minor update - préparation sunlight
This commit is contained in:
538
enginecustom/sunlightshaderclass.cpp
Normal file
538
enginecustom/sunlightshaderclass.cpp
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@@ -0,0 +1,538 @@
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////////////////////////////////////////////////////////////////////////////////
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// Filename: lightshaderclass.cpp
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////////////////////////////////////////////////////////////////////////////////
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#include "sunlightshaderclass.h"
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SunlightShaderClass::SunlightShaderClass()
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{
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m_vertexShader = 0;
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m_pixelShader = 0;
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m_layout = 0;
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m_sampleState = 0;
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m_matrixBuffer = 0;
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m_cameraBuffer = 0;
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m_sunlightBuffer = 0;
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m_sunlightColorBuffer = 0;
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m_sunlightPositionBuffer = 0;
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}
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SunlightShaderClass::SunlightShaderClass(const SunlightShaderClass& other)
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{
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}
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SunlightShaderClass::~SunlightShaderClass()
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{
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}
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bool SunlightShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
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{
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Logger::Get().Log("Initializing LightShaderClass", __FILE__, __LINE__, Logger::LogLevel::Initialize);
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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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bool result;
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// Set the filename of the vertex shader.
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error = wcscpy_s(vsFilename, 128, L"sunlight.vs");
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if (error != 0)
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{
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Logger::Get().Log("Failed to copy string", __FILE__, __LINE__, Logger::LogLevel::Error);
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return false;
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}
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// Set the filename of the pixel shader.
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error = wcscpy_s(psFilename, 128, L"sunlight.ps");
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if (error != 0)
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{
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Logger::Get().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::Get().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::Get().Log("SunLightShaderClass initialized", __FILE__, __LINE__, Logger::LogLevel::Initialize);
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return true;
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}
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void SunlightShaderClass::Shutdown()
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{
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// Shutdown the vertex and pixel shaders as well as the related objects.
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ShutdownShader();
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return;
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}
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bool SunlightShaderClass::Render(ID3D11DeviceContext* deviceContext, int indexCount, XMMATRIX worldMatrix, XMMATRIX viewMatrix, XMMATRIX projectionMatrix,
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ID3D11ShaderResourceView* texture, XMFLOAT4 diffuseColor, XMFLOAT4 lightPosition, XMFLOAT4 ambientClor)
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{
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bool result;
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// Set the shader parameters that it will use for rendering.
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result = SetShaderParameters(deviceContext, worldMatrix, viewMatrix, projectionMatrix, texture, diffuseColor, lightPosition, ambientClor);
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if (!result)
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{
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Logger::Get().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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// Now render the prepared buffers with the shader.
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RenderShader(deviceContext, indexCount);
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return true;
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}
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bool SunlightShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR* vsFilename, WCHAR* psFilename)
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{
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Logger::Get().Log("Initializing shader", __FILE__, __LINE__, Logger::LogLevel::Initialize);
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HRESULT result;
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ID3D10Blob* errorMessage;
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ID3D10Blob* vertexShaderBuffer;
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ID3D10Blob* pixelShaderBuffer;
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D3D11_INPUT_ELEMENT_DESC polygonLayout[3];
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unsigned int numElements;
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D3D11_SAMPLER_DESC samplerDesc;
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D3D11_BUFFER_DESC matrixBufferDesc;
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D3D11_BUFFER_DESC cameraBufferDesc;
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D3D11_BUFFER_DESC lightColorBufferDesc;
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D3D11_BUFFER_DESC lightPositionBufferDesc;
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// Initialize the pointers this function will use to null.
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errorMessage = 0;
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vertexShaderBuffer = 0;
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pixelShaderBuffer = 0;
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// Compile the vertex shader code.
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result = D3DCompileFromFile(vsFilename, NULL, NULL, "SunLightVertexShader", "vs_5_0", D3D10_SHADER_ENABLE_STRICTNESS, 0, &vertexShaderBuffer, &errorMessage);
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if (FAILED(result))
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{
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// If the shader failed to compile it should have writen something to the error message.
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if (errorMessage)
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{
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OutputShaderErrorMessage(errorMessage, hwnd, vsFilename);
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}
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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::Get().Log("Failed to compile shader", __FILE__, __LINE__, Logger::LogLevel::Error);
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}
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return false;
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}
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// Compile the pixel shader code.
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result = D3DCompileFromFile(psFilename, NULL, NULL, "SunLightPixelShader", "ps_5_0", D3D10_SHADER_ENABLE_STRICTNESS, 0, &pixelShaderBuffer, &errorMessage);
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if (FAILED(result))
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{
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// If the shader failed to compile it should have writen something to the error message.
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if (errorMessage)
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{
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OutputShaderErrorMessage(errorMessage, hwnd, psFilename);
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}
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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::Get().Log("Failed to compile shader", __FILE__, __LINE__, Logger::LogLevel::Error);
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}
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return false;
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}
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// Create the vertex shader from the buffer.
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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::Get().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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// Create the pixel shader from the buffer.
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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::Get().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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// Create the vertex input layout description.
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// This setup needs to match the VertexType stucture in the ModelClass and in the shader.
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polygonLayout[0].SemanticName = "POSITION";
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polygonLayout[0].SemanticIndex = 0;
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polygonLayout[0].Format = DXGI_FORMAT_R32G32B32_FLOAT;
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polygonLayout[0].InputSlot = 0;
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polygonLayout[0].AlignedByteOffset = 0;
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polygonLayout[0].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
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polygonLayout[0].InstanceDataStepRate = 0;
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polygonLayout[1].SemanticName = "TEXCOORD";
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polygonLayout[1].SemanticIndex = 0;
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polygonLayout[1].Format = DXGI_FORMAT_R32G32_FLOAT;
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polygonLayout[1].InputSlot = 0;
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polygonLayout[1].AlignedByteOffset = D3D11_APPEND_ALIGNED_ELEMENT;
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polygonLayout[1].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
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polygonLayout[1].InstanceDataStepRate = 0;
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polygonLayout[2].SemanticName = "NORMAL";
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polygonLayout[2].SemanticIndex = 0;
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polygonLayout[2].Format = DXGI_FORMAT_R32G32B32_FLOAT;
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polygonLayout[2].InputSlot = 0;
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polygonLayout[2].AlignedByteOffset = D3D11_APPEND_ALIGNED_ELEMENT;
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polygonLayout[2].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
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polygonLayout[2].InstanceDataStepRate = 0;
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// Get a count of the elements in the layout.
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numElements = sizeof(polygonLayout) / sizeof(polygonLayout[0]);
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// Create the vertex input layout.
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result = device->CreateInputLayout(polygonLayout, numElements, vertexShaderBuffer->GetBufferPointer(), vertexShaderBuffer->GetBufferSize(),
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&m_layout);
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if (FAILED(result))
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{
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Logger::Get().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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// Release the vertex shader buffer and pixel shader buffer since they are no longer needed.
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vertexShaderBuffer->Release();
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vertexShaderBuffer = 0;
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pixelShaderBuffer->Release();
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pixelShaderBuffer = 0;
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// Create a texture sampler state description.
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samplerDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
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samplerDesc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP;
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samplerDesc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP;
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samplerDesc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP;
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samplerDesc.MipLODBias = 0.0f;
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samplerDesc.MaxAnisotropy = 1;
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samplerDesc.ComparisonFunc = D3D11_COMPARISON_ALWAYS;
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samplerDesc.BorderColor[0] = 0;
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samplerDesc.BorderColor[1] = 0;
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samplerDesc.BorderColor[2] = 0;
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samplerDesc.BorderColor[3] = 0;
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samplerDesc.MinLOD = 0;
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samplerDesc.MaxLOD = D3D11_FLOAT32_MAX;
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// Create the texture sampler state.
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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::Get().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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// Setup the description of the dynamic matrix constant buffer that is in the vertex shader.
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matrixBufferDesc.Usage = D3D11_USAGE_DYNAMIC;
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matrixBufferDesc.ByteWidth = sizeof(MatrixBufferType);
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matrixBufferDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
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matrixBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
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matrixBufferDesc.MiscFlags = 0;
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matrixBufferDesc.StructureByteStride = 0;
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// Create the constant buffer pointer so we can access the vertex shader constant buffer from within this class.
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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::Get().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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// Setup the description of the camera dynamic constant buffer that is in the vertex shader.
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cameraBufferDesc.Usage = D3D11_USAGE_DYNAMIC;
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cameraBufferDesc.ByteWidth = sizeof(CameraBufferType);
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cameraBufferDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
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cameraBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
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cameraBufferDesc.MiscFlags = 0;
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cameraBufferDesc.StructureByteStride = 0;
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// Create the camera constant buffer pointer so we can access the vertex shader constant buffer from within this class.
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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::Get().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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// Setup the description of the dynamic constant buffer that is in the pixel shader.
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lightColorBufferDesc.Usage = D3D11_USAGE_DYNAMIC;
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lightColorBufferDesc.ByteWidth = sizeof(SunLightColorBufferType);
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lightColorBufferDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
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lightColorBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
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lightColorBufferDesc.MiscFlags = 0;
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lightColorBufferDesc.StructureByteStride = 0;
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// Create the constant buffer pointer so we can access the pixel shader constant buffer from within this class.
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result = device->CreateBuffer(&lightColorBufferDesc, NULL, &m_sunlightColorBuffer);
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if (FAILED(result))
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{
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Logger::Get().Log("Failed to create sunlight color buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
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return false;
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}
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// Setup the description of the dynamic constant buffer that is in the vertex shader.
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lightPositionBufferDesc.Usage = D3D11_USAGE_DYNAMIC;
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lightPositionBufferDesc.ByteWidth = sizeof(SunLightPositionBufferType);
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lightPositionBufferDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
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lightPositionBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
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lightPositionBufferDesc.MiscFlags = 0;
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lightPositionBufferDesc.StructureByteStride = 0;
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// Create the constant buffer pointer so we can access the vertex shader constant buffer from within this class.
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result = device->CreateBuffer(&lightPositionBufferDesc, NULL, &m_sunlightPositionBuffer);
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if (FAILED(result))
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{
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Logger::Get().Log("Failed to create sunlight position buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
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return false;
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}
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Logger::Get().Log("Shader initialized", __FILE__, __LINE__, Logger::LogLevel::Initialize);
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return true;
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}
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void SunlightShaderClass::ShutdownShader()
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{
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Logger::Get().Log("Shutting down SunLightShaderClass", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
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// Release the light constant buffers.
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if (m_sunlightColorBuffer)
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{
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m_sunlightColorBuffer->Release();
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m_sunlightColorBuffer = 0;
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}
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if (m_sunlightPositionBuffer)
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{
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m_sunlightPositionBuffer->Release();
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m_sunlightPositionBuffer = 0;
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}
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// Release the light constant buffer.
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if (m_sunlightBuffer)
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{
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m_sunlightBuffer->Release();
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m_sunlightBuffer = 0;
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}
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// Release the camera constant buffer.
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if (m_cameraBuffer)
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{
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m_cameraBuffer->Release();
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m_cameraBuffer = 0;
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}
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// Release the matrix constant buffer.
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if (m_matrixBuffer)
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{
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m_matrixBuffer->Release();
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m_matrixBuffer = 0;
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}
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// Release the sampler state.
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if (m_sampleState)
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{
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m_sampleState->Release();
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m_sampleState = 0;
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}
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// Release the layout.
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if (m_layout)
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{
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m_layout->Release();
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m_layout = 0;
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}
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// Release the pixel shader.
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if (m_pixelShader)
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{
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m_pixelShader->Release();
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m_pixelShader = 0;
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}
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// Release the vertex shader.
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if (m_vertexShader)
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{
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m_vertexShader->Release();
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m_vertexShader = 0;
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}
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Logger::Get().Log("SunLightShaderClass shut down", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
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return;
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}
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void SunlightShaderClass::OutputShaderErrorMessage(ID3D10Blob* errorMessage, HWND hwnd, WCHAR* shaderFilename)
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{
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char* compileErrors;
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unsigned __int64 bufferSize, i;
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ofstream fout;
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// Get a pointer to the error message text buffer.
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compileErrors = (char*)(errorMessage->GetBufferPointer());
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// Get the length of the message.
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bufferSize = errorMessage->GetBufferSize();
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// Open a file to write the error message to.
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fout.open("shader-error.txt");
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// Write out the error message.
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for (i = 0; i < bufferSize; i++)
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{
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fout << compileErrors[i];
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}
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// Close the file.
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fout.close();
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// Release the error message.
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errorMessage->Release();
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errorMessage = 0;
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// Pop a message up on the screen to notify the user to check the text file for compile errors.
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MessageBox(hwnd, L"Error compiling shader. Check shader-error.txt for message.", shaderFilename, MB_OK);
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return;
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}
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bool SunlightShaderClass::SetShaderParameters(ID3D11DeviceContext* deviceContext, XMMATRIX worldMatrix, XMMATRIX viewMatrix, XMMATRIX projectionMatrix,
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ID3D11ShaderResourceView* texture, XMFLOAT4 diffuseColor, XMFLOAT4 lightPosition, XMFLOAT4 ambientColor)
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{
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HRESULT result;
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D3D11_MAPPED_SUBRESOURCE mappedResource;
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unsigned int bufferNumber;
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MatrixBufferType* dataPtr;
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SunLightPositionBufferType* dataPtr2;
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SunLightColorBufferType* dataPtr3;
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// Transpose the matrices to prepare them for the shader.
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worldMatrix = XMMatrixTranspose(worldMatrix);
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viewMatrix = XMMatrixTranspose(viewMatrix);
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projectionMatrix = XMMatrixTranspose(projectionMatrix);
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// Lock the constant buffer so it can be written to.
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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::Get().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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// Get a pointer to the data in the constant buffer.
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dataPtr = (MatrixBufferType*)mappedResource.pData;
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// Copy the matrices into the constant buffer.
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dataPtr->world = worldMatrix;
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dataPtr->view = viewMatrix;
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dataPtr->projection = projectionMatrix;
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// Unlock the constant buffer.
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deviceContext->Unmap(m_matrixBuffer, 0);
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// Set the position of the constant buffer in the vertex shader.
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bufferNumber = 0;
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// Now set the constant buffer in the vertex shader with the updated values.
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deviceContext->VSSetConstantBuffers(bufferNumber, 1, &m_matrixBuffer);
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// Lock the camera constant buffer so it can be written to.
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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::Get().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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||||
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// Lock the light position constant buffer so it can be written to.
|
||||
result = deviceContext->Map(m_sunlightPositionBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
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if (FAILED(result))
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||||
{
|
||||
Logger::Get().Log("Failed to map sunlight position buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
// Get a pointer to the data in the constant buffer.
|
||||
dataPtr2 = (SunLightPositionBufferType*)mappedResource.pData;
|
||||
|
||||
// Copy the light position variables into the constant buffer.
|
||||
dataPtr2->sunPosition = lightPosition;
|
||||
|
||||
// Unlock the constant buffer.
|
||||
deviceContext->Unmap(m_sunlightPositionBuffer, 0);
|
||||
|
||||
// Set the position of the constant buffer in the vertex shader.
|
||||
bufferNumber = 1;
|
||||
|
||||
// Finally set the constant buffer in the vertex shader with the updated values.
|
||||
deviceContext->VSSetConstantBuffers(bufferNumber, 1, &m_sunlightPositionBuffer);
|
||||
|
||||
// Set shader texture resource in the pixel shader.
|
||||
deviceContext->PSSetShaderResources(0, 1, &texture);
|
||||
|
||||
// Lock the light color constant buffer so it can be written to.
|
||||
result = deviceContext->Map(m_sunlightColorBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
|
||||
if (FAILED(result))
|
||||
{
|
||||
Logger::Get().Log("Failed to map sunlight color buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
// Get a pointer to the data in the constant buffer.
|
||||
dataPtr3 = (SunLightColorBufferType*)mappedResource.pData;
|
||||
|
||||
// Copy the light color variables into the constant buffer.
|
||||
dataPtr3->sunColor = diffuseColor;
|
||||
|
||||
// Unlock the constant buffer.
|
||||
deviceContext->Unmap(m_sunlightColorBuffer, 0);
|
||||
|
||||
// Set the position of the constant buffer in the pixel shader.
|
||||
bufferNumber = 0;
|
||||
|
||||
// Finally set the constant buffer in the pixel shader with the updated values.
|
||||
deviceContext->PSSetConstantBuffers(bufferNumber, 1, &m_sunlightColorBuffer);
|
||||
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
void SunlightShaderClass::RenderShader(ID3D11DeviceContext* deviceContext, int indexCount)
|
||||
{
|
||||
// Set the vertex input layout.
|
||||
deviceContext->IASetInputLayout(m_layout);
|
||||
|
||||
// Set the vertex and pixel shaders that will be used to render this triangle.
|
||||
deviceContext->VSSetShader(m_vertexShader, NULL, 0);
|
||||
deviceContext->PSSetShader(m_pixelShader, NULL, 0);
|
||||
|
||||
// Set the sampler state in the pixel shader.
|
||||
deviceContext->PSSetSamplers(0, 1, &m_sampleState);
|
||||
|
||||
// Render the triangle.
|
||||
deviceContext->DrawIndexed(indexCount, 0, 0);
|
||||
|
||||
return;
|
||||
}
|
||||
Reference in New Issue
Block a user