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

@@ -23,7 +23,7 @@ TextureShaderClass::~TextureShaderClass()
bool TextureShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
{
logger.Log("Initializing texture shader", __FILE__, __LINE__);
Logger::Get().Log("Initializing texture shader", __FILE__, __LINE__);
bool result;
wchar_t vsFilename[128];
@@ -33,7 +33,7 @@ bool TextureShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
error = wcscpy_s(vsFilename, 128, L"texture.vs");
if (error != 0)
{
logger.Log("Error copying stirng", __FILE__, __LINE__, Logger::LogLevel::Error);
Logger::Get().Log("Error copying stirng", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
@@ -41,7 +41,7 @@ bool TextureShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
error = wcscpy_s(psFilename, 128, L"texture.ps");
if (error != 0)
{
logger.Log("Error copying stirng", __FILE__, __LINE__, Logger::LogLevel::Error);
Logger::Get().Log("Error copying stirng", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
@@ -49,11 +49,11 @@ bool TextureShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
result = InitializeShader(device, hwnd, vsFilename, psFilename);
if (!result)
{
logger.Log("Error initializing shader", __FILE__, __LINE__, Logger::LogLevel::Error);
Logger::Get().Log("Error initializing shader", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
logger.Log("Texture shader initialized", __FILE__, __LINE__);
Logger::Get().Log("Texture shader initialized", __FILE__, __LINE__);
return true;
}
@@ -76,7 +76,7 @@ bool TextureShaderClass::Render(ID3D11DeviceContext* deviceContext, int indexCou
result = SetShaderParameters(deviceContext, worldMatrix, viewMatrix, projectionMatrix, texture);
if (!result)
{
logger.Log("Error setting shader parameters", __FILE__, __LINE__, Logger::LogLevel::Error);
Logger::Get().Log("Error setting shader parameters", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
@@ -88,7 +88,7 @@ bool TextureShaderClass::Render(ID3D11DeviceContext* deviceContext, int indexCou
bool TextureShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR* vsFilename, WCHAR* psFilename)
{
logger.Log("Initializing shader", __FILE__, __LINE__);
Logger::Get().Log("Initializing shader", __FILE__, __LINE__);
HRESULT result;
ID3D10Blob* errorMessage;
@@ -117,7 +117,7 @@ bool TextureShaderClass::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("Error compiling shader", __FILE__, __LINE__, Logger::LogLevel::Error);
Logger::Get().Log("Error compiling shader", __FILE__, __LINE__, Logger::LogLevel::Error);
}
return false;
@@ -136,7 +136,7 @@ bool TextureShaderClass::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("Error compiling shader", __FILE__, __LINE__, Logger::LogLevel::Error);
Logger::Get().Log("Error compiling shader", __FILE__, __LINE__, Logger::LogLevel::Error);
}
return false;
@@ -146,7 +146,7 @@ bool TextureShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR
result = device->CreateVertexShader(vertexShaderBuffer->GetBufferPointer(), vertexShaderBuffer->GetBufferSize(), NULL, &m_vertexShader);
if (FAILED(result))
{
logger.Log("Error creating vertex shader", __FILE__, __LINE__, Logger::LogLevel::Error);
Logger::Get().Log("Error creating vertex shader", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
@@ -154,7 +154,7 @@ bool TextureShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR
result = device->CreatePixelShader(pixelShaderBuffer->GetBufferPointer(), pixelShaderBuffer->GetBufferSize(), NULL, &m_pixelShader);
if (FAILED(result))
{
logger.Log("Error creating pixel shader", __FILE__, __LINE__, Logger::LogLevel::Error);
Logger::Get().Log("Error creating pixel shader", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
// Create the vertex input layout description.
@@ -183,7 +183,7 @@ bool TextureShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR
vertexShaderBuffer->GetBufferSize(), &m_layout);
if (FAILED(result))
{
logger.Log("Error creating input layout", __FILE__, __LINE__, Logger::LogLevel::Error);
Logger::Get().Log("Error creating input layout", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
@@ -206,7 +206,7 @@ bool TextureShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR
result = device->CreateBuffer(&matrixBufferDesc, NULL, &m_matrixBuffer);
if (FAILED(result))
{
logger.Log("Error creating constant buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
Logger::Get().Log("Error creating constant buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
// Create a texture sampler state description.
@@ -228,18 +228,18 @@ bool TextureShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR
result = device->CreateSamplerState(&samplerDesc, &m_sampleState);
if (FAILED(result))
{
logger.Log("Error creating sampler state", __FILE__, __LINE__, Logger::LogLevel::Error);
Logger::Get().Log("Error creating sampler state", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
logger.Log("Shader initialized", __FILE__, __LINE__);
Logger::Get().Log("Shader initialized", __FILE__, __LINE__);
return true;
}
void TextureShaderClass::ShutdownShader()
{
logger.Log("Shutting down shader", __FILE__, __LINE__);
Logger::Get().Log("Shutting down shader", __FILE__, __LINE__);
// Release the sampler state.
if (m_sampleState)
@@ -276,7 +276,7 @@ void TextureShaderClass::ShutdownShader()
m_vertexShader = 0;
}
logger.Log("Shader shut down", __FILE__, __LINE__);
Logger::Get().Log("Shader shut down", __FILE__, __LINE__);
return;
}
@@ -334,7 +334,7 @@ bool TextureShaderClass::SetShaderParameters(ID3D11DeviceContext* deviceContext,
result = deviceContext->Map(m_matrixBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
if (FAILED(result))
{
logger.Log("Error mapping constant buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
Logger::Get().Log("Error mapping constant buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}