Merge branch 'Graphics' of https://github.com/dean11/Danbias into Graphics

Conflicts:
	Code/OysterGraphics/DllInterfaces/GFXAPI.cpp
	Code/OysterGraphics/Shader/HLSL/Deffered Shaders/LightPass.hlsl
	Code/OysterGraphics/Shader/HLSL/Deffered Shaders/VertexGatherData.hlsl
	Code/Tester/MainTest.cpp
This commit is contained in:
lanariel 2013-12-18 20:29:24 +01:00
commit 3139585e7b
3 changed files with 309 additions and 171 deletions

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@ -2,6 +2,7 @@
#include "..\Core\Dx11Includes.h"
#include "..\Core\Core.h"
#include "ObjReader.h"
#include "..\..\Misc\Resource\OysterResource.h"
HRESULT CreateWICTextureFromFileEx( ID3D11Device* d3dDevice,
ID3D11DeviceContext* d3dContext,
@ -38,10 +39,27 @@ void Oyster::Graphics::Loading::UnloadTexture(void* data)
void Oyster::Graphics::Loading::LoadOBJ(const wchar_t filename[], Oyster::Resource::CustomData& out)
{
OBJReader obj;
obj.readOBJFile(filename);
Model::ModelInfo* info;
info = obj.toModel();
FileLoaders::ObjReader* obj = FileLoaders::ObjReader::LoadFile(filename);
Model::ModelInfo* info = new Model::ModelInfo();
Oyster::FileLoaders::ObjReader::Vertex* vdata;
int count;
obj->GetVertexData(&vdata, count);
info->Vertices = new Core::Buffer();
Core::Buffer::BUFFER_INIT_DESC desc;
desc.ElementSize = sizeof(FileLoaders::ObjReader::Vertex);
desc.NumElements = count;
desc.InitData = vdata;
desc.Type = Core::Buffer::VERTEX_BUFFER;
desc.Usage = Core::Buffer::BUFFER_USAGE_IMMUTABLE;
info->VertexCount = count;
info->Vertices->Init(desc);
info->Indexed = false;
void* texture = Oyster::Resource::OysterResource::LoadResource((std::wstring(filename)+ L".png").c_str(),Graphics::Loading::LoadTexture);
info->Material.push_back((ID3D11ShaderResourceView*)texture);
out.loadedData = info;
out.resourceUnloadFnc = Oyster::Graphics::Loading::UnloadOBJ;
}

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@ -1,152 +1,285 @@
#include "OBJReader.h"
#include "..\Definitions\GraphicalDefinition.h"
#include <sstream>
#include "ObjReader.h"
#include "Utilities.h"
#include "..\Core\Core.h"
#include <fstream>
#include "GeneralLoader.h"
#include <map>
using namespace std;
OBJReader::OBJReader()
using namespace Oyster::FileLoaders;
using namespace Oyster;
using namespace Oyster::Math;
ObjReader *ObjReader::LoadFile(std::wstring fileName, Oyster::Math::Float4x4 transform)
{
_mPos = 0;
_mNormal = 0;
_mTexel = 0;
}
static std::map<std::wstring, ObjReader *> cache;
OBJReader::~OBJReader()
{
ObjReader *reader = NULL;
}
void OBJReader::readOBJFile( std::wstring fileName )
{
std::fstream inStream;
std::string typeOfData = " ";
float vertexData;
std::string face1, face2, face3;
inStream.open( fileName + L".obj", std::fstream::in );
if( inStream.is_open() )
if (cache.count(fileName))
{
while( !inStream.eof() )
reader = cache[fileName];
}
else
{
reader = new ObjReader();
reader->ParseFile(fileName + L".obj", transform);
cache[fileName] = reader;
}
return reader;
}
ObjReader::ObjReader(void)
{
}
ObjReader::~ObjReader(void)
{
}
void ObjReader::ParseFile(std::wstring fileName, Float4x4 transform)
{
wifstream input;
input.open(fileName.c_str());
if(!input.is_open())
{
return;
}
wstring path;
//Utility::String::ExtractDirPath(path,fileName,'\\');
std::vector<Vertex> VertexList;
std::vector<Float3> vList;
std::vector<Float3> nList;
std::vector<Float2> uvList;
Vertex vertex1, vertex2, vertex3;
Float3 face[3];
Float3 position, normal;
Float2 uv;
wstring s;
while(!input.eof())
{
getline(input,s);
int offset = (int)s.find(' ');
if(offset!=-1)
{
inStream >> typeOfData;
wstring c = s.substr(0,offset);
if( typeOfData == "v" )
if(c==L"v")
{
Oyster::Math::Float3 position;
inStream >> vertexData;
position.x = vertexData;
inStream >> vertexData;
position.y = vertexData;
inStream >> vertexData;
position.z = vertexData;
_mVertexCoord.push_back( position );
position = readVertex(offset,s);
vList.push_back(position);
}
else if( typeOfData == "vt" )
else if(c==L"vt")
{
Oyster::Math::Float2 texel;
inStream >> vertexData;
texel.x = vertexData;
inStream >> vertexData;
texel.y = 1 - vertexData;
_mVertexTexture.push_back( texel );
uv = readUV(offset,s);
uvList.push_back(uv);
}
else if( typeOfData == "vn" )
else if(c==L"vn")
{
Oyster::Math::Float3 normal;
inStream >> vertexData;
normal.x = vertexData;
inStream >> vertexData;
normal.y = vertexData;
inStream >> vertexData;
normal.z = vertexData;
_mVertexNormal.push_back( normal );
normal = readNormal(offset,s);
nList.push_back(normal);
}
else if( typeOfData == "f" )
else if(c==L"f")
{
inStream >> face1;
stringSplit( face1 );
addToOBJarray();
readFace(offset, s, face);
inStream >> face2;
stringSplit( face2 );
vertex1.Position = vList[(int)face[0].x];
vertex1.UV = uvList[(int)face[0].y];
vertex1.Normal = nList[(int)face[0].z];
addToOBJarray();
vertex2.Position = vList[(int)face[1].x];
vertex2.UV = uvList[(int)face[1].y];
vertex2.Normal = nList[(int)face[1].z];
inStream >> face3;
stringSplit( face3 );
vertex3.Position = vList[(int)face[2].x];
vertex3.UV = uvList[(int)face[2].y];
vertex3.Normal = nList[(int)face[2].z];
addToOBJarray();
VertexList.push_back(vertex1);
VertexList.push_back(vertex2);
VertexList.push_back(vertex3);
}
else if(c==L"mtllib")
{
//this->materials = GetMaterials(path + s.substr(offset+1));
}
}
}
inStream.close();
input.close();
Mat = Oyster::Resource::OysterResource::LoadResource((fileName + L".png").c_str(),Oyster::Graphics::Loading::LoadTexture);
}
this->numVertices = VertexList.size();
this->vertices = new Vertex[this->numVertices];
Oyster::Graphics::Model::ModelInfo* OBJReader::toModel()
{
Oyster::Graphics::Core::Buffer* b = new Oyster::Graphics::Core::Buffer();
Oyster::Graphics::Core::Buffer::BUFFER_INIT_DESC desc;
Oyster::Graphics::Model::ModelInfo* modelInfo = new Oyster::Graphics::Model::ModelInfo();
desc.ElementSize = 32;
desc.InitData = &this->_myOBJ[0];
desc.NumElements = this->_myOBJ.size();
desc.Type = Oyster::Graphics::Core::Buffer::BUFFER_TYPE::VERTEX_BUFFER;
desc.Usage = Oyster::Graphics::Core::Buffer::BUFFER_DEFAULT;
HRESULT hr = S_OK;
hr = b->Init(desc);
if(FAILED(hr))
for(size_t i=0;i<this->numVertices;++i)
{
//Something isn't okay here
vertices[i].Position=Math::Float4(VertexList[i].Position,1);
vertices[i].Normal=Math::Float4(VertexList[i].Normal,0);
vertices[i].UV = VertexList[i].UV;
}
modelInfo->Indexed = false;
modelInfo->VertexCount = (int)desc.NumElements;
modelInfo->Vertices = b;
modelInfo->Material.push_back((ID3D11ShaderResourceView*)Mat);
return modelInfo;
}
//Private functions
void OBJReader::stringSplit( std::string strToSplit )
void ObjReader::GetVertexData(Vertex **vertex,int &numVertex, std::map<std::string, ID3D11ShaderResourceView *> &Textures)
{
char delim = '/';
std::string vPos, vNormal, vTexel;
std::stringstream aStream(strToSplit);
getline( aStream, vPos, delim );
getline( aStream, vTexel, delim );
getline( aStream, vNormal );
_mPos = atoi( vPos.c_str() );
_mNormal = atoi( vNormal.c_str() );
_mTexel = atoi( vTexel.c_str() );
numVertex=(int)this->numVertices;
(*vertex)=this->vertices;
//Textures = this->materials;
}
void OBJReader::addToOBJarray()
void ObjReader::GetVertexData(Vertex **vertex,int &numVertex)
{
OBJFormat temp;
numVertex=(int)this->numVertices;
(*vertex)=this->vertices;
}
temp._d3VertexCoord = _mVertexCoord.at( _mPos - 1 );
temp._d3VertexNormal = _mVertexNormal.at( _mNormal - 1 );
temp._d3VertexTexture = _mVertexTexture.at( _mTexel - 1 );
Float3 ObjReader::extract(std::string d1)
{
Float3 data;
int offset=(int)d1.find('/');
//string d1 = Utility::String::WStringToString(d,d1);
data.x=(float)atoi(d1.substr(1,offset).c_str())-1;
_myOBJ.push_back( temp );
}
int newOffset = (int)d1.find('/',offset+1);
string d2=d1.substr(offset+1,newOffset-offset-1);
data.y=(float)atoi(d2.c_str())-1;
offset=newOffset;
newOffset = (int)d1.find('/',offset+1);
string d3=d1.substr(offset+1,newOffset-offset-1);
data.z=(float)atoi(d3.c_str())-1;
return data;
}
Float3 ObjReader::readVertex(int offset,wstring s)
{
int newOffset = (int)s.find(' ',offset+1);
Float3 vertex;
string d;
Utility::String::WStringToString(s.substr(offset,newOffset-offset), d);
vertex.x = (float)atof(d.c_str());
offset=newOffset;
newOffset = (int)s.find(' ',offset+1);
Utility::String::WStringToString(s.substr(offset,newOffset-offset), d);
vertex.y = (float)atof(d.c_str());
offset=newOffset;
newOffset = (int)s.find(' ',offset+1);
Utility::String::WStringToString(s.substr(offset,newOffset-offset), d);
vertex.z = (float)atof(d.c_str());
return vertex;
}
Float2 ObjReader::readUV(int offset,wstring s)
{
int newOffset = (int)s.find(' ',offset+1);
Float2 uv;
string d;
Utility::String::WStringToString(s.substr(offset,newOffset-offset), d);
uv.x =(float)atof(d.c_str());
offset=newOffset;
newOffset = (int)s.find(' ',offset+1);
Utility::String::WStringToString(s.substr(offset,newOffset-offset), d);
uv.y =1- (float)atof(d.c_str());
offset=newOffset;
return uv;
}
Float3 ObjReader::readNormal(int offset,wstring s)
{
int newOffset = (int)s.find(' ',offset+1);
Float3 vertex;
string d;
Utility::String::WStringToString(s.substr(offset,newOffset-offset), d);
vertex.x = (float)atof(d.c_str());
offset=newOffset;
newOffset = (int)s.find(' ',offset+1);
Utility::String::WStringToString(s.substr(offset,newOffset-offset), d);
vertex.y = (float)atof(d.c_str());
offset=newOffset;
newOffset = (int)s.find(' ',offset+1);
Utility::String::WStringToString(s.substr(offset,newOffset-offset), d);
vertex.z = (float)atof(d.c_str());
return vertex;
}
void ObjReader::readFace(int offset,wstring s1, Oyster::Math::Float3 face[3])
{
string s;
Utility::String::WStringToString(s1,s);
int newOffset = (int)s.find(' ',offset+1);
string point1 = s.substr(offset,newOffset-offset);
offset = newOffset;
newOffset = (int)s.find(' ',offset+1);
string point2 = s.substr(offset,newOffset-offset);
offset = newOffset;
newOffset = (int)s.find(' ',offset+1);
string point3 = s.substr(offset,newOffset-offset);
face[0] = extract(point1);
face[1] = extract(point2);
face[2] = extract(point3);
}
std::map<std::string, ID3D11ShaderResourceView *> ObjReader::GetMaterials(std::wstring fileName)
{
ifstream input;
input.open(fileName.c_str());
std::map<std::string, ID3D11ShaderResourceView *> materials;
ID3D11ShaderResourceView *srv;
string texture;
string s;
string path;
//Utility::String::extractDirPath(path,fileName,'\\');
if(!input.is_open())
return materials;
while(!input.eof())
{
getline(input,s);
int offset = (int)s.find(' ');
if(offset!=-1)
{
string c = s.substr(0,offset);
if(c=="map_Kd")
{
texture = path+s.substr(offset+1);
//D3DX11CreateShaderResourceViewFromFile(Oyster::Core::Device,texture.c_str(), NULL, NULL, &srv, NULL);
//materials["Diffuse"] = srv;
}
if(c=="map_G")
{
texture = path+s.substr(offset+1);
//D3DX11CreateShaderResourceViewFromFile(Oyster::Core::Device,texture.c_str(), NULL, NULL, &srv, NULL);
//materials["Glow"] = srv;
}
if(c=="map_Ks")
{
texture = path+s.substr(offset+1);
//D3DX11CreateShaderResourceViewFromFile(Oyster::Core::Device,texture.c_str(), NULL, NULL, &srv, NULL);
//materials["Specular"] = srv;
}
}
}
input.close();
return materials;
}

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@ -1,56 +1,43 @@
#ifndef OBJREADER_H
#define OBJREADER_H
#include "..\..\Misc\Utilities.h"
#include "..\..\OysterMath\OysterMath.h"
#include "..\Model\ModelInfo.h"
#pragma once
#include "../Model/ModelInfo.h"
#include "../../OysterMath/OysterMath.h"
//#include <fstream>
class OBJReader
namespace Oyster
{
public:
struct OBJFormat
namespace FileLoaders
{
class ObjReader
{
Oyster::Math::Float3 _d3VertexCoord;
Oyster::Math::Float2 _d3VertexTexture;
Oyster::Math::Float3 _d3VertexNormal;
};
struct OBJMaterialData
{
std::string _name;
std::string _mapKd;
float _kd[3];
float _ka[3];
float _tf[3];
float _ni;
OBJMaterialData()
public:
struct Vertex
{
_name = " ";
_mapKd = " ";
}
Oyster::Math::Float3 Position;
Oyster::Math::Float2 UV;
Oyster::Math::Float3 Normal;
};
static ObjReader *LoadFile(std::wstring fileName, Oyster::Math::Float4x4 transform = Oyster::Math::Float4x4::identity);
ObjReader(void);
~ObjReader(void);
void GetVertexData(Vertex **vertex,int &numVertex, std::map<std::string, ID3D11ShaderResourceView *> &textures);
void GetVertexData(Vertex **vertex,int &numVertex);
private:
Vertex *vertices;
size_t numVertices;
std::map<std::wstring, ID3D11ShaderResourceView *> materials;
void ParseFile(std::wstring fileName, Oyster::Math::Float4x4 transform = Oyster::Math::Float4x4::identity);
Oyster::Math::Float3 extract(std::string d);
Oyster::Math::Float3 readVertex(int offset,std::wstring s);
Oyster::Math::Float2 readUV(int offset,std::wstring s);
Oyster::Math::Float3 readNormal(int offset,std::wstring s);
void readFace(int offset,std::wstring s, Oyster::Math::Float3 face[3]);
std::map<std::string, ID3D11ShaderResourceView *> GetMaterials(std::wstring fileName);
};
std::vector<OBJFormat> _myOBJ;
private:
std::vector<Oyster::Math::Float3> _mVertexCoord, _mVertexNormal;
std::vector<Oyster::Math::Float2> _mVertexTexture;
int _mNrOfCoords, _mNrOfNormals, _mNrOfTexels, _mNrOfFaces;
int _mPos, _mNormal, _mTexel;
void stringSplit( std::string strToSplit );
void addToOBJarray();
void* Mat;
public:
OBJReader();
~OBJReader();
void readOBJFile( std::wstring fileName);
Oyster::Graphics::Model::ModelInfo* toModel();
};
#endif
}
}