SimpleBumpMapEffect::SimpleBumpMapEffect(ProgramFactory& factory, Environment const& environment, bool& created) : mPVWMatrix(nullptr) { created = false; // Load and compile the shaders. std::string path = environment.GetPath("SimpleBumpMap.hlsl"); #if !defined(GTE_DEV_OPENGL) // The flags are chosen to allow you to debug the shaders through MSVS. // The menu path is "Debug | Graphics | Start Diagnostics" (ALT+F5). factory.PushFlags(); factory.flags = D3DCOMPILE_ENABLE_STRICTNESS | D3DCOMPILE_IEEE_STRICTNESS | D3DCOMPILE_DEBUG | D3DCOMPILE_SKIP_OPTIMIZATION; #endif mProgram = factory.CreateFromFiles(path, path, ""); #if !defined(GTE_DEV_OPENGL) factory.PopFlags(); #endif if (!mProgram) { // The program factory will generate Log* messages. return; } // Load the textures. path = environment.GetPath("Bricks.png"); mBaseTexture.reset(WICFileIO::Load(path, true)); mBaseTexture->AutogenerateMipmaps(); path = environment.GetPath("BricksNormal.png"); mNormalTexture.reset(WICFileIO::Load(path, true)); mNormalTexture->AutogenerateMipmaps(); // Create the shader constants. mPVWMatrixConstant = std::make_shared<ConstantBuffer>(sizeof(Matrix4x4<float>), true); mPVWMatrix = mPVWMatrixConstant->Get<Matrix4x4<float>>(); *mPVWMatrix = Matrix4x4<float>::Identity(); // Create the texture sampler for mipmapping. mCommonSampler = std::make_shared<SamplerState>(); mCommonSampler->filter = SamplerState::MIN_L_MAG_L_MIP_L; mCommonSampler->mode[0] = SamplerState::WRAP; mCommonSampler->mode[1] = SamplerState::WRAP; // Set the resources for the shaders. std::shared_ptr<VertexShader> vshader = mProgram->GetVShader(); std::shared_ptr<PixelShader> pshader = mProgram->GetPShader(); vshader->Set("PVWMatrix", mPVWMatrixConstant); pshader->Set("baseTexture", mBaseTexture); pshader->Set("normalTexture", mNormalTexture); pshader->Set("commonSampler", mCommonSampler); created = true; }
BlendedTerrainEffect::BlendedTerrainEffect(ProgramFactory& factory, Environment const& environment, bool& created) : mPVWMatrix(nullptr), mFlowDirection(nullptr), mPowerFactor(nullptr) { created = false; // Load and compile the shaders. std::string path = environment.GetPath("BlendedTerrain.hlsl"); #if !defined(GTE_DEV_OPENGL) // The flags are chosen to allow you to debug the shaders through MSVS. // The menu path is "Debug | Graphics | Start Diagnostics" (ALT+F5). factory.PushFlags(); factory.flags = D3DCOMPILE_ENABLE_STRICTNESS | D3DCOMPILE_IEEE_STRICTNESS | D3DCOMPILE_DEBUG | D3DCOMPILE_SKIP_OPTIMIZATION; #endif mProgram = factory.CreateFromFiles(path, path, ""); #if !defined(GTE_DEV_OPENGL) factory.PopFlags(); #endif if (!mProgram) { // The program factory will generate Log* messages. return; } // Load the textures. path = environment.GetPath("BTGrass.png"); mGrassTexture.reset(WICFileIO::Load(path, true)); mGrassTexture->AutogenerateMipmaps(); path = environment.GetPath("BTStone.png"); mStoneTexture.reset(WICFileIO::Load(path, true)); mStoneTexture->AutogenerateMipmaps(); path = environment.GetPath("BTCloud.png"); mCloudTexture.reset(WICFileIO::Load(path, true)); mCloudTexture->AutogenerateMipmaps(); // Create the shader constants. mPVWMatrixConstant = std::make_shared<ConstantBuffer>(sizeof(Matrix4x4<float>), true); mPVWMatrix = mPVWMatrixConstant->Get<Matrix4x4<float>>(); *mPVWMatrix = Matrix4x4<float>::Identity(); mFlowDirectionConstant = std::make_shared<ConstantBuffer>(sizeof(Vector2<float>), true); mFlowDirection = mFlowDirectionConstant->Get<Vector2<float>>(); *mFlowDirection = { 0.0f, 0.0f }; mPowerFactorConstant = std::make_shared<ConstantBuffer>(sizeof(float), true); mPowerFactor = mPowerFactorConstant->Get<float>(); *mPowerFactor = 1.0f; // Create a 1-dimensional texture whose intensities are proportional to // height. unsigned int const numTexels = 256; mBlendTexture = std::make_shared<Texture1>(DF_R8_UNORM, numTexels); unsigned char* texels = mBlendTexture->Get<unsigned char>(); for (unsigned int i = 0; i < numTexels; ++i, ++texels) { *texels = static_cast<unsigned char>(i); } // Create the texture samplers. The common sampler uses trilinear // interpolation (mipmapping). The blend sample uses bilinear // interpolation (no mipmapping). mCommonSampler = std::make_shared<SamplerState>(); mCommonSampler->filter = SamplerState::MIN_L_MAG_L_MIP_L; mCommonSampler->mode[0] = SamplerState::WRAP; mCommonSampler->mode[1] = SamplerState::WRAP; mBlendSampler = std::make_shared<SamplerState>(); mBlendSampler->filter = SamplerState::MIN_L_MAG_L_MIP_P; mBlendSampler->mode[0] = SamplerState::WRAP; // Set the resources for the shaders. std::shared_ptr<VertexShader> vshader = mProgram->GetVShader(); std::shared_ptr<PixelShader> pshader = mProgram->GetPShader(); vshader->Set("PVWMatrix", mPVWMatrixConstant); vshader->Set("FlowDirection", mFlowDirectionConstant); pshader->Set("PowerFactor", mPowerFactorConstant); pshader->Set("grassTexture", mGrassTexture); pshader->Set("stoneTexture", mStoneTexture); pshader->Set("blendTexture", mBlendTexture); pshader->Set("cloudTexture", mCloudTexture); pshader->Set("commonSampler", mCommonSampler); pshader->Set("blendSampler", mBlendSampler); created = true; }