Minor Update - Logger transformer en Singleton

This commit is contained in:
2024-04-12 17:59:44 +02:00
parent 3bc9eee3cc
commit 25f05fe217
52 changed files with 535 additions and 519 deletions

View File

@@ -30,7 +30,7 @@ LightShaderClass::~LightShaderClass()
bool LightShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
{
logger.Log("Initializing LightShaderClass", __FILE__, __LINE__);
Logger::Get().Log("Initializing LightShaderClass", __FILE__, __LINE__);
wchar_t vsFilename[128];
wchar_t psFilename[128];
@@ -41,7 +41,7 @@ bool LightShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
error = wcscpy_s(vsFilename, 128, L"light.vs");
if (error != 0)
{
logger.Log("Failed to copy string", __FILE__, __LINE__, Logger::LogLevel::Error);
Logger::Get().Log("Failed to copy string", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
@@ -49,18 +49,18 @@ bool LightShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
error = wcscpy_s(psFilename, 128, L"light.ps");
if (error != 0)
{
logger.Log("Failed to copy string", __FILE__, __LINE__, Logger::LogLevel::Error);
Logger::Get().Log("Failed to copy string", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
// Initialize the vertex and pixel shaders.
result = InitializeShader(device, hwnd, vsFilename, psFilename);
if (!result)
{
logger.Log("Failed to initialize shader", __FILE__, __LINE__, Logger::LogLevel::Error);
Logger::Get().Log("Failed to initialize shader", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
logger.Log("LightShaderClass initialized", __FILE__, __LINE__);
Logger::Get().Log("LightShaderClass initialized", __FILE__, __LINE__);
return true;
}
@@ -84,7 +84,7 @@ bool LightShaderClass::Render(ID3D11DeviceContext* deviceContext, int indexCount
result = SetShaderParameters(deviceContext, worldMatrix, viewMatrix, projectionMatrix, texture, diffuseColor, lightPosition);
if(!result)
{
logger.Log("Failed to set shader parameters", __FILE__, __LINE__, Logger::LogLevel::Error);
Logger::Get().Log("Failed to set shader parameters", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
@@ -127,7 +127,7 @@ bool LightShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR*
// If there was nothing in the error message then it simply could not find the shader file itself.
else
{
logger.Log("Failed to compile shader", __FILE__, __LINE__, Logger::LogLevel::Error);
Logger::Get().Log("Failed to compile shader", __FILE__, __LINE__, Logger::LogLevel::Error);
}
return false;
@@ -145,7 +145,7 @@ bool LightShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR*
// If there was nothing in the error message then it simply could not find the file itself.
else
{
logger.Log("Failed to compile shader", __FILE__, __LINE__, Logger::LogLevel::Error);
Logger::Get().Log("Failed to compile shader", __FILE__, __LINE__, Logger::LogLevel::Error);
}
return false;
@@ -155,7 +155,7 @@ bool LightShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR*
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);
Logger::Get().Log("Failed to create vertex shader", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
@@ -163,7 +163,7 @@ bool LightShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR*
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);
Logger::Get().Log("Failed to create pixel shader", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
@@ -201,7 +201,7 @@ bool LightShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR*
&m_layout);
if (FAILED(result))
{
logger.Log("Failed to create input layout", __FILE__, __LINE__, Logger::LogLevel::Error);
Logger::Get().Log("Failed to create input layout", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
@@ -231,7 +231,7 @@ bool LightShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR*
result = device->CreateSamplerState(&samplerDesc, &m_sampleState);
if (FAILED(result))
{
logger.Log("Failed to create sampler state", __FILE__, __LINE__, Logger::LogLevel::Error);
Logger::Get().Log("Failed to create sampler state", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
@@ -247,7 +247,7 @@ bool LightShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR*
result = device->CreateBuffer(&matrixBufferDesc, NULL, &m_matrixBuffer);
if (FAILED(result))
{
logger.Log("Failed to create matrix buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
Logger::Get().Log("Failed to create matrix buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
@@ -265,7 +265,7 @@ bool LightShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR*
result = device->CreateBuffer(&cameraBufferDesc, NULL, &m_cameraBuffer);
if (FAILED(result))
{
logger.Log("Failed to create camera buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
Logger::Get().Log("Failed to create camera buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
@@ -281,7 +281,7 @@ bool LightShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR*
result = device->CreateBuffer(&lightColorBufferDesc, NULL, &m_lightColorBuffer);
if (FAILED(result))
{
logger.Log("Failed to create light color buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
Logger::Get().Log("Failed to create light color buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
@@ -297,11 +297,11 @@ bool LightShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR*
result = device->CreateBuffer(&lightPositionBufferDesc, NULL, &m_lightPositionBuffer);
if (FAILED(result))
{
logger.Log("Failed to create light position buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
Logger::Get().Log("Failed to create light position buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
logger.Log("Shader initialized", __FILE__, __LINE__);
Logger::Get().Log("Shader initialized", __FILE__, __LINE__);
return true;
}
@@ -309,7 +309,7 @@ bool LightShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR*
void LightShaderClass::ShutdownShader()
{
logger.Log("Shutting down LightShaderClass", __FILE__, __LINE__);
Logger::Get().Log("Shutting down LightShaderClass", __FILE__, __LINE__);
// Release the light constant buffers.
if (m_lightColorBuffer)
@@ -373,7 +373,7 @@ void LightShaderClass::ShutdownShader()
m_vertexShader = 0;
}
logger.Log("LightShaderClass shut down", __FILE__, __LINE__);
Logger::Get().Log("LightShaderClass shut down", __FILE__, __LINE__);
return;
}
@@ -434,7 +434,7 @@ bool LightShaderClass::SetShaderParameters(ID3D11DeviceContext* deviceContext, X
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);
Logger::Get().Log("Failed to map matrix buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
@@ -459,7 +459,7 @@ bool LightShaderClass::SetShaderParameters(ID3D11DeviceContext* deviceContext, X
result = deviceContext->Map(m_cameraBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
if (FAILED(result))
{
logger.Log("Failed to map camera buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
Logger::Get().Log("Failed to map camera buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
@@ -467,7 +467,7 @@ bool LightShaderClass::SetShaderParameters(ID3D11DeviceContext* deviceContext, X
result = deviceContext->Map(m_lightPositionBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
if (FAILED(result))
{
logger.Log("Failed to map light position buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
Logger::Get().Log("Failed to map light position buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
@@ -496,7 +496,7 @@ bool LightShaderClass::SetShaderParameters(ID3D11DeviceContext* deviceContext, X
result = deviceContext->Map(m_lightColorBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
if (FAILED(result))
{
logger.Log("Failed to map light color buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
Logger::Get().Log("Failed to map light color buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}