Minor Update - Log Systeme

Feat :

+Log pour toutes les fonction et erreur utile
This commit is contained in:
2024-04-12 13:32:21 +02:00
parent d52ea4b753
commit 117d31d788
8 changed files with 90 additions and 6 deletions

View File

@@ -24,6 +24,8 @@ TransparentShaderClass::~TransparentShaderClass()
bool TransparentShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
{
logger.Log("Initializing TransparentShaderClass", __FILE__, __LINE__);
bool result;
wchar_t vsFilename[128];
wchar_t psFilename[128];
@@ -33,6 +35,7 @@ bool TransparentShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
error = wcscpy_s(vsFilename, 128, L"transparent.vs");
if (error != 0)
{
logger.Log("Failed to copy vertex shader filename", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
@@ -40,6 +43,7 @@ bool TransparentShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
error = wcscpy_s(psFilename, 128, L"transparent.ps");
if (error != 0)
{
logger.Log("Failed to copy pixel shader filename", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
@@ -47,9 +51,12 @@ bool TransparentShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
result = InitializeShader(device, hwnd, vsFilename, psFilename);
if (!result)
{
logger.Log("Failed to initialize shader", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
logger.Log("TransparentShaderClass initialized", __FILE__, __LINE__);
return true;
}
@@ -72,6 +79,7 @@ bool TransparentShaderClass::Render(ID3D11DeviceContext* deviceContext, int inde
result = SetShaderParameters(deviceContext, worldMatrix, viewMatrix, projectionMatrix, texture, blend);
if (!result)
{
logger.Log("Failed to set shader parameters", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
@@ -84,6 +92,8 @@ bool TransparentShaderClass::Render(ID3D11DeviceContext* deviceContext, int inde
bool TransparentShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR* vsFilename, WCHAR* psFilename)
{
logger.Log("Initializing transparent shader", __FILE__, __LINE__);
HRESULT result;
ID3D10Blob* errorMessage;
ID3D10Blob* vertexShaderBuffer;
@@ -113,7 +123,7 @@ bool TransparentShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, W
// 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);
logger.Log("Failed to compile vertex shader", __FILE__, __LINE__, Logger::LogLevel::Error);
}
return false;
@@ -132,7 +142,7 @@ bool TransparentShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, W
// 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);
logger.Log("Failed to compile pixel shader", __FILE__, __LINE__, Logger::LogLevel::Error);
}
return false;
@@ -142,6 +152,7 @@ bool TransparentShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, W
result = device->CreateVertexShader(vertexShaderBuffer->GetBufferPointer(), vertexShaderBuffer->GetBufferSize(), NULL, &m_vertexShader);
if (FAILED(result))
{
logger.Log("Failed to create vertex shader", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
@@ -149,6 +160,7 @@ bool TransparentShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, W
result = device->CreatePixelShader(pixelShaderBuffer->GetBufferPointer(), pixelShaderBuffer->GetBufferSize(), NULL, &m_pixelShader);
if (FAILED(result))
{
logger.Log("Failed to create pixel shader", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
@@ -177,6 +189,7 @@ bool TransparentShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, W
vertexShaderBuffer->GetBufferSize(), &m_layout);
if (FAILED(result))
{
logger.Log("Failed to create input layout", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
@@ -199,6 +212,7 @@ bool TransparentShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, W
result = device->CreateBuffer(&matrixBufferDesc, NULL, &m_matrixBuffer);
if (FAILED(result))
{
logger.Log("Failed to create matrix buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
@@ -221,6 +235,7 @@ bool TransparentShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, W
result = device->CreateSamplerState(&samplerDesc, &m_sampleState);
if (FAILED(result))
{
logger.Log("Failed to create sampler state", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
@@ -236,15 +251,20 @@ bool TransparentShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, W
result = device->CreateBuffer(&transparentBufferDesc, NULL, &m_transparentBuffer);
if (FAILED(result))
{
logger.Log("Failed to create transparent buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
logger.Log("Transparent shader initialized", __FILE__, __LINE__);
return true;
}
void TransparentShaderClass::ShutdownShader()
{
logger.Log("Shutting down transparent shader", __FILE__, __LINE__);
// Release the transparent constant buffer.
if (m_transparentBuffer)
{
@@ -287,6 +307,8 @@ void TransparentShaderClass::ShutdownShader()
m_vertexShader = 0;
}
logger.Log("Transparent shader shut down", __FILE__, __LINE__);
return;
}
@@ -345,6 +367,7 @@ bool TransparentShaderClass::SetShaderParameters(ID3D11DeviceContext* deviceCont
result = deviceContext->Map(m_matrixBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
if (FAILED(result))
{
logger.Log("Failed to map matrix buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
@@ -372,6 +395,7 @@ bool TransparentShaderClass::SetShaderParameters(ID3D11DeviceContext* deviceCont
result = deviceContext->Map(m_transparentBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
if (FAILED(result))
{
logger.Log("Failed to map transparent buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}