4#include "celshade_class.h"
7celshade_class::celshade_class()
16 sunlight_color_buffer_ = 0;
17 sunlight_position_buffer_ = 0;
26celshade_class::~celshade_class()
31bool celshade_class::initialize(ID3D11Device* device, HWND hwnd)
33 Logger::Get().
Log(
"Initializing LightShaderClass", __FILE__, __LINE__, Logger::LogLevel::Initialize);
35 wchar_t vsFilename[128];
36 wchar_t psFilename[128];
41 error = wcscpy_s(vsFilename, 128, L
"src/hlsl/celshading.vs");
44 Logger::Get().
Log(
"Failed to copy string", __FILE__, __LINE__, Logger::LogLevel::Error);
49 error = wcscpy_s(psFilename, 128, L
"src/hlsl/celshading.ps");
52 Logger::Get().
Log(
"Failed to copy string", __FILE__, __LINE__, Logger::LogLevel::Error);
56 result = initialize_shader(device, hwnd, vsFilename, psFilename);
59 Logger::Get().
Log(
"Failed to initialize shader", __FILE__, __LINE__, Logger::LogLevel::Error);
63 Logger::Get().
Log(
"SunLightShaderClass initialized", __FILE__, __LINE__, Logger::LogLevel::Initialize);
69void celshade_class::shutdown()
77bool celshade_class::render(ID3D11DeviceContext* deviceContext,
int index_count, XMMATRIX world_matrix, XMMATRIX view_matrix, XMMATRIX projection_matrix,
78 ID3D11ShaderResourceView* texture, XMFLOAT4 diffuse_color, XMFLOAT4 ambient_color, XMFLOAT3 sun_direction,
float sunIntensity)
84 result = set_shader_parameters(deviceContext, world_matrix, view_matrix, projection_matrix, texture, diffuse_color, ambient_color, sun_direction, sunIntensity);
87 Logger::Get().
Log(
"Failed to set shader parameters", __FILE__, __LINE__, Logger::LogLevel::Error);
92 render_shader(deviceContext, index_count);
98bool celshade_class::initialize_shader(ID3D11Device* device, HWND hwnd, WCHAR* vsFilename, WCHAR* psFilename)
100 Logger::Get().
Log(
"Initializing shader", __FILE__, __LINE__, Logger::LogLevel::Initialize);
103 ID3D10Blob* errorMessage;
104 ID3D10Blob* vertexShaderBuffer;
105 ID3D10Blob* pixelShaderBuffer;
106 D3D11_INPUT_ELEMENT_DESC polygonLayout[3];
107 unsigned int numElements;
108 D3D11_SAMPLER_DESC samplerDesc;
109 D3D11_BUFFER_DESC matrixBufferDesc;
110 D3D11_BUFFER_DESC sunlightBufferDesc;
114 vertexShaderBuffer = 0;
115 pixelShaderBuffer = 0;
118 result = D3DCompileFromFile(vsFilename, NULL, NULL,
"SunLightVertexShader",
"vs_5_0", D3D10_SHADER_ENABLE_STRICTNESS, 0, &vertexShaderBuffer, &errorMessage);
123 output_shader_error_message(errorMessage, hwnd, vsFilename);
127 Logger::Get().
Log(
"Failed to compile shader", __FILE__, __LINE__, Logger::LogLevel::Error);
133 result = D3DCompileFromFile(psFilename, NULL, NULL,
"SunLightPixelShader",
"ps_5_0", D3D10_SHADER_ENABLE_STRICTNESS, 0, &pixelShaderBuffer, &errorMessage);
138 output_shader_error_message(errorMessage, hwnd, psFilename);
142 Logger::Get().
Log(
"Failed to compile shader", __FILE__, __LINE__, Logger::LogLevel::Error);
148 result = device->CreateVertexShader(vertexShaderBuffer->GetBufferPointer(), vertexShaderBuffer->GetBufferSize(), NULL, &vertex_shader_);
151 Logger::Get().
Log(
"Failed to create vertex shader", __FILE__, __LINE__, Logger::LogLevel::Error);
156 result = device->CreatePixelShader(pixelShaderBuffer->GetBufferPointer(), pixelShaderBuffer->GetBufferSize(), NULL, &pixel_shader_);
159 Logger::Get().
Log(
"Failed to create pixel shader", __FILE__, __LINE__, Logger::LogLevel::Error);
164 polygonLayout[0].SemanticName =
"POSITION";
165 polygonLayout[0].SemanticIndex = 0;
166 polygonLayout[0].Format = DXGI_FORMAT_R32G32B32_FLOAT;
167 polygonLayout[0].InputSlot = 0;
168 polygonLayout[0].AlignedByteOffset = 0;
169 polygonLayout[0].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
170 polygonLayout[0].InstanceDataStepRate = 0;
172 polygonLayout[1].SemanticName =
"TEXCOORD";
173 polygonLayout[1].SemanticIndex = 0;
174 polygonLayout[1].Format = DXGI_FORMAT_R32G32_FLOAT;
175 polygonLayout[1].InputSlot = 0;
176 polygonLayout[1].AlignedByteOffset = D3D11_APPEND_ALIGNED_ELEMENT;
177 polygonLayout[1].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
178 polygonLayout[1].InstanceDataStepRate = 0;
180 polygonLayout[2].SemanticName =
"NORMAL";
181 polygonLayout[2].SemanticIndex = 0;
182 polygonLayout[2].Format = DXGI_FORMAT_R32G32B32_FLOAT;
183 polygonLayout[2].InputSlot = 0;
184 polygonLayout[2].AlignedByteOffset = D3D11_APPEND_ALIGNED_ELEMENT;
185 polygonLayout[2].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
186 polygonLayout[2].InstanceDataStepRate = 0;
189 numElements =
sizeof(polygonLayout) /
sizeof(polygonLayout[0]);
192 result = device->CreateInputLayout(polygonLayout, numElements, vertexShaderBuffer->GetBufferPointer(), vertexShaderBuffer->GetBufferSize(), &layout_);
195 Logger::Get().
Log(
"Failed to create input layout", __FILE__, __LINE__, Logger::LogLevel::Error);
200 vertexShaderBuffer->Release();
201 vertexShaderBuffer = 0;
203 pixelShaderBuffer->Release();
204 pixelShaderBuffer = 0;
207 samplerDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
208 samplerDesc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP;
209 samplerDesc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP;
210 samplerDesc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP;
211 samplerDesc.MipLODBias = 0.0f;
212 samplerDesc.MaxAnisotropy = 1;
213 samplerDesc.ComparisonFunc = D3D11_COMPARISON_ALWAYS;
214 samplerDesc.BorderColor[0] = 0;
215 samplerDesc.BorderColor[1] = 0;
216 samplerDesc.BorderColor[2] = 0;
217 samplerDesc.BorderColor[3] = 0;
218 samplerDesc.MinLOD = 0;
219 samplerDesc.MaxLOD = D3D11_FLOAT32_MAX;
222 result = device->CreateSamplerState(&samplerDesc, &sample_state_);
225 Logger::Get().
Log(
"Failed to create sampler state", __FILE__, __LINE__, Logger::LogLevel::Error);
230 matrixBufferDesc.Usage = D3D11_USAGE_DYNAMIC;
231 matrixBufferDesc.ByteWidth =
sizeof(matrix_buffer_type);
232 matrixBufferDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
233 matrixBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
234 matrixBufferDesc.MiscFlags = 0;
235 matrixBufferDesc.StructureByteStride = 0;
238 result = device->CreateBuffer(&matrixBufferDesc, NULL, &matrix_buffer_);
241 Logger::Get().
Log(
"Failed to create matrix buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
246 sunlightBufferDesc.Usage = D3D11_USAGE_DYNAMIC;
247 sunlightBufferDesc.ByteWidth =
sizeof(sun_light_buffer_type);
248 sunlightBufferDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
249 sunlightBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
250 sunlightBufferDesc.MiscFlags = 0;
251 sunlightBufferDesc.StructureByteStride = 0;
254 result = device->CreateBuffer(&sunlightBufferDesc, NULL, &sunlight_buffer_);
257 Logger::Get().
Log(
"Failed to create sunlight buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
261 Logger::Get().
Log(
"Shader initialized", __FILE__, __LINE__, Logger::LogLevel::Initialize);
269void celshade_class::shutdown_shader()
271 Logger::Get().
Log(
"Shutting down SunLightShaderClass", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
274 if (sunlight_color_buffer_)
276 sunlight_color_buffer_->Release();
277 sunlight_color_buffer_ = 0;
280 if (sunlight_position_buffer_)
282 sunlight_position_buffer_->Release();
283 sunlight_position_buffer_ = 0;
287 if (sunlight_buffer_)
289 sunlight_buffer_->Release();
290 sunlight_buffer_ = 0;
296 camera_buffer_->Release();
303 matrix_buffer_->Release();
310 sample_state_->Release();
324 pixel_shader_->Release();
331 vertex_shader_->Release();
335 Logger::Get().
Log(
"SunLightShaderClass shut down", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
341void celshade_class::output_shader_error_message(ID3D10Blob* errorMessage, HWND hwnd, WCHAR* shaderFilename)
344 unsigned __int64 bufferSize, i;
349 compileErrors = (
char*)(errorMessage->GetBufferPointer());
352 bufferSize = errorMessage->GetBufferSize();
355 fout.open(
"shader-error.txt");
358 for (i = 0; i < bufferSize; i++)
360 fout << compileErrors[i];
367 errorMessage->Release();
371 MessageBox(hwnd, L
"Error compiling shader. Check shader-error.txt for message.", shaderFilename, MB_OK);
377bool celshade_class::set_shader_parameters(
378 ID3D11DeviceContext* device_context,
379 XMMATRIX world_matrix,
380 XMMATRIX view_matrix,
381 XMMATRIX projection_matrix,
382 ID3D11ShaderResourceView* texture,
383 XMFLOAT4 ambient_color,
384 XMFLOAT4 diffuse_color,
385 XMFLOAT3 light_direction,
390 D3D11_MAPPED_SUBRESOURCE mappedResource;
391 matrix_buffer_type* dataPtr;
392 camera_buffer_type* dataPtr2;
393 sun_light_buffer_type* dataPtr3;
394 unsigned int bufferNumber;
397 world_matrix = XMMatrixTranspose(world_matrix);
398 view_matrix = XMMatrixTranspose(view_matrix);
399 projection_matrix = XMMatrixTranspose(projection_matrix);
402 result = device_context->Map(matrix_buffer_, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
409 dataPtr = (matrix_buffer_type*)mappedResource.pData;
412 dataPtr->world = world_matrix;
413 dataPtr->view = view_matrix;
414 dataPtr->projection = projection_matrix;
417 device_context->Unmap(matrix_buffer_, 0);
423 device_context->VSSetConstantBuffers(bufferNumber, 1, &matrix_buffer_);
426 result = device_context->Map(sunlight_buffer_, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
433 dataPtr3 = (sun_light_buffer_type*)mappedResource.pData;
436 dataPtr3->ambient_color = ambient_color;
437 dataPtr3->diffuse_color = diffuse_color;
438 dataPtr3->sun_direction = light_direction;
439 dataPtr3->intensity = sun_intensity;
442 device_context->Unmap(sunlight_buffer_, 0);
448 device_context->PSSetConstantBuffers(bufferNumber, 1, &sunlight_buffer_);
451 device_context->PSSetShaderResources(0, 1, &texture);
456void celshade_class::render_shader(ID3D11DeviceContext* deviceContext,
int indexCount)
459 deviceContext->IASetInputLayout(layout_);
462 deviceContext->VSSetShader(vertex_shader_, NULL, 0);
463 deviceContext->PSSetShader(pixel_shader_, NULL, 0);
466 deviceContext->PSSetSamplers(0, 1, &sample_state_);
469 deviceContext->DrawIndexed(indexCount, 0, 0);
void Log(const std::string &message, const std::string &fileName, int lineNumber, LogLevel level=LogLevel::Info)