GameLogic - Merged with graphics
This commit is contained in:
commit
0a41d20099
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@ -69,7 +69,7 @@ bool GameState::LoadModels(std::wstring mapFile)
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Oyster::Math3D::Float4x4 translate = Oyster::Math3D::TranslationMatrix(Oyster::Math::Float3(-2,-2,-2));
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modelData.world = modelData.world * translate;
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modelData.visible = true;
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modelData.modelPath = L"..\\Content\\worldDummy";
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modelData.modelPath = L"..\\Content\\Models\\char_white.dan";
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modelData.id = 0;
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// load models
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C_Object* obj = new C_Player();
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@ -78,7 +78,7 @@ bool GameState::LoadModels(std::wstring mapFile)
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translate = Oyster::Math3D::TranslationMatrix(Oyster::Math::Float3(-2,2,2));
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modelData.world = modelData.world * translate;
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modelData.modelPath = L"..\\Content\\worldDummy";
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modelData.modelPath = L"..\\Content\\Models\\char_white.dan";
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modelData.id ++;
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obj = new C_DynamicObj();
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@ -87,7 +87,7 @@ bool GameState::LoadModels(std::wstring mapFile)
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translate = Oyster::Math3D::TranslationMatrix(Oyster::Math::Float3(-2,-2,-2));
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modelData.world = modelData.world * translate;
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modelData.modelPath = L"..\\Content\\worldDummy";
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modelData.modelPath = L"..\\Content\\Models\\char_white.dan";
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modelData.id ++;
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obj = new C_DynamicObj();
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@ -54,7 +54,7 @@ bool LobbyState::LoadModels(std::wstring file)
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modelData.world = Oyster::Math3D::Float4x4::identity;
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modelData.visible = true;
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modelData.modelPath = L"..\\Content\\crate";
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modelData.modelPath = L"..\\Content\\Models\\box_2.dan";
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// load models
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privData->object[0] = new C_StaticObj();
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privData->object[0]->Init(modelData);
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@ -214,4 +214,9 @@ UINT32 Core::Buffer::GetElementCount()
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UINT32 Core::Buffer::GetVertexSize()
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{
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return this->mElementSize;
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}
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ID3D11Buffer* Core::Buffer::GetBufferPointer()
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{
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return this->mBuffer;
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}
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@ -7,7 +7,7 @@
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#include "Dx11Includes.h"
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#include <sstream>
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#include "OysterMath.h"
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#include <vld.h>
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//#include <vld.h>
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namespace Oyster
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{
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@ -356,8 +356,8 @@ namespace Oyster
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{
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ID3D11Texture2D* tex;
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D3D11_TEXTURE2D_DESC texDesc;
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texDesc.Width = Core::resolution.x;
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texDesc.Height = Core::resolution.y;
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texDesc.Width = (UINT)Core::resolution.x;
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texDesc.Height = (UINT)Core::resolution.y;
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texDesc.MipLevels = 1;
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texDesc.ArraySize = 1;
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texDesc.Format = DXGI_FORMAT_R32G32B32A32_FLOAT;
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@ -58,7 +58,7 @@ namespace Oyster
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}
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else
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{
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VSMap[name] = VS.size();
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VSMap[name] = (int)VS.size();
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VS.push_back((ID3D11VertexShader*)data);
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}
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}
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@ -76,7 +76,7 @@ namespace Oyster
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}
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else
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{
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HSMap[name] = HS.size();
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HSMap[name] = (int)HS.size();
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HS.push_back((ID3D11HullShader*)data);
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}
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@ -95,7 +95,7 @@ namespace Oyster
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}
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else
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{
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DSMap[name] = DS.size();
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DSMap[name] = (int)DS.size();
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DS.push_back((ID3D11DomainShader*)data);
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}
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}
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@ -113,7 +113,7 @@ namespace Oyster
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}
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else
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{
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GSMap[name] = GS.size();
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GSMap[name] = (int)GS.size();
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GS.push_back((ID3D11GeometryShader*)data);
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}
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}
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@ -131,7 +131,7 @@ namespace Oyster
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}
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else
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{
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PSMap[name] = PS.size();
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PSMap[name] = (int)PS.size();
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PS.push_back((ID3D11PixelShader*)data);
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}
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}
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@ -149,7 +149,7 @@ namespace Oyster
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}
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else
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{
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CSMap[name] = CS.size();
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CSMap[name] = (int)CS.size();
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CS.push_back((ID3D11ComputeShader*)data);
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}
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@ -347,19 +347,19 @@ namespace Oyster
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Core::deviceContext->IASetPrimitiveTopology(se.IAStage.Topology);
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if(se.CBuffers.Vertex.size())
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{
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deviceContext->VSSetConstantBuffers(0,se.CBuffers.Vertex.size(),&se.CBuffers.Vertex[0]);
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deviceContext->VSSetConstantBuffers(0,(int)se.CBuffers.Vertex.size(),&se.CBuffers.Vertex[0]);
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}
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if(se.CBuffers.Pixel.size())
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{
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deviceContext->PSSetConstantBuffers(0,se.CBuffers.Pixel.size(),&se.CBuffers.Pixel[0]);
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deviceContext->PSSetConstantBuffers(0,(int)se.CBuffers.Pixel.size(),&se.CBuffers.Pixel[0]);
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}
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if(se.CBuffers.Geometry.size())
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{
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deviceContext->GSSetConstantBuffers(0,se.CBuffers.Geometry.size(),&se.CBuffers.Geometry[0]);
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deviceContext->GSSetConstantBuffers(0,(int)se.CBuffers.Geometry.size(),&se.CBuffers.Geometry[0]);
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}
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if(se.CBuffers.Compute.size())
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{
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deviceContext->CSSetConstantBuffers(0,se.CBuffers.Compute.size(),&se.CBuffers.Compute[0]);
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deviceContext->CSSetConstantBuffers(0,(int)se.CBuffers.Compute.size(),&se.CBuffers.Compute[0]);
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}
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Core::deviceContext->RSSetState(se.RenderStates.Rasterizer);
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Core::deviceContext->PSSetSamplers(0,se.RenderStates.SampleCount,se.RenderStates.SampleState);
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@ -369,43 +369,43 @@ namespace Oyster
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if(se.SRV.Vertex.size())
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{
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Core::deviceContext->VSSetShaderResources(0,se.SRV.Vertex.size(),&se.SRV.Vertex[0]);
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Core::deviceContext->VSSetShaderResources(0,(int)se.SRV.Vertex.size(),&se.SRV.Vertex[0]);
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}
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if(se.SRV.Geometry.size())
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{
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Core::deviceContext->GSSetShaderResources(0,se.SRV.Geometry.size(),&se.SRV.Geometry[0]);
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Core::deviceContext->GSSetShaderResources(0,(int)se.SRV.Geometry.size(),&se.SRV.Geometry[0]);
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}
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if(se.SRV.Pixel.size())
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{
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Core::deviceContext->PSSetShaderResources(0,se.SRV.Pixel.size(),&se.SRV.Pixel[0]);
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Core::deviceContext->PSSetShaderResources(0,(int)se.SRV.Pixel.size(),&se.SRV.Pixel[0]);
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}
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if(se.SRV.Compute.size())
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{
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Core::deviceContext->CSSetShaderResources(0,se.SRV.Compute.size(),&se.SRV.Compute[0]);
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Core::deviceContext->CSSetShaderResources(0,(int)se.SRV.Compute.size(),&se.SRV.Compute[0]);
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}
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if(se.RTV.size())
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{
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if(se.UAV.Pixel.size())
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{
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deviceContext->OMSetRenderTargetsAndUnorderedAccessViews(se.RTV.size(),&se.RTV[0],se.depth,se.RTV.size(),se.UAV.Pixel.size(),&se.UAV.Pixel[0],0);
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deviceContext->OMSetRenderTargetsAndUnorderedAccessViews((int)se.RTV.size(),&se.RTV[0],se.depth,(int)se.RTV.size(),(int)se.UAV.Pixel.size(),&se.UAV.Pixel[0],0);
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}
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else
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{
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deviceContext->OMSetRenderTargets(se.RTV.size(),&se.RTV[0],se.depth);
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deviceContext->OMSetRenderTargets((int)se.RTV.size(),&se.RTV[0],se.depth);
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}
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}
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else
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{
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if(se.UAV.Pixel.size())
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{
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deviceContext->OMSetRenderTargetsAndUnorderedAccessViews(0,NULL,se.depth,0,se.UAV.Pixel.size(),&se.UAV.Pixel[0],0);
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deviceContext->OMSetRenderTargetsAndUnorderedAccessViews(0,NULL,se.depth,0,(int)se.UAV.Pixel.size(),&se.UAV.Pixel[0],0);
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}
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}
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if(se.UAV.Compute.size())
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{
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deviceContext->CSSetUnorderedAccessViews(0,se.UAV.Compute.size(),&se.UAV.Compute[0],0);
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deviceContext->CSSetUnorderedAccessViews(0,(int)se.UAV.Compute.size(),&se.UAV.Compute[0],0);
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}
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}
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@ -6,6 +6,7 @@
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#include "../FileLoader/ObjReader.h"
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#include "../../Misc/Resource/OysterResource.h"
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#include "../FileLoader/GeneralLoader.h"
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#include "../Model/ModelInfo.h"
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#include <vld.h>
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namespace Oyster
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@ -47,7 +48,7 @@ namespace Oyster
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{
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if(Lights.size())
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{
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Render::Rendering::Basic::NewFrame(View, Projection, &Lights[0], Lights.size());
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Render::Rendering::Basic::NewFrame(View, Projection, &Lights[0], (int)Lights.size());
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}
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else
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{
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@ -75,19 +76,29 @@ namespace Oyster
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return API::Sucsess;
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}
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//returns null for invalid filenames
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Model::Model* API::CreateModel(std::wstring filename)
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{
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Model::Model* m = new Model::Model();
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m->WorldMatrix = Oyster::Math::Float4x4::identity;
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m->Visible = true;
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m->info = Oyster::Resource::OysterResource::LoadResource(filename.c_str(),Oyster::Graphics::Loading::LoadOBJ);
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m->info = Oyster::Resource::OysterResource::LoadResource(filename.c_str(),Oyster::Graphics::Loading::LoadDAN);
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Model::ModelInfo* mi = (Model::ModelInfo*)m->info;
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if(!mi || mi->Vertices->GetBufferPointer() == NULL)
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{
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delete m;
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return NULL;
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}
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return m;
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}
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void API::DeleteModel(Model::Model* model)
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{
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if(model==NULL)
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return;
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Model::ModelInfo* info = (Model::ModelInfo*)model->info;
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delete model;
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Oyster::Resource::OysterResource::ReleaseResource((Oyster::Resource::OHRESOURCE)info);
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@ -4,7 +4,7 @@
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#include "..\Model\Model.h"
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#include "OysterMath.h"
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#include <Windows.h>
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#include <vld.h>
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//#include <vld.h>
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#ifdef GFX_DLL_EXPORT
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#define GFX_DLL_USAGE __declspec(dllexport)
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@ -0,0 +1,307 @@
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#include "GeneralLoader.h"
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#include "../Definitions/GraphicalDefinition.h"
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#include "../Model/ModelInfo.h"
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#include "../Core/Core.h"
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#include <fstream>
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#include <string>
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#define DANFILEVERSIONMAJOR 1
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#define DANFILEVERSIONMINOR 1
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#define FILEHEADERSIZE 8
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#define VERTEXHEADERSIZE 4
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#define VERTEXSIZE 88
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///
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enum HeaderType
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{
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VERTEXHEADER = 0, ///<
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INDEXHEADER = 1, ///<
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MATERIALHEADER = 2, ///<
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SKELETONHEADER = 3, ///<
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ANIMATIONHEADER = 4 ///<
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};
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///
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struct FileHeader
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{
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unsigned int versionMajor; ///<
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unsigned int versionMinor; ///<
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///
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FileHeader(char* data)
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{
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char* memPos = data; //
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memcpy(&versionMajor, memPos, sizeof(unsigned int));
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memPos += 4;
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memcpy(&versionMinor, memPos, sizeof(unsigned int));
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}
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};
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///
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struct VertexHeader
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{
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unsigned int numVertices;
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///
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VertexHeader(char* data)
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{
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memcpy(&numVertices, data, sizeof(unsigned int));
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}
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};
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///
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typedef Oyster::Graphics::Definitions::FinalVertex Vertex;
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///
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struct IndexHeader
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{
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unsigned int numIndices;
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///
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IndexHeader(char* data)
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{
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memcpy(&numIndices, data, sizeof(unsigned int));
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}
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};
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///
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struct MaterialHeader
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{
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unsigned int diffuseMapPathLength;
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char* diffuseMapPath;
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unsigned int normalMapPathLength;
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char* normalMapPath;
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/*
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///
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MaterialHeader(char* data)
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{
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char* memPos = data; //
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memcpy(&diffuseMapPathLength, memPos, sizeof(unsigned int));
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memPos += 4;
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diffuseMapPath = new char[diffuseMapPathLength];
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memcpy(diffuseMapPath, memPos, diffuseMapPathLength);
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memPos += diffuseMapPathLength;
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memcpy(&normalMapPathLength, memPos, sizeof(unsigned int));
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memPos += 4;
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normalMapPath = new char[normalMapPathLength];
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memcpy(normalMapPath, memPos, normalMapPathLength);
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memPos += normalMapPathLength;
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}
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*/
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};
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///
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struct SkeletonHeader
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{
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// do this...
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};
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///
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struct AnimationHeader
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{
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// do this...
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};
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struct Frame
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{
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// do this...
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};
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///
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void Oyster::Graphics::Loading::UnloadDAN(void* data)
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{
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Model::ModelInfo* info = (Model::ModelInfo*) data;
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SAFE_DELETE(info->Vertices);
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if(info->Indexed)
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{
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SAFE_DELETE(info->Indecies);
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}
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for(int i =0;i<info->Material.size();++i)
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{
|
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Oyster::Resource::OysterResource::ReleaseResource(info->Material[i]);
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}
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delete info;
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}
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static wchar_t* charToWChar(const char* text)
|
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{
|
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// Convert to a wchar_t*
|
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size_t origsize = strlen(text) + 1;
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size_t convertedChars = 0;
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wchar_t* wcstring = new wchar_t[origsize];
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mbstowcs_s(&convertedChars, wcstring, origsize, text, _TRUNCATE);
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return wcstring;
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}
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///
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void Oyster::Graphics::Loading::LoadDAN(const wchar_t filename[], Oyster::Resource::CustomData& out)
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{
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//
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Oyster::Graphics::Model::ModelInfo* modelInfo = new Oyster::Graphics::Model::ModelInfo();
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modelInfo->Indexed = false;
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// Open file in binary mode
|
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std::ifstream danFile;
|
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danFile.open(filename, std::ios::binary);
|
||||
if (!danFile.is_open())
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return;
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||||
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||||
// Read file header
|
||||
char* buffer = new char[sizeof(FileHeader)];
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danFile.read(buffer, sizeof(FileHeader));
|
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FileHeader fileHeader(buffer);
|
||||
delete[] buffer; // ( note: may crash here.)
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||||
|
||||
// If problem with compatability then close file and return from method
|
||||
if (fileHeader.versionMajor != DANFILEVERSIONMAJOR)
|
||||
{
|
||||
danFile.close();
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||||
return;
|
||||
}
|
||||
|
||||
// Read the .dan-file
|
||||
while (!danFile.eof())
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||||
{
|
||||
// read header type
|
||||
unsigned int headerType;
|
||||
buffer = new char[4];
|
||||
danFile.read(buffer, 4);
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||||
memcpy(&headerType, buffer, 4);
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||||
//delete[] buffer; // ( note: may crash here.)
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||||
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||||
// handle header type
|
||||
switch ((HeaderType)headerType)
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||||
{
|
||||
// vertex header
|
||||
case HeaderType::VERTEXHEADER:
|
||||
{
|
||||
// Fetch vertex header, number of vertices
|
||||
buffer = new char[4];
|
||||
danFile.read(buffer, 4);
|
||||
VertexHeader vertexHeader(buffer);
|
||||
delete[] buffer; // ( note: may crash here.)
|
||||
|
||||
// Fetch all vertices
|
||||
Vertex* vertices = new Vertex[vertexHeader.numVertices];
|
||||
unsigned int bufferSize = VERTEXSIZE * vertexHeader.numVertices;
|
||||
buffer = new char[bufferSize];
|
||||
danFile.read(buffer, bufferSize);
|
||||
memcpy(vertices, buffer, bufferSize);
|
||||
delete[] buffer; // ( note: may crash here.)
|
||||
|
||||
// Do the deed
|
||||
Oyster::Graphics::Core::Buffer* vertexBuffer = new Oyster::Graphics::Core::Buffer();
|
||||
Oyster::Graphics::Core::Buffer::BUFFER_INIT_DESC bufferInitDesc;
|
||||
bufferInitDesc.ElementSize = sizeof(Vertex);
|
||||
bufferInitDesc.InitData = vertices;
|
||||
bufferInitDesc.NumElements = vertexHeader.numVertices;
|
||||
bufferInitDesc.Type = Oyster::Graphics::Core::Buffer::BUFFER_TYPE::VERTEX_BUFFER;
|
||||
bufferInitDesc.Usage = Oyster::Graphics::Core::Buffer::BUFFER_USAGE::BUFFER_DEFAULT;
|
||||
vertexBuffer->Init(bufferInitDesc);
|
||||
modelInfo->VertexCount = vertexHeader.numVertices;
|
||||
modelInfo->Vertices = vertexBuffer;
|
||||
|
||||
delete[] vertices; // ( note: may crash here.)
|
||||
|
||||
break;
|
||||
}
|
||||
case HeaderType::INDEXHEADER:
|
||||
{
|
||||
// Fetch vertex header, number of vertices
|
||||
buffer = new char[4];
|
||||
danFile.read(buffer, 4);
|
||||
IndexHeader indexHeader(buffer);
|
||||
delete[] buffer; // ( note: may crash here.)
|
||||
|
||||
// Fetch all indices
|
||||
unsigned int* indices = new unsigned int[indexHeader.numIndices];
|
||||
unsigned int bufferSize = sizeof(unsigned int) * indexHeader.numIndices;
|
||||
buffer = new char[bufferSize];
|
||||
danFile.read(buffer, bufferSize);
|
||||
memcpy(indices, buffer, bufferSize);
|
||||
delete[] buffer; // ( note: may crash here.)
|
||||
|
||||
// Do the deed
|
||||
Oyster::Graphics::Core::Buffer* indexBuffer = new Oyster::Graphics::Core::Buffer();
|
||||
Oyster::Graphics::Core::Buffer::BUFFER_INIT_DESC bufferInitDesc;
|
||||
bufferInitDesc.ElementSize = sizeof(unsigned int);
|
||||
bufferInitDesc.InitData = indices;
|
||||
bufferInitDesc.NumElements = indexHeader.numIndices;
|
||||
bufferInitDesc.Type = Oyster::Graphics::Core::Buffer::BUFFER_TYPE::INDEX_BUFFER;
|
||||
bufferInitDesc.Usage = Oyster::Graphics::Core::Buffer::BUFFER_USAGE::BUFFER_DEFAULT;
|
||||
indexBuffer->Init(bufferInitDesc);
|
||||
modelInfo->IndexCount = indexHeader.numIndices;
|
||||
modelInfo->Indecies = indexBuffer;
|
||||
modelInfo->Indexed = true;
|
||||
|
||||
delete[] indices; // ( note: may crash here.)
|
||||
|
||||
break;
|
||||
}
|
||||
// material header
|
||||
case HeaderType::MATERIALHEADER:
|
||||
{
|
||||
// Fetch material header, 2 texture path strings
|
||||
MaterialHeader materialHeader;
|
||||
buffer = new char[4];
|
||||
danFile.read(buffer, 4);
|
||||
memcpy(&materialHeader.diffuseMapPathLength, buffer, 4);
|
||||
delete[] buffer; // ( note: may crash here.)
|
||||
|
||||
buffer = new char[materialHeader.diffuseMapPathLength];
|
||||
danFile.read(buffer, materialHeader.diffuseMapPathLength);
|
||||
materialHeader.diffuseMapPath = new char[materialHeader.diffuseMapPathLength+1];
|
||||
memcpy(materialHeader.diffuseMapPath, buffer, materialHeader.diffuseMapPathLength);
|
||||
materialHeader.diffuseMapPath[materialHeader.diffuseMapPathLength] = 0;
|
||||
delete[] buffer; // ( note: may crash here.)
|
||||
|
||||
buffer = new char[4];
|
||||
danFile.read(buffer, 4);
|
||||
memcpy(&materialHeader.normalMapPathLength, buffer, 4);
|
||||
delete[] buffer; // ( note: may crash here.)
|
||||
|
||||
buffer = new char[materialHeader.normalMapPathLength];
|
||||
danFile.read(buffer, materialHeader.normalMapPathLength);
|
||||
materialHeader.normalMapPath = new char[materialHeader.normalMapPathLength + 1];
|
||||
memcpy(materialHeader.normalMapPath, buffer, materialHeader.normalMapPathLength);
|
||||
materialHeader.normalMapPath[materialHeader.normalMapPathLength] = 0;
|
||||
delete[] buffer; // ( note: may crash here.)
|
||||
|
||||
//
|
||||
ID3D11ShaderResourceView* diffuseMap = (ID3D11ShaderResourceView*)Oyster::Resource::OysterResource::LoadResource(charToWChar(materialHeader.diffuseMapPath), Oyster::Graphics::Loading::LoadTexture);
|
||||
ID3D11ShaderResourceView* normalMap = (ID3D11ShaderResourceView*)Oyster::Resource::OysterResource::LoadResource(charToWChar(materialHeader.normalMapPath), Oyster::Graphics::Loading::LoadTexture);
|
||||
modelInfo->Material.push_back(diffuseMap);
|
||||
modelInfo->Material.push_back(normalMap);
|
||||
|
||||
break;
|
||||
}
|
||||
// skeleton header
|
||||
case HeaderType::SKELETONHEADER:
|
||||
{
|
||||
// not implemented...
|
||||
break;
|
||||
}
|
||||
// animation header
|
||||
case HeaderType::ANIMATIONHEADER:
|
||||
{
|
||||
// not implemented...
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// close file
|
||||
danFile.close();
|
||||
|
||||
// Set modelinfo as output data
|
||||
out.loadedData = modelInfo;
|
||||
out.resourceUnloadFnc = Oyster::Graphics::Loading::UnloadDAN;
|
||||
}
|
|
@ -29,6 +29,9 @@ namespace Oyster
|
|||
|
||||
void UnloadOBJ(void* loadedData);
|
||||
void LoadOBJ(const wchar_t filename[], Oyster::Resource::CustomData& out);
|
||||
|
||||
void UnloadDAN(void* loadedData);
|
||||
void LoadDAN(const wchar_t filename[], Oyster::Resource::CustomData& out);
|
||||
}
|
||||
}
|
||||
}
|
|
@ -230,7 +230,6 @@ std::map<std::string, ID3D11ShaderResourceView *> ObjReader::GetMaterials(std::w
|
|||
input.open(fileName.c_str());
|
||||
|
||||
std::map<std::string, ID3D11ShaderResourceView *> materials;
|
||||
ID3D11ShaderResourceView *srv;
|
||||
string texture;
|
||||
string s;
|
||||
string path;
|
||||
|
|
|
@ -16,7 +16,7 @@ namespace Oyster
|
|||
std::vector<ID3D11ShaderResourceView*> Material;
|
||||
Core::Buffer *Vertices,*Indecies;
|
||||
bool Indexed;
|
||||
int VertexCount;
|
||||
int VertexCount, IndexCount;
|
||||
};
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,285 +1,286 @@
|
|||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Project DefaultTargets="Build" ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||
<ItemGroup Label="ProjectConfigurations">
|
||||
<ProjectConfiguration Include="Debug|Win32">
|
||||
<Configuration>Debug</Configuration>
|
||||
<Platform>Win32</Platform>
|
||||
</ProjectConfiguration>
|
||||
<ProjectConfiguration Include="Debug|x64">
|
||||
<Configuration>Debug</Configuration>
|
||||
<Platform>x64</Platform>
|
||||
</ProjectConfiguration>
|
||||
<ProjectConfiguration Include="Release|Win32">
|
||||
<Configuration>Release</Configuration>
|
||||
<Platform>Win32</Platform>
|
||||
</ProjectConfiguration>
|
||||
<ProjectConfiguration Include="Release|x64">
|
||||
<Configuration>Release</Configuration>
|
||||
<Platform>x64</Platform>
|
||||
</ProjectConfiguration>
|
||||
</ItemGroup>
|
||||
<PropertyGroup Label="Globals">
|
||||
<ProjectGuid>{0EC83E64-230E-48EF-B08C-6AC9651B4F82}</ProjectGuid>
|
||||
<RootNamespace>OysterGraphics</RootNamespace>
|
||||
</PropertyGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
|
||||
<ConfigurationType>DynamicLibrary</ConfigurationType>
|
||||
<UseDebugLibraries>true</UseDebugLibraries>
|
||||
<PlatformToolset>v110</PlatformToolset>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
|
||||
<ConfigurationType>DynamicLibrary</ConfigurationType>
|
||||
<UseDebugLibraries>true</UseDebugLibraries>
|
||||
<PlatformToolset>v110</PlatformToolset>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
|
||||
<ConfigurationType>DynamicLibrary</ConfigurationType>
|
||||
<UseDebugLibraries>false</UseDebugLibraries>
|
||||
<PlatformToolset>v110</PlatformToolset>
|
||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
|
||||
<ConfigurationType>DynamicLibrary</ConfigurationType>
|
||||
<UseDebugLibraries>false</UseDebugLibraries>
|
||||
<PlatformToolset>v110</PlatformToolset>
|
||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
</PropertyGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
|
||||
<ImportGroup Label="ExtensionSettings">
|
||||
</ImportGroup>
|
||||
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
|
||||
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
|
||||
</ImportGroup>
|
||||
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="PropertySheets">
|
||||
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
|
||||
</ImportGroup>
|
||||
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
|
||||
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
|
||||
</ImportGroup>
|
||||
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="PropertySheets">
|
||||
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
|
||||
</ImportGroup>
|
||||
<PropertyGroup Label="UserMacros" />
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
|
||||
<OutDir>$(SolutionDir)..\Bin\DLL\</OutDir>
|
||||
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
|
||||
<TargetName>$(ProjectName)_$(PlatformShortName)D</TargetName>
|
||||
<IncludePath>C:\Program Files (x86)\Visual Leak Detector\include;$(IncludePath)</IncludePath>
|
||||
<LibraryPath>C:\Program Files (x86)\Visual Leak Detector\lib\Win32;$(LibraryPath)</LibraryPath>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
|
||||
<OutDir>$(SolutionDir)..\Bin\DLL\</OutDir>
|
||||
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
|
||||
<TargetName>$(ProjectName)_$(PlatformShortName)</TargetName>
|
||||
<IncludePath>C:\Program Files (x86)\Visual Leak Detector\include;$(IncludePath)</IncludePath>
|
||||
<LibraryPath>C:\Program Files (x86)\Visual Leak Detector\lib\Win32;$(LibraryPath)</LibraryPath>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
|
||||
<OutDir>$(SolutionDir)..\Bin\DLL\</OutDir>
|
||||
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
|
||||
<TargetName>$(ProjectName)_$(PlatformShortName)D</TargetName>
|
||||
<IncludePath>C:\Program Files (x86)\Visual Leak Detector\include;$(IncludePath)</IncludePath>
|
||||
<LibraryPath>C:\Program Files (x86)\Visual Leak Detector\lib\Win64;$(LibraryPath)</LibraryPath>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
|
||||
<OutDir>$(SolutionDir)..\Bin\DLL\</OutDir>
|
||||
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
|
||||
<TargetName>$(ProjectName)_$(PlatformShortName)</TargetName>
|
||||
<IncludePath>C:\Program Files (x86)\Visual Leak Detector\include;$(IncludePath)</IncludePath>
|
||||
<LibraryPath>C:\Program Files (x86)\Visual Leak Detector\lib\Win64;$(LibraryPath)</LibraryPath>
|
||||
</PropertyGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
|
||||
<ClCompile>
|
||||
<WarningLevel>Level3</WarningLevel>
|
||||
<Optimization>Disabled</Optimization>
|
||||
<SDLCheck>true</SDLCheck>
|
||||
<AdditionalIncludeDirectories>$(SolutionDir)OysterMath;$(SolutionDir)Misc;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<PreprocessorDefinitions>GFX_DLL_EXPORT;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
</Link>
|
||||
<ProjectReference>
|
||||
<LinkLibraryDependencies>true</LinkLibraryDependencies>
|
||||
</ProjectReference>
|
||||
<FxCompile>
|
||||
<ObjectFileOutput>$(SolutionDir)..\Bin\Content\Shaders\%(Filename).cso</ObjectFileOutput>
|
||||
<ShaderModel>5.0</ShaderModel>
|
||||
</FxCompile>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
|
||||
<ClCompile>
|
||||
<WarningLevel>Level3</WarningLevel>
|
||||
<Optimization>Disabled</Optimization>
|
||||
<SDLCheck>true</SDLCheck>
|
||||
<AdditionalIncludeDirectories>..\OysterPhysic3D\Collision;..\OysterPhysics3D;..\OysterMath;..\Misc;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<PreprocessorDefinitions>GFX_DLL_EXPORT;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
</Link>
|
||||
<FxCompile>
|
||||
<ObjectFileOutput>$(SolutionDir)..\Bin\Content\Shaders\%(Filename).cso</ObjectFileOutput>
|
||||
<ShaderModel>5.0</ShaderModel>
|
||||
</FxCompile>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
|
||||
<ClCompile>
|
||||
<WarningLevel>Level3</WarningLevel>
|
||||
<Optimization>Disabled</Optimization>
|
||||
<FunctionLevelLinking>true</FunctionLevelLinking>
|
||||
<IntrinsicFunctions>true</IntrinsicFunctions>
|
||||
<SDLCheck>true</SDLCheck>
|
||||
<AdditionalIncludeDirectories>..\OysterPhysics3D;..\OysterMath;..\Misc;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<PreprocessorDefinitions>GFX_DLL_EXPORT;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<EnableCOMDATFolding>true</EnableCOMDATFolding>
|
||||
<OptimizeReferences>true</OptimizeReferences>
|
||||
</Link>
|
||||
<FxCompile>
|
||||
<ObjectFileOutput>$(SolutionDir)..\Bin\Content\Shaders\%(Filename).cso</ObjectFileOutput>
|
||||
<EnableDebuggingInformation>true</EnableDebuggingInformation>
|
||||
<ShaderModel>5.0</ShaderModel>
|
||||
</FxCompile>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
|
||||
<ClCompile>
|
||||
<WarningLevel>Level3</WarningLevel>
|
||||
<Optimization>Disabled</Optimization>
|
||||
<FunctionLevelLinking>true</FunctionLevelLinking>
|
||||
<IntrinsicFunctions>true</IntrinsicFunctions>
|
||||
<SDLCheck>true</SDLCheck>
|
||||
<AdditionalIncludeDirectories>..\OysterPhysics3D;..\OysterMath;..\Misc;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<PreprocessorDefinitions>GFX_DLL_EXPORT;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<EnableCOMDATFolding>true</EnableCOMDATFolding>
|
||||
<OptimizeReferences>true</OptimizeReferences>
|
||||
</Link>
|
||||
<FxCompile>
|
||||
<ObjectFileOutput>$(SolutionDir)..\Bin\Content\Shaders\%(Filename).cso</ObjectFileOutput>
|
||||
<EnableDebuggingInformation>true</EnableDebuggingInformation>
|
||||
<ShaderModel>5.0</ShaderModel>
|
||||
</FxCompile>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemGroup>
|
||||
<ClCompile Include="Core\Buffer.cpp" />
|
||||
<ClCompile Include="Core\Core.cpp" />
|
||||
<ClCompile Include="Core\Init.cpp" />
|
||||
<ClCompile Include="Core\PipelineManager.cpp" />
|
||||
<ClCompile Include="DllInterfaces\GFXAPI.cpp" />
|
||||
<ClCompile Include="FileLoader\ObjReader.cpp" />
|
||||
<ClCompile Include="FileLoader\ShaderLoader.cpp" />
|
||||
<ClCompile Include="FileLoader\ModelLoader.cpp" />
|
||||
<ClCompile Include="Render\Preparations\BasicPreparations.cpp" />
|
||||
<ClCompile Include="Render\Rendering\BasicRender.cpp" />
|
||||
<ClCompile Include="Render\Resources\Deffered.cpp" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClInclude Include="Core\Core.h" />
|
||||
<ClInclude Include="Core\Dx11Includes.h" />
|
||||
<ClInclude Include="DllInterfaces\GFXAPI.h" />
|
||||
<ClInclude Include="FileLoader\ObjReader.h" />
|
||||
<ClInclude Include="FileLoader\GeneralLoader.h" />
|
||||
<ClInclude Include="Model\Model.h" />
|
||||
<ClInclude Include="Model\ModelInfo.h" />
|
||||
<ClInclude Include="Render\Preparations\Preparations.h" />
|
||||
<ClInclude Include="Render\Rendering\Render.h" />
|
||||
<ClInclude Include="Definitions\GraphicalDefinition.h" />
|
||||
<ClInclude Include="Render\Resources\Deffered.h" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ProjectReference Include="..\Misc\Misc.vcxproj">
|
||||
<Project>{2ec4dded-8f75-4c86-a10b-e1e8eb29f3ee}</Project>
|
||||
</ProjectReference>
|
||||
<ProjectReference Include="..\OysterMath\OysterMath.vcxproj">
|
||||
<Project>{f10cbc03-9809-4cba-95d8-327c287b18ee}</Project>
|
||||
</ProjectReference>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<FxCompile Include="Shader\HLSL\Deffered Shaders\LightPass.hlsl">
|
||||
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">Compute</ShaderType>
|
||||
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">Compute</ShaderType>
|
||||
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">Compute</ShaderType>
|
||||
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|x64'">Compute</ShaderType>
|
||||
</FxCompile>
|
||||
<FxCompile Include="Shader\HLSL\Deffered Shaders\PixelGatherData.hlsl">
|
||||
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">Pixel</ShaderType>
|
||||
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">Pixel</ShaderType>
|
||||
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">Pixel</ShaderType>
|
||||
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|x64'">Pixel</ShaderType>
|
||||
</FxCompile>
|
||||
<FxCompile Include="Shader\HLSL\Deffered Shaders\PostPass.hlsl">
|
||||
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">Compute</ShaderType>
|
||||
<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">5.0</ShaderModel>
|
||||
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">Compute</ShaderType>
|
||||
<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">5.0</ShaderModel>
|
||||
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">Compute</ShaderType>
|
||||
<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">5.0</ShaderModel>
|
||||
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|x64'">Compute</ShaderType>
|
||||
<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Release|x64'">5.0</ShaderModel>
|
||||
</FxCompile>
|
||||
<FxCompile Include="Shader\HLSL\Deffered Shaders\VertexGatherData.hlsl">
|
||||
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">Vertex</ShaderType>
|
||||
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">Vertex</ShaderType>
|
||||
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">Vertex</ShaderType>
|
||||
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|x64'">Vertex</ShaderType>
|
||||
</FxCompile>
|
||||
<FxCompile Include="Shader\HLSL\SimpleDebug\DebugCameraVertex.hlsl">
|
||||
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">Vertex</ShaderType>
|
||||
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">Vertex</ShaderType>
|
||||
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">Vertex</ShaderType>
|
||||
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|x64'">Vertex</ShaderType>
|
||||
<AssemblerOutput Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
|
||||
</AssemblerOutput>
|
||||
<AssemblerOutputFile Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
|
||||
</AssemblerOutputFile>
|
||||
<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">5.0</ShaderModel>
|
||||
</FxCompile>
|
||||
<FxCompile Include="Shader\HLSL\SimpleDebug\DebugPixel.hlsl">
|
||||
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">Pixel</ShaderType>
|
||||
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">Pixel</ShaderType>
|
||||
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">Pixel</ShaderType>
|
||||
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|x64'">Pixel</ShaderType>
|
||||
<DeploymentContent Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">true</DeploymentContent>
|
||||
<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">5.0</ShaderModel>
|
||||
<EntryPointName Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">main</EntryPointName>
|
||||
</FxCompile>
|
||||
<FxCompile Include="Shader\HLSL\SimpleDebug\DebugVertex.hlsl">
|
||||
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">Vertex</ShaderType>
|
||||
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">Vertex</ShaderType>
|
||||
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">Vertex</ShaderType>
|
||||
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|x64'">Vertex</ShaderType>
|
||||
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<TargetName>$(ProjectName)_$(PlatformShortName)</TargetName>
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<IncludePath>C:\Program Files (x86)\Visual Leak Detector\include;$(IncludePath)</IncludePath>
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<TargetName>$(ProjectName)_$(PlatformShortName)D</TargetName>
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<IncludePath>C:\Program Files (x86)\Visual Leak Detector\include;$(IncludePath)</IncludePath>
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<TargetName>$(ProjectName)_$(PlatformShortName)</TargetName>
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<IncludePath>C:\Program Files (x86)\Visual Leak Detector\include;$(IncludePath)</IncludePath>
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<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
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<ClCompile>
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<WarningLevel>Level3</WarningLevel>
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<Optimization>Disabled</Optimization>
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||||
<SDLCheck>true</SDLCheck>
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||||
<AdditionalIncludeDirectories>$(SolutionDir)OysterMath;$(SolutionDir)Misc;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
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<PreprocessorDefinitions>GFX_DLL_EXPORT;%(PreprocessorDefinitions)</PreprocessorDefinitions>
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</ClCompile>
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<Link>
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<GenerateDebugInformation>true</GenerateDebugInformation>
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</Link>
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<ProjectReference>
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<LinkLibraryDependencies>true</LinkLibraryDependencies>
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</ProjectReference>
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<FxCompile>
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<ObjectFileOutput>$(SolutionDir)..\Bin\Content\Shaders\%(Filename).cso</ObjectFileOutput>
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<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
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<ClCompile>
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<WarningLevel>Level3</WarningLevel>
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<Optimization>Disabled</Optimization>
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||||
<SDLCheck>true</SDLCheck>
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||||
<AdditionalIncludeDirectories>..\OysterPhysic3D\Collision;..\OysterPhysics3D;..\OysterMath;..\Misc;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
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<PreprocessorDefinitions>GFX_DLL_EXPORT;%(PreprocessorDefinitions)</PreprocessorDefinitions>
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<GenerateDebugInformation>true</GenerateDebugInformation>
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<ClCompile>
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<WarningLevel>Level3</WarningLevel>
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<Optimization>Disabled</Optimization>
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||||
<FunctionLevelLinking>true</FunctionLevelLinking>
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||||
<IntrinsicFunctions>true</IntrinsicFunctions>
|
||||
<SDLCheck>true</SDLCheck>
|
||||
<AdditionalIncludeDirectories>..\OysterPhysics3D;..\OysterMath;..\Misc;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
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<PreprocessorDefinitions>GFX_DLL_EXPORT;%(PreprocessorDefinitions)</PreprocessorDefinitions>
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<Link>
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<GenerateDebugInformation>true</GenerateDebugInformation>
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<EnableCOMDATFolding>true</EnableCOMDATFolding>
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<OptimizeReferences>true</OptimizeReferences>
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</Link>
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<ObjectFileOutput>$(SolutionDir)..\Bin\Content\Shaders\%(Filename).cso</ObjectFileOutput>
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<FunctionLevelLinking>true</FunctionLevelLinking>
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||||
<IntrinsicFunctions>true</IntrinsicFunctions>
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||||
<SDLCheck>true</SDLCheck>
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<AdditionalIncludeDirectories>..\OysterPhysics3D;..\OysterMath;..\Misc;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
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<PreprocessorDefinitions>GFX_DLL_EXPORT;%(PreprocessorDefinitions)</PreprocessorDefinitions>
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<Link>
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<GenerateDebugInformation>true</GenerateDebugInformation>
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<EnableCOMDATFolding>true</EnableCOMDATFolding>
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|
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<ObjectFileOutput>$(SolutionDir)..\Bin\Content\Shaders\%(Filename).cso</ObjectFileOutput>
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||||
<EnableDebuggingInformation>true</EnableDebuggingInformation>
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||||
</FxCompile>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemGroup>
|
||||
<ClCompile Include="Core\Buffer.cpp" />
|
||||
<ClCompile Include="Core\Core.cpp" />
|
||||
<ClCompile Include="Core\Init.cpp" />
|
||||
<ClCompile Include="Core\PipelineManager.cpp" />
|
||||
<ClCompile Include="DllInterfaces\GFXAPI.cpp" />
|
||||
<ClCompile Include="FileLoader\DanLoader.cpp" />
|
||||
<ClCompile Include="FileLoader\ObjReader.cpp" />
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||||
<ClCompile Include="FileLoader\ShaderLoader.cpp" />
|
||||
<ClCompile Include="FileLoader\ModelLoader.cpp" />
|
||||
<ClCompile Include="Render\Preparations\BasicPreparations.cpp" />
|
||||
<ClCompile Include="Render\Rendering\BasicRender.cpp" />
|
||||
<ClCompile Include="Render\Resources\Deffered.cpp" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClInclude Include="Core\Core.h" />
|
||||
<ClInclude Include="Core\Dx11Includes.h" />
|
||||
<ClInclude Include="DllInterfaces\GFXAPI.h" />
|
||||
<ClInclude Include="FileLoader\ObjReader.h" />
|
||||
<ClInclude Include="FileLoader\GeneralLoader.h" />
|
||||
<ClInclude Include="Model\Model.h" />
|
||||
<ClInclude Include="Model\ModelInfo.h" />
|
||||
<ClInclude Include="Render\Preparations\Preparations.h" />
|
||||
<ClInclude Include="Render\Rendering\Render.h" />
|
||||
<ClInclude Include="Definitions\GraphicalDefinition.h" />
|
||||
<ClInclude Include="Render\Resources\Deffered.h" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ProjectReference Include="..\Misc\Misc.vcxproj">
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<Project>{2ec4dded-8f75-4c86-a10b-e1e8eb29f3ee}</Project>
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</ProjectReference>
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||||
<ProjectReference Include="..\OysterMath\OysterMath.vcxproj">
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||||
<Project>{f10cbc03-9809-4cba-95d8-327c287b18ee}</Project>
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</ProjectReference>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<FxCompile Include="Shader\HLSL\Deffered Shaders\LightPass.hlsl">
|
||||
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">Compute</ShaderType>
|
||||
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">Compute</ShaderType>
|
||||
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">Compute</ShaderType>
|
||||
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|x64'">Compute</ShaderType>
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</FxCompile>
|
||||
<FxCompile Include="Shader\HLSL\Deffered Shaders\PixelGatherData.hlsl">
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<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">Pixel</ShaderType>
|
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<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">Pixel</ShaderType>
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<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">Pixel</ShaderType>
|
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<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|x64'">Pixel</ShaderType>
|
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</FxCompile>
|
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<FxCompile Include="Shader\HLSL\Deffered Shaders\PostPass.hlsl">
|
||||
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">Compute</ShaderType>
|
||||
<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">5.0</ShaderModel>
|
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<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">Compute</ShaderType>
|
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<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">5.0</ShaderModel>
|
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<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">Compute</ShaderType>
|
||||
<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">5.0</ShaderModel>
|
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<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|x64'">Compute</ShaderType>
|
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<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Release|x64'">5.0</ShaderModel>
|
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</FxCompile>
|
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<FxCompile Include="Shader\HLSL\Deffered Shaders\VertexGatherData.hlsl">
|
||||
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">Vertex</ShaderType>
|
||||
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">Vertex</ShaderType>
|
||||
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">Vertex</ShaderType>
|
||||
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|x64'">Vertex</ShaderType>
|
||||
</FxCompile>
|
||||
<FxCompile Include="Shader\HLSL\SimpleDebug\DebugCameraVertex.hlsl">
|
||||
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">Vertex</ShaderType>
|
||||
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">Vertex</ShaderType>
|
||||
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">Vertex</ShaderType>
|
||||
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|x64'">Vertex</ShaderType>
|
||||
<AssemblerOutput Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
|
||||
</AssemblerOutput>
|
||||
<AssemblerOutputFile Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
|
||||
</AssemblerOutputFile>
|
||||
<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">5.0</ShaderModel>
|
||||
</FxCompile>
|
||||
<FxCompile Include="Shader\HLSL\SimpleDebug\DebugPixel.hlsl">
|
||||
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">Pixel</ShaderType>
|
||||
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">Pixel</ShaderType>
|
||||
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">Pixel</ShaderType>
|
||||
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|x64'">Pixel</ShaderType>
|
||||
<DeploymentContent Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">true</DeploymentContent>
|
||||
<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">5.0</ShaderModel>
|
||||
<EntryPointName Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">main</EntryPointName>
|
||||
</FxCompile>
|
||||
<FxCompile Include="Shader\HLSL\SimpleDebug\DebugVertex.hlsl">
|
||||
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">Vertex</ShaderType>
|
||||
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">Vertex</ShaderType>
|
||||
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">Vertex</ShaderType>
|
||||
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|x64'">Vertex</ShaderType>
|
||||
<DeploymentContent Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">true</DeploymentContent>
|
||||
<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">5.0</ShaderModel>
|
||||
<EntryPointName Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">main</EntryPointName>
|
||||
<AssemblerOutput Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
|
||||
</AssemblerOutput>
|
||||
</FxCompile>
|
||||
<FxCompile Include="Shader\HLSL\SimpleDebug\TextureDebug.hlsl">
|
||||
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">Pixel</ShaderType>
|
||||
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">Pixel</ShaderType>
|
||||
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">Pixel</ShaderType>
|
||||
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|x64'">Pixel</ShaderType>
|
||||
</FxCompile>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<None Include="Shader\HLSL\Deffered Shaders\Defines.hlsli" />
|
||||
<None Include="Shader\HLSL\Deffered Shaders\GBufferHeader.hlsli" />
|
||||
<None Include="Shader\HLSL\Deffered Shaders\LightCalc.hlsli" />
|
||||
<None Include="Shader\HLSL\Deffered Shaders\PosManipulation.hlsli" />
|
||||
<None Include="Shader\HLSL\Deffered Shaders\SSAO.hlsli" />
|
||||
<None Include="Shader\HLSL\SimpleDebug\Debug.hlsl" />
|
||||
</ItemGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
|
||||
<ImportGroup Label="ExtensionTargets">
|
||||
</ImportGroup>
|
||||
</Project>
|
|
@ -50,6 +50,8 @@ namespace Oyster
|
|||
{
|
||||
for(int i = 0; i < count; ++i)
|
||||
{
|
||||
if(&models[i] == NULL)
|
||||
continue;
|
||||
if(models[i].Visible)
|
||||
{
|
||||
Definitions::PerModel pm;
|
||||
|
@ -65,7 +67,7 @@ namespace Oyster
|
|||
|
||||
if(info->Material.size())
|
||||
{
|
||||
Core::deviceContext->PSSetShaderResources(0,info->Material.size(),&(info->Material[0]));
|
||||
Core::deviceContext->PSSetShaderResources(0,(UINT)info->Material.size(),&(info->Material[0]));
|
||||
}
|
||||
|
||||
|
||||
|
@ -73,7 +75,7 @@ namespace Oyster
|
|||
if(info->Indexed)
|
||||
{
|
||||
info->Indecies->Apply();
|
||||
Oyster::Graphics::Core::deviceContext->DrawIndexed(info->VertexCount,0,0);
|
||||
Oyster::Graphics::Core::deviceContext->DrawIndexed(info->IndexCount,0,0);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -86,11 +88,11 @@ namespace Oyster
|
|||
{
|
||||
Core::PipelineManager::SetRenderPass(Resources::Deffered::LightPass);
|
||||
|
||||
Core::deviceContext->Dispatch((Core::resolution.x + 15U) / 16U,(Core::resolution.y + 15U) / 16U,1);
|
||||
Core::deviceContext->Dispatch((UINT)((Core::resolution.x + 15U) / 16U), (UINT)((Core::resolution.y + 15U) / 16U), 1);
|
||||
|
||||
Core::PipelineManager::SetRenderPass(Resources::Deffered::PostPass);
|
||||
|
||||
Core::deviceContext->Dispatch((Core::resolution.x + 15U) / 16U,(Core::resolution.y + 15U) / 16U,1);
|
||||
Core::deviceContext->Dispatch((UINT)((Core::resolution.x + 15U) / 16U), (UINT)((Core::resolution.y + 15U) / 16U), 1);
|
||||
|
||||
Core::swapChain->Present(0,0);
|
||||
}
|
||||
|
|
|
@ -92,7 +92,7 @@ namespace Oyster
|
|||
D3D11_RASTERIZER_DESC rdesc;
|
||||
rdesc.CullMode = D3D11_CULL_BACK;
|
||||
rdesc.FillMode = D3D11_FILL_SOLID;
|
||||
rdesc.FrontCounterClockwise = true;
|
||||
rdesc.FrontCounterClockwise = false;
|
||||
rdesc.DepthBias = 0;
|
||||
rdesc.DepthBiasClamp = 0;
|
||||
rdesc.DepthClipEnable = true;
|
||||
|
@ -155,7 +155,7 @@ namespace Oyster
|
|||
Buffer* b = &PointLightsData;
|
||||
|
||||
Core::Init::CreateLinkedShaderResourceFromStructuredBuffer(&b,&PointLightView,NULL);
|
||||
srand(time(0));
|
||||
srand((unsigned int)time(0));
|
||||
//SSAO
|
||||
Math::Vector3 kernel[KernelSize];
|
||||
Math::Vector3 random[SampleSpread];
|
||||
|
@ -230,11 +230,14 @@ namespace Oyster
|
|||
{
|
||||
{ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
|
||||
{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 },
|
||||
{ "NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 20, D3D11_INPUT_PER_VERTEX_DATA, 0 }
|
||||
|
||||
{ "NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 20, D3D11_INPUT_PER_VERTEX_DATA, 0 },
|
||||
{ "TANGENT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 32, D3D11_INPUT_PER_VERTEX_DATA, 0 },
|
||||
{ "BITANGENT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 44, D3D11_INPUT_PER_VERTEX_DATA, 0 },
|
||||
{ "BONEINDEX", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 56, D3D11_INPUT_PER_VERTEX_DATA, 0 },
|
||||
{ "BONEWEIGHT", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 72, D3D11_INPUT_PER_VERTEX_DATA, 0 }
|
||||
};
|
||||
|
||||
Shader::CreateInputLayout(indesc,3,GetShader::Vertex(L"Geometry"),GeometryPass.IAStage.Layout);
|
||||
Shader::CreateInputLayout(indesc,7,GetShader::Vertex(L"Geometry"),GeometryPass.IAStage.Layout);
|
||||
GeometryPass.IAStage.Topology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST;
|
||||
GeometryPass.CBuffers.Vertex.push_back(VPData);
|
||||
GeometryPass.CBuffers.Vertex.push_back(ModelData);
|
||||
|
|
|
@ -3,16 +3,16 @@ struct VertexIn
|
|||
float3 pos : POSITION;
|
||||
float2 UV : TEXCOORD;
|
||||
float3 normal : NORMAL;
|
||||
//float3 tangent : TANGENT;
|
||||
//float3 biTangent : BITANGENT;
|
||||
//float4 boneIndex : BONEINDEX;
|
||||
//float4 boneWeight : BONEWEIGHT;
|
||||
float3 tangent : TANGENT;
|
||||
float3 biTangent : BITANGENT;
|
||||
float4 boneIndex : BONEINDEX;
|
||||
float4 boneWeight : BONEWEIGHT;
|
||||
};
|
||||
|
||||
struct VertexOut
|
||||
{
|
||||
float4 pos : SV_POSITION;
|
||||
float4 ViewPos : POSITION;
|
||||
//float4 ViewPos : POSITION;
|
||||
float2 UV : TEXCOORD;
|
||||
float3 normal : NORMAL;
|
||||
//float3 tangent : TANGENT;
|
||||
|
|
|
@ -4,7 +4,7 @@ VertexOut main( VertexIn input )
|
|||
{
|
||||
VertexOut output;
|
||||
output.pos = mul(WVP, float4(input.pos,1));
|
||||
output.normal = mul(WV, float4(input.normal,0));
|
||||
output.normal = mul(WV, float4(input.normal,0)).xyz;
|
||||
output.UV = input.UV;
|
||||
return output;
|
||||
}
|
|
@ -44,18 +44,6 @@ int WINAPI wWinMain( HINSTANCE hInstance, HINSTANCE hPrevInstance, LPWSTR lpCmdL
|
|||
{
|
||||
|
||||
BOOL b = SetDllDirectoryW(L"..\\DLL");
|
||||
typedef struct tagLOADPARMS32
|
||||
{
|
||||
LPSTR lpEnvAddress; // address of environment strings
|
||||
LPSTR lpCmdLine; // address of command line
|
||||
LPSTR lpCmdShow; // how to show new program
|
||||
DWORD dwReserved; // must be zero
|
||||
} LOADPARMS32;
|
||||
LOADPARMS32 params;
|
||||
params.dwReserved=NULL;
|
||||
params.lpCmdLine="";
|
||||
params.lpCmdShow="";
|
||||
params.lpEnvAddress="";
|
||||
|
||||
if( FAILED( InitWindow( hInstance, nCmdShow ) ) )
|
||||
return 0;
|
||||
|
@ -171,10 +159,10 @@ HRESULT InitDirect3D()
|
|||
return E_FAIL;
|
||||
}
|
||||
|
||||
m = Oyster::Graphics::API::CreateModel(L"orca_dummy");
|
||||
m2 = Oyster::Graphics::API::CreateModel(L"worldDummy");
|
||||
m = Oyster::Graphics::API::CreateModel(L"cube_tri.dan");
|
||||
m2 = Oyster::Graphics::API::CreateModel(L"cube_tri.dan");
|
||||
m2->WorldMatrix = Oyster::Math3D::OrientationMatrix(Oyster::Math::Float3::null,Oyster::Math::Float3(0,5,0),Oyster::Math::Float3::null);
|
||||
m3 = Oyster::Graphics::API::CreateModel(L"worldDummy");
|
||||
m3 = Oyster::Graphics::API::CreateModel(L"cube_tri.dan");
|
||||
m3->WorldMatrix = Oyster::Math3D::OrientationMatrix(Oyster::Math::Float3::null,Oyster::Math::Float3(0,5,0),Oyster::Math::Float3::null);
|
||||
|
||||
|
||||
|
|
|
@ -58,6 +58,7 @@
|
|||
<Link>
|
||||
<SubSystem>Windows</SubSystem>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<DelayLoadDLLs>OysterGraphics_$(PlatformShortName)D.dll;</DelayLoadDLLs>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
|
||||
|
|
Loading…
Reference in New Issue