- Scene Demo: cube + sphere + ground plane with proper lighting - Audio: XAudio2 dynamic loading + WAV playback - Physics: expanded collision system - Renderer: improved pipeline with materials - UI: extended widget system - VisualScript: enhanced serializer + block interactions - ASM: optimized math/memory/profiling routines - Window: mouse input + scroll support
85 lines
4.3 KiB
C
85 lines
4.3 KiB
C
#include "shader.h"
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#include "../Core/logger.h"
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#include <d3dcompiler.h>
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#include <stdlib.h>
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#include <string.h>
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static const char* default_vs =
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"struct VS_IN{float3 pos:POSITION;float3 n:NORMAL;float2 uv:TEXCOORD;float4 col:COLOR;};"
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"struct PS_IN{float4 pos:SV_POSITION;float3 world_n:NORMAL;float2 uv:TEXCOORD;float4 col:COLOR;};"
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"cbuffer CB:register(b0){float4x4 World;float4x4 WVP;float4 LightDir;float4 LightColor;float4 AmbientColor;float4 UseTexture;float4 DiffuseColor;};"
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"PS_IN main(VS_IN i){PS_IN o;o.pos=mul(float4(i.pos,1),WVP);o.world_n=normalize(mul(float4(i.n,0),World).xyz);o.uv=i.uv;o.col=i.col*DiffuseColor;return o;}";
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static const char* default_ps =
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"struct PS_IN{float4 pos:SV_POSITION;float3 world_n:NORMAL;float2 uv:TEXCOORD;float4 col:COLOR;};"
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"cbuffer CB:register(b0){float4x4 World;float4x4 WVP;float4 LightDir;float4 LightColor;float4 AmbientColor;float4 UseTexture;float4 DiffuseColor;};"
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"Texture2D tex:register(t0);SamplerState samp:register(s0);"
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"float4 main(PS_IN i):SV_TARGET{float3 ld=normalize(LightDir.xyz);float diff=saturate(dot(i.world_n,ld));float4 light=AmbientColor+LightColor*diff;float4 albedo=i.col;if(UseTexture.x>0.5)albedo=albedo*tex.Sample(samp,i.uv);return albedo*light;}";
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static ID3DBlob* compile_shader(const char* code, uint32_t len, const char* target) {
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ID3DBlob *blob = NULL, *err = NULL;
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UINT flags = D3DCOMPILE_OPTIMIZATION_LEVEL3 | D3DCOMPILE_PACK_MATRIX_ROW_MAJOR;
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D3DCompile(code, len, NULL, NULL, NULL, "main", target, flags, 0, &blob, &err);
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if (err) {
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const char* msg = (const char*)err->lpVtbl->GetBufferPointer(err);
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LOG_ERROR("Shader compile error (%s): %s", target, msg);
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err->lpVtbl->Release(err);
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}
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return blob;
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}
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Shader* shader_create(void) {
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return (Shader*)calloc(1, sizeof(Shader));
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}
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void shader_destroy(Shader* s) {
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if (!s) return;
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if (s->cb) s->cb->lpVtbl->Release(s->cb);
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if (s->layout) s->layout->lpVtbl->Release(s->layout);
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if (s->ps) s->ps->lpVtbl->Release(s->ps);
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if (s->vs) s->vs->lpVtbl->Release(s->vs);
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free(s);
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}
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int shader_compile(Shader* s, ID3D11Device* dev, const char* vs_code, const char* ps_code, uint32_t vs_len, uint32_t ps_len) {
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if (!vs_code || !ps_code) {
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vs_code = default_vs; ps_code = default_ps;
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vs_len = (uint32_t)strlen(default_vs); ps_len = (uint32_t)strlen(default_ps);
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}
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ID3DBlob* vs_blob = compile_shader(vs_code, vs_len, "vs_5_0");
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ID3DBlob* ps_blob = compile_shader(ps_code, ps_len, "ps_5_0");
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if (!vs_blob || !ps_blob) {
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LOG_ERROR("Failed to compile default shader (vs=%p ps=%p)", (void*)vs_blob, (void*)ps_blob);
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if (vs_blob) vs_blob->lpVtbl->Release(vs_blob);
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if (ps_blob) ps_blob->lpVtbl->Release(ps_blob);
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return 0;
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}
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dev->lpVtbl->CreateVertexShader(dev, vs_blob->lpVtbl->GetBufferPointer(vs_blob), vs_blob->lpVtbl->GetBufferSize(vs_blob), NULL, &s->vs);
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dev->lpVtbl->CreatePixelShader(dev, ps_blob->lpVtbl->GetBufferPointer(ps_blob), ps_blob->lpVtbl->GetBufferSize(ps_blob), NULL, &s->ps);
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D3D11_INPUT_ELEMENT_DESC layout[] = {
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{"POSITION",0,DXGI_FORMAT_R32G32B32_FLOAT,0,0,D3D11_INPUT_PER_VERTEX_DATA,0},
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{"NORMAL",0,DXGI_FORMAT_R32G32B32_FLOAT,0,12,D3D11_INPUT_PER_VERTEX_DATA,0},
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{"TEXCOORD",0,DXGI_FORMAT_R32G32_FLOAT,0,24,D3D11_INPUT_PER_VERTEX_DATA,0},
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{"COLOR",0,DXGI_FORMAT_R32G32B32A32_FLOAT,0,32,D3D11_INPUT_PER_VERTEX_DATA,0},
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};
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dev->lpVtbl->CreateInputLayout(dev, layout, 4, vs_blob->lpVtbl->GetBufferPointer(vs_blob), vs_blob->lpVtbl->GetBufferSize(vs_blob), &s->layout);
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D3D11_BUFFER_DESC bd = {0};
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bd.ByteWidth = 256; bd.Usage = D3D11_USAGE_DEFAULT; bd.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
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dev->lpVtbl->CreateBuffer(dev, &bd, NULL, &s->cb);
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vs_blob->lpVtbl->Release(vs_blob);
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ps_blob->lpVtbl->Release(ps_blob);
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return 1;
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}
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void shader_bind(Shader* s, ID3D11DeviceContext* ctx) {
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ctx->lpVtbl->VSSetShader(ctx, s->vs, NULL, 0);
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ctx->lpVtbl->PSSetShader(ctx, s->ps, NULL, 0);
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ctx->lpVtbl->IASetInputLayout(ctx, s->layout);
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ctx->lpVtbl->VSSetConstantBuffers(ctx, 0, 1, &s->cb);
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ctx->lpVtbl->PSSetConstantBuffers(ctx, 0, 1, &s->cb);
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}
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void shader_set_matrix(Shader* s, ID3D11DeviceContext* ctx, const float* data) {
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ctx->lpVtbl->UpdateSubresource(ctx, (ID3D11Resource*)s->cb, 0, NULL, data, 0, 0);
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}
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