Minor Update - Log Systeme
Feat : +Log pour toutes les fonction et erreur utile
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@@ -24,6 +24,8 @@ TransparentShaderClass::~TransparentShaderClass()
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bool TransparentShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
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{
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logger.Log("Initializing TransparentShaderClass", __FILE__, __LINE__);
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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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@@ -33,6 +35,7 @@ bool TransparentShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
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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.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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@@ -40,6 +43,7 @@ bool TransparentShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
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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.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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@@ -47,9 +51,12 @@ bool TransparentShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
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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.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.Log("TransparentShaderClass initialized", __FILE__, __LINE__);
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return true;
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}
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@@ -72,6 +79,7 @@ bool TransparentShaderClass::Render(ID3D11DeviceContext* deviceContext, int inde
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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.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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@@ -84,6 +92,8 @@ bool TransparentShaderClass::Render(ID3D11DeviceContext* deviceContext, int inde
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bool TransparentShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR* vsFilename, WCHAR* psFilename)
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{
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logger.Log("Initializing transparent shader", __FILE__, __LINE__);
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HRESULT result;
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ID3D10Blob* errorMessage;
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ID3D10Blob* vertexShaderBuffer;
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@@ -113,7 +123,7 @@ bool TransparentShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, W
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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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MessageBox(hwnd, vsFilename, L"Missing Shader File", MB_OK);
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logger.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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@@ -132,7 +142,7 @@ bool TransparentShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, W
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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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MessageBox(hwnd, psFilename, L"Missing Shader File", MB_OK);
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logger.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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@@ -142,6 +152,7 @@ bool TransparentShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, W
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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.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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@@ -149,6 +160,7 @@ bool TransparentShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, W
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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.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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@@ -177,6 +189,7 @@ bool TransparentShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, W
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vertexShaderBuffer->GetBufferSize(), &m_layout);
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if (FAILED(result))
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{
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logger.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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@@ -199,6 +212,7 @@ bool TransparentShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, W
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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.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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@@ -221,6 +235,7 @@ bool TransparentShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, W
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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.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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@@ -236,15 +251,20 @@ bool TransparentShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, W
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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.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.Log("Transparent shader initialized", __FILE__, __LINE__);
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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.Log("Shutting down transparent shader", __FILE__, __LINE__);
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// Release the transparent constant buffer.
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if (m_transparentBuffer)
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{
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@@ -287,6 +307,8 @@ void TransparentShaderClass::ShutdownShader()
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m_vertexShader = 0;
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}
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logger.Log("Transparent shader shut down", __FILE__, __LINE__);
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return;
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}
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@@ -345,6 +367,7 @@ bool TransparentShaderClass::SetShaderParameters(ID3D11DeviceContext* deviceCont
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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.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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@@ -372,6 +395,7 @@ bool TransparentShaderClass::SetShaderParameters(ID3D11DeviceContext* deviceCont
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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.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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