437 lines
14 KiB
C++
437 lines
14 KiB
C++
#include "transparentshaderclass.h"
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TransparentShaderClass::TransparentShaderClass()
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{
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m_vertexShader = 0;
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m_pixelShader = 0;
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m_layout = 0;
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m_matrixBuffer = 0;
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m_sampleState = 0;
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m_transparentBuffer = 0;
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}
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TransparentShaderClass::TransparentShaderClass(const TransparentShaderClass& other)
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{
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}
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TransparentShaderClass::~TransparentShaderClass()
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{
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}
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bool TransparentShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
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{
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Logger::Get().Log("Initializing TransparentShaderClass", __FILE__, __LINE__, Logger::LogLevel::Initialize);
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bool result;
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wchar_t vsFilename[128];
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wchar_t psFilename[128];
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int error;
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// Set the filename of the vertex shader.
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error = wcscpy_s(vsFilename, 128, L"transparent.vs");
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if (error != 0)
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{
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Logger::Get().Log("Failed to copy vertex shader filename", __FILE__, __LINE__, Logger::LogLevel::Error);
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return false;
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}
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// Set the filename of the pixel shader.
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error = wcscpy_s(psFilename, 128, L"transparent.ps");
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if (error != 0)
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{
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Logger::Get().Log("Failed to copy pixel shader filename", __FILE__, __LINE__, Logger::LogLevel::Error);
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return false;
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}
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// Initialize the vertex and pixel shaders.
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result = InitializeShader(device, hwnd, vsFilename, psFilename);
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if (!result)
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{
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Logger::Get().Log("Failed to initialize shader", __FILE__, __LINE__, Logger::LogLevel::Error);
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return false;
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}
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Logger::Get().Log("TransparentShaderClass initialized", __FILE__, __LINE__, Logger::LogLevel::Initialize);
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return true;
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}
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void TransparentShaderClass::Shutdown()
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{
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// Shutdown the vertex and pixel shaders as well as the related objects.
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ShutdownShader();
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return;
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}
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bool TransparentShaderClass::Render(ID3D11DeviceContext* deviceContext, int indexCount, XMMATRIX worldMatrix, XMMATRIX viewMatrix,
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XMMATRIX projectionMatrix, ID3D11ShaderResourceView* texture, float blend)
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{
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bool result;
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// Set the shader parameters that it will use for rendering.
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result = SetShaderParameters(deviceContext, worldMatrix, viewMatrix, projectionMatrix, texture, blend);
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if (!result)
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{
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Logger::Get().Log("Failed to set shader parameters", __FILE__, __LINE__, Logger::LogLevel::Error);
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return false;
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}
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// Now render the prepared buffers with the shader.
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RenderShader(deviceContext, indexCount);
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return true;
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}
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bool TransparentShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR* vsFilename, WCHAR* psFilename)
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{
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Logger::Get().Log("Initializing transparent shader", __FILE__, __LINE__, Logger::LogLevel::Initialize);
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HRESULT result;
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ID3D10Blob* errorMessage;
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ID3D10Blob* vertexShaderBuffer;
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ID3D10Blob* pixelShaderBuffer;
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D3D11_INPUT_ELEMENT_DESC polygonLayout[2];
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unsigned int numElements;
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D3D11_BUFFER_DESC matrixBufferDesc;
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D3D11_SAMPLER_DESC samplerDesc;
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D3D11_BUFFER_DESC transparentBufferDesc;
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// Initialize the pointers this function will use to null.
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errorMessage = 0;
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vertexShaderBuffer = 0;
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pixelShaderBuffer = 0;
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// Compile the vertex shader code.
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result = D3DCompileFromFile(vsFilename, NULL, NULL, "TransparentVertexShader", "vs_5_0", D3D10_SHADER_ENABLE_STRICTNESS, 0,
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&vertexShaderBuffer, &errorMessage);
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if (FAILED(result))
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{
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// If the shader failed to compile it should have writen something to the error message.
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if (errorMessage)
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{
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OutputShaderErrorMessage(errorMessage, hwnd, vsFilename);
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}
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// If there was nothing in the error message then it simply could not find the shader file itself.
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else
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{
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Logger::Get().Log("Failed to compile vertex shader", __FILE__, __LINE__, Logger::LogLevel::Error);
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}
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return false;
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}
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// Compile the pixel shader code.
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result = D3DCompileFromFile(psFilename, NULL, NULL, "TransparentPixelShader", "ps_5_0", D3D10_SHADER_ENABLE_STRICTNESS, 0,
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&pixelShaderBuffer, &errorMessage);
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if (FAILED(result))
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{
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// If the shader failed to compile it should have writen something to the error message.
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if (errorMessage)
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{
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OutputShaderErrorMessage(errorMessage, hwnd, psFilename);
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}
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// If there was nothing in the error message then it simply could not find the file itself.
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else
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{
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Logger::Get().Log("Failed to compile pixel shader", __FILE__, __LINE__, Logger::LogLevel::Error);
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}
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return false;
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}
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// Create the vertex shader from the buffer.
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result = device->CreateVertexShader(vertexShaderBuffer->GetBufferPointer(), vertexShaderBuffer->GetBufferSize(), NULL, &m_vertexShader);
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if (FAILED(result))
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{
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Logger::Get().Log("Failed to create vertex shader", __FILE__, __LINE__, Logger::LogLevel::Error);
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return false;
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}
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// Create the pixel shader from the buffer.
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result = device->CreatePixelShader(pixelShaderBuffer->GetBufferPointer(), pixelShaderBuffer->GetBufferSize(), NULL, &m_pixelShader);
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if (FAILED(result))
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{
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Logger::Get().Log("Failed to create pixel shader", __FILE__, __LINE__, Logger::LogLevel::Error);
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return false;
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}
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// Create the vertex input layout description.
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polygonLayout[0].SemanticName = "POSITION";
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polygonLayout[0].SemanticIndex = 0;
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polygonLayout[0].Format = DXGI_FORMAT_R32G32B32_FLOAT;
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polygonLayout[0].InputSlot = 0;
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polygonLayout[0].AlignedByteOffset = 0;
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polygonLayout[0].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
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polygonLayout[0].InstanceDataStepRate = 0;
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polygonLayout[1].SemanticName = "TEXCOORD";
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polygonLayout[1].SemanticIndex = 0;
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polygonLayout[1].Format = DXGI_FORMAT_R32G32_FLOAT;
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polygonLayout[1].InputSlot = 0;
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polygonLayout[1].AlignedByteOffset = D3D11_APPEND_ALIGNED_ELEMENT;
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polygonLayout[1].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
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polygonLayout[1].InstanceDataStepRate = 0;
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// Get a count of the elements in the layout.
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numElements = sizeof(polygonLayout) / sizeof(polygonLayout[0]);
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// Create the vertex input layout.
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result = device->CreateInputLayout(polygonLayout, numElements, vertexShaderBuffer->GetBufferPointer(),
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vertexShaderBuffer->GetBufferSize(), &m_layout);
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if (FAILED(result))
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{
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Logger::Get().Log("Failed to create input layout", __FILE__, __LINE__, Logger::LogLevel::Error);
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return false;
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}
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// Release the vertex shader buffer and pixel shader buffer since they are no longer needed.
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vertexShaderBuffer->Release();
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vertexShaderBuffer = 0;
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pixelShaderBuffer->Release();
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pixelShaderBuffer = 0;
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// Setup the description of the dynamic matrix constant buffer that is in the vertex shader.
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matrixBufferDesc.Usage = D3D11_USAGE_DYNAMIC;
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matrixBufferDesc.ByteWidth = sizeof(MatrixBufferType);
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matrixBufferDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
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matrixBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
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matrixBufferDesc.MiscFlags = 0;
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matrixBufferDesc.StructureByteStride = 0;
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// Create the constant buffer pointer so we can access the vertex shader constant buffer from within this class.
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result = device->CreateBuffer(&matrixBufferDesc, NULL, &m_matrixBuffer);
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if (FAILED(result))
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{
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Logger::Get().Log("Failed to create matrix buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
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return false;
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}
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// Create a texture sampler state description.
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samplerDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
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samplerDesc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP;
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samplerDesc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP;
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samplerDesc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP;
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samplerDesc.MipLODBias = 0.0f;
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samplerDesc.MaxAnisotropy = 1;
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samplerDesc.ComparisonFunc = D3D11_COMPARISON_ALWAYS;
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samplerDesc.BorderColor[0] = 0;
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samplerDesc.BorderColor[1] = 0;
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samplerDesc.BorderColor[2] = 0;
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samplerDesc.BorderColor[3] = 0;
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samplerDesc.MinLOD = 0;
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samplerDesc.MaxLOD = D3D11_FLOAT32_MAX;
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// Create the texture sampler state.
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result = device->CreateSamplerState(&samplerDesc, &m_sampleState);
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if (FAILED(result))
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{
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Logger::Get().Log("Failed to create sampler state", __FILE__, __LINE__, Logger::LogLevel::Error);
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return false;
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}
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// Setup the description of the transparent dynamic constant buffer that is in the pixel shader.
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transparentBufferDesc.Usage = D3D11_USAGE_DYNAMIC;
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transparentBufferDesc.ByteWidth = sizeof(TransparentBufferType);
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transparentBufferDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
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transparentBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
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transparentBufferDesc.MiscFlags = 0;
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transparentBufferDesc.StructureByteStride = 0;
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// Create the constant buffer pointer so we can access the pixel shader constant buffer from within this class.
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result = device->CreateBuffer(&transparentBufferDesc, NULL, &m_transparentBuffer);
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if (FAILED(result))
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{
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Logger::Get().Log("Failed to create transparent buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
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return false;
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}
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Logger::Get().Log("Transparent shader initialized", __FILE__, __LINE__, Logger::LogLevel::Initialize);
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return true;
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}
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void TransparentShaderClass::ShutdownShader()
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{
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Logger::Get().Log("Shutting down transparent shader", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
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// Release the transparent constant buffer.
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if (m_transparentBuffer)
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{
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m_transparentBuffer->Release();
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m_transparentBuffer = 0;
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}
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// Release the sampler state.
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if (m_sampleState)
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{
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m_sampleState->Release();
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m_sampleState = 0;
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}
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// Release the matrix constant buffer.
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if (m_matrixBuffer)
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{
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m_matrixBuffer->Release();
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m_matrixBuffer = 0;
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}
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// Release the layout.
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if (m_layout)
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{
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m_layout->Release();
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m_layout = 0;
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}
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// Release the pixel shader.
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if (m_pixelShader)
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{
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m_pixelShader->Release();
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m_pixelShader = 0;
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}
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// Release the vertex shader.
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if (m_vertexShader)
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{
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m_vertexShader->Release();
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m_vertexShader = 0;
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}
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Logger::Get().Log("Transparent shader shut down", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
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return;
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}
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void TransparentShaderClass::OutputShaderErrorMessage(ID3D10Blob* errorMessage, HWND hwnd, WCHAR* shaderFilename)
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{
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char* compileErrors;
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unsigned long long bufferSize, i;
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ofstream fout;
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// Get a pointer to the error message text buffer.
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compileErrors = (char*)(errorMessage->GetBufferPointer());
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// Get the length of the message.
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bufferSize = errorMessage->GetBufferSize();
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// Open a file to write the error message to.
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fout.open("shader-error.txt");
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// Write out the error message.
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for (i = 0; i < bufferSize; i++)
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{
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fout << compileErrors[i];
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}
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// Close the file.
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fout.close();
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// Release the error message.
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errorMessage->Release();
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errorMessage = 0;
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// Pop a message up on the screen to notify the user to check the text file for compile errors.
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MessageBox(hwnd, L"Error compiling shader. Check shader-error.txt for message.", shaderFilename, MB_OK);
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return;
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}
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bool TransparentShaderClass::SetShaderParameters(ID3D11DeviceContext* deviceContext, XMMATRIX worldMatrix, XMMATRIX viewMatrix,
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XMMATRIX projectionMatrix, ID3D11ShaderResourceView* texture, float blend)
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{
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HRESULT result;
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D3D11_MAPPED_SUBRESOURCE mappedResource;
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MatrixBufferType* dataPtr;
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unsigned int bufferNumber;
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TransparentBufferType* dataPtr2;
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// Transpose the matrices to prepare them for the shader.
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worldMatrix = XMMatrixTranspose(worldMatrix);
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viewMatrix = XMMatrixTranspose(viewMatrix);
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projectionMatrix = XMMatrixTranspose(projectionMatrix);
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// Lock the constant buffer so it can be written to.
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result = deviceContext->Map(m_matrixBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
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if (FAILED(result))
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{
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Logger::Get().Log("Failed to map matrix buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
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return false;
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}
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// Get a pointer to the data in the constant buffer.
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dataPtr = (MatrixBufferType*)mappedResource.pData;
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// Copy the matrices into the constant buffer.
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dataPtr->world = worldMatrix;
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dataPtr->view = viewMatrix;
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dataPtr->projection = projectionMatrix;
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// Unlock the constant buffer.
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deviceContext->Unmap(m_matrixBuffer, 0);
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// Set the position of the constant buffer in the vertex shader.
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bufferNumber = 0;
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// Finally set the constant buffer in the vertex shader with the updated values.
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deviceContext->VSSetConstantBuffers(bufferNumber, 1, &m_matrixBuffer);
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// Set shader texture resource in the pixel shader.
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deviceContext->PSSetShaderResources(0, 1, &texture);
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// Lock the transparent constant buffer so it can be written to.
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result = deviceContext->Map(m_transparentBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
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if (FAILED(result))
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{
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Logger::Get().Log("Failed to map transparent buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
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return false;
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}
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// Get a pointer to the data in the transparent constant buffer.
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dataPtr2 = (TransparentBufferType*)mappedResource.pData;
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// Copy the alpha blending value into the transparent constant buffer.
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dataPtr2->blendAmount = blend;
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// Unlock the buffer.
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deviceContext->Unmap(m_transparentBuffer, 0);
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// Set the position of the transparent constant buffer in the pixel shader.
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bufferNumber = 0;
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// Now set the transparent constant buffer in the pixel shader with the updated values.
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deviceContext->PSSetConstantBuffers(bufferNumber, 1, &m_transparentBuffer);
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return true;
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}
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void TransparentShaderClass::RenderShader(ID3D11DeviceContext* deviceContext, int indexCount)
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{
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// Set the vertex input layout.
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deviceContext->IASetInputLayout(m_layout);
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// Set the vertex and pixel shaders that will be used to render the geometry.
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deviceContext->VSSetShader(m_vertexShader, NULL, 0);
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deviceContext->PSSetShader(m_pixelShader, NULL, 0);
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// Set the sampler state in the pixel shader.
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deviceContext->PSSetSamplers(0, 1, &m_sampleState);
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// Render the geometry.
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deviceContext->DrawIndexed(indexCount, 0, 0);
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return;
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} |