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

@@ -21,7 +21,7 @@ RenderTextureClass::~RenderTextureClass()
bool RenderTextureClass::Initialize(ID3D11Device * device, int textureWidth, int textureHeight, float screenDepth, float screenNear, int format)
{
logger.Log("Initializing RenderTextureClass", __FILE__, __LINE__);
Logger::Get().Log("Initializing RenderTextureClass", __FILE__, __LINE__);
D3D11_TEXTURE2D_DESC textureDesc;
HRESULT result;
@@ -70,7 +70,7 @@ bool RenderTextureClass::Initialize(ID3D11Device * device, int textureWidth, int
result = device->CreateTexture2D(&textureDesc, NULL, &m_renderTargetTexture);
if (FAILED(result))
{
logger.Log("Failed to create render target texture", __FILE__, __LINE__, Logger::LogLevel::Error);
Logger::Get().Log("Failed to create render target texture", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
@@ -83,7 +83,7 @@ bool RenderTextureClass::Initialize(ID3D11Device * device, int textureWidth, int
result = device->CreateRenderTargetView(m_renderTargetTexture, &renderTargetViewDesc, &m_renderTargetView);
if (FAILED(result))
{
logger.Log("Failed to create render target view", __FILE__, __LINE__, Logger::LogLevel::Error);
Logger::Get().Log("Failed to create render target view", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
@@ -97,7 +97,7 @@ bool RenderTextureClass::Initialize(ID3D11Device * device, int textureWidth, int
result = device->CreateShaderResourceView(m_renderTargetTexture, &shaderResourceViewDesc, &m_shaderResourceView);
if (FAILED(result))
{
logger.Log("Failed to create shader resource view", __FILE__, __LINE__, Logger::LogLevel::Error);
Logger::Get().Log("Failed to create shader resource view", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
@@ -121,7 +121,7 @@ bool RenderTextureClass::Initialize(ID3D11Device * device, int textureWidth, int
result = device->CreateTexture2D(&depthBufferDesc, NULL, &m_depthStencilBuffer);
if (FAILED(result))
{
logger.Log("Failed to create depth buffer texture", __FILE__, __LINE__, Logger::LogLevel::Error);
Logger::Get().Log("Failed to create depth buffer texture", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
@@ -137,7 +137,7 @@ bool RenderTextureClass::Initialize(ID3D11Device * device, int textureWidth, int
result = device->CreateDepthStencilView(m_depthStencilBuffer, &depthStencilViewDesc, &m_depthStencilView);
if (FAILED(result))
{
logger.Log("Failed to create depth stencil view", __FILE__, __LINE__, Logger::LogLevel::Error);
Logger::Get().Log("Failed to create depth stencil view", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
@@ -155,14 +155,14 @@ bool RenderTextureClass::Initialize(ID3D11Device * device, int textureWidth, int
// Create an orthographic projection matrix for 2D rendering.
m_orthoMatrix = XMMatrixOrthographicLH((float)textureWidth, (float)textureHeight, screenNear, screenDepth);
logger.Log("RenderTextureClass initialized", __FILE__, __LINE__);
Logger::Get().Log("RenderTextureClass initialized", __FILE__, __LINE__);
return true;
}
void RenderTextureClass::Shutdown()
{
logger.Log("Shutting down RenderTextureClass", __FILE__, __LINE__);
Logger::Get().Log("Shutting down RenderTextureClass", __FILE__, __LINE__);
if (m_depthStencilView)
{
@@ -194,7 +194,7 @@ void RenderTextureClass::Shutdown()
m_renderTargetTexture = 0;
}
logger.Log("RenderTextureClass shut down", __FILE__, __LINE__);
Logger::Get().Log("RenderTextureClass shut down", __FILE__, __LINE__);
return;
}