Minor Update - Logger transformer en Singleton
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@@ -26,7 +26,7 @@ MultiTextureShaderClass::~MultiTextureShaderClass()
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bool MultiTextureShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
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{
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logger.Log("Initializing MultiTextureShaderClass", __FILE__, __LINE__);
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Logger::Get().Log("Initializing MultiTextureShaderClass", __FILE__, __LINE__);
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bool result;
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wchar_t vsFilename[128];
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@@ -37,7 +37,7 @@ bool MultiTextureShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
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error = wcscpy_s(vsFilename, 128, L"multitexture.vs");
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if (error != 0)
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{
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logger.Log("Failed to set the filename of the vertex shader", __FILE__, __LINE__, Logger::LogLevel::Error);
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Logger::Get().Log("Failed to set the filename of the vertex shader", __FILE__, __LINE__, Logger::LogLevel::Error);
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return false;
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}
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@@ -45,7 +45,7 @@ bool MultiTextureShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
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error = wcscpy_s(psFilename, 128, L"multitexture.ps");
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if (error != 0)
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{
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logger.Log("Failed to set the filename of the pixel shader", __FILE__, __LINE__, Logger::LogLevel::Error);
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Logger::Get().Log("Failed to set the filename of the pixel shader", __FILE__, __LINE__, Logger::LogLevel::Error);
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return false;
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}
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@@ -53,7 +53,7 @@ bool MultiTextureShaderClass::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 the vertex and pixel shaders", __FILE__, __LINE__, Logger::LogLevel::Error);
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Logger::Get().Log("Failed to initialize the vertex and pixel shaders", __FILE__, __LINE__, Logger::LogLevel::Error);
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return false;
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}
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@@ -78,7 +78,7 @@ bool MultiTextureShaderClass::Render(ID3D11DeviceContext* deviceContext, int ind
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result = SetShaderParameters(deviceContext, worldMatrix, viewMatrix, projectionMatrix, texture1, texture2);
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if (!result)
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{
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logger.Log("Failed to set the shader parameters that it will use for rendering", __FILE__, __LINE__, Logger::LogLevel::Error);
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Logger::Get().Log("Failed to set the shader parameters that it will use for rendering", __FILE__, __LINE__, Logger::LogLevel::Error);
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return false;
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}
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@@ -90,7 +90,7 @@ bool MultiTextureShaderClass::Render(ID3D11DeviceContext* deviceContext, int ind
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bool MultiTextureShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR* vsFilename, WCHAR* psFilename)
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{
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logger.Log("Initializing the shader", __FILE__, __LINE__);
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Logger::Get().Log("Initializing the shader", __FILE__, __LINE__);
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HRESULT result;
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ID3D10Blob* errorMessage;
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@@ -120,7 +120,7 @@ bool MultiTextureShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd,
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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.Log("Failed to compile the vertex shader code", __FILE__, __LINE__, Logger::LogLevel::Error);
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Logger::Get().Log("Failed to compile the vertex shader code", __FILE__, __LINE__, Logger::LogLevel::Error);
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}
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return false;
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@@ -139,7 +139,7 @@ bool MultiTextureShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd,
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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.Log("Failed to compile the pixel shader code", __FILE__, __LINE__, Logger::LogLevel::Error);
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Logger::Get().Log("Failed to compile the pixel shader code", __FILE__, __LINE__, Logger::LogLevel::Error);
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}
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return false;
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@@ -149,7 +149,7 @@ bool MultiTextureShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd,
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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 the vertex shader from the buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
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Logger::Get().Log("Failed to create the vertex shader from the buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
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return false;
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}
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@@ -157,7 +157,7 @@ bool MultiTextureShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd,
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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 the pixel shader from the buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
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Logger::Get().Log("Failed to create the pixel shader from the buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
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return false;
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}
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@@ -194,7 +194,7 @@ bool MultiTextureShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd,
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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 the vertex input layout", __FILE__, __LINE__, Logger::LogLevel::Error);
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Logger::Get().Log("Failed to create the vertex input layout", __FILE__, __LINE__, Logger::LogLevel::Error);
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return false;
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}
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@@ -217,7 +217,7 @@ bool MultiTextureShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd,
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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 the constant buffer pointer", __FILE__, __LINE__, Logger::LogLevel::Error);
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Logger::Get().Log("Failed to create the constant buffer pointer", __FILE__, __LINE__, Logger::LogLevel::Error);
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return false;
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}
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@@ -240,18 +240,18 @@ bool MultiTextureShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd,
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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 the texture sampler state", __FILE__, __LINE__, Logger::LogLevel::Error);
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Logger::Get().Log("Failed to create the texture sampler state", __FILE__, __LINE__, Logger::LogLevel::Error);
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return false;
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}
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logger.Log("Shader initialized", __FILE__, __LINE__);
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Logger::Get().Log("Shader initialized", __FILE__, __LINE__);
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return true;
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}
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void MultiTextureShaderClass::ShutdownShader()
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{
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logger.Log("Shutting down the shader", __FILE__, __LINE__);
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Logger::Get().Log("Shutting down the shader", __FILE__, __LINE__);
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// Release the sampler state.
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if (m_sampleState)
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@@ -288,7 +288,7 @@ void MultiTextureShaderClass::ShutdownShader()
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m_vertexShader = 0;
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}
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logger.Log("Shader shut down", __FILE__, __LINE__);
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Logger::Get().Log("Shader shut down", __FILE__, __LINE__);
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return;
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}
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@@ -346,7 +346,7 @@ bool MultiTextureShaderClass::SetShaderParameters(ID3D11DeviceContext* deviceCon
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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 lock the constant buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
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Logger::Get().Log("Failed to lock the constant buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
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return false;
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}
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