khaotic-engine-Reborn/enginecustom/specmapshaderclass.cpp
2024-04-01 00:21:51 +02:00

492 lines
16 KiB
C++

#include "specmapshaderclass.h"
SpecMapShaderClass::SpecMapShaderClass()
{
m_vertexShader = 0;
m_pixelShader = 0;
m_layout = 0;
m_matrixBuffer = 0;
m_sampleState = 0;
m_lightBuffer = 0;
m_cameraBuffer = 0;
}
SpecMapShaderClass::SpecMapShaderClass(const SpecMapShaderClass& other)
{
}
SpecMapShaderClass::~SpecMapShaderClass()
{
}
bool SpecMapShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
{
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"specmap.vs");
if (error != 0)
{
return false;
}
// Set the filename of the pixel shader.
error = wcscpy_s(psFilename, 128, L"specmap.ps");
if (error != 0)
{
return false;
}
// Initialize the vertex and pixel shaders.
result = InitializeShader(device, hwnd, vsFilename, psFilename);
if (!result)
{
return false;
}
return true;
}
void SpecMapShaderClass::Shutdown()
{
// Shutdown the vertex and pixel shaders as well as the related objects.
ShutdownShader();
return;
}
bool SpecMapShaderClass::Render(ID3D11DeviceContext* deviceContext, int indexCount, XMMATRIX worldMatrix, XMMATRIX viewMatrix, XMMATRIX projectionMatrix,
ID3D11ShaderResourceView* texture1, ID3D11ShaderResourceView* texture2, ID3D11ShaderResourceView* texture3,
XMFLOAT3 lightDirection, XMFLOAT4 diffuseColor, XMFLOAT3 cameraPosition, XMFLOAT4 specularColor, float specularPower)
{
bool result;
// Set the shader parameters that it will use for rendering.
result = SetShaderParameters(deviceContext, worldMatrix, viewMatrix, projectionMatrix, texture1, texture2, texture3, lightDirection, diffuseColor,
cameraPosition, specularColor, specularPower);
if (!result)
{
return false;
}
// Now render the prepared buffers with the shader.
RenderShader(deviceContext, indexCount);
return true;
}
bool SpecMapShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR* vsFilename, WCHAR* psFilename)
{
HRESULT result;
ID3D10Blob* errorMessage;
ID3D10Blob* vertexShaderBuffer;
ID3D10Blob* pixelShaderBuffer;
D3D11_INPUT_ELEMENT_DESC polygonLayout[5];
unsigned int numElements;
D3D11_BUFFER_DESC matrixBufferDesc;
D3D11_SAMPLER_DESC samplerDesc;
D3D11_BUFFER_DESC lightBufferDesc;
D3D11_BUFFER_DESC cameraBufferDesc;
// 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, "SpecMapVertexShader", "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
{
MessageBox(hwnd, vsFilename, L"Missing Shader File", MB_OK);
}
return false;
}
// Compile the pixel shader code.
result = D3DCompileFromFile(psFilename, NULL, NULL, "SpecMapPixelShader", "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
{
MessageBox(hwnd, psFilename, L"Missing Shader File", MB_OK);
}
return false;
}
// Create the vertex shader from the buffer.
result = device->CreateVertexShader(vertexShaderBuffer->GetBufferPointer(), vertexShaderBuffer->GetBufferSize(), NULL, &m_vertexShader);
if (FAILED(result))
{
return false;
}
// Create the pixel shader from the buffer.
result = device->CreatePixelShader(pixelShaderBuffer->GetBufferPointer(), pixelShaderBuffer->GetBufferSize(), NULL, &m_pixelShader);
if (FAILED(result))
{
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;
polygonLayout[2].SemanticName = "NORMAL";
polygonLayout[2].SemanticIndex = 0;
polygonLayout[2].Format = DXGI_FORMAT_R32G32B32_FLOAT;
polygonLayout[2].InputSlot = 0;
polygonLayout[2].AlignedByteOffset = D3D11_APPEND_ALIGNED_ELEMENT;
polygonLayout[2].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
polygonLayout[2].InstanceDataStepRate = 0;
polygonLayout[3].SemanticName = "TANGENT";
polygonLayout[3].SemanticIndex = 0;
polygonLayout[3].Format = DXGI_FORMAT_R32G32B32_FLOAT;
polygonLayout[3].InputSlot = 0;
polygonLayout[3].AlignedByteOffset = D3D11_APPEND_ALIGNED_ELEMENT;
polygonLayout[3].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
polygonLayout[3].InstanceDataStepRate = 0;
polygonLayout[4].SemanticName = "BINORMAL";
polygonLayout[4].SemanticIndex = 0;
polygonLayout[4].Format = DXGI_FORMAT_R32G32B32_FLOAT;
polygonLayout[4].InputSlot = 0;
polygonLayout[4].AlignedByteOffset = D3D11_APPEND_ALIGNED_ELEMENT;
polygonLayout[4].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
polygonLayout[4].InstanceDataStepRate = 0;
// Get a count of the elements in the layout.
numElements = sizeof(polygonLayout) / sizeof(polygonLayout[0]);
// Create the vertex input layout.
result = device->CreateInputLayout(polygonLayout, numElements, vertexShaderBuffer->GetBufferPointer(),
vertexShaderBuffer->GetBufferSize(), &m_layout);
if (FAILED(result))
{
return false;
}
// Release the vertex shader buffer and pixel shader buffer since they are no longer needed.
vertexShaderBuffer->Release();
vertexShaderBuffer = 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))
{
return false;
}
// Create a texture sampler state description.
samplerDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
samplerDesc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP;
samplerDesc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP;
samplerDesc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP;
samplerDesc.MipLODBias = 0.0f;
samplerDesc.MaxAnisotropy = 1;
samplerDesc.ComparisonFunc = D3D11_COMPARISON_ALWAYS;
samplerDesc.BorderColor[0] = 0;
samplerDesc.BorderColor[1] = 0;
samplerDesc.BorderColor[2] = 0;
samplerDesc.BorderColor[3] = 0;
samplerDesc.MinLOD = 0;
samplerDesc.MaxLOD = D3D11_FLOAT32_MAX;
// Create the texture sampler state.
result = device->CreateSamplerState(&samplerDesc, &m_sampleState);
if (FAILED(result))
{
return false;
}
// Setup the description of the light dynamic constant buffer that is in the pixel shader.
lightBufferDesc.Usage = D3D11_USAGE_DYNAMIC;
lightBufferDesc.ByteWidth = sizeof(LightBufferType);
lightBufferDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
lightBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
lightBufferDesc.MiscFlags = 0;
lightBufferDesc.StructureByteStride = 0;
// Create the constant buffer pointer so we can access the vertex shader constant buffer from within this class.
result = device->CreateBuffer(&lightBufferDesc, NULL, &m_lightBuffer);
if (FAILED(result))
{
return false;
}
// Setup the description of the camera dynamic constant buffer that is in the vertex shader.
cameraBufferDesc.Usage = D3D11_USAGE_DYNAMIC;
cameraBufferDesc.ByteWidth = sizeof(CameraBufferType);
cameraBufferDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
cameraBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
cameraBufferDesc.MiscFlags = 0;
cameraBufferDesc.StructureByteStride = 0;
// Create the camera constant buffer pointer so we can access the vertex shader constant buffer from within this class.
result = device->CreateBuffer(&cameraBufferDesc, NULL, &m_cameraBuffer);
if (FAILED(result))
{
return false;
}
return true;
}
void SpecMapShaderClass::ShutdownShader()
{
// Release the camera constant buffer.
if (m_cameraBuffer)
{
m_cameraBuffer->Release();
m_cameraBuffer = 0;
}
// Release the light constant buffer.
if (m_lightBuffer)
{
m_lightBuffer->Release();
m_lightBuffer = 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;
}
return;
}
void SpecMapShaderClass::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 SpecMapShaderClass::SetShaderParameters(ID3D11DeviceContext* deviceContext, XMMATRIX worldMatrix, XMMATRIX viewMatrix, XMMATRIX projectionMatrix,
ID3D11ShaderResourceView* texture1, ID3D11ShaderResourceView* texture2, ID3D11ShaderResourceView* texture3,
XMFLOAT3 lightDirection, XMFLOAT4 diffuseColor, XMFLOAT3 cameraPosition, XMFLOAT4 specularColor, float specularPower)
{
HRESULT result;
D3D11_MAPPED_SUBRESOURCE mappedResource;
MatrixBufferType* dataPtr;
unsigned int bufferNumber;
LightBufferType* dataPtr2;
CameraBufferType* dataPtr3;
// Transpose the matrices to prepare them for the shader.
worldMatrix = XMMatrixTranspose(worldMatrix);
viewMatrix = XMMatrixTranspose(viewMatrix);
projectionMatrix = XMMatrixTranspose(projectionMatrix);
// Lock the constant buffer so it can be written to.
result = deviceContext->Map(m_matrixBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
if (FAILED(result))
{
return false;
}
// Get a pointer to the data in the constant buffer.
dataPtr = (MatrixBufferType*)mappedResource.pData;
// Copy the matrices into the constant buffer.
dataPtr->world = worldMatrix;
dataPtr->view = viewMatrix;
dataPtr->projection = projectionMatrix;
// Unlock the constant buffer.
deviceContext->Unmap(m_matrixBuffer, 0);
// Set the position of the constant buffer in the vertex shader.
bufferNumber = 0;
// Finally set the constant buffer in the vertex shader with the updated values.
deviceContext->VSSetConstantBuffers(bufferNumber, 1, &m_matrixBuffer);
// Set shader texture resources in the pixel shader.
deviceContext->PSSetShaderResources(0, 1, &texture1);
deviceContext->PSSetShaderResources(1, 1, &texture2);
deviceContext->PSSetShaderResources(2, 1, &texture3);
// Lock the light constant buffer so it can be written to.
result = deviceContext->Map(m_lightBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
if (FAILED(result))
{
return false;
}
// Get a pointer to the data in the constant buffer.
dataPtr2 = (LightBufferType*)mappedResource.pData;
// Copy the lighting variables into the constant buffer.
dataPtr2->diffuseColor = diffuseColor;
dataPtr2->lightDirection = lightDirection;
dataPtr2->specularColor = specularColor;
dataPtr2->specularPower = specularPower;
// Unlock the constant buffer.
deviceContext->Unmap(m_lightBuffer, 0);
// Set the position of the light constant buffer in the pixel shader.
bufferNumber = 0;
// Finally set the light constant buffer in the pixel shader with the updated values.
deviceContext->PSSetConstantBuffers(bufferNumber, 1, &m_lightBuffer);
// Lock the camera constant buffer so it can be written to.
result = deviceContext->Map(m_cameraBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
if (FAILED(result))
{
return false;
}
// Get a pointer to the data in the constant buffer.
dataPtr3 = (CameraBufferType*)mappedResource.pData;
// Copy the camera position into the constant buffer.
dataPtr3->cameraPosition = cameraPosition;
// Unlock the camera constant buffer.
deviceContext->Unmap(m_cameraBuffer, 0);
// Set the position of the camera constant buffer in the vertex shader as the second buffer.
bufferNumber = 1;
// Now set the camera constant buffer in the vertex shader with the updated values.
deviceContext->VSSetConstantBuffers(bufferNumber, 1, &m_cameraBuffer);
return true;
}
void SpecMapShaderClass::RenderShader(ID3D11DeviceContext* deviceContext, int indexCount)
{
// Set the vertex input layout.
deviceContext->IASetInputLayout(m_layout);
// Set the vertex and pixel shaders that will be used to render this model.
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 model.
deviceContext->DrawIndexed(indexCount, 0, 0);
return;
}