\Texture</Filter>
<Filter>Assets</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="sprite04.tga">
<Filter>Assets\Texture</Filter>
<Filter>Assets</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="src\hlsl\alphamap.ps" />
<CopyFileToFolders Include="src\hlsl\alphamap.vs" />
<CopyFileToFolders Include="src\hlsl\celshading.ps" />
<CopyFileToFolders Include="src\hlsl\celshading.vs" />
<CopyFileToFolders Include="src\hlsl\Color.ps" />
<CopyFileToFolders Include="src\hlsl\Color.vs" />
<CopyFileToFolders Include="src\hlsl\font.ps" />
<CopyFileToFolders Include="src\hlsl\font.vs" />
<CopyFileToFolders Include="src\hlsl\light.ps" />
<CopyFileToFolders Include="src\hlsl\light.vs" />
<CopyFileToFolders Include="src\hlsl\lightmap.ps" />
<CopyFileToFolders Include="src\hlsl\lightmap.vs" />
<CopyFileToFolders Include="src\hlsl\Multitexture.ps" />
<CopyFileToFolders Include="src\hlsl\Multitexture.vs" />
<CopyFileToFolders Include="src\hlsl\normalmap.ps" />
<CopyFileToFolders Include="src\hlsl\normalmap.vs" />
<CopyFileToFolders Include="src\hlsl\reflection.ps" />
<CopyFileToFolders Include="src\hlsl\reflection.vs" />
<CopyFileToFolders Include="src\hlsl\refraction.ps" />
<CopyFileToFolders Include="src\hlsl\refraction.vs" />
<CopyFileToFolders Include="src\hlsl\specmap.ps" />
<CopyFileToFolders Include="src\hlsl\specmap.vs" />
<CopyFileToFolders Include="src\hlsl\sunlight.ps" />
<CopyFileToFolders Include="src\hlsl\sunlight.vs" />
<CopyFileToFolders Include="src\hlsl\texture.ps" />
<CopyFileToFolders Include="src\hlsl\texture.vs" />
<CopyFileToFolders Include="src\hlsl\translate.ps" />
<CopyFileToFolders Include="src\hlsl\translate.vs" />
<CopyFileToFolders Include="src\hlsl\transparent.ps" />
<CopyFileToFolders Include="src\hlsl\transparent.vs" />
<CopyFileToFolders Include="src\hlsl\water.ps" />
<CopyFileToFolders Include="src\hlsl\water.vs" />
<CopyFileToFolders Include="src\hlsl\skybox.ps" />
<CopyFileToFolders Include="src\hlsl\skybox.vs" />
<CopyFileToFolders Include="assets\Model\OBJ\skysphere.obj">
<Filter>Assets\Model\OBJ</Filter>
<CopyFileToFolders Include="Color.ps">
<Filter>shader</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="assets\Texture\BricksNRM2K.png">
<CopyFileToFolders Include="light.vs">
<Filter>shader</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="lightmap.ps">
<Filter>shader</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="lightmap.vs">
<Filter>shader</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="reflection.ps">
<Filter>shader</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="reflection.vs">
<Filter>shader</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="translate.ps">
<Filter>shader</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="translate.vs">
<Filter>shader</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="transparent.ps">
<Filter>shader</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="transparent.vs">
<Filter>shader</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="Multitexture.ps">
<Filter>Texture</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="assets\Texture\BricksGLOSS2K.png">
<CopyFileToFolders Include="Multitexture.vs">
<Filter>Texture</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="assets\Texture\Bricks2K.png">
<CopyFileToFolders Include="normalmap.ps">
<Filter>Texture</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="assets\Skybox\skybox.png">
<Filter>Assets\Skybox</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="src\hlsl\depth.ps" />
<CopyFileToFolders Include="src\hlsl\depth.vs" />
<CopyFileToFolders Include="assets\Texture\alpha01.png">
<Filter>Fichiers de ressources</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="assets\Texture\dirt01.png">
<CopyFileToFolders Include="normalmap.vs">
<Filter>Texture</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="assets\Texture\EmptyTexture.png">
<CopyFileToFolders Include="specmap.ps">
<Filter>Texture</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="assets\Texture\font01.png">
<CopyFileToFolders Include="specmap.vs">
<Filter>Texture</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="assets\Texture\ground01.png">
<CopyFileToFolders Include="texture.ps">
<Filter>Texture</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="assets\Texture\light01.png">
<CopyFileToFolders Include="texture.vs">
<Filter>Texture</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="assets\Texture\marble01.png">
<CopyFileToFolders Include="alphamap.vs">
<Filter>Texture</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="assets\Texture\moss01.png">
<CopyFileToFolders Include="alphamap.ps">
<Filter>Texture</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="assets\Texture\normal01.png">
<Filter>Texture</Filter>
<CopyFileToFolders Include="refraction.ps">
<Filter>shader</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="assets\Texture\spec02.png">
<Filter>Texture</Filter>
<CopyFileToFolders Include="refraction.vs">
<Filter>shader</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="assets\Texture\sprite01.png">
<Filter>Texture</Filter>
<CopyFileToFolders Include="..\KhaoticDemo\water.ps">
<Filter>shader</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="assets\Texture\sprite02.png">
<Filter>Texture</Filter>
<CopyFileToFolders Include="water.vs">
<Filter>shader</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="assets\Texture\sprite03.png">
<Filter>Texture</Filter>
<CopyFileToFolders Include="celshading.vs">
<Filter>shader</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="assets\Texture\sprite04.png">
<Filter>Texture</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="assets\Texture\stone01.png">
<Filter>Texture</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="assets\Texture\stone01.tga">
<Filter>Texture</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="assets\Texture\wall.png">
<Filter>Texture</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="assets\Texture\wall01.png">
<Filter>Texture</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="assets\Texture\water01.png">
<Filter>Texture</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="assets\Model\OBJ\vaisseautri.obj">
<Filter>Assets\Model\OBJ</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="assets\Model\OBJ\vaisseau.obj">
<Filter>Assets\Model\OBJ</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="assets\Model\OBJ\plane.obj">
<Filter>Assets\Model\OBJ</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="assets\Model\OBJ\monke.obj">
<Filter>Assets\Model\OBJ</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="assets\Model\OBJ\isosphere.obj">
<Filter>Assets\Model\OBJ</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="assets\Model\OBJ\invertcube.obj">
<Filter>Assets\Model\OBJ</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="assets\Model\OBJ\cone.obj">
<Filter>Assets\Model\OBJ</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="assets\Model\OBJ\86.obj">
<Filter>Assets\Model\OBJ</Filter>
<CopyFileToFolders Include="celshading.ps">
<Filter>shader</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="assets\Model\TXT\bath.txt">
<Filter>Assets\Model\TXT</Filter>
@ -632,11 +539,92 @@
<CopyFileToFolders Include="assets\Model\TXT\water.txt">
<Filter>Assets\Model\TXT</Filter>
</CopyFileToFolders>
</ItemGroup>
<ItemGroup>
<None Include="packages.config" />
<None Include="assets\Texture\imgui.ini">
<Filter>Texture</Filter>
</None>
<CopyFileToFolders Include="assets\Model\OBJ\vaisseau.obj">
<Filter>Assets\Model\OBJ</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="assets\Model\OBJ\monke.obj">
<Filter>Assets\Model\OBJ</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="assets\Model\OBJ\isosphere.obj">
<Filter>Assets\Model\OBJ</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="assets\Model\OBJ\cone.obj">
<Filter>Assets\Model\OBJ</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="assets\Model\OBJ\86.obj">
<Filter>Assets\Model\OBJ</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="sprite_data_01.txt">
<Filter>Assets</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="assets\Texture\stone01.tga">
<Filter>Assets\Texture</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="assets\Texture\alpha01.png">
<Filter>Assets\Texture</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="assets\Texture\Bricks2K.png">
<Filter>Assets\Texture</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="assets\Texture\BricksGLOSS2K.png">
<Filter>Assets\Texture</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="assets\Texture\BricksNRM2K.png">
<Filter>Assets\Texture</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="assets\Texture\dirt01.png">
<Filter>Assets\Texture</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="assets\Texture\font01.png">
<Filter>Assets\Texture</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="assets\Texture\ground01.png">
<Filter>Assets\Texture</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="assets\Texture\light01.png">
<Filter>Assets\Texture</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="assets\Texture\marble01.png">
<Filter>Assets\Texture</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="assets\Texture\moss01.png">
<Filter>Assets\Texture</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="assets\Texture\normal01.png">
<Filter>Assets\Texture</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="assets\Texture\spec02.png">
<Filter>Assets\Texture</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="assets\Texture\sprite01.png">
<Filter>Assets\Texture</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="assets\Texture\sprite02.png">
<Filter>Assets\Texture</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="assets\Texture\sprite03.png">
<Filter>Assets\Texture</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="assets\Texture\sprite04.png">
<Filter>Fichiers de ressources</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="assets\Texture\stone01.png">
<Filter>Fichiers de ressources</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="assets\Texture\wall.png">
<Filter>Fichiers de ressources</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="assets\Texture\wall01.png">
<Filter>Fichiers de ressources</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="assets\Texture\water01.png">
<Filter>Fichiers de ressources</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="assets\Model\OBJ\plane.obj">
<Filter>Assets\Model\OBJ</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="assets\Texture\EmptyTexture.png">
<Filter>Assets\Texture</Filter>
</CopyFileToFolders>
</ItemGroup>
</Project>

View File

@ -9,6 +9,7 @@ cbuffer PixelBuffer
float4 pixelColor;
};
//////////////
// TYPEDEFS //
//////////////
@ -25,17 +26,22 @@ float4 FontPixelShader(PixelInputType input) : SV_TARGET
{
float4 color;
// Sample the texture pixel at this location.
color = shaderTexture.Sample(SampleType, input.tex);
// If the color is black on the texture then discard this pixel.
if (color.r == 0.0f && color.g == 0.0f && color.b == 0.0f)
// If the color is black on the texture then treat this pixel as transparent.
if(color.r == 0.0f)
{
discard;
color.a = 0.0f;
}
// If the color is other than black on the texture then this is a pixel in the font so draw it using the font pixel color.
else
{
color.a = 1.0f;
color = color * pixelColor;
}
return color;
}

View File

@ -8,6 +8,7 @@ cbuffer MatrixBuffer
matrix projectionMatrix;
};
//////////////
// TYPEDEFS //
//////////////
@ -23,6 +24,7 @@ struct PixelInputType
float2 tex : TEXCOORD0;
};
////////////////////////////////////////////////////////////////////////////////
// Vertex Shader
////////////////////////////////////////////////////////////////////////////////
@ -30,6 +32,7 @@ PixelInputType FontVertexShader(VertexInputType input)
{
PixelInputType output;
// Change the position vector to be 4 units for proper matrix calculations.
input.position.w = 1.0f;

View File

@ -1,22 +1,22 @@
#include "font_class.h"
#include "fontclass.h"
font_class::font_class()
FontClass::FontClass()
{
m_Font = 0;
m_Texture = 0;
}
font_class::font_class(const font_class& other)
FontClass::FontClass(const FontClass& other)
{
}
font_class::~font_class()
FontClass::~FontClass()
{
}
bool font_class::Initialize(ID3D11Device* device, ID3D11DeviceContext* deviceContext, int fontChoice)
bool FontClass::Initialize(ID3D11Device* device, ID3D11DeviceContext* deviceContext, int fontChoice)
{
Logger::Get().Log("Initializing font class", __FILE__, __LINE__, Logger::LogLevel::Initialize);
@ -66,7 +66,7 @@ bool font_class::Initialize(ID3D11Device* device, ID3D11DeviceContext* deviceCon
return true;
}
void font_class::Shutdown()
void FontClass::Shutdown()
{
// Release the font texture.
ReleaseTexture();
@ -77,7 +77,7 @@ void font_class::Shutdown()
return;
}
bool font_class::LoadFontData(char* filename)
bool FontClass::LoadFontData(char* filename)
{
Logger::Get().Log(("Loading font data from %s", filename), __FILE__, __LINE__);
@ -123,7 +123,7 @@ bool font_class::LoadFontData(char* filename)
return true;
}
void font_class::ReleaseFontData()
void FontClass::ReleaseFontData()
{
// Release the font data array.
if (m_Font)
@ -135,7 +135,7 @@ void font_class::ReleaseFontData()
return;
}
bool font_class::LoadTexture(ID3D11Device* device, ID3D11DeviceContext* deviceContext, char* filename)
bool FontClass::LoadTexture(ID3D11Device* device, ID3D11DeviceContext* deviceContext, char* filename)
{
Logger::Get().Log(("Loading font texture from %s", filename), __FILE__, __LINE__);
@ -143,7 +143,7 @@ bool font_class::LoadTexture(ID3D11Device* device, ID3D11DeviceContext* deviceCo
// Create and initialize the font texture object.
m_Texture = new texture_class;
m_Texture = new TextureClass;
result = m_Texture->Initialize(device, deviceContext, filename);
if (!result)
@ -157,7 +157,7 @@ bool font_class::LoadTexture(ID3D11Device* device, ID3D11DeviceContext* deviceCo
return true;
}
void font_class::ReleaseTexture()
void FontClass::ReleaseTexture()
{
// Release the texture object.
if (m_Texture)
@ -170,12 +170,12 @@ void font_class::ReleaseTexture()
return;
}
ID3D11ShaderResourceView* font_class::GetTexture()
ID3D11ShaderResourceView* FontClass::GetTexture()
{
return m_Texture->GetTexture();
}
void font_class::BuildVertexArray(void* vertices, char* sentence, float drawX, float drawY)
void FontClass::BuildVertexArray(void* vertices, char* sentence, float drawX, float drawY)
{
VertexType* vertexPtr;
int numLetters, index, i, letter;
@ -236,7 +236,7 @@ void font_class::BuildVertexArray(void* vertices, char* sentence, float drawX, f
return;
}
int font_class::GetSentencePixelLength(char* sentence)
int FontClass::GetSentencePixelLength(char* sentence)
{
int pixelLength, numLetters, i, letter;
@ -262,7 +262,7 @@ int font_class::GetSentencePixelLength(char* sentence)
return pixelLength;
}
int font_class::GetFontHeight()
int FontClass::GetFontHeight()
{
return (int)m_fontHeight;
}

View File

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

View File

@ -1,30 +1,30 @@
#include "font_shader_class.h"
#include "fontshaderclass.h"
font_shader_class::font_shader_class()
FontShaderClass::FontShaderClass()
{
vertex_shader_ = 0;
pixel_shader_ = 0;
layout_ = 0;
matrix_buffer_ = 0;
sample_state_ = 0;
pixel_buffer_ = 0;
m_vertexShader = 0;
m_pixelShader = 0;
m_layout = 0;
m_matrixBuffer = 0;
m_sampleState = 0;
m_pixelBuffer = 0;
}
font_shader_class::font_shader_class(const font_shader_class& other)
FontShaderClass::FontShaderClass(const FontShaderClass& other)
{
}
font_shader_class::~font_shader_class()
FontShaderClass::~FontShaderClass()
{
}
bool font_shader_class::initialize(ID3D11Device* device, HWND hwnd)
bool FontShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
{
Logger::Get().Log("Initializing font_shader_class", __FILE__, __LINE__, Logger::LogLevel::Initialize);
Logger::Get().Log("Initializing FontShaderClass", __FILE__, __LINE__, Logger::LogLevel::Initialize);
bool result;
wchar_t vsFilename[128];
@ -32,7 +32,7 @@ bool font_shader_class::initialize(ID3D11Device* device, HWND hwnd)
int error;
// Set the filename of the vertex shader.
error = wcscpy_s(vsFilename, 128, L"src/hlsl/font.vs");
error = wcscpy_s(vsFilename, 128, L"font.vs");
if (error != 0)
{
Logger::Get().Log("Error copying string", __FILE__, __LINE__, Logger::LogLevel::Error);
@ -40,42 +40,42 @@ bool font_shader_class::initialize(ID3D11Device* device, HWND hwnd)
}
// Set the filename of the pixel shader.
error = wcscpy_s(psFilename, 128, L"src/hlsl/font.ps");
error = wcscpy_s(psFilename, 128, L"font.ps");
if (error != 0)
{
Logger::Get().Log("Error copying string", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
// initialize the vertex and pixel shaders.
result = initialize_shader(device, hwnd, vsFilename, psFilename);
// Initialize the vertex and pixel shaders.
result = InitializeShader(device, hwnd, vsFilename, psFilename);
if (!result)
{
Logger::Get().Log("Error initializing shader", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
Logger::Get().Log("font_shader_class initialized", __FILE__, __LINE__, Logger::LogLevel::Initialize);
Logger::Get().Log("FontShaderClass initialized", __FILE__, __LINE__, Logger::LogLevel::Initialize);
return true;
}
void font_shader_class::shutdown()
void FontShaderClass::Shutdown()
{
// shutdown the vertex and pixel shaders as well as the related objects.
shutdown_shader();
// Shutdown the vertex and pixel shaders as well as the related objects.
ShutdownShader();
return;
}
bool font_shader_class::render(ID3D11DeviceContext* deviceContext, int indexCount, XMMATRIX worldMatrix, XMMATRIX viewMatrix,
bool FontShaderClass::Render(ID3D11DeviceContext* deviceContext, int indexCount, XMMATRIX worldMatrix, XMMATRIX viewMatrix,
XMMATRIX projectionMatrix, ID3D11ShaderResourceView* texture, XMFLOAT4 pixelColor)
{
bool result;
// Set the shader parameters that it will use for rendering.
result = set_shader_parameters(deviceContext, worldMatrix, viewMatrix, projectionMatrix, texture, pixelColor);
result = SetShaderParameters(deviceContext, worldMatrix, viewMatrix, projectionMatrix, texture, pixelColor);
if (!result)
{
Logger::Get().Log("Error setting shader parameters", __FILE__, __LINE__, Logger::LogLevel::Error);
@ -83,12 +83,12 @@ bool font_shader_class::render(ID3D11DeviceContext* deviceContext, int indexCoun
}
// Now render the prepared buffers with the shader.
render_shader(deviceContext, indexCount);
RenderShader(deviceContext, indexCount);
return true;
}
bool font_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd, WCHAR* vsFilename, WCHAR* psFilename)
bool FontShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR* vsFilename, WCHAR* psFilename)
{
Logger::Get().Log("Initializing shader", __FILE__, __LINE__, Logger::LogLevel::Initialize);
@ -103,7 +103,7 @@ bool font_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd, WCHAR
D3D11_BUFFER_DESC pixelBufferDesc;
// initialize the pointers this function will use to null.
// Initialize the pointers this function will use to null.
errorMessage = 0;
vertexShaderBuffer = 0;
pixelShaderBuffer = 0;
@ -116,7 +116,7 @@ bool font_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd, WCHAR
// If the shader failed to compile it should have writen something to the error message.
if (errorMessage)
{
output_shader_error_message(errorMessage, hwnd, vsFilename);
OutputShaderErrorMessage(errorMessage, hwnd, vsFilename);
}
// If there was nothing in the error message then it simply could not find the shader file itself.
else
@ -135,7 +135,7 @@ bool font_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd, WCHAR
// If the shader failed to compile it should have writen something to the error message.
if (errorMessage)
{
output_shader_error_message(errorMessage, hwnd, psFilename);
OutputShaderErrorMessage(errorMessage, hwnd, psFilename);
}
// If there was nothing in the error message then it simply could not find the file itself.
else
@ -147,7 +147,7 @@ bool font_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd, WCHAR
}
// Create the vertex shader from the buffer.
result = device->CreateVertexShader(vertexShaderBuffer->GetBufferPointer(), vertexShaderBuffer->GetBufferSize(), NULL, &vertex_shader_);
result = device->CreateVertexShader(vertexShaderBuffer->GetBufferPointer(), vertexShaderBuffer->GetBufferSize(), NULL, &m_vertexShader);
if (FAILED(result))
{
Logger::Get().Log("Error creating vertex shader", __FILE__, __LINE__, Logger::LogLevel::Error);
@ -155,7 +155,7 @@ bool font_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd, WCHAR
}
// Create the pixel shader from the buffer.
result = device->CreatePixelShader(pixelShaderBuffer->GetBufferPointer(), pixelShaderBuffer->GetBufferSize(), NULL, &pixel_shader_);
result = device->CreatePixelShader(pixelShaderBuffer->GetBufferPointer(), pixelShaderBuffer->GetBufferSize(), NULL, &m_pixelShader);
if (FAILED(result))
{
Logger::Get().Log("Error creating pixel shader", __FILE__, __LINE__, Logger::LogLevel::Error);
@ -179,13 +179,12 @@ bool font_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd, WCHAR
polygonLayout[1].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
polygonLayout[1].InstanceDataStepRate = 0;
// Get a count of the elements in the layout.
numElements = sizeof(polygonLayout) / sizeof(polygonLayout[0]);
// Create the vertex input layout.
result = device->CreateInputLayout(polygonLayout, numElements, vertexShaderBuffer->GetBufferPointer(),
vertexShaderBuffer->GetBufferSize(), &layout_);
vertexShaderBuffer->GetBufferSize(), &m_layout);
if (FAILED(result))
{
Logger::Get().Log("Error creating input layout", __FILE__, __LINE__, Logger::LogLevel::Error);
@ -201,14 +200,14 @@ bool font_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd, WCHAR
// Setup the description of the dynamic matrix constant buffer that is in the vertex shader.
matrixBufferDesc.Usage = D3D11_USAGE_DYNAMIC;
matrixBufferDesc.ByteWidth = sizeof(matrix_buffer_type);
matrixBufferDesc.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, &matrix_buffer_);
result = device->CreateBuffer(&matrixBufferDesc, NULL, &m_matrixBuffer);
if (FAILED(result))
{
Logger::Get().Log("Error creating constant buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
@ -231,7 +230,7 @@ bool font_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd, WCHAR
samplerDesc.MaxLOD = D3D11_FLOAT32_MAX;
// Create the texture sampler state.
result = device->CreateSamplerState(&samplerDesc, &sample_state_);
result = device->CreateSamplerState(&samplerDesc, &m_sampleState);
if (FAILED(result))
{
Logger::Get().Log("Error creating sampler state", __FILE__, __LINE__, Logger::LogLevel::Error);
@ -240,14 +239,14 @@ bool font_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd, WCHAR
// Setup the description of the dynamic pixel constant buffer that is in the pixel shader.
pixelBufferDesc.Usage = D3D11_USAGE_DYNAMIC;
pixelBufferDesc.ByteWidth = sizeof(pixel_buffer_type);
pixelBufferDesc.ByteWidth = sizeof(PixelBufferType);
pixelBufferDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
pixelBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
pixelBufferDesc.MiscFlags = 0;
pixelBufferDesc.StructureByteStride = 0;
// Create the pixel constant buffer pointer so we can access the pixel shader constant buffer from within this class.
result = device->CreateBuffer(&pixelBufferDesc, NULL, &pixel_buffer_);
result = device->CreateBuffer(&pixelBufferDesc, NULL, &m_pixelBuffer);
if (FAILED(result))
{
Logger::Get().Log("Error creating constant buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
@ -259,50 +258,50 @@ bool font_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd, WCHAR
return true;
}
void font_shader_class::shutdown_shader()
void FontShaderClass::ShutdownShader()
{
Logger::Get().Log("Shutting down shader", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
// Release the pixel constant buffer.
if (pixel_buffer_)
if (m_pixelBuffer)
{
pixel_buffer_->Release();
pixel_buffer_ = 0;
m_pixelBuffer->Release();
m_pixelBuffer = 0;
}
// Release the sampler state.
if (sample_state_)
if (m_sampleState)
{
sample_state_->Release();
sample_state_ = 0;
m_sampleState->Release();
m_sampleState = 0;
}
// Release the matrix constant buffer.
if (matrix_buffer_)
if (m_matrixBuffer)
{
matrix_buffer_->Release();
matrix_buffer_ = 0;
m_matrixBuffer->Release();
m_matrixBuffer = 0;
}
// Release the layout.
if (layout_)
if (m_layout)
{
layout_->Release();
layout_ = 0;
m_layout->Release();
m_layout = 0;
}
// Release the pixel shader.
if (pixel_shader_)
if (m_pixelShader)
{
pixel_shader_->Release();
pixel_shader_ = 0;
m_pixelShader->Release();
m_pixelShader = 0;
}
// Release the vertex shader.
if (vertex_shader_)
if (m_vertexShader)
{
vertex_shader_->Release();
vertex_shader_ = 0;
m_vertexShader->Release();
m_vertexShader = 0;
}
Logger::Get().Log("Shader shut down", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
@ -310,7 +309,7 @@ void font_shader_class::shutdown_shader()
return;
}
void font_shader_class::output_shader_error_message(ID3D10Blob* errorMessage, HWND hwnd, WCHAR* shaderFilename)
void FontShaderClass::OutputShaderErrorMessage(ID3D10Blob* errorMessage, HWND hwnd, WCHAR* shaderFilename)
{
char* compileErrors;
unsigned long long bufferSize, i;
@ -345,15 +344,15 @@ void font_shader_class::output_shader_error_message(ID3D10Blob* errorMessage, HW
return;
}
bool font_shader_class::set_shader_parameters(ID3D11DeviceContext* deviceContext, XMMATRIX worldMatrix, XMMATRIX viewMatrix,
bool FontShaderClass::SetShaderParameters(ID3D11DeviceContext* deviceContext, XMMATRIX worldMatrix, XMMATRIX viewMatrix,
XMMATRIX projectionMatrix, ID3D11ShaderResourceView* texture, XMFLOAT4 pixelColor)
{
HRESULT result;
D3D11_MAPPED_SUBRESOURCE mappedResource;
matrix_buffer_type* dataPtr;
MatrixBufferType* dataPtr;
unsigned int bufferNumber;
pixel_buffer_type* dataPtr2;
PixelBufferType* dataPtr2;
// Transpose the matrices to prepare them for the shader.
@ -362,7 +361,7 @@ bool font_shader_class::set_shader_parameters(ID3D11DeviceContext* deviceContext
projectionMatrix = XMMatrixTranspose(projectionMatrix);
// Lock the constant buffer so it can be written to.
result = deviceContext->Map(matrix_buffer_, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
result = deviceContext->Map(m_matrixBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
if (FAILED(result))
{
Logger::Get().Log("Error mapping constant buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
@ -370,7 +369,7 @@ bool font_shader_class::set_shader_parameters(ID3D11DeviceContext* deviceContext
}
// Get a pointer to the data in the constant buffer.
dataPtr = (matrix_buffer_type*)mappedResource.pData;
dataPtr = (MatrixBufferType*)mappedResource.pData;
// Copy the matrices into the constant buffer.
dataPtr->world = worldMatrix;
@ -378,19 +377,19 @@ bool font_shader_class::set_shader_parameters(ID3D11DeviceContext* deviceContext
dataPtr->projection = projectionMatrix;
// Unlock the constant buffer.
deviceContext->Unmap(matrix_buffer_, 0);
deviceContext->Unmap(m_matrixBuffer, 0);
// 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.
deviceContext->VSSetConstantBuffers(bufferNumber, 1, &matrix_buffer_);
deviceContext->VSSetConstantBuffers(bufferNumber, 1, &m_matrixBuffer);
// Set shader texture resource in the pixel shader.
deviceContext->PSSetShaderResources(0, 1, &texture);
// Lock the pixel constant buffer so it can be written to.
result = deviceContext->Map(pixel_buffer_, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
result = deviceContext->Map(m_pixelBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
if (FAILED(result))
{
Logger::Get().Log("Error mapping constant buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
@ -398,36 +397,36 @@ bool font_shader_class::set_shader_parameters(ID3D11DeviceContext* deviceContext
}
// Get a pointer to the data in the pixel constant buffer.
dataPtr2 = (pixel_buffer_type*)mappedResource.pData;
dataPtr2 = (PixelBufferType*)mappedResource.pData;
// Copy the pixel color into the pixel constant buffer.
dataPtr2->pixelColor = pixelColor;
// Unlock the pixel constant buffer.
deviceContext->Unmap(pixel_buffer_, 0);
deviceContext->Unmap(m_pixelBuffer, 0);
// Set the position of the pixel constant buffer in the pixel shader.
bufferNumber = 0;
// Now set the pixel constant buffer in the pixel shader with the updated value.
deviceContext->PSSetConstantBuffers(bufferNumber, 1, &pixel_buffer_);
deviceContext->PSSetConstantBuffers(bufferNumber, 1, &m_pixelBuffer);
return true;
}
void font_shader_class::render_shader(ID3D11DeviceContext* deviceContext, int indexCount)
void FontShaderClass::RenderShader(ID3D11DeviceContext* deviceContext, int indexCount)
{
// Set the vertex input layout.
deviceContext->IASetInputLayout(layout_);
deviceContext->IASetInputLayout(m_layout);
// Set the vertex and pixel shaders that will be used to render this triangle.
deviceContext->VSSetShader(vertex_shader_, NULL, 0);
deviceContext->PSSetShader(pixel_shader_, NULL, 0);
deviceContext->VSSetShader(m_vertexShader, NULL, 0);
deviceContext->PSSetShader(m_pixelShader, NULL, 0);
// Set the sampler state in the pixel shader.
deviceContext->PSSetSamplers(0, 1, &sample_state_);
deviceContext->PSSetSamplers(0, 1, &m_sampleState);
// render the triangle.
// Render the triangle.
deviceContext->DrawIndexed(indexCount, 0, 0);
return;

View File

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

46
enginecustom/fpsclass.cpp Normal file
View File

@ -0,0 +1,46 @@
#include "fpsclass.h"
FpsClass::FpsClass()
{
}
FpsClass::FpsClass(const FpsClass& other)
{
}
FpsClass::~FpsClass()
{
}
void FpsClass::Initialize()
{
m_fps = 0;
m_count = 0;
m_startTime = timeGetTime();
return;
}
void FpsClass::Frame()
{
m_count++;
if (timeGetTime() >= (m_startTime + 1000))
{
m_fps = m_count;
m_count = 0;
m_startTime = timeGetTime();
}
return;
}
int FpsClass::GetFps()
{
return m_fps;
}

View File

@ -15,32 +15,22 @@
#include <mmsystem.h>
////////////////////////////////////////////////////////////////////////////////
// Class name: fps_class
// Class name: FpsClass
////////////////////////////////////////////////////////////////////////////////
class fps_class
class FpsClass
{
public:
fps_class();
fps_class(const fps_class&);
~fps_class();
FpsClass();
FpsClass(const FpsClass&);
~FpsClass();
void Initialize();
void Frame();
int GetFps();
int GetMinFps() const;
int GetMaxFps() const;
float GetFrameTime() const;
void ResetStats();
private:
int m_fps, m_count;
unsigned long m_startTime;
int m_minFps;
int m_maxFps;
float m_frameTime;
unsigned long m_previousTime;
};
#endif

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