434 lines
15 KiB
C++
434 lines
15 KiB
C++
#include "reflectionshaderclass.h"
|
|
|
|
ReflectionShaderClass::ReflectionShaderClass()
|
|
{
|
|
m_vertexShader = 0;
|
|
m_pixelShader = 0;
|
|
m_layout = 0;
|
|
m_matrixBuffer = 0;
|
|
m_sampleState = 0;
|
|
m_reflectionBuffer = 0;
|
|
}
|
|
|
|
ReflectionShaderClass::ReflectionShaderClass(const ReflectionShaderClass& other)
|
|
{
|
|
|
|
}
|
|
|
|
ReflectionShaderClass::~ReflectionShaderClass()
|
|
{
|
|
}
|
|
|
|
bool ReflectionShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
|
|
{
|
|
Logger::Get().Log("Initializing reflection shader", __FILE__, __LINE__, Logger::LogLevel::Initialize);
|
|
|
|
bool result;
|
|
wchar_t vsFilename[128];
|
|
wchar_t psFilename[128];
|
|
int error;
|
|
|
|
// Set the filename of the vertex shader.
|
|
error = wcscpy_s(vsFilename, 128, L"../Engine/reflection.vs");
|
|
if (error != 0)
|
|
{
|
|
Logger::Get().Log("Error copying string", __FILE__, __LINE__, Logger::LogLevel::Error);
|
|
return false;
|
|
}
|
|
|
|
// Set the filename of the pixel shader.
|
|
error = wcscpy_s(psFilename, 128, L"../Engine/reflection.ps");
|
|
if (error != 0)
|
|
{
|
|
Logger::Get().Log("Error copying string", __FILE__, __LINE__, Logger::LogLevel::Error);
|
|
return false;
|
|
}
|
|
|
|
// 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("Reflection shader initialized", __FILE__, __LINE__, Logger::LogLevel::Initialize);
|
|
|
|
return true;
|
|
}
|
|
|
|
void ReflectionShaderClass::Shutdown()
|
|
{
|
|
// Shutdown the vertex and pixel shaders as well as the related objects.
|
|
ShutdownShader();
|
|
|
|
return;
|
|
}
|
|
|
|
bool ReflectionShaderClass::Render(ID3D11DeviceContext* deviceContext, int indexCount, XMMATRIX worldMatrix, XMMATRIX viewMatrix, XMMATRIX projectionMatrix,
|
|
ID3D11ShaderResourceView* texture, ID3D11ShaderResourceView* reflectionTexture, XMMATRIX reflectionMatrix)
|
|
{
|
|
bool result;
|
|
|
|
|
|
// Set the shader parameters that it will use for rendering.
|
|
result = SetShaderParameters(deviceContext, worldMatrix, viewMatrix, projectionMatrix, texture, reflectionTexture, reflectionMatrix);
|
|
if (!result)
|
|
{
|
|
Logger::Get().Log("Error setting shader parameters", __FILE__, __LINE__, Logger::LogLevel::Error);
|
|
return false;
|
|
}
|
|
|
|
// Now render the prepared buffers with the shader.
|
|
RenderShader(deviceContext, indexCount);
|
|
|
|
return true;
|
|
}
|
|
|
|
bool ReflectionShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR* vsFilename, WCHAR* psFilename)
|
|
{
|
|
Logger::Get().Log("Initializing reflection shader", __FILE__, __LINE__, Logger::LogLevel::Initialize);
|
|
|
|
HRESULT result;
|
|
ID3D10Blob* errorMessage;
|
|
ID3D10Blob* vertexShaderBuffer;
|
|
ID3D10Blob* pixelShaderBuffer;
|
|
D3D11_INPUT_ELEMENT_DESC polygonLayout[2];
|
|
unsigned int numElements;
|
|
D3D11_BUFFER_DESC matrixBufferDesc;
|
|
D3D11_SAMPLER_DESC samplerDesc;
|
|
D3D11_BUFFER_DESC reflectionBufferDesc;
|
|
|
|
|
|
// Initialize the pointers this function will use to null.
|
|
errorMessage = 0;
|
|
vertexShaderBuffer = 0;
|
|
pixelShaderBuffer = 0;
|
|
|
|
// Compile the vertex shader code.
|
|
result = D3DCompileFromFile(vsFilename, NULL, NULL, "ReflectionVertexShader", "vs_5_0", D3D10_SHADER_ENABLE_STRICTNESS, 0,
|
|
&vertexShaderBuffer, &errorMessage);
|
|
if (FAILED(result))
|
|
{
|
|
// If the shader failed to compile it should have writen something to the error message.
|
|
if (errorMessage)
|
|
{
|
|
OutputShaderErrorMessage(errorMessage, hwnd, vsFilename);
|
|
}
|
|
// If there was nothing in the error message then it simply could not find the shader file itself.
|
|
else
|
|
{
|
|
Logger::Get().Log("Error compiling shader", __FILE__, __LINE__, Logger::LogLevel::Error);
|
|
}
|
|
|
|
return false;
|
|
}
|
|
// Compile the pixel shader code.
|
|
result = D3DCompileFromFile(psFilename, NULL, NULL, "ReflectionPixelShader", "ps_5_0", D3D10_SHADER_ENABLE_STRICTNESS, 0,
|
|
&pixelShaderBuffer, &errorMessage);
|
|
if (FAILED(result))
|
|
{
|
|
// If the shader failed to compile it should have writen something to the error message.
|
|
if (errorMessage)
|
|
{
|
|
OutputShaderErrorMessage(errorMessage, hwnd, psFilename);
|
|
}
|
|
// If there was nothing in the error message then it simply could not find the file itself.
|
|
else
|
|
{
|
|
Logger::Get().Log("Error compiling shader", __FILE__, __LINE__, Logger::LogLevel::Error);
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
// Create the vertex shader from the buffer.
|
|
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);
|
|
return false;
|
|
}
|
|
|
|
// Create the pixel shader from the buffer.
|
|
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);
|
|
return false;
|
|
}
|
|
|
|
// Create the vertex input layout description.
|
|
polygonLayout[0].SemanticName = "POSITION";
|
|
polygonLayout[0].SemanticIndex = 0;
|
|
polygonLayout[0].Format = DXGI_FORMAT_R32G32B32_FLOAT;
|
|
polygonLayout[0].InputSlot = 0;
|
|
polygonLayout[0].AlignedByteOffset = 0;
|
|
polygonLayout[0].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
|
|
polygonLayout[0].InstanceDataStepRate = 0;
|
|
|
|
polygonLayout[1].SemanticName = "TEXCOORD";
|
|
polygonLayout[1].SemanticIndex = 0;
|
|
polygonLayout[1].Format = DXGI_FORMAT_R32G32_FLOAT;
|
|
polygonLayout[1].InputSlot = 0;
|
|
polygonLayout[1].AlignedByteOffset = D3D11_APPEND_ALIGNED_ELEMENT;
|
|
polygonLayout[1].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
|
|
polygonLayout[1].InstanceDataStepRate = 0;
|
|
|
|
// Get a count of the elements in the layout.
|
|
numElements = sizeof(polygonLayout) / sizeof(polygonLayout[0]);
|
|
|
|
// Create the vertex input layout.
|
|
result = device->CreateInputLayout(polygonLayout, numElements, vertexShaderBuffer->GetBufferPointer(),
|
|
vertexShaderBuffer->GetBufferSize(), &m_layout);
|
|
if (FAILED(result))
|
|
{
|
|
Logger::Get().Log("Error creating input layout", __FILE__, __LINE__, Logger::LogLevel::Error);
|
|
return false;
|
|
}
|
|
|
|
// Release the vertex shader buffer and pixel shader buffer since they are no longer needed.
|
|
vertexShaderBuffer->Release();
|
|
vertexShaderBuffer = 0;
|
|
|
|
pixelShaderBuffer->Release();
|
|
pixelShaderBuffer = 0;
|
|
|
|
// Setup the description of the dynamic matrix constant buffer that is in the vertex shader.
|
|
matrixBufferDesc.Usage = D3D11_USAGE_DYNAMIC;
|
|
matrixBufferDesc.ByteWidth = sizeof(MatrixBufferType);
|
|
matrixBufferDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
|
|
matrixBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
|
|
matrixBufferDesc.MiscFlags = 0;
|
|
matrixBufferDesc.StructureByteStride = 0;
|
|
|
|
// Create the constant buffer pointer so we can access the vertex shader constant buffer from within this class.
|
|
result = device->CreateBuffer(&matrixBufferDesc, NULL, &m_matrixBuffer);
|
|
if (FAILED(result))
|
|
{
|
|
Logger::Get().Log("Error creating constant buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
|
|
return false;
|
|
}
|
|
// Create a texture sampler state description.
|
|
samplerDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
|
|
samplerDesc.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP;
|
|
samplerDesc.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP;
|
|
samplerDesc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP;
|
|
samplerDesc.MipLODBias = 0.0f;
|
|
samplerDesc.MaxAnisotropy = 1;
|
|
samplerDesc.ComparisonFunc = D3D11_COMPARISON_ALWAYS;
|
|
samplerDesc.BorderColor[0] = 0;
|
|
samplerDesc.BorderColor[1] = 0;
|
|
samplerDesc.BorderColor[2] = 0;
|
|
samplerDesc.BorderColor[3] = 0;
|
|
samplerDesc.MinLOD = 0;
|
|
samplerDesc.MaxLOD = D3D11_FLOAT32_MAX;
|
|
|
|
// Create the texture sampler state.
|
|
result = device->CreateSamplerState(&samplerDesc, &m_sampleState);
|
|
if (FAILED(result))
|
|
{
|
|
Logger::Get().Log("Error creating sampler state", __FILE__, __LINE__, Logger::LogLevel::Error);
|
|
return false;
|
|
}
|
|
// Setup the description of the reflection dynamic constant buffer that is in the vertex shader.
|
|
reflectionBufferDesc.Usage = D3D11_USAGE_DYNAMIC;
|
|
reflectionBufferDesc.ByteWidth = sizeof(ReflectionBufferType);
|
|
reflectionBufferDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
|
|
reflectionBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
|
|
reflectionBufferDesc.MiscFlags = 0;
|
|
reflectionBufferDesc.StructureByteStride = 0;
|
|
|
|
// Create the constant buffer pointer so we can access the vertex shader constant buffer from within this class.
|
|
result = device->CreateBuffer(&reflectionBufferDesc, NULL, &m_reflectionBuffer);
|
|
if (FAILED(result))
|
|
{
|
|
Logger::Get().Log("Error creating constant buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
|
|
return false;
|
|
}
|
|
|
|
Logger::Get().Log("Reflection shader initialized", __FILE__, __LINE__, Logger::LogLevel::Initialize);
|
|
|
|
return true;
|
|
}
|
|
|
|
void ReflectionShaderClass::ShutdownShader()
|
|
{
|
|
Logger::Get().Log("Shutting down reflection shader", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
|
|
|
|
// Release the reflection constant buffer.
|
|
if (m_reflectionBuffer)
|
|
{
|
|
m_reflectionBuffer->Release();
|
|
m_reflectionBuffer = 0;
|
|
}
|
|
|
|
// Release the sampler state.
|
|
if (m_sampleState)
|
|
{
|
|
m_sampleState->Release();
|
|
m_sampleState = 0;
|
|
}
|
|
|
|
// Release the matrix constant buffer.
|
|
if (m_matrixBuffer)
|
|
{
|
|
m_matrixBuffer->Release();
|
|
m_matrixBuffer = 0;
|
|
}
|
|
|
|
// Release the layout.
|
|
if (m_layout)
|
|
{
|
|
m_layout->Release();
|
|
m_layout = 0;
|
|
}
|
|
|
|
// Release the pixel shader.
|
|
if (m_pixelShader)
|
|
{
|
|
m_pixelShader->Release();
|
|
m_pixelShader = 0;
|
|
}
|
|
|
|
// Release the vertex shader.
|
|
if (m_vertexShader)
|
|
{
|
|
m_vertexShader->Release();
|
|
m_vertexShader = 0;
|
|
}
|
|
|
|
Logger::Get().Log("Reflection shader shut down", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
|
|
|
|
return;
|
|
}
|
|
|
|
|
|
void ReflectionShaderClass::OutputShaderErrorMessage(ID3D10Blob* errorMessage, HWND hwnd, WCHAR* shaderFilename)
|
|
{
|
|
char* compileErrors;
|
|
unsigned long long bufferSize, i;
|
|
ofstream fout;
|
|
|
|
|
|
// Get a pointer to the error message text buffer.
|
|
compileErrors = (char*)(errorMessage->GetBufferPointer());
|
|
|
|
// Get the length of the message.
|
|
bufferSize = errorMessage->GetBufferSize();
|
|
|
|
// Open a file to write the error message to.
|
|
fout.open("shader-error.txt");
|
|
|
|
// Write out the error message.
|
|
for (i = 0; i < bufferSize; i++)
|
|
{
|
|
fout << compileErrors[i];
|
|
}
|
|
|
|
// Close the file.
|
|
fout.close();
|
|
|
|
// Release the error message.
|
|
errorMessage->Release();
|
|
errorMessage = 0;
|
|
|
|
// Pop a message up on the screen to notify the user to check the text file for compile errors.
|
|
MessageBox(hwnd, L"Error compiling shader. Check shader-error.txt for message.", shaderFilename, MB_OK);
|
|
|
|
return;
|
|
}
|
|
|
|
bool ReflectionShaderClass::SetShaderParameters(ID3D11DeviceContext* deviceContext, XMMATRIX worldMatrix, XMMATRIX viewMatrix, XMMATRIX projectionMatrix,
|
|
ID3D11ShaderResourceView* texture, ID3D11ShaderResourceView* reflectionTexture, XMMATRIX reflectionMatrix)
|
|
{
|
|
HRESULT result;
|
|
D3D11_MAPPED_SUBRESOURCE mappedResource;
|
|
MatrixBufferType* dataPtr;
|
|
unsigned int bufferNumber;
|
|
ReflectionBufferType* dataPtr2;
|
|
|
|
|
|
// Transpose the matrices to prepare them for the shader.
|
|
worldMatrix = XMMatrixTranspose(worldMatrix);
|
|
viewMatrix = XMMatrixTranspose(viewMatrix);
|
|
projectionMatrix = XMMatrixTranspose(projectionMatrix);
|
|
|
|
// Transpose the relfection matrix to prepare it for the shader.
|
|
reflectionMatrix = XMMatrixTranspose(reflectionMatrix);
|
|
|
|
// Lock the constant buffer so it can be written to.
|
|
result = deviceContext->Map(m_matrixBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
|
|
if (FAILED(result))
|
|
{
|
|
Logger::Get().Log("Error mapping constant buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
|
|
return false;
|
|
}
|
|
|
|
// Get a pointer to the data in the constant buffer.
|
|
dataPtr = (MatrixBufferType*)mappedResource.pData;
|
|
|
|
// Copy the matrices into the constant buffer.
|
|
dataPtr->world = worldMatrix;
|
|
dataPtr->view = viewMatrix;
|
|
dataPtr->projection = projectionMatrix;
|
|
|
|
// Unlock the constant buffer.
|
|
deviceContext->Unmap(m_matrixBuffer, 0);
|
|
|
|
// Set the position of the constant buffer in the vertex shader.
|
|
bufferNumber = 0;
|
|
|
|
// Finally set the constant buffer in the vertex shader with the updated values.
|
|
deviceContext->VSSetConstantBuffers(bufferNumber, 1, &m_matrixBuffer);
|
|
|
|
// Lock the reflection constant buffer so it can be written to.
|
|
result = deviceContext->Map(m_reflectionBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
|
|
if (FAILED(result))
|
|
{
|
|
Logger::Get().Log("Error mapping constant buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
|
|
return false;
|
|
}
|
|
|
|
// Get a pointer to the data in the matrix constant buffer.
|
|
dataPtr2 = (ReflectionBufferType*)mappedResource.pData;
|
|
|
|
// Copy the matrix into the reflection constant buffer.
|
|
dataPtr2->reflectionMatrix = reflectionMatrix;
|
|
|
|
// Unlock the reflection constant buffer.
|
|
deviceContext->Unmap(m_reflectionBuffer, 0);
|
|
|
|
// Set the position of the reflection constant buffer in the vertex shader.
|
|
bufferNumber = 1;
|
|
|
|
// Now set the reflection constant buffer in the vertex shader with the updated values.
|
|
deviceContext->VSSetConstantBuffers(bufferNumber, 1, &m_reflectionBuffer);
|
|
|
|
// Set shader texture resource in the pixel shader.
|
|
deviceContext->PSSetShaderResources(0, 1, &texture);
|
|
|
|
// Set the reflection texture resource in the pixel shader.
|
|
deviceContext->PSSetShaderResources(1, 1, &reflectionTexture);
|
|
|
|
return true;
|
|
}
|
|
|
|
|
|
void ReflectionShaderClass::RenderShader(ID3D11DeviceContext* deviceContext, int indexCount)
|
|
{
|
|
// Set the vertex input layout.
|
|
deviceContext->IASetInputLayout(m_layout);
|
|
|
|
// Set the vertex and pixel shaders that will be used to render the geometry.
|
|
deviceContext->VSSetShader(m_vertexShader, NULL, 0);
|
|
deviceContext->PSSetShader(m_pixelShader, NULL, 0);
|
|
|
|
// Set the sampler state in the pixel shader.
|
|
deviceContext->PSSetSamplers(0, 1, &m_sampleState);
|
|
|
|
// Render the geometry.
|
|
deviceContext->DrawIndexed(indexCount, 0, 0);
|
|
|
|
return;
|
|
} |