Compare commits
No commits in common. "main" and "Experimental" have entirely different histories.
main
...
Experiment
2
.gitattributes
vendored
@ -1,2 +0,0 @@
|
||||
enginecustom/assets/Model/OBJ/*.obj filter=lfs diff=lfs merge=lfs -text
|
||||
enginecustom/assets/Model/OBJ/*.mtl filter=lfs diff=lfs merge=lfs -text
|
8
.gitignore
vendored
@ -9,6 +9,14 @@
|
||||
*.slo
|
||||
*.lo
|
||||
*.o
|
||||
*.obj
|
||||
|
||||
# Don't ignore 3d model in OBJ
|
||||
!enginecustom/monke.obj
|
||||
!enginecustom/isosphere.obj
|
||||
!enginecustom/cone.obj
|
||||
!enginecustom/vaisseau.obj
|
||||
!enginecustom/86.obj
|
||||
|
||||
# Precompiled Headers
|
||||
*.gch
|
||||
|
1
.idea/.idea.KhaoticEngineReborn/.idea/.name
generated
@ -1 +0,0 @@
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||||
KhaoticEngineReborn
|
@ -1,6 +0,0 @@
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|
14
.idea/.idea.KhaoticEngineReborn/.idea/discord.xml
generated
@ -1,14 +0,0 @@
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<?xml version="1.0" encoding="UTF-8"?>
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<option name="show" value="PROJECT_FILES" />
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<option name="description" value="" />
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<option name="applicationTheme" value="default" />
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<option name="iconsTheme" value="default" />
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<option name="button1Title" value="" />
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<option name="button1Url" value="" />
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@ -1,8 +0,0 @@
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<?xml version="1.0" encoding="UTF-8"?>
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<project version="4">
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<component name="Encoding">
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<?xml version="1.0" encoding="UTF-8"?>
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<BoolValueOverride>
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@ -1,8 +0,0 @@
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<?xml version="1.0" encoding="UTF-8"?>
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<component name="UserContentModel">
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<attachedFolders />
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<explicitIncludes />
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<explicitExcludes />
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<component name="InspectionProjectProfileManager">
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<profile version="1.0">
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<option name="myName" value="Project Default" />
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<inspection_tool class="LanguageDetectionInspection" enabled="false" level="WEAK WARNING" enabled_by_default="false" />
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<inspection_tool class="ReassignedToPlainText" enabled="false" level="WARNING" enabled_by_default="false" />
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</profile>
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@ -1,12 +0,0 @@
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<?xml version="1.0" encoding="UTF-8"?>
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<project version="4">
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<component name="MaterialThemeProjectNewConfig">
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<option name="metadata">
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<MTProjectMetadataState>
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<option name="migrated" value="true" />
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<option name="pristineConfig" value="false" />
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<option name="userId" value="4025287c:194ad69ad19:-7ff7" />
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</project>
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@ -1,8 +0,0 @@
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<?xml version="1.0" encoding="UTF-8"?>
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<project version="4">
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<option name="singleClickDiffPreview" value="1" />
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<option name="unhandledExceptionsIgnoreList" value="1" />
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<option name="vcsConfiguration" value="3" />
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|
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|
6
.idea/.idea.KhaoticEngineReborn/.idea/vcs.xml
generated
@ -1,6 +0,0 @@
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<?xml version="1.0" encoding="UTF-8"?>
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<project version="4">
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<component name="VcsDirectoryMappings">
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<mapping directory="" vcs="Git" />
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|
285
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generated
@ -1,285 +0,0 @@
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<?xml version="1.0" encoding="UTF-8"?>
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<project version="4">
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<component name="AutoImportSettings">
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<option name="autoReloadType" value="SELECTIVE" />
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<component name="ChangeListManager">
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<list default="true" id="e81d6e08-efc7-40a0-909d-ec4943d948e9" name="Changes" comment="">
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|
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<change beforePath="$PROJECT_DIR$/enginecustom/imgui.ini" beforeDir="false" afterPath="$PROJECT_DIR$/enginecustom/imgui.ini" afterDir="false" />
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</list>
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<option name="SHOW_DIALOG" value="false" />
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<option name="HIGHLIGHT_CONFLICTS" value="true" />
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<option name="HIGHLIGHT_NON_ACTIVE_CHANGELIST" value="false" />
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<option name="LAST_RESOLUTION" value="IGNORE" />
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<component name="DpaMonitoringSettings">
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<option name="firstShow" value="false" />
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</component>
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<component name="Git.Settings">
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<option name="RECENT_GIT_ROOT_PATH" value="$PROJECT_DIR$" />
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</component>
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<component name="HighlightingSettingsPerFile">
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<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
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<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
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<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
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<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
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<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
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<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
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<setting file="cidr-memory-view://4" root0="FORCE_HIGHLIGHTING" />
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<setting file="file://C:/Program Files (x86)/Windows Kits/10/Include/10.0.26100.0/um/d3d11.h" root0="SKIP_HIGHLIGHTING" />
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<setting file="file://$PROJECT_DIR$/enginecustom/include/Inc/VertexTypes.h" root0="SKIP_HIGHLIGHTING" />
|
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<setting file="file://$PROJECT_DIR$/enginecustom/include/Vulkan/Include/vulkan/vulkan_core.h" root0="SKIP_HIGHLIGHTING" />
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<component name="PropertiesComponent"><![CDATA[{
|
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|
||||
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|
||||
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|
||||
"C/C++ Project.KhaoticDemo.executor": "Run",
|
||||
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|
||||
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|
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KhaoticDemo/main.cpp
Normal file
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int main()
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|
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72
KhaoticDemo/water.ps
Normal file
@ -0,0 +1,72 @@
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/////////////
|
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// GLOBALS //
|
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/////////////
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SamplerState SampleType : register(s0);
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Texture2D reflectionTexture : register(t0);
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Texture2D refractionTexture : register(t1);
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Texture2D normalTexture : register(t2);
|
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|
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cbuffer WaterBuffer
|
||||
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|
||||
float waterTranslation;
|
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float reflectRefractScale;
|
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float2 padding;
|
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|
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|
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|
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//////////////
|
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// TYPEDEFS //
|
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//////////////
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struct PixelInputType
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|
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float4 position : SV_POSITION;
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float2 tex : TEXCOORD0;
|
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float4 reflectionPosition : TEXCOORD1;
|
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float4 refractionPosition : TEXCOORD2;
|
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};
|
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|
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////////////////////////////////////////////////////////////////////////////////
|
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// Pixel Shader
|
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|
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float4 WaterPixelShader(PixelInputType input) : SV_TARGET
|
||||
{
|
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float2 reflectTexCoord;
|
||||
float2 refractTexCoord;
|
||||
float4 normalMap;
|
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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;
|
||||
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|
91
README.md
@ -1,14 +1,14 @@
|
||||
# Khaotic Engine Reborn - C++ Custom Engine
|
||||
# Khaotic Engine - C++ Custom Engine
|
||||
|
||||
Khaotic Engine Reborn reprend comme base le moteur Khaotic Engine pour lui ajouter plus de fonctionalité.
|
||||
Khaotic Engine est un moteur de rendu fait en **C++** réalisé par une petite équipe dans le but d'apprendre à utiliser les API de rendu (OpenGL,DirectX 11/12 et Vulkan).
|
||||
|
||||
Ce moteur est basé sur **DirectX11** et utilise **ImGui** pour son interface graphique.
|
||||
Ce moteur est basé sur **DirectX11** utilise **ImGui** et **Boost** 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
|
||||
|
||||
@ -31,44 +31,77 @@ This **DirectX11** based engine uses **ImGui** for the user interface.
|
||||
|
||||
|
||||
|
||||
## Nouvauté Aporté par Khaotic Engine Reborn
|
||||
## Shaders list:
|
||||
|
||||
**SHADER** :
|
||||
|
||||
+ Sunlight shader
|
||||
+ Cel Shading
|
||||
+ Skysphere
|
||||
- **Diffuse Lighting**
|
||||
- **Ambiant Lighting**
|
||||
- **Specular Lighting**
|
||||
- **Light Shader**
|
||||
- **Light Map Shader**
|
||||
- **Alpha Mapping**
|
||||
- **Normal Mapping**
|
||||
- **Specular Mapping**
|
||||
- **Clipping Planes**
|
||||
- **Texture Translation**
|
||||
- **Transparency**
|
||||
- **Water**
|
||||
- **Refraction**
|
||||
- *Reflection (cassé / broken)*
|
||||
|
||||
|
||||
**Interface Graphique** :
|
||||
*Plus de shaders seront disponibles dans le futur*
|
||||
|
||||
+ Console link to the Logger object
|
||||
+ Shader Manager
|
||||
+ Engine Settings
|
||||
+ Sunlight Settings
|
||||
---
|
||||
|
||||
**Save And Load of a Scene** :
|
||||
*More shaders will be added in the future*
|
||||
|
||||
+ Save All Custom object
|
||||
+ Save All Custom Texture for Custom Object
|
||||
|
||||
**Texture File** :
|
||||
|
||||
+ All the format supported by Windows Imaging Component (WIC)
|
||||
## ImGui:
|
||||
|
||||
*Cette partie du moteur est encore en développement, d'autres fonctionnalitées seront ajoutées dans le futur*
|
||||
|
||||
La librairie ImGui est utilisée afin d'intéragir avec les éléments du moteur comme les objets.
|
||||
|
||||
### Fonctionnalitées:
|
||||
- Importer des objets 3D sous format **.obj**
|
||||
- Ajout d'un cube à la scène
|
||||
- Modifier les propriétées d'un objet (Position, Rotation, Taille)
|
||||
- Modifier les objets présents dans la scène
|
||||
- Création d'un terrain
|
||||
- Modifier les propriétées des lumières (Position, Couleur RVB)
|
||||
|
||||
----
|
||||
*This part of the engine is still in development, other features will be added in the future*
|
||||
|
||||
ImGui is used to allow interaction between the user and the objects in the scene.
|
||||
|
||||
### Features:
|
||||
- Import 3D objects with the **.obj** format
|
||||
- Can add a cube to the scene
|
||||
- Edit an object properties (Position, Rotation, Scale)
|
||||
- Edit objects in the current scene
|
||||
- Terrain generation
|
||||
- Edit lights properties (Position, RGB Color)
|
||||
|
||||
**Optimization** :
|
||||
|
||||
- Shader rendering
|
||||
- Frustum culling
|
||||
- Object rendering
|
||||
- Terrain Instancing
|
||||
|
||||
## Demo :
|
||||
|
||||
[](https://youtu.be/CbK1a0Ar94Q)
|
||||
[](https://www.youtube.com/watch?v=qCOCTyB_97c)
|
||||
|
||||
|
||||
## Bug Report :
|
||||
|
||||
Vous pouvez signalez les problèmes en ouvrant un ticket dans [Issues](https://github.com/GamingCampus-AdrienBourgois/khaotic-engine/issues)
|
||||
|
||||
----
|
||||
You can report bugs with the program by creating a ticket in [Issues](https://github.com/GamingCampus-AdrienBourgois/khaotic-engine/issues)
|
||||
|
||||
## Engine Build by :
|
||||
|
||||
**Moteur D'origine** :
|
||||
[](https://github.com/GamingCampus-AdrienBourgois/khaotic-engine?tab=readme-ov-file#engine-build-by-)
|
||||
|
||||
- [@CatChow0](https://github.com/CatChow0)
|
||||
- [@miragefr0st](https://github.com/miragefr0st)
|
||||
@ -77,9 +110,9 @@ This **DirectX11** based engine uses **ImGui** for the user interface.
|
||||
- [@Harpie94](https://github.com/Harpie94)
|
||||
- [@axelpicou](https://github.com/axelpicou)
|
||||
- [@GolfOcean334](https://github.com/GolfOcean334)
|
||||
- [@sutabasuto](https://github.com/sutabasuto)
|
||||
- [@sutabasuto](https://github.com/sutabasuto)
|
||||
|
||||
|
||||
|
||||
|
||||
**Moteur Reborn** :
|
||||
|
||||
- [@CatChow0](https://github.com/CatChow0)
|
||||
|
@ -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
|
724122
enginecustom/86.obj
Normal 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;
|
||||
}
|
46
enginecustom/Cameraclass.h
Normal 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
|
@ -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;
|
@ -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
|
@ -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
|
@ -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
|
@ -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;
|
||||
}
|
@ -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);
|
||||
@ -36,16 +36,12 @@ public:
|
||||
XMFLOAT4 GetSpecularColor();
|
||||
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;
|
||||
};
|
@ -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;
|
92
enginecustom/Lightshaderclass.h
Normal file
@ -0,0 +1,92 @@
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
// Filename: lightshaderclass.h
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
#ifndef _LIGHTSHADERCLASS_H_
|
||||
#define _LIGHTSHADERCLASS_H_
|
||||
|
||||
|
||||
/////////////
|
||||
// GLOBALS //
|
||||
/////////////
|
||||
const int NUM_LIGHTS = 4;
|
||||
//////////////
|
||||
// INCLUDES //
|
||||
//////////////
|
||||
#include "Logger.h"
|
||||
#include <d3d11.h>
|
||||
#include <d3dcompiler.h>
|
||||
#include <directxmath.h>
|
||||
#include <fstream>
|
||||
using namespace DirectX;
|
||||
using namespace std;
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
// Class name: LightShaderClass
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
class LightShaderClass
|
||||
{
|
||||
private:
|
||||
struct MatrixBufferType
|
||||
{
|
||||
XMMATRIX world;
|
||||
XMMATRIX view;
|
||||
XMMATRIX projection;
|
||||
};
|
||||
|
||||
struct CameraBufferType
|
||||
{
|
||||
XMFLOAT3 cameraPosition;
|
||||
float padding;
|
||||
};
|
||||
|
||||
struct LightBufferType
|
||||
{
|
||||
XMFLOAT4 ambientColor;
|
||||
XMFLOAT4 diffuseColor;
|
||||
XMFLOAT3 lightDirection;
|
||||
float padding; // Added extra padding so structure is a multiple of 16 for CreateBuffer function requirements.
|
||||
float specularPower;
|
||||
XMFLOAT4 specularColor;
|
||||
};
|
||||
|
||||
struct LightColorBufferType
|
||||
{
|
||||
XMFLOAT4 diffuseColor[NUM_LIGHTS];
|
||||
};
|
||||
|
||||
struct LightPositionBufferType
|
||||
{
|
||||
XMFLOAT4 lightPosition[NUM_LIGHTS];
|
||||
};
|
||||
|
||||
public:
|
||||
LightShaderClass();
|
||||
LightShaderClass(const LightShaderClass&);
|
||||
~LightShaderClass();
|
||||
|
||||
bool Initialize(ID3D11Device*, HWND);
|
||||
void Shutdown();
|
||||
bool Render(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, XMFLOAT4[], XMFLOAT4[], XMFLOAT4[]);
|
||||
|
||||
private:
|
||||
bool InitializeShader(ID3D11Device*, HWND, WCHAR*, WCHAR*);
|
||||
void ShutdownShader();
|
||||
void OutputShaderErrorMessage(ID3D10Blob*, HWND, WCHAR*);
|
||||
|
||||
bool SetShaderParameters(ID3D11DeviceContext*, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, XMFLOAT4[], XMFLOAT4[], XMFLOAT4[]);
|
||||
void RenderShader(ID3D11DeviceContext*, int);
|
||||
|
||||
private:
|
||||
ID3D11VertexShader* m_vertexShader;
|
||||
ID3D11PixelShader* m_pixelShader;
|
||||
ID3D11InputLayout* m_layout;
|
||||
ID3D11SamplerState* m_sampleState;
|
||||
ID3D11Buffer* m_matrixBuffer;
|
||||
ID3D11Buffer* m_cameraBuffer;
|
||||
ID3D11Buffer* m_lightBuffer;
|
||||
ID3D11Buffer* m_lightColorBuffer;
|
||||
ID3D11Buffer* m_lightPositionBuffer;
|
||||
};
|
||||
|
||||
#endif
|
@ -6,28 +6,25 @@
|
||||
#include <iomanip>
|
||||
#include <sstream>
|
||||
#include <filesystem>
|
||||
#include <deque>
|
||||
#include <unordered_set>
|
||||
#include <imgui.h>
|
||||
|
||||
class Logger
|
||||
{
|
||||
public:
|
||||
|
||||
static Logger& Get()
|
||||
{
|
||||
static Logger instance;
|
||||
return instance;
|
||||
}
|
||||
{
|
||||
static Logger instance;
|
||||
return instance;
|
||||
}
|
||||
|
||||
Logger(Logger const&) = delete;
|
||||
void operator=(Logger const&) = delete;
|
||||
|
||||
enum class LogLevel
|
||||
{
|
||||
Info,
|
||||
Warning,
|
||||
Error,
|
||||
Info,
|
||||
Warning,
|
||||
Error,
|
||||
Shutdown,
|
||||
Initialize,
|
||||
Update,
|
||||
@ -40,51 +37,10 @@ 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()
|
||||
Logger()
|
||||
{
|
||||
char* appdata = nullptr;
|
||||
size_t len;
|
||||
@ -92,8 +48,8 @@ public:
|
||||
if (appdata == nullptr)
|
||||
{
|
||||
m_appdataPath = "log.log";
|
||||
}
|
||||
else
|
||||
}
|
||||
else
|
||||
{
|
||||
m_appdataPath = appdata;
|
||||
}
|
||||
@ -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;
|
||||
@ -205,22 +176,17 @@ public:
|
||||
auto now = std::chrono::system_clock::now();
|
||||
auto in_time_t = std::chrono::system_clock::to_time_t(now);
|
||||
std::tm buf;
|
||||
localtime_s(&buf, &in_time_t);
|
||||
localtime_s(&buf, &in_time_t);
|
||||
|
||||
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;
|
||||
};
|
26
enginecustom/Main.cpp
Normal file
@ -0,0 +1,26 @@
|
||||
#include "systemclass.h"
|
||||
|
||||
|
||||
int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, PSTR pScmdline, int iCmdshow)
|
||||
{
|
||||
SystemClass* System;
|
||||
bool result;
|
||||
|
||||
// Create the system object.
|
||||
System = new SystemClass;
|
||||
|
||||
// Initialize and run the system object.
|
||||
result = System->Initialize();
|
||||
if (result)
|
||||
{
|
||||
Logger::Get().Log("System initialized", __FILE__, __LINE__, Logger::LogLevel::Initialize);
|
||||
System->Run();
|
||||
}
|
||||
|
||||
// Shutdown and release the system object.
|
||||
System->Shutdown();
|
||||
delete System;
|
||||
System = 0;
|
||||
|
||||
return 0;
|
||||
}
|
@ -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;
|
59
enginecustom/Multitextureshaderclass.h
Normal file
@ -0,0 +1,59 @@
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
// Filename: multitextureshaderclass.h
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
#ifndef _MULTITEXTURESHADERCLASS_H_
|
||||
#define _MULTITEXTURESHADERCLASS_H_
|
||||
|
||||
|
||||
//////////////
|
||||
// INCLUDES //
|
||||
//////////////
|
||||
#include "Logger.h"
|
||||
#include <d3d11.h>
|
||||
#include <d3dcompiler.h>
|
||||
#include <directxmath.h>
|
||||
#include <fstream>
|
||||
using namespace DirectX;
|
||||
using namespace std;
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
// Class name: 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
|
@ -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;
|
||||
|
@ -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;
|
@ -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;
|
||||
@ -327,9 +327,9 @@ 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::string textureFilename;
|
||||
std::ifstream fin;
|
||||
int i, j;
|
||||
char input;
|
||||
@ -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;
|
@ -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;
|
||||
};
|
@ -1,64 +1,49 @@
|
||||
#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;
|
||||
|
||||
}
|
||||
|
||||
system_class::~system_class()
|
||||
SystemClass::SystemClass(const SystemClass& other)
|
||||
{
|
||||
|
||||
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()
|
||||
SystemClass::~SystemClass()
|
||||
{
|
||||
int screenHeight, screenWidth = 0;
|
||||
}
|
||||
|
||||
bool SystemClass::Initialize()
|
||||
{
|
||||
int screenWidth, screenHeight;
|
||||
bool result;
|
||||
|
||||
Logger::Get().Log("Initializing system class", __FILE__, __LINE__, Logger::LogLevel::Initialize);
|
||||
|
||||
try
|
||||
{
|
||||
// initialize the windows api.
|
||||
initialize_windows(screenWidth, screenHeight);
|
||||
// Initialize the width and height of the screen to zero before sending the variables into the function.
|
||||
screenWidth = 0;
|
||||
screenHeight = 0;
|
||||
|
||||
m_initialWindowWidth = 0;
|
||||
m_initialWindowHeight = 0;
|
||||
m_isDirect3DInitialized = false;
|
||||
|
||||
// Initialize the windows api.
|
||||
InitializeWindows(screenWidth, screenHeight);
|
||||
|
||||
// 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);
|
||||
@ -66,34 +51,29 @@ 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)
|
||||
// Initialize imgui
|
||||
m_imguiManager = new imguiManager;
|
||||
result = m_imguiManager->Initialize(m_hwnd, m_Application->GetDirect3D()->GetDevice(), m_Application->GetDirect3D()->GetDeviceContext());
|
||||
if (!result)
|
||||
{
|
||||
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());
|
||||
if (!result)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
}
|
||||
catch (const std::exception& e)
|
||||
{
|
||||
@ -106,70 +86,69 @@ 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;
|
||||
|
||||
while (!done)
|
||||
{
|
||||
// Handle the windows messages.
|
||||
@ -187,7 +166,7 @@ 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;
|
||||
@ -195,7 +174,7 @@ 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);
|
||||
@ -208,15 +187,16 @@ 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 +204,27 @@ 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))
|
||||
// Render ImGui
|
||||
result = m_imguiManager->ImGuiWidgetRenderer(m_Application);
|
||||
if (!result)
|
||||
{
|
||||
//log the key press
|
||||
is_debug_key_pressed_ = false;
|
||||
Logger::Get().Log("Failed to render ImGui widgets", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return 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();
|
||||
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 +238,7 @@ 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 +246,7 @@ 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 +255,24 @@ 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->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 +293,7 @@ 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 +308,7 @@ 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 +322,7 @@ 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 +330,26 @@ 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 +360,7 @@ 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 +388,51 @@ 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 +452,14 @@ 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)
|
||||
{
|
||||
application_->set_path(path);
|
||||
application_->set_w_folder(w_folder);
|
||||
}
|
@ -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
|
@ -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;
|
||||
}
|
@ -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();
|
BIN
enginecustom/alpha01.tga
Normal file
After Width: | Height: | Size: 1.0 MiB |
@ -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;
|
55
enginecustom/alphamapshaderclass.h
Normal 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
|
1814
enginecustom/applicationclass.cpp
Normal file
174
enginecustom/applicationclass.h
Normal file
@ -0,0 +1,174 @@
|
||||
#ifndef _APPLICATIONCLASS_H_
|
||||
#define _APPLICATIONCLASS_H_
|
||||
|
||||
|
||||
///////////////////////
|
||||
// MY CLASS INCLUDES //
|
||||
///////////////////////
|
||||
#include "d3dclass.h"
|
||||
#include "cameraclass.h"
|
||||
#include "object.h"
|
||||
#include "lightclass.h"
|
||||
#include <vector>
|
||||
#include <filesystem>
|
||||
|
||||
#include "bitmapclass.h"
|
||||
#include "spriteclass.h"
|
||||
#include "timerclass.h"
|
||||
#include "fontshaderclass.h"
|
||||
#include "fontclass.h"
|
||||
#include "textclass.h"
|
||||
#include "fpsclass.h"
|
||||
#include "inputclass.h"
|
||||
#include "shadermanagerclass.h"
|
||||
#include "modellistclass.h"
|
||||
#include "positionclass.h"
|
||||
#include "frustumclass.h"
|
||||
#include "rendertextureclass.h"
|
||||
#include "displayplaneclass.h"
|
||||
#include "translateshaderclass.h"
|
||||
#include "reflectionshaderclass.h"
|
||||
#include "physics.h"
|
||||
|
||||
|
||||
/////////////
|
||||
// GLOBALS //
|
||||
/////////////
|
||||
const bool FULL_SCREEN = false;
|
||||
const bool VSYNC_ENABLED = true;
|
||||
const float SCREEN_DEPTH = 1000.0f;
|
||||
const float SCREEN_NEAR = 0.3f;
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
// Class name: ApplicationClass
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
class ApplicationClass
|
||||
{
|
||||
public:
|
||||
ApplicationClass();
|
||||
ApplicationClass(const ApplicationClass&);
|
||||
~ApplicationClass();
|
||||
D3DClass* GetDirect3D();
|
||||
|
||||
bool Initialize(int, int, HWND);
|
||||
void Shutdown();
|
||||
bool Frame(InputClass*);
|
||||
|
||||
int GetScreenWidth() const;
|
||||
int GetScreenHeight() const;
|
||||
|
||||
float GetSpeed() const { return m_speed; };
|
||||
void SetSpeed(float speed) { this->m_speed = speed; };
|
||||
|
||||
void AddCube();
|
||||
void DeleteKobject(int index);
|
||||
size_t GetCubeCount() const { return m_cubes.size(); };
|
||||
size_t GetTerrainCubeCount() const { return m_terrainChunk.size(); };
|
||||
std::vector<Object*> GetCubes() const { return m_cubes; };
|
||||
std::vector<Object*> GetTerrainCubes() const { return m_terrainChunk; };
|
||||
std::vector<Object*> GetKobjects() const { return m_object; };
|
||||
void AddKobject(WCHAR* filepath);
|
||||
|
||||
void GenerateTerrain();
|
||||
void DeleteTerrain();
|
||||
|
||||
XMVECTOR GetLightPosition(int index);
|
||||
XMVECTOR GetLightColor(int index);
|
||||
void SetLightPosition(int index, XMVECTOR color);
|
||||
void SetLightColor(int index, XMVECTOR color);
|
||||
void DeleteLight(int index);
|
||||
void AddLight();
|
||||
std::vector<LightClass*> GetLights() const { return m_Lights; };
|
||||
bool GetShouldQuit() const { return m_ShouldQuit; };
|
||||
void SetShouldQuit(bool shouldQuit) { m_ShouldQuit = shouldQuit; };
|
||||
|
||||
private:
|
||||
bool Render(float, float, float, float, float);
|
||||
bool UpdateMouseStrings(int, int, bool);
|
||||
bool UpdateFps();
|
||||
bool UpdateRenderCountString(int);
|
||||
bool RenderSceneToTexture(float);
|
||||
bool RenderRefractionToTexture();
|
||||
bool RenderReflectionToTexture();
|
||||
|
||||
private :
|
||||
|
||||
// ------------------------------------- //
|
||||
// ------------- DIRECT3D -------------- //
|
||||
// ------------------------------------- //
|
||||
|
||||
D3DClass* m_Direct3D;
|
||||
IDXGISwapChain* m_swapChain;
|
||||
ModelClass* m_Model,* m_GroundModel, * m_WallModel, * m_BathModel, * m_WaterModel;
|
||||
ModelListClass* m_ModelList;
|
||||
|
||||
// ------------------------------------- //
|
||||
// ------------- RENDERING ------------- //
|
||||
// ------------------------------------- //
|
||||
|
||||
XMMATRIX m_baseViewMatrix;
|
||||
RenderTextureClass* m_RenderTexture, * m_RefractionTexture, * m_ReflectionTexture;
|
||||
DisplayPlaneClass* m_DisplayPlane;
|
||||
int m_screenWidth, m_screenHeight;
|
||||
CameraClass* m_Camera;
|
||||
PositionClass* m_Position;
|
||||
FrustumClass* m_Frustum;
|
||||
|
||||
// ------------------------------------ //
|
||||
// ------------- OBJECTS -------------- //
|
||||
// ------------------------------------ //
|
||||
|
||||
Object* m_SelectedObject;
|
||||
std::vector<Object*> m_cubes;
|
||||
std::vector<Object*> m_terrainChunk;
|
||||
float m_speed = 0.1f; // speed for the demo spinning object
|
||||
std::vector<Object*> m_object;
|
||||
int m_ObjectId = 0;
|
||||
|
||||
// ----------------------------------- //
|
||||
// ------------- LIGHTS -------------- //
|
||||
// ----------------------------------- //
|
||||
|
||||
LightClass* m_Light;
|
||||
std::vector<LightClass*> m_Lights;
|
||||
int m_numLights;
|
||||
|
||||
// ----------------------------------- //
|
||||
// ------------- SHADERS ------------- //
|
||||
// ----------------------------------- //
|
||||
|
||||
ShaderManagerClass* m_ShaderManager;
|
||||
FontShaderClass* m_FontShader;
|
||||
BitmapClass* m_Bitmap;
|
||||
SpriteClass* m_Sprite;
|
||||
|
||||
// ----------------------------------- //
|
||||
// ------------ VARIABLES ------------ //
|
||||
// ----------------------------------- //
|
||||
|
||||
float m_waterHeight, m_waterTranslation;
|
||||
|
||||
// ------------------------------------------------- //
|
||||
// ------------- FPS AND INFO ON SCREEN ------------ //
|
||||
// ------------------------------------------------- //
|
||||
|
||||
TimerClass* m_Timer;
|
||||
TextClass* m_MouseStrings;
|
||||
TextClass* m_RenderCountString;
|
||||
FontClass* m_Font;
|
||||
FpsClass* m_Fps;
|
||||
TextClass* m_FpsString;
|
||||
int m_previousFps;
|
||||
|
||||
// ------------------------------------------------- //
|
||||
// ------------------- OTHER ----------------------- //
|
||||
// ------------------------------------------------- //
|
||||
|
||||
bool m_ShouldQuit;
|
||||
Physics* m_Physics;
|
||||
float m_gravity;
|
||||
XMVECTOR m_previousPosition;
|
||||
};
|
||||
|
||||
#endif
|
BIN
enginecustom/assets/Model/OBJ/86.obj
(Stored with Git LFS)
BIN
enginecustom/assets/Model/OBJ/cone.obj
(Stored with Git LFS)
BIN
enginecustom/assets/Model/OBJ/invertcube.obj
(Stored with Git LFS)
BIN
enginecustom/assets/Model/OBJ/isosphere.obj
(Stored with Git LFS)
BIN
enginecustom/assets/Model/OBJ/monke.obj
(Stored with Git LFS)
BIN
enginecustom/assets/Model/OBJ/plane.obj
(Stored with Git LFS)
BIN
enginecustom/assets/Model/OBJ/skysphere.obj
(Stored with Git LFS)
BIN
enginecustom/assets/Model/OBJ/vaisseau.obj
(Stored with Git LFS)
BIN
enginecustom/assets/Model/OBJ/vaisseautri.mtl
(Stored with Git LFS)
BIN
enginecustom/assets/Model/OBJ/vaisseautri.obj
(Stored with Git LFS)
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[Window][Objects]
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[Window][Engine Settings]
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[Window][Render Window]
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Before Width: | Height: | Size: 493 KiB |
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Before Width: | Height: | Size: 498 KiB |
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Before Width: | Height: | Size: 7.5 MiB |
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