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

@@ -24,7 +24,7 @@ TranslateShaderClass::~TranslateShaderClass()
bool TranslateShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
{
logger.Log("Initilaizing TranslateShaderClass", __FILE__, __LINE__);
Logger::Get().Log("Initilaizing TranslateShaderClass", __FILE__, __LINE__);
bool result;
wchar_t vsFilename[128];
@@ -35,7 +35,7 @@ bool TranslateShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
error = wcscpy_s(vsFilename, 128, L"translate.vs");
if (error != 0)
{
logger.Log("Failed to copy vsFilename", __FILE__, __LINE__, Logger::LogLevel::Error);
Logger::Get().Log("Failed to copy vsFilename", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
@@ -43,7 +43,7 @@ bool TranslateShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
error = wcscpy_s(psFilename, 128, L"translate.ps");
if (error != 0)
{
logger.Log("Failed to copy psFilename", __FILE__, __LINE__, Logger::LogLevel::Error);
Logger::Get().Log("Failed to copy psFilename", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
@@ -51,11 +51,11 @@ bool TranslateShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
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("TranslateShaderClass initialized", __FILE__, __LINE__);
Logger::Get().Log("TranslateShaderClass initialized", __FILE__, __LINE__);
return true;
}
@@ -79,7 +79,7 @@ bool TranslateShaderClass::Render(ID3D11DeviceContext * deviceContext, int index
result = SetShaderParameters(deviceContext, worldMatrix, viewMatrix, projectionMatrix, texture, translation);
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;
}
@@ -92,7 +92,7 @@ bool TranslateShaderClass::Render(ID3D11DeviceContext * deviceContext, int index
bool TranslateShaderClass::InitializeShader(ID3D11Device * device, HWND hwnd, WCHAR * vsFilename, WCHAR * psFilename)
{
logger.Log("Initializing translate shader", __FILE__, __LINE__);
Logger::Get().Log("Initializing translate shader", __FILE__, __LINE__);
HRESULT result;
ID3D10Blob* errorMessage;
@@ -123,7 +123,7 @@ bool TranslateShaderClass::InitializeShader(ID3D11Device * device, HWND hwnd, WC
// 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;
@@ -142,7 +142,7 @@ bool TranslateShaderClass::InitializeShader(ID3D11Device * device, HWND hwnd, WC
// 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;
@@ -152,7 +152,7 @@ bool TranslateShaderClass::InitializeShader(ID3D11Device * device, HWND hwnd, WC
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;
}
@@ -160,7 +160,7 @@ bool TranslateShaderClass::InitializeShader(ID3D11Device * device, HWND hwnd, WC
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;
}
@@ -189,7 +189,7 @@ bool TranslateShaderClass::InitializeShader(ID3D11Device * device, HWND hwnd, WC
vertexShaderBuffer->GetBufferSize(), &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;
}
@@ -212,7 +212,7 @@ bool TranslateShaderClass::InitializeShader(ID3D11Device * device, HWND hwnd, WC
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;
}
@@ -235,7 +235,7 @@ bool TranslateShaderClass::InitializeShader(ID3D11Device * device, HWND hwnd, WC
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;
}
@@ -251,11 +251,11 @@ bool TranslateShaderClass::InitializeShader(ID3D11Device * device, HWND hwnd, WC
result = device->CreateBuffer(&translateBufferDesc, NULL, &m_translateBuffer);
if (FAILED(result))
{
logger.Log("Failed to create translate buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
Logger::Get().Log("Failed to create translate buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
logger.Log("Translate shader initialized", __FILE__, __LINE__);
Logger::Get().Log("Translate shader initialized", __FILE__, __LINE__);
return true;
}
@@ -263,7 +263,7 @@ bool TranslateShaderClass::InitializeShader(ID3D11Device * device, HWND hwnd, WC
void TranslateShaderClass::ShutdownShader()
{
logger.Log("Shutting down translate shader", __FILE__, __LINE__);
Logger::Get().Log("Shutting down translate shader", __FILE__, __LINE__);
// Release the texture translation constant buffer.
if (m_translateBuffer)
@@ -307,7 +307,7 @@ void TranslateShaderClass::ShutdownShader()
m_vertexShader = 0;
}
logger.Log("Translate shader shut down", __FILE__, __LINE__);
Logger::Get().Log("Translate shader shut down", __FILE__, __LINE__);
return;
}
@@ -368,7 +368,7 @@ bool TranslateShaderClass::SetShaderParameters(ID3D11DeviceContext * deviceConte
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;
}
@@ -396,7 +396,7 @@ bool TranslateShaderClass::SetShaderParameters(ID3D11DeviceContext * deviceConte
result = deviceContext->Map(m_translateBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
if (FAILED(result))
{
logger.Log("Failed to map translate buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
Logger::Get().Log("Failed to map translate buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}