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Shader.h
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213 lines (175 loc) · 7.9 KB
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#pragma once
#include "DXCore.h"
#include <string>
#include <fstream>
#include <sstream>
#include <D3Dcompiler.h>
#include <d3d11shader.h>
#include <map>
#include "ShaderReflection.h"
#pragma comment(lib, "dxguid.lib")
struct alignas(16) ConstantBuffer3
{
float time;
};
struct alignas(16) ConstantBuffer2
{
float time;
float padding[3];
Vec4 lights[4];
};
ID3D11Buffer* constantBuffer;
std::string readFile(std::string filename) {
std::ifstream infile(filename);
std::stringstream output;
output << infile.rdbuf();
infile.close();
return output.str();
}
class Shader {
public:
ID3D11VertexShader* vertexShader;
ID3D11PixelShader* pixelShader;
ID3D11InputLayout* layout;
void init(std::string VS_filename , std::string PS_filename, DXCOre* core) {
std::string vs = readFile(VS_filename);
std::string ps = readFile(PS_filename);
loadVS(core, vs);
loadPS(core, ps);
}
void init_anim(std::string VS_filename, std::string PS_filename, DXCOre* core) {
std::string vs = readFile(VS_filename);
std::string ps = readFile(PS_filename);
loadVS_Skeletal(core, vs);
loadPS(core, ps);
}
void init_inst(std::string VS_filename, std::string PS_filename, DXCOre* core) {
std::string vs = readFile(VS_filename);
std::string ps = readFile(PS_filename);
loadVS_Instance(core, vs);
loadPS(core, ps);
}
std::vector<ConstantBuffer> psConstantBuffers;
std::vector<ConstantBuffer> vsConstantBuffers;
std::map<std::string, int> textureBindPointsVS;
std::map<std::string, int> textureBindPointsPS;
void loadVS(DXCOre* core, std::string vertexShaderHLSL)
{
ID3DBlob* compiledVertexShader;
ID3DBlob* status;
HRESULT hr = D3DCompile(vertexShaderHLSL.c_str(), strlen(vertexShaderHLSL.c_str()), NULL, NULL, NULL, "VS", "vs_5_0", 0, 0, &compiledVertexShader, &status);
if (FAILED(hr))
{
MessageBoxA(NULL, (char*)status->GetBufferPointer(), "Vertex Shader Error", 0);
exit(0);
}
core->device->CreateVertexShader(compiledVertexShader->GetBufferPointer(), compiledVertexShader->GetBufferSize(), NULL, &vertexShader);
D3D11_INPUT_ELEMENT_DESC layoutDesc[] =
{
{ "POS", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "TANGENT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
};
core->device->CreateInputLayout(layoutDesc, 4, compiledVertexShader->GetBufferPointer(), compiledVertexShader->GetBufferSize(), &layout);
ConstantBufferReflection reflection;
reflection.build(core, compiledVertexShader, vsConstantBuffers, textureBindPointsVS, ShaderStage::VertexShader);
}
void loadVS_Instance(DXCOre* core, std::string vertexShaderHLSL)
{
ID3DBlob* compiledVertexShader;
ID3DBlob* status;
HRESULT hr = D3DCompile(vertexShaderHLSL.c_str(), strlen(vertexShaderHLSL.c_str()), NULL, NULL, NULL, "VS", "vs_5_0", 0, 0, &compiledVertexShader, &status);
if (FAILED(hr))
{
MessageBoxA(NULL, (char*)status->GetBufferPointer(), "Vertex Shader Error", 0);
exit(0);
}
core->device->CreateVertexShader(compiledVertexShader->GetBufferPointer(), compiledVertexShader->GetBufferSize(), NULL, &vertexShader);
D3D11_INPUT_ELEMENT_DESC layoutDesc[] =
{
{ "POS", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "TANGENT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "INSTANCEPOSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 1, 0, D3D11_INPUT_PER_INSTANCE_DATA, 1 },
};
core->device->CreateInputLayout(layoutDesc, 5, compiledVertexShader->GetBufferPointer(), compiledVertexShader->GetBufferSize(), &layout);
ConstantBufferReflection reflection;
reflection.build(core, compiledVertexShader, vsConstantBuffers, textureBindPointsVS, ShaderStage::VertexShader);
}
void loadVS_Skeletal(DXCOre* core, std::string vertexShaderHLSL)
{
ID3DBlob* compiledVertexShader;
ID3DBlob* status;
HRESULT hr = D3DCompile(vertexShaderHLSL.c_str(), strlen(vertexShaderHLSL.c_str()), NULL, NULL, NULL, "VS", "vs_5_0", 0, 0, &compiledVertexShader, &status);
if (FAILED(hr))
{
MessageBoxA(NULL, (char*)status->GetBufferPointer(), "Vertex Shader Error", 0);
exit(0);
}
core->device->CreateVertexShader(compiledVertexShader->GetBufferPointer(), compiledVertexShader->GetBufferSize(), NULL, &vertexShader);
D3D11_INPUT_ELEMENT_DESC layoutDesc[] = {
{ "POS", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "TANGENT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "BONEIDS", 0, DXGI_FORMAT_R32G32B32A32_UINT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "BONEWEIGHTS", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
};
core->device->CreateInputLayout(layoutDesc, 6, compiledVertexShader->GetBufferPointer(), compiledVertexShader->GetBufferSize(), &layout);
ConstantBufferReflection reflection;
reflection.build(core, compiledVertexShader, vsConstantBuffers, textureBindPointsVS, ShaderStage::VertexShader);
}
void loadPS(DXCOre* core, std::string pixelShaderHLSL)
{
ID3DBlob* compiledPixelShader;
ID3DBlob* status;
HRESULT hr = D3DCompile(pixelShaderHLSL.c_str(), strlen(pixelShaderHLSL.c_str()), NULL, NULL, NULL, "PS", "ps_5_0", 0, 0, &compiledPixelShader, &status);
if (FAILED(hr))
{
MessageBoxA(NULL, (char*)status->GetBufferPointer(), "Pixel Shader Error", 0);
exit(0);
}
core->device->CreatePixelShader(compiledPixelShader->GetBufferPointer(), compiledPixelShader->GetBufferSize(), NULL, &pixelShader);
ConstantBufferReflection reflection;
reflection.build(core, compiledPixelShader, psConstantBuffers, textureBindPointsPS, ShaderStage::PixelShader);
}
void updateConstant(std::string constantBufferName, std::string variableName, void* data, std::vector<ConstantBuffer>& buffers)
{
for (int i = 0; i < buffers.size(); i++)
{
if (buffers[i].name == constantBufferName)
{
buffers[i].update(variableName, data);
return;
}
}
}
void updateConstantVS(std::string constantBufferName, std::string variableName, void* data)
{
updateConstant(constantBufferName, variableName, data, vsConstantBuffers);
}
void updateConstantPS(std::string constantBufferName, std::string variableName, void* data)
{
updateConstant(constantBufferName, variableName, data, psConstantBuffers);
}
void updateTexturePS(DXCOre* core, std::string name, ID3D11ShaderResourceView* tex){
//core->devicecontext->PSSetShaderResources(0, 1, &srv);
core->devicecontext->PSSetShaderResources(textureBindPointsPS[name], 1, &tex);
}
void updateSampler(DXCOre* core, ID3D11SamplerState* state, int num) {
core->devicecontext->PSSetSamplers(num, 1, &state);
}
void apply(DXCOre* core) {
core->devicecontext->IASetInputLayout(layout);
core->devicecontext->VSSetShader(vertexShader, NULL, 0);
core->devicecontext->PSSetShader(pixelShader, NULL, 0);
for (int i = 0; i < vsConstantBuffers.size(); i++) {
vsConstantBuffers[i].upload(core);
}
for (int i = 0; i < psConstantBuffers.size(); i++) {
psConstantBuffers[i].upload(core);
}
}
};