Minor Update - Log pour plus de fichier
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@@ -30,6 +30,8 @@ LightShaderClass::~LightShaderClass()
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bool LightShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
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{
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logger.Log("Initializing LightShaderClass", __FILE__, __LINE__);
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wchar_t vsFilename[128];
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wchar_t psFilename[128];
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int error;
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@@ -39,6 +41,7 @@ bool LightShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
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error = wcscpy_s(vsFilename, 128, L"light.vs");
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if (error != 0)
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{
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logger.Log("Failed to copy string", __FILE__, __LINE__, Logger::LogLevel::Error);
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return false;
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}
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@@ -46,15 +49,19 @@ bool LightShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
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error = wcscpy_s(psFilename, 128, L"light.ps");
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if (error != 0)
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{
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logger.Log("Failed to copy string", __FILE__, __LINE__, Logger::LogLevel::Error);
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return false;
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}
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// Initialize the vertex and pixel shaders.
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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 shader", __FILE__, __LINE__, Logger::LogLevel::Error);
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return false;
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}
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logger.Log("LightShaderClass initialized", __FILE__, __LINE__);
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return true;
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}
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@@ -77,6 +84,7 @@ bool LightShaderClass::Render(ID3D11DeviceContext* deviceContext, int indexCount
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result = SetShaderParameters(deviceContext, worldMatrix, viewMatrix, projectionMatrix, texture, diffuseColor, lightPosition);
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if(!result)
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{
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logger.Log("Failed to set shader parameters", __FILE__, __LINE__, Logger::LogLevel::Error);
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return false;
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}
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@@ -119,7 +127,7 @@ bool LightShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR*
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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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MessageBox(hwnd, vsFilename, L"Missing Shader File", MB_OK);
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logger.Log("Failed to compile shader", __FILE__, __LINE__, Logger::LogLevel::Error);
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}
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return false;
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@@ -137,7 +145,7 @@ bool LightShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR*
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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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MessageBox(hwnd, psFilename, L"Missing Shader File", MB_OK);
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logger.Log("Failed to compile shader", __FILE__, __LINE__, Logger::LogLevel::Error);
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}
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return false;
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@@ -147,6 +155,7 @@ bool LightShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR*
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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 vertex shader", __FILE__, __LINE__, Logger::LogLevel::Error);
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return false;
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}
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@@ -154,6 +163,7 @@ bool LightShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR*
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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 pixel shader", __FILE__, __LINE__, Logger::LogLevel::Error);
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return false;
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}
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@@ -191,6 +201,7 @@ bool LightShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR*
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&m_layout);
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if (FAILED(result))
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{
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logger.Log("Failed to create input layout", __FILE__, __LINE__, Logger::LogLevel::Error);
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return false;
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}
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@@ -220,6 +231,7 @@ bool LightShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR*
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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 sampler state", __FILE__, __LINE__, Logger::LogLevel::Error);
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return false;
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}
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@@ -235,6 +247,7 @@ bool LightShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR*
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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 matrix buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
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return false;
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}
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@@ -252,6 +265,7 @@ bool LightShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR*
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result = device->CreateBuffer(&cameraBufferDesc, NULL, &m_cameraBuffer);
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if (FAILED(result))
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{
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logger.Log("Failed to create camera buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
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return false;
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}
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@@ -267,6 +281,7 @@ bool LightShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR*
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result = device->CreateBuffer(&lightColorBufferDesc, NULL, &m_lightColorBuffer);
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if (FAILED(result))
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{
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logger.Log("Failed to create light color buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
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return false;
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}
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@@ -282,15 +297,20 @@ bool LightShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR*
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result = device->CreateBuffer(&lightPositionBufferDesc, NULL, &m_lightPositionBuffer);
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if (FAILED(result))
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{
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logger.Log("Failed to create light position buffer", __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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return true;
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}
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void LightShaderClass::ShutdownShader()
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{
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logger.Log("Shutting down LightShaderClass", __FILE__, __LINE__);
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// Release the light constant buffers.
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if (m_lightColorBuffer)
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{
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@@ -353,6 +373,8 @@ void LightShaderClass::ShutdownShader()
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m_vertexShader = 0;
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}
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logger.Log("LightShaderClass shut down", __FILE__, __LINE__);
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return;
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}
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@@ -412,6 +434,7 @@ bool LightShaderClass::SetShaderParameters(ID3D11DeviceContext* deviceContext, X
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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 map matrix buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
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return false;
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}
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@@ -436,6 +459,7 @@ bool LightShaderClass::SetShaderParameters(ID3D11DeviceContext* deviceContext, X
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result = deviceContext->Map(m_cameraBuffer, 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 map camera buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
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return false;
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}
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@@ -443,6 +467,7 @@ bool LightShaderClass::SetShaderParameters(ID3D11DeviceContext* deviceContext, X
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result = deviceContext->Map(m_lightPositionBuffer, 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 map light position buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
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return false;
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}
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@@ -471,6 +496,7 @@ bool LightShaderClass::SetShaderParameters(ID3D11DeviceContext* deviceContext, X
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result = deviceContext->Map(m_lightColorBuffer, 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 map light color buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
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return false;
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}
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