Merge remote-tracking branch 'origin/GameLogicBranch' into Physics

This commit is contained in:
Dander7BD 2013-11-28 11:59:15 +01:00
commit 64565b50de
106 changed files with 38361 additions and 1455 deletions

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@ -29,6 +29,8 @@ Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "GamePhysics", "GamePhysics\
EndProject EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "Tester", "Tester\Tester.vcxproj", "{1B3BEA4C-CF75-438A-9693-60FB8444BBF3}" Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "Tester", "Tester\Tester.vcxproj", "{1B3BEA4C-CF75-438A-9693-60FB8444BBF3}"
EndProject EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "DanBiasGame", "DanBiasGame\DanBiasGame.vcxproj", "{2A1BC987-AF42-4500-802D-89CD32FC1309}"
EndProject
Global Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|Mixed Platforms = Debug|Mixed Platforms Debug|Mixed Platforms = Debug|Mixed Platforms
@ -175,6 +177,7 @@ Global
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{104FA3E9-94D9-4E1D-A941-28A03BC8A095}.Debug|Win32.Build.0 = Debug|Win32 {104FA3E9-94D9-4E1D-A941-28A03BC8A095}.Debug|Win32.Build.0 = Debug|Win32
{104FA3E9-94D9-4E1D-A941-28A03BC8A095}.Debug|x64.ActiveCfg = Debug|x64 {104FA3E9-94D9-4E1D-A941-28A03BC8A095}.Debug|x64.ActiveCfg = Debug|x64
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{104FA3E9-94D9-4E1D-A941-28A03BC8A095}.Release|Win32.ActiveCfg = Release|Win32 {104FA3E9-94D9-4E1D-A941-28A03BC8A095}.Release|Win32.ActiveCfg = Release|Win32
@ -190,6 +193,18 @@ Global
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{1B3BEA4C-CF75-438A-9693-60FB8444BBF3}.Release|Win32.Build.0 = Release|Win32 {1B3BEA4C-CF75-438A-9693-60FB8444BBF3}.Release|Win32.Build.0 = Release|Win32
{1B3BEA4C-CF75-438A-9693-60FB8444BBF3}.Release|x64.ActiveCfg = Release|Win32 {1B3BEA4C-CF75-438A-9693-60FB8444BBF3}.Release|x64.ActiveCfg = Release|Win32
{2A1BC987-AF42-4500-802D-89CD32FC1309}.Debug|Mixed Platforms.ActiveCfg = Debug|Win32
{2A1BC987-AF42-4500-802D-89CD32FC1309}.Debug|Mixed Platforms.Build.0 = Debug|Win32
{2A1BC987-AF42-4500-802D-89CD32FC1309}.Debug|Win32.ActiveCfg = Debug|Win32
{2A1BC987-AF42-4500-802D-89CD32FC1309}.Debug|Win32.Build.0 = Debug|Win32
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{2A1BC987-AF42-4500-802D-89CD32FC1309}.Debug|x64.Build.0 = Debug|x64
{2A1BC987-AF42-4500-802D-89CD32FC1309}.Release|Mixed Platforms.ActiveCfg = Release|Win32
{2A1BC987-AF42-4500-802D-89CD32FC1309}.Release|Mixed Platforms.Build.0 = Release|Win32
{2A1BC987-AF42-4500-802D-89CD32FC1309}.Release|Win32.ActiveCfg = Release|Win32
{2A1BC987-AF42-4500-802D-89CD32FC1309}.Release|Win32.Build.0 = Release|Win32
{2A1BC987-AF42-4500-802D-89CD32FC1309}.Release|x64.ActiveCfg = Release|x64
{2A1BC987-AF42-4500-802D-89CD32FC1309}.Release|x64.Build.0 = Release|x64
EndGlobalSection EndGlobalSection
GlobalSection(SolutionProperties) = preSolution GlobalSection(SolutionProperties) = preSolution
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@ -0,0 +1,193 @@
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@ -0,0 +1,302 @@
//--------------------------------------------------------------------------------------
// File: TemplateMain.cpp
//
// BTH-D3D-Template
//
// Copyright (c) Stefan Petersson 2011. All rights reserved.
//--------------------------------------------------------------------------------------
#define NOMINMAX
#include <Windows.h>
#include "DllInterfaces/GFXAPI.h"
#include "IGame.h"
#include "L_inputClass.h"
// debug window include
#include <stdio.h>
#include <fcntl.h>
#include <io.h>
#include <iostream>
//--------------------------------------------------------------------------------------
// Global Variables
//--------------------------------------------------------------------------------------
HINSTANCE g_hInst = NULL;
HWND g_hWnd = NULL;
GameLogic::IGame* game;
InputClass* inputObj;
//--------------------------------------------------------------------------------------
// Forward declarations
//--------------------------------------------------------------------------------------
HRESULT InitWindow( HINSTANCE hInstance, int nCmdShow );
LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM);
HRESULT Render(float deltaTime);
HRESULT Update(float deltaTime);
HRESULT InitGame();
HRESULT CleanUp();
//--------------------------------------------------------------------------------------
// Entry point to the program. Initializes everything and goes into a message processing
// loop. Idle time is used to render the scene.
//--------------------------------------------------------------------------------------
void SetStdOutToNewConsole()
{
// allocate a console for this app
AllocConsole();
// redirect unbuffered STDOUT to the console
HANDLE consoleHandle = GetStdHandle(STD_OUTPUT_HANDLE);
int fileDescriptor = _open_osfhandle((intptr_t)consoleHandle, _O_TEXT);
FILE *fp = _fdopen( fileDescriptor, "w" );
*stdout = *fp;
setvbuf( stdout, NULL, _IONBF, 0 );
// give the console window a nicer title
SetConsoleTitle(L"Debug Output");
// give the console window a bigger buffer size
CONSOLE_SCREEN_BUFFER_INFO csbi;
if ( GetConsoleScreenBufferInfo(consoleHandle, &csbi) )
{
COORD bufferSize;
bufferSize.X = csbi.dwSize.X;
bufferSize.Y = 50;
SetConsoleScreenBufferSize(consoleHandle, bufferSize);
}
}
int WINAPI wWinMain( HINSTANCE hInstance, HINSTANCE hPrevInstance, LPWSTR lpCmdLine, int nCmdShow )
{
BOOL success = SetDllDirectory(L"..\\..\\DLL");
if (success == 0)
{
return 0;
}
if( FAILED( InitWindow( hInstance, nCmdShow ) ) )
return 0;
if( FAILED( InitGame() ) )
return 0;
__int64 cntsPerSec = 0;
QueryPerformanceFrequency((LARGE_INTEGER*)&cntsPerSec);
float secsPerCnt = 1.0f / (float)cntsPerSec;
__int64 prevTimeStamp = 0;
QueryPerformanceCounter((LARGE_INTEGER*)&prevTimeStamp);
//debug window
//SetStdOutToNewConsole();
// Main message loop
MSG msg = {0};
while(WM_QUIT != msg.message)
{
if( PeekMessage( &msg, NULL, 0, 0, PM_REMOVE) )
{
TranslateMessage( &msg );
DispatchMessage( &msg );
}
else
{
__int64 currTimeStamp = 0;
QueryPerformanceCounter((LARGE_INTEGER*)&currTimeStamp);
float dt = (currTimeStamp - prevTimeStamp) * secsPerCnt;
//render
Update(dt);
Render(dt);
prevTimeStamp = currTimeStamp;
}
}
CleanUp();
return (int) msg.wParam;
}
//--------------------------------------------------------------------------------------
// Register class and create window
//--------------------------------------------------------------------------------------
HRESULT InitWindow( HINSTANCE hInstance, int nCmdShow )
{
// Register class
WNDCLASSEX wcex;
wcex.cbSize = sizeof(WNDCLASSEX);
wcex.style = CS_HREDRAW | CS_VREDRAW;
wcex.lpfnWndProc = WndProc;
wcex.cbClsExtra = 0;
wcex.cbWndExtra = 0;
wcex.hInstance = hInstance;
wcex.hIcon = 0;
wcex.hCursor = LoadCursor(NULL, IDC_ARROW);
wcex.hbrBackground = (HBRUSH)(COLOR_WINDOW+1);
wcex.lpszMenuName = NULL;
wcex.lpszClassName = L"BTH_D3D_Template";
wcex.hIconSm = 0;
if( !RegisterClassEx(&wcex) )
return E_FAIL;
// Adjust and create window
g_hInst = hInstance;
RECT rc = { 0, 0, 1024, 768 };
AdjustWindowRect( &rc, WS_OVERLAPPEDWINDOW, FALSE );
if(!(g_hWnd = CreateWindow(
L"BTH_D3D_Template",
L"BTH - Direct3D 11.0 Template",
WS_OVERLAPPEDWINDOW,
CW_USEDEFAULT,
CW_USEDEFAULT,
rc.right - rc.left,
rc.bottom - rc.top,
NULL,
NULL,
hInstance,
NULL)))
{
return E_FAIL;
}
ShowWindow( g_hWnd, nCmdShow );
return S_OK;
}
HRESULT InitGame()
{
inputObj = new InputClass;
if(!inputObj->Initialize(g_hInst, g_hWnd, 1024, 768))
{
MessageBox(0, L"Could not initialize the input object.", L"Error", MB_OK);
return false;
}
if(Oyster::Graphics::API::Init(g_hWnd, false, false, Oyster::Math::Float2( 1024, 768)) != Oyster::Graphics::API::Sucsess)
return E_FAIL;
game = new GameLogic::IGame();
game->Init();
game->StartGame();
return S_OK;
}
HRESULT Update(float deltaTime)
{
inputObj->Update();
GameLogic::keyInput key = GameLogic::keyInput_none;
if(inputObj->IsKeyPressed(DIK_W))
{
key = GameLogic::keyInput_W;
}
else if(inputObj->IsKeyPressed(DIK_A))
{
key = GameLogic::keyInput_A;
}
else if(inputObj->IsKeyPressed(DIK_S))
{
key = GameLogic::keyInput_S;
}
else if(inputObj->IsKeyPressed(DIK_D))
{
key = GameLogic::keyInput_D;
}
game->Update(key);
return S_OK;
}
HRESULT Render(float deltaTime)
{
int isPressed = 0;
if(inputObj->IsKeyPressed(DIK_A))
{
isPressed = 1;
//std::cout<<"test";
}
// test view and projection matrix
Oyster::Math::Float3 dir = Oyster::Math::Float3(0,0,-1);
Oyster::Math::Float3 up =Oyster::Math::Float3(0,1,0);
Oyster::Math::Float3 pos = Oyster::Math::Float3(0, 0, 100);
Oyster::Math::Float4x4 view =Oyster::Math3D::OrientationMatrix_LookAtDirection(dir, up, pos);
view = view.GetInverse();
Oyster::Math::Float4x4 proj = Oyster::Math3D::ProjectionMatrix_Perspective(3.14f/2, 1024/768, 1, 1000);
Oyster::Graphics::API::NewFrame(view, proj);
game->Render();
wchar_t title[255];
swprintf(title, sizeof(title), L"| Pressing A: %d | \n", (int)(isPressed));
SetWindowText(g_hWnd, title);
Oyster::Graphics::API::EndFrame();
return S_OK;
}
HRESULT CleanUp()
{
if(game)
{
delete game;
game = NULL;
}
return S_OK;
}
//--------------------------------------------------------------------------------------
// Called every time the application receives a message
//--------------------------------------------------------------------------------------
LRESULT CALLBACK WndProc( HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam )
{
PAINTSTRUCT ps;
HDC hdc;
switch (message)
{
case WM_PAINT:
hdc = BeginPaint(hWnd, &ps);
EndPaint(hWnd, &ps);
break;
case WM_DESTROY:
PostQuitMessage(0);
break;
case WM_KEYDOWN:
switch(wParam)
{
case VK_ESCAPE:
PostQuitMessage(0);
break;
}
break;
default:
return DefWindowProc(hWnd, message, wParam, lParam);
}
return 0;
}

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@ -0,0 +1,82 @@
#include "CollisionManager.h"
namespace GameLogic
{
namespace CollisionManager
{
void ColisionEvent(Oyster::Physics::ICustomBody &obj1, Oyster::Physics::ICustomBody &obj2)
{
//Object *realObj1 = refManager.GetMap(obj1);
//Object *realObj2 = refManager.GetMap(obj2);
//
//switch(realObj1->GetType())
//{
//case Object::OBJECT_TYPE_PLAYER:
// if (realObj2->GetType() == Object::OBJECT_TYPE_BOX )
// {
//CollisionManager::PlayerVBox(*((Player*)realObj1),*((DynamicObject*)realObj2));
// }
// break;
//case Object::OBJECT_TYPE_BOX:
// if (realObj2->GetType() == Object::OBJECT_TYPE_PLAYER)
// {
// CollisionManager::PlayerVBox(*((Player*)realObj2),*((DynamicObject*)realObj1));
// }
// break;
//}
}
void PlayerCollision(Oyster::Physics::ICustomBody &rigidBodyPlayer,Oyster::Physics::ICustomBody &obj)
{
Player *player = ((Player*)GameLogic::RefManager::getInstance()->GetMap(rigidBodyPlayer));
Object *realObj = GameLogic::RefManager::getInstance()->GetMap(obj);
switch (realObj->GetType())
{
case Object::OBJECT_TYPE_BOX:
PlayerVBox(*player,(*(DynamicObject*) realObj));
break;
case Object::OBJECT_TYPE_PLAYER:
break;
}
//spela ljud? ta skada? etc etc
}
void PlayerVBox(Player &player, DynamicObject &box)
{
//spela ljud? ta skada? etc etc
}
void BoxCollision(Oyster::Physics::ICustomBody &rigidBodyBox, Oyster::Physics::ICustomBody &obj)
{
DynamicObject *box = ((DynamicObject*)GameLogic::RefManager::getInstance()->GetMap(rigidBodyBox));
Object *realObj = GameLogic::RefManager::getInstance()->GetMap(obj);
switch (realObj->GetType())
{
case Object::OBJECT_TYPE_BOX:
break;
case Object::OBJECT_TYPE_PLAYER:
PlayerVBox(*(Player*)realObj,*box);
break;
}
}
}
}

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@ -0,0 +1,27 @@
#ifndef COLLISIONMANAGER_H
#define COLLISIONMANAGER_H
#include "Object.h"
#include "PhysicsAPI.h"
#include "RefManager.h"
#include "DynamicObject.h"
#include "Player.h"
namespace GameLogic
{
namespace CollisionManager
{
void PlayerCollision(Oyster::Physics::ICustomBody &rigidBodyPlayer,Oyster::Physics::ICustomBody &obj);
void BoxCollision(Oyster::Physics::ICustomBody &rigidBodyBox, Oyster::Physics::ICustomBody &obj);
void PlayerVBox(Player &player, DynamicObject &box);
void BoxVBox(DynamicObject &box1, DynamicObject &box2);
};
}
#endif

View File

@ -0,0 +1,21 @@
#include "DynamicObject.h"
using namespace GameLogic;
using namespace Oyster::Physics;
using namespace Utility::DynamicMemory;
DynamicObject::DynamicObject(void)
{
rigidBody = API::Instance().CreateSimpleRigidBody();
API::Instance().AddObject(rigidBody);
}
DynamicObject::~DynamicObject(void)
{
}
void DynamicObject::Update()
{
//updatera objectet
}

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@ -0,0 +1,28 @@
//////////////////////////////////////////////////
//Created by Erik and Linda of the GameLogic team
//////////////////////////////////////////////////
#ifndef DYNAMICOBJECT_H
#define DYNAMICOBJECT_H
#include "Object.h"
namespace GameLogic
{
class DynamicObject : public Object
{
public:
DynamicObject(void);
~DynamicObject(void);
void Update();
};
}
#endif

35
Code/GameLogic/Game.cpp Normal file
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@ -0,0 +1,35 @@
#include "Game.h"
using namespace GameLogic;
Game::Game(void)
{
}
Game::~Game(void)
{
//SAFE_DELETE(player);
if(player)
{
delete player;
player = NULL;
}
}
void Game::Init()
{
player = new Player();
}
void Game::StartGame()
{
}
void Game::Update(keyInput keyPressed)
{
player->Update(keyPressed);
}
void Game::Render()
{
player->Render();
}

31
Code/GameLogic/Game.h Normal file
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@ -0,0 +1,31 @@
#ifndef GAME_H
#define GAME_H
#include "Level.h"
#include "Player.h"
#include "IGame.h"
namespace GameLogic
{
class Game
{
public:
Game();
~Game();
void Init();
void StartGame();
void Update(keyInput keyPressed);
void Render();
private:
Level* level;
Player* player;
};
}
#endif

View File

@ -24,30 +24,30 @@
</PropertyGroup> </PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" /> <Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration"> <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
<ConfigurationType>StaticLibrary</ConfigurationType> <ConfigurationType>DynamicLibrary</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries> <UseDebugLibraries>true</UseDebugLibraries>
<PlatformToolset>v110</PlatformToolset> <PlatformToolset>v110</PlatformToolset>
<CharacterSet>MultiByte</CharacterSet> <CharacterSet>Unicode</CharacterSet>
</PropertyGroup> </PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration"> <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
<ConfigurationType>StaticLibrary</ConfigurationType> <ConfigurationType>DynamicLibrary</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries> <UseDebugLibraries>true</UseDebugLibraries>
<PlatformToolset>v110</PlatformToolset> <PlatformToolset>v110</PlatformToolset>
<CharacterSet>MultiByte</CharacterSet> <CharacterSet>Unicode</CharacterSet>
</PropertyGroup> </PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration"> <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
<ConfigurationType>StaticLibrary</ConfigurationType> <ConfigurationType>DynamicLibrary</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries> <UseDebugLibraries>false</UseDebugLibraries>
<PlatformToolset>v110</PlatformToolset> <PlatformToolset>v110</PlatformToolset>
<WholeProgramOptimization>true</WholeProgramOptimization> <WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>MultiByte</CharacterSet> <CharacterSet>Unicode</CharacterSet>
</PropertyGroup> </PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration"> <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
<ConfigurationType>StaticLibrary</ConfigurationType> <ConfigurationType>DynamicLibrary</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries> <UseDebugLibraries>false</UseDebugLibraries>
<PlatformToolset>v110</PlatformToolset> <PlatformToolset>v110</PlatformToolset>
<WholeProgramOptimization>true</WholeProgramOptimization> <WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>MultiByte</CharacterSet> <CharacterSet>Unicode</CharacterSet>
</PropertyGroup> </PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" /> <Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
<ImportGroup Label="ExtensionSettings"> <ImportGroup Label="ExtensionSettings">
@ -66,34 +66,41 @@
</ImportGroup> </ImportGroup>
<PropertyGroup Label="UserMacros" /> <PropertyGroup Label="UserMacros" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'"> <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<OutDir>$(SolutionDir)..\External\Lib\$(ProjectName)\</OutDir> <OutDir>$(SolutionDir)..\Bin\DLL\</OutDir>
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir> <IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
<TargetName>$(ProjectName)_$(PlatformShortName)D</TargetName> <TargetName>$(ProjectName)_$(PlatformShortName)D</TargetName>
<LibraryPath>$(SolutionDir)..\External\Lib\Input;$(SolutionDir)..\Bin\DLL;$(LibraryPath)</LibraryPath>
<TargetExt>.dll</TargetExt>
</PropertyGroup> </PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'"> <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<OutDir>$(SolutionDir)..\External\Lib\$(ProjectName)\</OutDir> <OutDir>$(SolutionDir)..\Bin\DLL\</OutDir>
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir> <IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
<TargetName>$(ProjectName)_$(PlatformShortName)</TargetName> <TargetName>$(ProjectName)_$(PlatformShortName)</TargetName>
<LibraryPath>$(SolutionDir)..\External\Lib\Input;$(SolutionDir)..\Bin\DLL;$(LibraryPath)</LibraryPath>
</PropertyGroup> </PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'"> <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
<OutDir>$(SolutionDir)..\External\Lib\$(ProjectName)\</OutDir> <OutDir>$(SolutionDir)..\Bin\DLL\</OutDir>
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir> <IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
<TargetName>$(ProjectName)_$(PlatformShortName)D</TargetName> <TargetName>$(ProjectName)_$(PlatformShortName)D</TargetName>
<LibraryPath>$(SolutionDir)..\External\Lib\Input;$(SolutionDir)..\Bin\DLL;$(LibraryPath)</LibraryPath>
</PropertyGroup> </PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'"> <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
<OutDir>$(SolutionDir)..\External\Lib\$(ProjectName)\</OutDir> <OutDir>$(SolutionDir)..\Bin\DLL\</OutDir>
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir> <IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
<TargetName>$(ProjectName)_$(PlatformShortName)</TargetName> <TargetName>$(ProjectName)_$(PlatformShortName)</TargetName>
<LibraryPath>$(SolutionDir)..\External\Lib\Input;$(SolutionDir)..\Bin\DLL;$(LibraryPath)</LibraryPath>
</PropertyGroup> </PropertyGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'"> <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<ClCompile> <ClCompile>
<WarningLevel>Level3</WarningLevel> <WarningLevel>Level3</WarningLevel>
<Optimization>Disabled</Optimization> <Optimization>Disabled</Optimization>
<SDLCheck>true</SDLCheck> <SDLCheck>true</SDLCheck>
<AdditionalIncludeDirectories>$(SolutionDir)Misc;$(SolutionDir)OysterMath;$(SolutionDir)OysterPhysics3D;$(SolutionDir)GamePhysics;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories> <AdditionalIncludeDirectories>$(SolutionDir)Input;$(SolutionDir)OysterGraphics;$(SolutionDir)Misc;$(SolutionDir)OysterMath;$(SolutionDir)OysterPhysics3D;$(SolutionDir)GamePhysics;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions>GAME_DLL_EXPORT;_WINDLL;%(PreprocessorDefinitions)</PreprocessorDefinitions>
</ClCompile> </ClCompile>
<Link> <Link>
<GenerateDebugInformation>true</GenerateDebugInformation> <GenerateDebugInformation>true</GenerateDebugInformation>
<AdditionalDependencies>OysterGraphics_$(PlatformShortName)D.lib;Input_$(PlatformShortName)D.lib;GamePhysics_$(PlatformShortName)D.lib;%(AdditionalDependencies)</AdditionalDependencies>
</Link> </Link>
</ItemDefinitionGroup> </ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'"> <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
@ -101,10 +108,12 @@
<WarningLevel>Level3</WarningLevel> <WarningLevel>Level3</WarningLevel>
<Optimization>Disabled</Optimization> <Optimization>Disabled</Optimization>
<SDLCheck>true</SDLCheck> <SDLCheck>true</SDLCheck>
<AdditionalIncludeDirectories>$(SolutionDir)Misc;$(SolutionDir)OysterMath;$(SolutionDir)OysterPhysics3D;$(SolutionDir)GamePhysics;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories> <AdditionalIncludeDirectories>$(SolutionDir)Input;$(SolutionDir)OysterGraphics;$(SolutionDir)Misc;$(SolutionDir)OysterMath;$(SolutionDir)OysterPhysics3D;$(SolutionDir)GamePhysics;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions>GAME_DLL_EXPORT;_WINDLL;%(PreprocessorDefinitions)</PreprocessorDefinitions>
</ClCompile> </ClCompile>
<Link> <Link>
<GenerateDebugInformation>true</GenerateDebugInformation> <GenerateDebugInformation>true</GenerateDebugInformation>
<AdditionalDependencies>OysterGraphics_$(PlatformShortName)D.lib;Input_$(PlatformShortName)D.lib;GamePhysics_$(PlatformShortName)D.lib;%(AdditionalDependencies)</AdditionalDependencies>
</Link> </Link>
</ItemDefinitionGroup> </ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'"> <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
@ -114,12 +123,14 @@
<FunctionLevelLinking>true</FunctionLevelLinking> <FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions> <IntrinsicFunctions>true</IntrinsicFunctions>
<SDLCheck>true</SDLCheck> <SDLCheck>true</SDLCheck>
<AdditionalIncludeDirectories>$(SolutionDir)Misc;$(SolutionDir)OysterMath;$(SolutionDir)OysterPhysics3D;$(SolutionDir)GamePhysics;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories> <AdditionalIncludeDirectories>$(SolutionDir)Input;$(SolutionDir)OysterGraphics;$(SolutionDir)Misc;$(SolutionDir)OysterMath;$(SolutionDir)OysterPhysics3D;$(SolutionDir)GamePhysics;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions>GAME_DLL_EXPORT;_WINDLL;%(PreprocessorDefinitions)</PreprocessorDefinitions>
</ClCompile> </ClCompile>
<Link> <Link>
<GenerateDebugInformation>true</GenerateDebugInformation> <GenerateDebugInformation>true</GenerateDebugInformation>
<EnableCOMDATFolding>true</EnableCOMDATFolding> <EnableCOMDATFolding>true</EnableCOMDATFolding>
<OptimizeReferences>true</OptimizeReferences> <OptimizeReferences>true</OptimizeReferences>
<AdditionalDependencies>OysterGraphics_$(PlatformShortName).lib;Input_$(PlatformShortName).lib;GamePhysics_$(PlatformShortName).lib;%(AdditionalDependencies)</AdditionalDependencies>
</Link> </Link>
</ItemDefinitionGroup> </ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'"> <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
@ -129,21 +140,34 @@
<FunctionLevelLinking>true</FunctionLevelLinking> <FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions> <IntrinsicFunctions>true</IntrinsicFunctions>
<SDLCheck>true</SDLCheck> <SDLCheck>true</SDLCheck>
<AdditionalIncludeDirectories>$(SolutionDir)Misc;$(SolutionDir)OysterMath;$(SolutionDir)OysterPhysics3D;$(SolutionDir)GamePhysics;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories> <AdditionalIncludeDirectories>$(SolutionDir)Input;$(SolutionDir)OysterGraphics;$(SolutionDir)Misc;$(SolutionDir)OysterMath;$(SolutionDir)OysterPhysics3D;$(SolutionDir)GamePhysics;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions>GAME_DLL_EXPORT;_WINDLL;%(PreprocessorDefinitions)</PreprocessorDefinitions>
</ClCompile> </ClCompile>
<Link> <Link>
<GenerateDebugInformation>true</GenerateDebugInformation> <GenerateDebugInformation>true</GenerateDebugInformation>
<EnableCOMDATFolding>true</EnableCOMDATFolding> <EnableCOMDATFolding>true</EnableCOMDATFolding>
<OptimizeReferences>true</OptimizeReferences> <OptimizeReferences>true</OptimizeReferences>
<AdditionalDependencies>OysterGraphics_$(PlatformShortName).lib;Input_$(PlatformShortName).lib;GamePhysics_$(PlatformShortName).lib;%(AdditionalDependencies)</AdditionalDependencies>
</Link> </Link>
</ItemDefinitionGroup> </ItemDefinitionGroup>
<ItemGroup> <ItemGroup>
<ProjectReference Include="..\GamePhysics\GamePhysics.vcxproj"> <ProjectReference Include="..\GamePhysics\GamePhysics.vcxproj">
<Project>{104fa3e9-94d9-4e1d-a941-28a03bc8a095}</Project> <Project>{104fa3e9-94d9-4e1d-a941-28a03bc8a095}</Project>
<Private>false</Private>
<ReferenceOutputAssembly>true</ReferenceOutputAssembly>
<CopyLocalSatelliteAssemblies>false</CopyLocalSatelliteAssemblies>
<LinkLibraryDependencies>false</LinkLibraryDependencies>
<UseLibraryDependencyInputs>false</UseLibraryDependencyInputs>
</ProjectReference>
<ProjectReference Include="..\Input\Input.vcxproj">
<Project>{7e3990d2-3d94-465c-b58d-64a74b3ecf9b}</Project>
</ProjectReference> </ProjectReference>
<ProjectReference Include="..\Misc\Misc.vcxproj"> <ProjectReference Include="..\Misc\Misc.vcxproj">
<Project>{2ec4dded-8f75-4c86-a10b-e1e8eb29f3ee}</Project> <Project>{2ec4dded-8f75-4c86-a10b-e1e8eb29f3ee}</Project>
</ProjectReference> </ProjectReference>
<ProjectReference Include="..\OysterGraphics\OysterGraphics.vcxproj">
<Project>{0ec83e64-230e-48ef-b08c-6ac9651b4f82}</Project>
</ProjectReference>
<ProjectReference Include="..\OysterMath\OysterMath.vcxproj"> <ProjectReference Include="..\OysterMath\OysterMath.vcxproj">
<Project>{f10cbc03-9809-4cba-95d8-327c287b18ee}</Project> <Project>{f10cbc03-9809-4cba-95d8-327c287b18ee}</Project>
</ProjectReference> </ProjectReference>
@ -151,6 +175,29 @@
<Project>{4285bd3f-3c6c-4670-b7af-a29afef5f6a8}</Project> <Project>{4285bd3f-3c6c-4670-b7af-a29afef5f6a8}</Project>
</ProjectReference> </ProjectReference>
</ItemGroup> </ItemGroup>
<ItemGroup>
<ClInclude Include="DynamicObject.h" />
<ClInclude Include="Game.h" />
<ClInclude Include="IGame.h" />
<ClInclude Include="Level.h" />
<ClInclude Include="Object.h" />
<ClInclude Include="Player.h" />
<ClInclude Include="RefManager.h" />
<ClInclude Include="StaticObject.h" />
<ClInclude Include="Weapon.h" />
</ItemGroup>
<ItemGroup>
<ClCompile Include="DynamicObject.cpp" />
<ClCompile Include="Game.cpp" />
<ClCompile Include="IGame.cpp" />
<ClCompile Include="Level.cpp" />
<ClCompile Include="Object.cpp" />
<ClCompile Include="Player.cpp" />
<ClCompile Include="RefManager.cpp" />
<ClCompile Include="StaticObject.cpp" />
<ClCompile Include="TestGLMain.cpp" />
<ClCompile Include="Weapon.cpp" />
</ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" /> <Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets"> <ImportGroup Label="ExtensionTargets">
</ImportGroup> </ImportGroup>

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@ -14,4 +14,65 @@
<Extensions>rc;ico;cur;bmp;dlg;rc2;rct;bin;rgs;gif;jpg;jpeg;jpe;resx;tiff;tif;png;wav;mfcribbon-ms</Extensions> <Extensions>rc;ico;cur;bmp;dlg;rc2;rct;bin;rgs;gif;jpg;jpeg;jpe;resx;tiff;tif;png;wav;mfcribbon-ms</Extensions>
</Filter> </Filter>
</ItemGroup> </ItemGroup>
<ItemGroup>
<ClInclude Include="Game.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="Level.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="Object.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="Player.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="IGame.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="StaticObject.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="Weapon.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="DynamicObject.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="RefManager.h">
<Filter>Header Files</Filter>
</ClInclude>
</ItemGroup>
<ItemGroup>
<ClCompile Include="Game.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="Level.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="Object.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="Player.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="IGame.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="StaticObject.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="Weapon.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="DynamicObject.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="RefManager.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="TestGLMain.cpp">
<Filter>Source Files</Filter>
</ClCompile>
</ItemGroup>
</Project> </Project>

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@ -0,0 +1,15 @@
#include "GameMode.h"
using namespace GameLogic;
GameMode::GameMode(void)
{
}
GameMode::~GameMode(void)
{
}

22
Code/GameLogic/GameMode.h Normal file
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@ -0,0 +1,22 @@
//////////////////////////////////////////////////
//Created by Erik and Linda of the GameLogic team
//////////////////////////////////////////////////
#ifndef GAMEMODE_H
#define GAMEMODE_H
namespace GameLogic
{
class GameMode
{
public:
GameMode(void);
~GameMode(void);
private:
//variabels that control what game rules the level runs on
};
}
#endif

45
Code/GameLogic/IGame.cpp Normal file
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@ -0,0 +1,45 @@
#include "IGame.h"
#include "Game.h"
#include <windows.h>
BOOL WINAPI DllMain(
_In_ HINSTANCE hinstDLL,
_In_ DWORD fdwReason,
_In_ LPVOID lpvReserved
)
{
return TRUE;
}
using namespace GameLogic;
IGame::IGame()
{
gameModule = new Game();
}
IGame::~IGame()
{
delete gameModule;
}
void IGame::Init()
{
gameModule->Init();
}
void IGame::StartGame()
{
gameModule->StartGame();
}
void IGame::Update(keyInput keyPressed)
{
gameModule->Update(keyPressed);
}
void IGame::Render()
{
gameModule->Render();
}
Game* IGame::getGameModule()
{
return gameModule;
}

47
Code/GameLogic/IGame.h Normal file
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@ -0,0 +1,47 @@
//////////////////////////////////////////////////
//Created by Erik and Linda of the GameLogic team
//////////////////////////////////////////////////
#ifndef IGAME_H
#define IGAME_H
#if defined GAME_DLL_EXPORT
#define GAME_DLL_USAGE __declspec(dllexport)
#else
#define GAME_DLL_USAGE __declspec(dllimport)
#endif
namespace GameLogic
{
class Game;
enum keyInput
{
keyInput_W,
keyInput_A,
keyInput_S,
keyInput_D,
keyInput_none
};
class GAME_DLL_USAGE IGame
{
private:
Game* gameModule;
public:
IGame();
~IGame();
void Init();
void StartGame();
/************************************************************************/
/* Get key input to update the player */
/************************************************************************/
void Update(keyInput keyPressed);
void Render();
Game* getGameModule();
private:
};
}
#endif

12
Code/GameLogic/Level.cpp Normal file
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@ -0,0 +1,12 @@
#include "Level.h"
using namespace GameLogic;
Level::Level(void)
{
}
Level::~Level(void)
{
}

37
Code/GameLogic/Level.h Normal file
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@ -0,0 +1,37 @@
//////////////////////////////////////////////////
//Created by Erik and Linda of the GameLogic team
//////////////////////////////////////////////////
#ifndef LEVEL_H
#define LEVEL_H
#include "StaticObject.h"
#include "DynamicObject.h"
#include "GameMode.h"
namespace GameLogic
{
class Level
{
public:
Level(void);
~Level(void);
private:
StaticObject** staticObjects;
int nrOfStaticObjects;
DynamicObject** dynamicObjects;
int nrOfDynamicObjects;
GameMode* gameMode;
};
}
#endif

52
Code/GameLogic/Object.cpp Normal file
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@ -0,0 +1,52 @@
#include "Object.h"
#include "OysterMath.h"
#include "DllInterfaces\GFXAPI.h"
#include "CollisionManager.h"
using namespace GameLogic;
using namespace Oyster::Math;
using namespace Oyster::Graphics::Model;
using namespace Utility::DynamicMemory;
using namespace Oyster::Physics;
Object::Object(void)
{
model = new Model();
model = Oyster::Graphics::API::CreateModel(L"bth.obj");
ICustomBody* temp = rigidBody = API::Instance().CreateSimpleRigidBody().Release();
rigidBody->SetCenter(Float3(50,0,0));
rigidBody->SetMass_KeepMomentum(30);
rigidBody->SetSize(Float3(2,2,2));
rigidBody->SetSubscription(true);
rigidBody->SetMomentOfInertiaTensor_KeepMomentum(Float4x4(MomentOfInertia::CreateCuboidMatrix(30, 2, 2, 2)));
GameLogic::RefManager::getInstance()->AddMapping(*rigidBody, *this);
}
Object::~Object(void)
{
Oyster::Graphics::API::DeleteModel(model);
}
void Object::Render()
{
this->rigidBody->GetOrientation(model->WorldMatrix);
Oyster::Graphics::API::RenderScene(model, 1);
}
Object::OBJECT_TYPE Object::GetType()
{
return this->type;
}

49
Code/GameLogic/Object.h Normal file
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@ -0,0 +1,49 @@
//////////////////////////////////////////////////
//Created by Erik and Linda of the GameLogic team
//////////////////////////////////////////////////
#ifndef OBJECT_H
#define OBJECT_H
#include "PhysicsAPI.h"
#include "DllInterfaces/GFXAPI.h"
#include "Model/Model.h"
#include "Utilities.h"
namespace GameLogic
{
class Object
{
public:
Object(void);
virtual ~Object(void);
enum OBJECT_TYPE
{
OBJECT_TYPE_PLAYER,
OBJECT_TYPE_BOX,
};
void Render();
OBJECT_TYPE GetType();
private:
OBJECT_TYPE type;
protected:
//either a model pointer or an ID to an arraypos filled with models that are to be rendered
//rigidBody
Oyster::Physics::ICustomBody *rigidBody;
Oyster::Graphics::Model::Model *model;
};
}
#endif

56
Code/GameLogic/Player.cpp Normal file
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@ -0,0 +1,56 @@
#include "Player.h"
#include "OysterMath.h"
using namespace GameLogic;
using namespace Oyster::Physics;
using namespace Utility::DynamicMemory;
Player::Player(void)
:Object()
{
life = 100;
}
Player::~Player(void)
{
delete this->rigidBody;
}
void Player::Update(keyInput keyPressed)
{
if(keyPressed != keyInput_none)
{
Move();
if(keyPressed == keyInput_A)
{
Oyster::Math::Float3 pos = this->rigidBody->GetCenter();
pos.x -= 0.1;
rigidBody->SetCenter(pos);
}
if(keyPressed == keyInput_D)
{
Oyster::Math::Float3 pos = this->rigidBody->GetCenter();
pos.x += 0.1;
rigidBody->SetCenter(pos);
}
}
}
void Player::Move()
{
//API::Instance().Update();
/*Oyster::Math::Float3 pos = this->rigidBody->GetCenter();
pos.x += 0.1;
rigidBody->SetCenter(pos);*/
//API::Instance().SetCenter(rigidBody, pos);
}
void Player::Shoot()
{
}

39
Code/GameLogic/Player.h Normal file
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@ -0,0 +1,39 @@
//////////////////////////////////////////////////
//Created by Erik and Linda of the GameLogic team
//////////////////////////////////////////////////
#ifndef PLAYER_H
#define PLAYER_H
#include "Object.h"
#include "Weapon.h"
#include "IGame.h"
namespace GameLogic
{
class Player : public Object
{
public:
Player(void);
~Player(void);
void Update(keyInput keyPressed);
void Move();
void Shoot();
private:
int life;
Weapon *weapon;
};
}
#endif

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@ -0,0 +1,47 @@
#include "RefManager.h"
using namespace GameLogic;
typedef std::pair<Oyster::Physics::ICustomBody*, Object*> mapData;
RefManager* RefManager::instance = 0;
RefManager::RefManager(void)
{
}
RefManager::~RefManager(void)
{
}
void RefManager::Release()
{
if (instance)
{
delete instance;
instance = NULL;
}
}
RefManager* RefManager::getInstance( )
{
if (!instance)
{
instance = new RefManager();
};
return instance;
}
Object* RefManager::GetMap(Oyster::Physics::ICustomBody &body)
{
return mapper[&body];
}
void RefManager::AddMapping(Oyster::Physics::ICustomBody &body, Object &obj)
{
mapper.insert(mapData(&body,&obj));
}

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@ -0,0 +1,37 @@
//////////////////////////////////////////////////
//Created by Erik and Linda of the GameLogic team
//////////////////////////////////////////////////
#ifndef REFMANAGER_H
#define REFMANAGER_H
#include<map>
#include "Object.h"
#include "PhysicsAPI.h"
namespace GameLogic
{
class RefManager
{
public:
RefManager(void);
~RefManager(void);
static RefManager* getInstance( );
void Release();
Object* GetMap(Oyster::Physics::ICustomBody &body); //returns the object of an rigidBody, mainly used for CollisionHandler
void AddMapping(Oyster::Physics::ICustomBody &body, Object &obj); //adds a mapping with body as key and the object as a value
private:
static RefManager* instance;
std::map<Oyster::Physics::ICustomBody*,Object*> mapper; //mapper points a rigidBody to an actual game object
};
}
#endif

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#include "StaticObject.h"
using namespace GameLogic;
StaticObject::StaticObject(void)
{
}
StaticObject::~StaticObject(void)
{
}

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//////////////////////////////////////////////////
//Created by Erik and Linda of the GameLogic team
//////////////////////////////////////////////////
#ifndef STATICOBJECT_H
#define STATICOBJECT_H
#include "Object.h"
namespace GameLogic
{
class StaticObject : public Object
{
public:
StaticObject(void);
~StaticObject(void);
};
}
#endif

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//--------------------------------------------------------------------------------------
// File: TemplateMain.cpp
//
// BTH-D3D-Template
//
// Copyright (c) Stefan Petersson 2011. All rights reserved.
//--------------------------------------------------------------------------------------
#define NOMINMAX
#include <Windows.h>
#include "Core/Core.h"
#include "DllInterfaces/GFXAPI.h"
#include "IGame.h"
#include "L_inputClass.h"
// debug window include
#include <stdio.h>
#include <fcntl.h>
#include <io.h>
#include <iostream>
//--------------------------------------------------------------------------------------
// Global Variables
//--------------------------------------------------------------------------------------
HINSTANCE g_hInst = NULL;
HWND g_hWnd = NULL;
GameLogic::IGame* game;
InputClass* inputObj;
//--------------------------------------------------------------------------------------
// Forward declarations
//--------------------------------------------------------------------------------------
HRESULT InitWindow( HINSTANCE hInstance, int nCmdShow );
LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM);
HRESULT Render(float deltaTime);
HRESULT Update(float deltaTime);
HRESULT InitDirect3D();
HRESULT InitGame();
HRESULT CleanUp();
//--------------------------------------------------------------------------------------
// Entry point to the program. Initializes everything and goes into a message processing
// loop. Idle time is used to render the scene.
//--------------------------------------------------------------------------------------
void SetStdOutToNewConsole()
{
// allocate a console for this app
AllocConsole();
// redirect unbuffered STDOUT to the console
HANDLE consoleHandle = GetStdHandle(STD_OUTPUT_HANDLE);
int fileDescriptor = _open_osfhandle((intptr_t)consoleHandle, _O_TEXT);
FILE *fp = _fdopen( fileDescriptor, "w" );
*stdout = *fp;
setvbuf( stdout, NULL, _IONBF, 0 );
// give the console window a nicer title
SetConsoleTitle(L"Debug Output");
// give the console window a bigger buffer size
CONSOLE_SCREEN_BUFFER_INFO csbi;
if ( GetConsoleScreenBufferInfo(consoleHandle, &csbi) )
{
COORD bufferSize;
bufferSize.X = csbi.dwSize.X;
bufferSize.Y = 50;
SetConsoleScreenBufferSize(consoleHandle, bufferSize);
}
}
int WINAPI wWinMain( HINSTANCE hInstance, HINSTANCE hPrevInstance, LPWSTR lpCmdLine, int nCmdShow )
{
if( FAILED( InitWindow( hInstance, nCmdShow ) ) )
return 0;
if( FAILED( InitDirect3D() ) )
return 0;
if( FAILED( InitGame() ) )
return 0;
__int64 cntsPerSec = 0;
QueryPerformanceFrequency((LARGE_INTEGER*)&cntsPerSec);
float secsPerCnt = 1.0f / (float)cntsPerSec;
__int64 prevTimeStamp = 0;
QueryPerformanceCounter((LARGE_INTEGER*)&prevTimeStamp);
//debugwindow
//SetStdOutToNewConsole();
// Main message loop
MSG msg = {0};
while(WM_QUIT != msg.message)
{
if( PeekMessage( &msg, NULL, 0, 0, PM_REMOVE) )
{
TranslateMessage( &msg );
DispatchMessage( &msg );
}
else
{
__int64 currTimeStamp = 0;
QueryPerformanceCounter((LARGE_INTEGER*)&currTimeStamp);
float dt = (currTimeStamp - prevTimeStamp) * secsPerCnt;
//render
Update(dt);
Render(dt);
prevTimeStamp = currTimeStamp;
}
}
CleanUp();
return (int) msg.wParam;
}
//--------------------------------------------------------------------------------------
// Register class and create window
//--------------------------------------------------------------------------------------
HRESULT InitWindow( HINSTANCE hInstance, int nCmdShow )
{
// Register class
WNDCLASSEX wcex;
wcex.cbSize = sizeof(WNDCLASSEX);
wcex.style = CS_HREDRAW | CS_VREDRAW;
wcex.lpfnWndProc = WndProc;
wcex.cbClsExtra = 0;
wcex.cbWndExtra = 0;
wcex.hInstance = hInstance;
wcex.hIcon = 0;
wcex.hCursor = LoadCursor(NULL, IDC_ARROW);
wcex.hbrBackground = (HBRUSH)(COLOR_WINDOW+1);
wcex.lpszMenuName = NULL;
wcex.lpszClassName = L"BTH_D3D_Template";
wcex.hIconSm = 0;
if( !RegisterClassEx(&wcex) )
return E_FAIL;
// Adjust and create window
g_hInst = hInstance;
RECT rc = { 0, 0, 1024, 768 };
AdjustWindowRect( &rc, WS_OVERLAPPEDWINDOW, FALSE );
if(!(g_hWnd = CreateWindow(
L"BTH_D3D_Template",
L"BTH - Direct3D 11.0 Template",
WS_OVERLAPPEDWINDOW,
CW_USEDEFAULT,
CW_USEDEFAULT,
rc.right - rc.left,
rc.bottom - rc.top,
NULL,
NULL,
hInstance,
NULL)))
{
return E_FAIL;
}
ShowWindow( g_hWnd, nCmdShow );
return S_OK;
}
//--------------------------------------------------------------------------------------
// Create Direct3D device and swap chain
//--------------------------------------------------------------------------------------
HRESULT InitDirect3D()
{
/*HRESULT hr = S_OK;;
Oyster::Graphics::Core::resolution = Oyster::Math::Float2( 1024, 768 );
if(Oyster::Graphics::Core::Init::FullInit(g_hWnd,false,false)==Oyster::Graphics::Core::Init::Fail)
return E_FAIL;
std::wstring ShaderPath = L"..\\OysterGraphics\\Shader\\HLSL\\";
std::wstring EffectPath = L"SimpleDebug\\";
Oyster::Graphics::Core::ShaderManager::Init(ShaderPath + EffectPath + L"DebugPixel.hlsl",Oyster::Graphics::Core::ShaderManager::ShaderType::Pixel,L"Debug",false);
Oyster::Graphics::Core::ShaderManager::Init(ShaderPath + EffectPath + L"DebugVertex.hlsl",Oyster::Graphics::Core::ShaderManager::ShaderType::Vertex,L"PassThroughFloat4",false);
Oyster::Graphics::Core::ShaderManager::Set::Vertex(Oyster::Graphics::Core::ShaderManager::Get::Vertex(L"PassThroughFloat4"));
Oyster::Graphics::Core::ShaderManager::Set::Pixel(Oyster::Graphics::Core::ShaderManager::Get::Pixel(L"Debug"));
D3D11_INPUT_ELEMENT_DESC inputDesc[] =
{
{ "POSITION", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 }
};
ID3D11InputLayout* layout;
Oyster::Graphics::Core::ShaderManager::CreateInputLayout( inputDesc, 1, Oyster::Graphics::Core::ShaderManager::Get::Vertex(L"PassThroughFloat4"), layout);
Oyster::Graphics::Core::deviceContext->IASetInputLayout(layout);
Oyster::Graphics::Core::deviceContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
Oyster::Graphics::Render::Preparations::Basic::BindBackBufferRTV();
Oyster::Graphics::Render::Preparations::Basic::SetViewPort();*/
return S_OK;
}
HRESULT InitGame()
{
if(Oyster::Graphics::API::Init(g_hWnd, false, false, Oyster::Math::Float2( 1024, 768)) != Oyster::Graphics::API::Sucsess)
return E_FAIL;
inputObj = new InputClass;
if(!inputObj->Initialize(g_hInst, g_hWnd, 1024, 768))
{
MessageBox(0, L"Could not initialize the input object.", L"Error", MB_OK);
return false;
}
game = new GameLogic::IGame();
game->Init();
game->StartGame();
return S_OK;
}
HRESULT Update(float deltaTime)
{
inputObj->Update();
GameLogic::keyInput key = GameLogic::keyInput_none;
if(inputObj->IsKeyPressed(DIK_W))
{
key = GameLogic::keyInput_W;
}
else if(inputObj->IsKeyPressed(DIK_A))
{
key = GameLogic::keyInput_A;
}
else if(inputObj->IsKeyPressed(DIK_S))
{
key = GameLogic::keyInput_S;
}
else if(inputObj->IsKeyPressed(DIK_D))
{
key = GameLogic::keyInput_D;
}
game->Update(key);
return S_OK;
}
HRESULT Render(float deltaTime)
{
int isPressed = 0;
if(inputObj->IsKeyPressed(DIK_A))
{
isPressed = 1;
//std::cout<<"test";
}
// test view and projection matrix
Oyster::Math::Float3 dir = Oyster::Math::Float3(0,0,-1);
Oyster::Math::Float3 up =Oyster::Math::Float3(0,1,0);
Oyster::Math::Float3 pos = Oyster::Math::Float3(0, 0, 100);
Oyster::Math::Float4x4 view =Oyster::Math3D::OrientationMatrix_LookAtDirection(dir, up, pos);
view = view.GetInverse();
Oyster::Math::Float4x4 proj = Oyster::Math3D::ProjectionMatrix_Perspective(PI/2, 1024/768, 1, 1000);
Oyster::Graphics::API::NewFrame(view, proj);
game->Render();
wchar_t title[255];
swprintf(title, sizeof(title), L"| Pressing A: %d | \n", (int)(isPressed));
SetWindowText(g_hWnd, title);
Oyster::Graphics::API::EndFrame();
return S_OK;
}
HRESULT CleanUp()
{
SAFE_DELETE(game);
return S_OK;
}
//--------------------------------------------------------------------------------------
// Called every time the application receives a message
//--------------------------------------------------------------------------------------
LRESULT CALLBACK WndProc( HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam )
{
PAINTSTRUCT ps;
HDC hdc;
switch (message)
{
case WM_PAINT:
hdc = BeginPaint(hWnd, &ps);
EndPaint(hWnd, &ps);
break;
case WM_DESTROY:
PostQuitMessage(0);
break;
case WM_KEYDOWN:
switch(wParam)
{
case VK_ESCAPE:
PostQuitMessage(0);
break;
}
break;
default:
return DefWindowProc(hWnd, message, wParam, lParam);
}
return 0;
}

12
Code/GameLogic/Weapon.cpp Normal file
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#include "Weapon.h"
using namespace GameLogic;
Weapon::Weapon(void)
{
}
Weapon::~Weapon(void)
{
}

26
Code/GameLogic/Weapon.h Normal file
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@ -0,0 +1,26 @@
//////////////////////////////////////////////////
//Created by Erik and Linda of the GameLogic team
//////////////////////////////////////////////////
#ifndef WEAPON_H
#define WEAPON_H
#include "Object.h"
namespace GameLogic
{
class Weapon : public Object
{
public:
Weapon(void);
~Weapon(void);
private:
};
}
#endif

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@ -18,13 +18,19 @@
<Platform>x64</Platform> <Platform>x64</Platform>
</ProjectConfiguration> </ProjectConfiguration>
</ItemGroup> </ItemGroup>
<ItemGroup>
<ClCompile Include="L_inputClass.cpp" />
</ItemGroup>
<ItemGroup>
<ClInclude Include="L_inputClass.h" />
</ItemGroup>
<PropertyGroup Label="Globals"> <PropertyGroup Label="Globals">
<ProjectGuid>{7E3990D2-3D94-465C-B58D-64A74B3ECF9B}</ProjectGuid> <ProjectGuid>{7E3990D2-3D94-465C-B58D-64A74B3ECF9B}</ProjectGuid>
<RootNamespace>Input</RootNamespace> <RootNamespace>Input</RootNamespace>
</PropertyGroup> </PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" /> <Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration"> <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType> <ConfigurationType>StaticLibrary</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries> <UseDebugLibraries>true</UseDebugLibraries>
<PlatformToolset>v110</PlatformToolset> <PlatformToolset>v110</PlatformToolset>
<CharacterSet>Unicode</CharacterSet> <CharacterSet>Unicode</CharacterSet>

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@ -14,4 +14,14 @@
<Extensions>rc;ico;cur;bmp;dlg;rc2;rct;bin;rgs;gif;jpg;jpeg;jpe;resx;tiff;tif;png;wav;mfcribbon-ms</Extensions> <Extensions>rc;ico;cur;bmp;dlg;rc2;rct;bin;rgs;gif;jpg;jpeg;jpe;resx;tiff;tif;png;wav;mfcribbon-ms</Extensions>
</Filter> </Filter>
</ItemGroup> </ItemGroup>
<ItemGroup>
<ClCompile Include="L_inputClass.cpp">
<Filter>Source Files</Filter>
</ClCompile>
</ItemGroup>
<ItemGroup>
<ClInclude Include="L_inputClass.h">
<Filter>Header Files</Filter>
</ClInclude>
</ItemGroup>
</Project> </Project>

203
Code/Input/L_inputClass.cpp Normal file
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#include "L_inputclass.h"
InputClass::InputClass()
{
m_directInput = NULL;
m_keyboard = NULL;
m_mouse = NULL;
}
InputClass::~InputClass()
{
// Release the mouse.
if(m_mouse)
{
(m_mouse)->Unacquire();
(m_mouse)->Release();
(m_mouse) = NULL;
}
//SAFE_UNACQUIRE(m_mouse);
// Release the keyboard.
if(m_keyboard)
{
(m_keyboard)->Unacquire();
(m_keyboard)->Release();
(m_keyboard) = NULL;
}
//SAFE_UNACQUIRE(m_keyboard);
// Release the main interface to direct input.
if( m_directInput )
{
(m_directInput)->Release();
(m_directInput) = NULL;
}
//SAFE_RELEASE(m_directInput);
return;
}
bool InputClass::Initialize(HINSTANCE hinstance, HWND hwnd, int screenWidth, int screenHeight)
{
HRESULT result;
// Initialize the main direct input interface.
result = DirectInput8Create(hinstance, DIRECTINPUT_VERSION, IID_IDirectInput8, (void**)&m_directInput, NULL);
if(FAILED(result))
{
return false;
}
// Initialize the direct input interface for the keyboard.
result = m_directInput->CreateDevice(GUID_SysKeyboard, &m_keyboard, NULL);
if(FAILED(result))
{
return false;
}
// Set the cooperative level of the keyboard to not share with other programs.
result = m_keyboard->SetCooperativeLevel(hwnd, DISCL_FOREGROUND | DISCL_NONEXCLUSIVE);
if(FAILED(result))
{
return false;
}
// Set the data format. In this case since it is a keyboard we can use the predefined data format.
result = m_keyboard->SetDataFormat(&c_dfDIKeyboard);
if(FAILED(result))
{
return false;
}
// Now acquire the keyboard.
result = m_keyboard->Acquire();
if(FAILED(result))
{
return false;
}
// Initialize the direct input interface for the mouse.
result = m_directInput->CreateDevice(GUID_SysMouse, &m_mouse, NULL);
if(FAILED(result))
{
return false;
}
// Set the data format for the mouse using the pre-defined mouse data format.
result = m_mouse->SetDataFormat(&c_dfDIMouse);
if(FAILED(result))
{
return false;
}
// Set the cooperative level of the mouse to share with other programs.
result = m_mouse->SetCooperativeLevel(hwnd, DISCL_FOREGROUND | DISCL_NONEXCLUSIVE);
if(FAILED(result))
{
return false;
}
// Acquire the mouse.
result = m_mouse->Acquire();
if(FAILED(result))
{
return false;
}
return true;
}
bool InputClass::Update()
{
bool result;
//Read the current state of the keyboard.
result = ReadKeyboard();
if(!result)
{
return false;
}
// Read the current state of the mouse.
result = ReadMouse();
if(!result)
{
return false;
}
return true;
}
bool InputClass::ReadKeyboard()
{
HRESULT result;
// Read the keyboard device.
result = m_keyboard->GetDeviceState(sizeof(m_keyboardState), (LPVOID)&m_keyboardState);
if(FAILED(result))
{
// If the keyboard lost focus or was not acquired then try to get control back.
if((result == DIERR_INPUTLOST) || (result == DIERR_NOTACQUIRED))
{
m_keyboard->Acquire();
}
else
{
return false;
}
}
return true;
}
bool InputClass::ReadMouse()
{
HRESULT result;
// Read the mouse device.
result = m_mouse->GetDeviceState(sizeof(DIMOUSESTATE), (LPVOID)&m_mouseState);
if(FAILED(result))
{
// If the mouse lost focus or was not acquired then try to get control back.
if((result == DIERR_INPUTLOST) || (result == DIERR_NOTACQUIRED))
{
m_mouse->Acquire();
}
else
{
return false;
}
}
return true;
}
void InputClass::MouseMove(float &Pitch, float &RotateY )
{
//if left mouse button is pressed
if (m_mouseState.rgbButtons[0])
{
float dx = (static_cast<float>( m_mouseState.lX)/150);
float dy = (static_cast<float>( m_mouseState.lY)/150);
//
Pitch=dy;
RotateY=dx;
}
}
bool InputClass::IsMousePressed()
{
if (m_mouseState.rgbButtons[0])
{
return true;
}
return false;
}
bool InputClass::IsKeyPressed(int key)
{
if( m_keyboardState[key] & 0x80 )
return true;
return false;
}

45
Code/Input/L_inputClass.h Normal file
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#ifndef _INPUTCLASS_H_
#define _INPUTCLASS_H_
#define DIRECTINPUT_VERSION 0x0800
#pragma comment(lib, "dinput8.lib")
#pragma comment(lib, "dxguid.lib")
#include <dinput.h>
class InputClass
{
private:
IDirectInput8* m_directInput;
IDirectInputDevice8* m_keyboard;
IDirectInputDevice8* m_mouse;
unsigned char m_keyboardState[256];
DIMOUSESTATE m_mouseState;
bool ReadKeyboard();
bool ReadMouse();
public:
InputClass();
~InputClass();
// Initialize DirectInput8Create and acquire the mouse and keyboard
bool Initialize(HINSTANCE, HWND, int, int);
//read the mouse and keyboard and send back
// delta mouse pos and if any button is pressed
bool Update();
bool IsKeyPressed(int key);
bool IsMousePressed();
void MouseMove(float &Pitch, float &RoateY);
};
#endif

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@ -69,21 +69,29 @@
<OutDir>$(SolutionDir)..\External\Lib\$(ProjectName)\</OutDir> <OutDir>$(SolutionDir)..\External\Lib\$(ProjectName)\</OutDir>
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir> <IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
<TargetName>$(ProjectName)_$(PlatformShortName)D</TargetName> <TargetName>$(ProjectName)_$(PlatformShortName)D</TargetName>
<IncludePath>C:\Program Files %28x86%29\Visual Leak Detector\include;$(IncludePath)</IncludePath>
<LibraryPath>C:\Program Files %28x86%29\Visual Leak Detector\lib\Win32;$(LibraryPath)</LibraryPath>
</PropertyGroup> </PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'"> <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<OutDir>$(SolutionDir)..\External\Lib\$(ProjectName)\</OutDir> <OutDir>$(SolutionDir)..\External\Lib\$(ProjectName)\</OutDir>
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir> <IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
<TargetName>$(ProjectName)_$(PlatformShortName)</TargetName> <TargetName>$(ProjectName)_$(PlatformShortName)</TargetName>
<IncludePath>C:\Program Files %28x86%29\Visual Leak Detector\include;$(IncludePath)</IncludePath>
<LibraryPath>C:\Program Files %28x86%29\Visual Leak Detector\lib\Win32;$(LibraryPath)</LibraryPath>
</PropertyGroup> </PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'"> <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
<OutDir>$(SolutionDir)..\External\Lib\$(ProjectName)\</OutDir> <OutDir>$(SolutionDir)..\External\Lib\$(ProjectName)\</OutDir>
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir> <IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
<TargetName>$(ProjectName)_$(PlatformShortName)D</TargetName> <TargetName>$(ProjectName)_$(PlatformShortName)D</TargetName>
<IncludePath>C:\Program Files %28x86%29\Visual Leak Detector\include;$(IncludePath)</IncludePath>
<LibraryPath>C:\Program Files %28x86%29\Visual Leak Detector\lib\Win64;$(LibraryPath)</LibraryPath>
</PropertyGroup> </PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'"> <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
<OutDir>$(SolutionDir)..\External\Lib\$(ProjectName)\</OutDir> <OutDir>$(SolutionDir)..\External\Lib\$(ProjectName)\</OutDir>
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir> <IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
<TargetName>$(ProjectName)_$(PlatformShortName)</TargetName> <TargetName>$(ProjectName)_$(PlatformShortName)</TargetName>
<IncludePath>C:\Program Files %28x86%29\Visual Leak Detector\include;$(IncludePath)</IncludePath>
<LibraryPath>C:\Program Files %28x86%29\Visual Leak Detector\lib\Win64;$(LibraryPath)</LibraryPath>
</PropertyGroup> </PropertyGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'"> <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<ClCompile> <ClCompile>
@ -138,10 +146,16 @@
</Link> </Link>
</ItemDefinitionGroup> </ItemDefinitionGroup>
<ItemGroup> <ItemGroup>
<ClCompile Include="Resource\Loaders\ByteLoader.cpp" />
<ClCompile Include="Resource\Loaders\CustomLoader.cpp" />
<ClCompile Include="Resource\OResourceHandler.cpp" />
<ClCompile Include="Resource\OResource.cpp" />
<ClCompile Include="Utilities.cpp" /> <ClCompile Include="Utilities.cpp" />
<ClCompile Include="WinTimer.cpp" /> <ClCompile Include="WinTimer.cpp" />
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<ClInclude Include="Resource\OysterResource.h" />
<ClInclude Include="Resource\OResource.h" />
<ClInclude Include="Utilities-InlineImpl.h" /> <ClInclude Include="Utilities-InlineImpl.h" />
<ClInclude Include="Utilities.h" /> <ClInclude Include="Utilities.h" />
<ClInclude Include="WinTimer.h" /> <ClInclude Include="WinTimer.h" />

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@ -21,6 +21,18 @@
<ClCompile Include="WinTimer.cpp"> <ClCompile Include="WinTimer.cpp">
<Filter>Source Files</Filter> <Filter>Source Files</Filter>
</ClCompile> </ClCompile>
<ClCompile Include="Resource\OResource.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="Resource\OResourceHandler.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="Resource\Loaders\ByteLoader.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="Resource\Loaders\CustomLoader.cpp">
<Filter>Source Files</Filter>
</ClCompile>
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<ClInclude Include="Utilities.h"> <ClInclude Include="Utilities.h">
@ -32,5 +44,11 @@
<ClInclude Include="Utilities-InlineImpl.h"> <ClInclude Include="Utilities-InlineImpl.h">
<Filter>Header Files</Filter> <Filter>Header Files</Filter>
</ClInclude> </ClInclude>
<ClInclude Include="Resource\OysterResource.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="Resource\OResource.h">
<Filter>Header Files</Filter>
</ClInclude>
</ItemGroup> </ItemGroup>
</Project> </Project>

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@ -0,0 +1,173 @@
#include "..\OResource.h"
#include "..\..\Utilities.h"
#include <fstream>
using namespace Oyster::Resource;
bool readANSI = false;
bool ReadFromFile(const wchar_t fileName[], const wchar_t openFlag[], std::wstring& outData, size_t elemSize)
{
size_t bytesTotal = 0;
size_t bytesRead = 0;
FILE *stream;
if( _wfopen_s( &stream, fileName, openFlag ) == 0 )
{
//Get size of the file
fseek(stream, 0L, SEEK_END);
bytesTotal = ftell(stream);
fseek(stream, 0L, SEEK_SET);
//Sanity check
if(bytesTotal == 0) return false;
//Create the new byte buffer
wchar_t *buff = new wchar_t[bytesTotal + 1];
//Read the bytes to the end
bytesRead = fread_s( buff, bytesTotal, elemSize, bytesTotal ,stream );
fclose( stream );
//Did we read enough bytes
if(!readANSI && bytesRead != bytesTotal) return false;
//Add delimiter
buff[bytesRead] = L'\0';
outData.resize(bytesTotal);
outData = buff;
delete [] buff;
}
else
{
std::wstring msg = L"Failed to open file: \n";
msg.append(fileName);
return false;
}
return true;
}
bool ReadFromFile(const wchar_t fileName[], const char openFlag[], std::string& outData, size_t elemSize)
{
std::string sFilename;
std::wstring wsFile = fileName;
::Utility::String::WStringToString(wsFile, sFilename);
size_t bytesTotal = 0;
size_t bytesRead = 0;
FILE *stream;
if( fopen_s( &stream, sFilename.c_str(), openFlag ) == 0 )
{
//Get size of the file
fseek(stream, 0L, SEEK_END);
bytesTotal = ftell(stream);
fseek(stream, 0L, SEEK_SET);
fflush(stream);
//Sanity check
if(bytesTotal == 0) return false;
//Create the new byte buffer
char *buff = new char[bytesTotal + 1];
//Read the bytes to the end
bytesRead = fread_s( buff, bytesTotal, elemSize, bytesTotal ,stream );
fclose( stream );
//Did we read enough bytes (Get the bytes if we read with ANSI since the hidden characters is ignored)
if(!readANSI && bytesRead != bytesTotal) return false;
buff[bytesRead + 1];
outData.clear();
outData.resize(bytesRead);
memcpy(&outData[0], &buff[0], bytesRead);
delete [] buff;
}
else
{
std::string msg = "Failed to open file: \n";
msg.append(sFilename.c_str());
return false;
}
return true;
}
OResource* OResource::ByteLoader(const wchar_t filename[], ResourceType type, OResource* old)
{
OResource *resource = old;
std::wstring wOut;
std::string sOut;
bool success = false;
switch (type)
{
case Oyster::Resource::ResourceType_Byte_Raw:
success = ReadFromFile(filename, "rb", sOut, sizeof(char));
break;
case Oyster::Resource::ResourceType_Byte_ANSI:
readANSI = true;
success = ReadFromFile(filename, "r", sOut, sizeof(char));
readANSI = false;
break;
case Oyster::Resource::ResourceType_Byte_UTF8:
success = ReadFromFile(filename, "r, ccs=UTF-8", sOut, sizeof(char));
break;
case Oyster::Resource::ResourceType_Byte_UNICODE:
success = ReadFromFile(filename, "r, ccs=UNICODE", sOut, sizeof(char));
break;
case Oyster::Resource::ResourceType_Byte_UTF16LE:
success = ReadFromFile(filename, "r, ccs=UTF-16LE", sOut, sizeof(char));
break;
}
if(!success) return 0;
if(wOut.size())
{
//const wchar_t *data = new wchar_t[wOut.size()];
//resource = new OResource((void*)data, type, (sizeof(wchar_t) * wOut.size()), sizeof(wchar_t), filename);
}
else if(sOut.size())
{
char *data = new char[sOut.size()+1];
data[sOut.size()] = '\0';
memcpy(&data[0], &sOut[0], sOut.size());
if(!old)
{
resource = new OResource((OHRESOURCE)data, type, (sizeof(char) * sOut.size()), sizeof(char), filename);
}
else
{
old->resourceData = (OHRESOURCE)data;
}
}
return resource;
}
void OResource::ByteUnloader()
{
delete [] ((char*)this->resourceData);
this->resourceData = 0;
}
OResource* OResource::ByteReloader()
{
ByteUnloader();
return ByteLoader(this->resourceFilename.c_str(), this->resourceType, this);
}

View File

@ -0,0 +1,42 @@
#include "..\OResource.h"
#include "..\..\Utilities.h"
#include <fstream>
using namespace Oyster::Resource;
OResource* OResource::CustomLoader(const wchar_t filename[], CustomLoadFunction fnc)
{
const CustomData &data = fnc();
if(!data.loadedData) return 0;
if(!data.resourceUnloadFnc) return 0;
OResource *resource = new OResource((OHRESOURCE)data.loadedData, ResourceType_UNKNOWN, 0, 0, filename);
resource->customData = new CustomResourceData();
resource->customData->unloadingFunction = data.resourceUnloadFnc;
resource->resourceData = (OHRESOURCE)data.loadedData;
resource->customData->loadingFunction = fnc;
return resource;
}
void OResource::CustomUnloader()
{
this->customData->unloadingFunction((void*)this->resourceData);
}
OResource* OResource::CustomReloader()
{
CustomUnloader();
const CustomData &data = this->customData->loadingFunction();
this->resourceData = (OHRESOURCE)data.loadedData;
if(data.resourceUnloadFnc)
this->customData->unloadingFunction = data.resourceUnloadFnc;
return this;
}

View File

@ -0,0 +1,82 @@
#include "OResource.h"
using namespace Oyster::Resource;
OResource::OResource(OHRESOURCE handle, ResourceType type, size_t resourceSize, size_t elementSize, ::std::wstring filename)
: resourceData (handle)
, resourceFilename (filename)
, resourceSize (resourceSize)
, resourceElementSize (elementSize)
, resourceType (type)
, customData (0)
{
}
OResource::~OResource()
{}
OResource* OResource::Load (const wchar_t filename[], ResourceType type)
{
switch (type)
{
case Oyster::Resource::ResourceType_Byte_Raw:
case Oyster::Resource::ResourceType_Byte_ANSI:
case Oyster::Resource::ResourceType_Byte_UTF8:
case Oyster::Resource::ResourceType_Byte_UNICODE:
case Oyster::Resource::ResourceType_Byte_UTF16LE:
return OResource::ByteLoader(filename, type);
break;
}
return 0;
}
OResource* OResource::Load (const wchar_t filename[], CustomLoadFunction loadFnc)
{
return OResource::CustomLoader(filename, loadFnc);
}
OResource* OResource::Reload (OResource* resource)
{
if(!resource) return 0;
switch (resource->resourceType)
{
case Oyster::Resource::ResourceType_Byte_Raw:
case Oyster::Resource::ResourceType_Byte_ANSI:
case Oyster::Resource::ResourceType_Byte_UTF8:
case Oyster::Resource::ResourceType_Byte_UNICODE:
case Oyster::Resource::ResourceType_Byte_UTF16LE:
resource->ByteReloader();
break;
case Oyster::Resource::ResourceType_UNKNOWN:
resource->CustomReloader();
break;
}
return resource;
}
bool OResource::Release (OResource* resource)
{
if(resource->resourceRef.Decref() == 0)
{
switch (resource->resourceType)
{
case Oyster::Resource::ResourceType_Byte_Raw:
case Oyster::Resource::ResourceType_Byte_ANSI:
case Oyster::Resource::ResourceType_Byte_UTF8:
case Oyster::Resource::ResourceType_Byte_UNICODE:
case Oyster::Resource::ResourceType_Byte_UTF16LE:
resource->ByteUnloader();
break;
case Oyster::Resource::ResourceType_UNKNOWN:
resource->CustomUnloader();
break;
}
return true;
}
return false;
}

View File

@ -0,0 +1,73 @@
/////////////////////////////////////////////////////////////////////
// Created by [Dennis Andersen] [2013]
/////////////////////////////////////////////////////////////////////
#ifndef MISC_O_RESOURCE_H
#define MISC_O_RESOURCE_H
#include "..\Utilities.h"
#include "OysterResource.h"
#include <string>
namespace Oyster
{
namespace Resource
{
class OResource
{
public:
struct CustomResourceData
{
CustomLoadFunction loadingFunction;
CustomUnloadFunction unloadingFunction;
};
public:
OResource(OHRESOURCE handle, ResourceType type, size_t size, size_t elementSize, ::std::wstring resourceFilename);
virtual~ OResource();
inline ResourceType GetResourceType() const
{ return this->resourceType; }
inline const wchar_t* GetResourceFilename() const
{ return this->resourceFilename.c_str(); }
inline OHRESOURCE GetResourceHandle() const
{ return this->resourceData; }
inline unsigned long long GetResourceSize() const
{ return this->resourceSize; }
inline unsigned long long GetResourceElementSize() const
{ return this->resourceElementSize; }
inline unsigned int GetResourceID() const
{ return this->resourceID; }
inline void SetResourceID(unsigned int id)
{ this->resourceID = id; }
public:
static OResource* Load (const wchar_t filename[], ResourceType type);
static OResource* Load (const wchar_t filename[], CustomLoadFunction loadFnc);
static OResource* Reload (OResource* resource);
static bool Release (OResource* resource);
Utility::DynamicMemory::RefCount resourceRef;
private:
static OResource* ByteLoader (const wchar_t filename[], ResourceType type, OResource* old = 0);
void ByteUnloader ();
OResource* ByteReloader ();
static OResource* CustomLoader (const wchar_t filename[], CustomLoadFunction loadFnc);
void CustomUnloader ();
OResource* CustomReloader ();
OHRESOURCE resourceData;
ResourceType resourceType;
size_t resourceSize;
size_t resourceElementSize;
::std::wstring resourceFilename;
unsigned int resourceID;
CustomResourceData *customData;
};
}
}
#endif

View File

@ -0,0 +1,179 @@
/////////////////////////////////////////////////////////////////////
// Created by [Dennis Andersen] [2013]
/////////////////////////////////////////////////////////////////////
#include "OysterResource.h"
#include "OResource.h"
#include <string>
#include <map>
using namespace Oyster::Resource;
class ResourcePrivate
{
public:
std::map<std::wstring, OResource*> resources;
OResource* FindResource(const OHRESOURCE& h) const;
OResource* FindResource(const wchar_t c[]) const;
void SaveResource(OResource* r, bool addNew = true);
} resourcePrivate;
OHRESOURCE OysterResource::LoadResource(const wchar_t* filename, ResourceType type)
{
if(!filename) return 0;
OResource *resourceData = resourcePrivate.FindResource(filename);
if(resourceData)
{
//Add new reference
resourcePrivate.SaveResource(resourceData, false);
return resourceData->GetResourceHandle();
}
resourceData = OResource::Load(filename, type);
if(!resourceData) return 0;
resourcePrivate.SaveResource(resourceData);
return resourceData->GetResourceHandle();
}
OHRESOURCE OysterResource::LoadResource(const wchar_t filename[], CustomLoadFunction loadFnc, unsigned int CustomId)
{
if(!filename) return 0;
if(!loadFnc) return 0;
OResource *resourceData = resourcePrivate.FindResource(filename);
if(resourceData)
{
//Add new reference
resourcePrivate.SaveResource(resourceData, false);
return resourceData->GetResourceHandle();
}
resourceData = OResource::Load(filename, loadFnc);
if(!resourceData) return 0;
if(resourceData) resourceData->SetResourceID(CustomId);
resourcePrivate.SaveResource(resourceData);
return (OHRESOURCE)resourceData->GetResourceHandle();
}
OHRESOURCE ReloadResource(const wchar_t filename[])
{
OResource *resourceData = resourcePrivate.FindResource(filename);
if(!resourceData) return 0; //The resource has not been loaded
return OResource::Reload(resourceData)->GetResourceHandle();
}
OHRESOURCE ReloadResource(OHRESOURCE resource)
{
OResource *resourceData = resourcePrivate.FindResource(resource);
if(!resourceData) return 0; //The resource has not been loaded
return OResource::Reload(resourceData)->GetResourceHandle();
}
void OysterResource::Clean()
{
auto i = resourcePrivate.resources.begin();
auto last = resourcePrivate.resources.end();
for (i; i != last; i++)
{
if(OResource::Release(i->second))
{
const wchar_t* temp = i->second->GetResourceFilename();
delete resourcePrivate.resources[temp];
resourcePrivate.resources.erase(temp);
}
}
}
void OysterResource::ReleaseResource(const OHRESOURCE& resourceData)
{
OResource* t = resourcePrivate.FindResource(resourceData);
if(t)
{
if(OResource::Release(t))
{
const wchar_t* temp = t->GetResourceFilename();
delete resourcePrivate.resources[temp];
resourcePrivate.resources.erase(temp);
}
}
}
void OysterResource::SetResourceId (const OHRESOURCE& resourceData, unsigned int id)
{
OResource* t = resourcePrivate.FindResource(resourceData);
if(t) t->SetResourceID(id);
}
ResourceType OysterResource::GetResourceType (const OHRESOURCE& resourceData)
{
OResource* t = resourcePrivate.FindResource(resourceData);
if(t) return t->GetResourceType();
return ResourceType_UNKNOWN;
}
const wchar_t* OysterResource::GetResourceFilename (const OHRESOURCE& resourceData)
{
OResource* t = resourcePrivate.FindResource(resourceData);
if(t) return t->GetResourceFilename();
return 0;
}
unsigned int OysterResource::GetResourceId (const OHRESOURCE& resourceData)
{
OResource* t = resourcePrivate.FindResource(resourceData);
if(t) return t->GetResourceID();
return -1;
}
OResource* ResourcePrivate::FindResource(const OHRESOURCE& h) const
{
for (auto i = this->resources.begin(); i != this->resources.end() ; i++)
{
if(i->second->GetResourceHandle() == h)
{
return i->second;
}
}
return 0;
}
OResource* ResourcePrivate::FindResource(const wchar_t c[]) const
{
std::wstring temp = c;
auto t = this->resources.find(c);
if(t == this->resources.end()) return 0;
return t->second;
}
void ResourcePrivate::SaveResource( OResource* r, bool addNew )
{
if(!r) return;
if(addNew)
{
this->resources[r->GetResourceFilename()] = r;
}
r->resourceRef.Incref();
}

View File

@ -0,0 +1,122 @@
/////////////////////////////////////////////////////////////////////
// Created by [Dennis Andersen] [2013]
/////////////////////////////////////////////////////////////////////
#ifndef MISC_OYSTER_RESOURCE_H
#define MISC_OYSTER_RESOURCE_H
namespace Oyster
{
namespace Resource
{
struct CustomData;
/** A Resource handle representing various resources */
typedef unsigned long OHRESOURCE;
typedef void(*CustomUnloadFunction)(void*);
typedef const CustomData&(*CustomLoadFunction)();
/** An enum class representing all avalible resources that is supported. */
enum ResourceType
{
//Byte
ResourceType_Byte_Raw, /**< Handle can be interpeted as char[] or char* */
ResourceType_Byte_ANSI, /**< Handle can be interpeted as char[] or char* */
ResourceType_Byte_UTF8, /**< Handle can be interpeted as char[] or char* */
ResourceType_Byte_UNICODE, /**< Handle can be interpeted as char[] or char* */
ResourceType_Byte_UTF16LE, /**< Handle can be interpeted as char[] or char* */
ResourceType_COUNT, /**< Handle can be interpeted as ? */
ResourceType_UNKNOWN = -1, /**< Handle can be interpeted as void* */
};
/** A struct to return when doing a custom resource Load
* By loading this way you are handing over the ownership to the resource loaded.
*/
struct CustomData
{
void* loadedData; ///<! The loaded resource interpeted as a void*.
CustomUnloadFunction resourceUnloadFnc; ///<! The function that will be used to free the resource when needed.
};
/** A resource handler interface to interact with when loading resources.
* The resource handler uses the filename to make resources unuiqe.
*/
class OysterResource
{
public:
/**
* Load a resource given a type.
* @param filename The path to the resource.
* @param type The resource type to load.
* @param force If set to true, the resource will be reloaded if it already exists. If it does not, nothing happens.
* @return If function suceeds, a handle to the resource will be returned. If failed 0 is returned.
*/
static OHRESOURCE LoadResource(const wchar_t filename[], ResourceType type);
/**
* Load a resource with a custom loading function
* @param filename The path to the resource.
* @param force If set to true, the resource will be reloaded even if exists.
* @param loadFnc If set, this gives you the right to do custom resource loading if your recource type is not supported.
* @return If function suceeds, a handle to the resource will be returned. If failed 0 is returned.
*/
static OHRESOURCE LoadResource(const wchar_t filename[], CustomLoadFunction loadFnc = 0, unsigned int CustomId = 0);
/**
* Reload a resource
* @param filename The path to the resource.
* @return If function suceeds, a handle to the resource will be returned. If failed 0 is returned.
*/
static OHRESOURCE ReloadResource(const wchar_t filename[]);
/**
* Reload a resource
* @param filename The path to the resource.
* @return If function suceeds, a handle to the resource will be returned. If failed 0 is returned.
*/
static OHRESOURCE ReloadResource(OHRESOURCE resource);
/**
* Releases all resources loaded by the resource handler.
* @return Nothing
*/
static void Clean();
/**
* Release a reference to the resource handle
* @param resource The handle to release.
* @return Nothing
*/
static void ReleaseResource(const OHRESOURCE& resource);
/** Set a user defined ID
* @param resource A handle to accociate the id with.
* @param id A user defined identifier that the resource handler does not touch.
*/
static void SetResourceId(const OHRESOURCE& resource, unsigned int id);
/** Get a resource type given a OHRESOURCE handle
* @param resource The handle to check
* @return Returns the resource type of the handle
*/
static ResourceType GetResourceType(const OHRESOURCE& resource);
/** Get a resource filename given a OHRESOURCE handle
* @param resource The handle to check
* @return Returns the accociated filename
*/
static const wchar_t* GetResourceFilename(const OHRESOURCE& resource);
/** Get a user defined ID accociated with a handle
* @param resource The handle to check
* @return Returns the accociated ID
*/
static unsigned int GetResourceId(const OHRESOURCE& resource);
};
}
}
#endif

View File

@ -37,6 +37,14 @@ namespace Utility
this->ownedInstance = assignedInstance; this->ownedInstance = assignedInstance;
} }
template<typename Type>
UniquePointer<Type>::UniquePointer( const UniquePointer<Type> &donor )
{
this->ownedInstance = donor.ownedInstance;
donor.ownedInstance = NULL;
}
template<typename Type> template<typename Type>
UniquePointer<Type>::~UniquePointer() UniquePointer<Type>::~UniquePointer()
{ {
@ -122,6 +130,14 @@ namespace Utility
this->ownedArray = assignedArray; this->ownedArray = assignedArray;
} }
template<typename Type>
UniqueArray<Type>::UniqueArray( const UniqueArray<Type> &donor )
{
this->ownedArray = donor.ownedArray;
donor.ownedArray = NULL;
}
template<typename Type> template<typename Type>
UniqueArray<Type>::~UniqueArray() UniqueArray<Type>::~UniqueArray()
{ {

View File

@ -281,6 +281,53 @@ namespace Utility
return output; return output;
} }
::std::wstring & wToLowerCase( ::std::wstring &output, const ::std::wstring &str )
{
int length = (int)str.length();
output.resize( length );
for( int i = 0; i < length; ++i )
output[i] = ::std::tolower( str[i], ::std::locale() );
return output;
}
::std::wstring & wToLowerCase( ::std::wstring &str )
{
int length = (int)str.length();
for( int i = 0; i < length; ++i )
str[i] = ::std::tolower( str[i], ::std::locale() );
return str;
}
//To wstring
::std::wstring & StringToWString( const ::std::string &str, ::std::wstring &wstr )
{
const char *orig = str.c_str();
// Convert to a wchar_t*
size_t origsize = strlen(orig) + 1;
const size_t newsize = 255;
size_t convertedChars = 0;
wchar_t wcstring[newsize];
mbstowcs_s(&convertedChars, wcstring, origsize, orig, _TRUNCATE);
wstr = wcstring;
//wcscat_s(wcstring, L" (wchar_t *)");
return wstr;
}
::std::string & WStringToString( const ::std::wstring &wstr, ::std::string &str )
{
const wchar_t* orig = wstr.c_str();
// Convert to a char*
size_t origsize = wcslen(orig) + 1;
const size_t newsize = 255;
size_t convertedChars = 0;
char nstring[newsize];
wcstombs_s(&convertedChars, nstring, origsize, orig, _TRUNCATE);
str = nstring;
//strcat_s(nstring, " (char *)");
return str;
}
} }
// STREAM //////////////////////////////////////////////////////////// // STREAM ////////////////////////////////////////////////////////////

View File

@ -27,18 +27,22 @@ namespace Utility
{ {
public: public:
//! Assigns assignedInstance ownership to this UniquePonter, old owned instance will be deleted. //! Assigns assignedInstance ownership to this UniquePonter, old owned instance will be deleted.
//! If NULL is assigned is equavalent with clearing all responsibilities from this UniquePointer. //! If NULL is assigned is equivalent with clearing all responsibilities from this UniquePointer.
UniquePointer( Type *assignedInstance = NULL ); UniquePointer( Type *assignedInstance = NULL );
//! Transfers assignedInstance ownership from donor to this UniquePonter, old owned instance will be deleted.
//! If donor had nothing, is equivalent with clearing all responsibilities from this UniquePointer.
UniquePointer( const UniquePointer<Type> &donor );
//! Will auto delete assigned dynamic instance. //! Will auto delete assigned dynamic instance.
~UniquePointer(); ~UniquePointer();
//! Assigns assignedInstance ownership to this UniquePonter, old owned instance will be deleted. //! Assigns assignedInstance ownership to this UniquePonter, old owned instance will be deleted.
//! If NULL is assigned is equavalent with clearing all responsibilities from this UniquePointer. //! If NULL is assigned is equivalent with clearing all responsibilities from this UniquePointer.
UniquePointer<Type> & operator = ( Type *assignedInstance ); UniquePointer<Type> & operator = ( Type *assignedInstance );
//! Transfers assignedInstance ownership from donor to this UniquePonter, old owned instance will be deleted. //! Transfers assignedInstance ownership from donor to this UniquePonter, old owned instance will be deleted.
//! If donor had nothing, is equavalent with clearing all responsibilities from this UniquePointer. //! If donor had nothing, is equivalent with clearing all responsibilities from this UniquePointer.
UniquePointer<Type> & operator = ( const UniquePointer<Type> &donor ); UniquePointer<Type> & operator = ( const UniquePointer<Type> &donor );
//! Access the assigned dynamic instance. Will crash if nothing there //! Access the assigned dynamic instance. Will crash if nothing there
@ -77,18 +81,22 @@ namespace Utility
{ //! Wrapper to safely transfer dynamic ownership/responsibility { //! Wrapper to safely transfer dynamic ownership/responsibility
public: public:
//! Assigns assignedInstance ownership to this UniquePonter, old owned array will be deleted. //! Assigns assignedInstance ownership to this UniquePonter, old owned array will be deleted.
//! If NULL is assigned is equavalent with clearing all responsibilities from this UniqueArray. //! If NULL is assigned is equivalent with clearing all responsibilities from this UniqueArray.
UniqueArray( Type assignedArray[] = NULL ); UniqueArray( Type assignedArray[] = NULL );
//! Transfers assignedInstance ownership from donor to this UniquePonter, old owned array will be deleted.
//! If donor had nothing, is equivalent with clearing all responsibilities from this UniqueArray.
UniqueArray( const UniqueArray<Type> &donor );
//! Will auto delete assigned dynamic array. //! Will auto delete assigned dynamic array.
~UniqueArray(); ~UniqueArray();
//! Assigns assignedInstance ownership to this UniquePonter, old owned array will be deleted. //! Assigns assignedInstance ownership to this UniquePonter, old owned array will be deleted.
//! If NULL is assigned is equavalent with clearing all responsibilities from this UniqueArray. //! If NULL is assigned is equivalent with clearing all responsibilities from this UniqueArray.
UniqueArray<Type> & operator = ( Type assignedArray[] ); UniqueArray<Type> & operator = ( Type assignedArray[] );
//! Transfers assignedInstance ownership from donor to this UniquePonter, old owned array will be deleted. //! Transfers assignedInstance ownership from donor to this UniquePonter, old owned array will be deleted.
//! If donor had nothing, is equavalent with clearing all responsibilities from this UniqueArray. //! If donor had nothing, is equivalent with clearing all responsibilities from this UniqueArray.
UniqueArray<Type> & operator = ( const UniqueArray<Type> &donor ); UniqueArray<Type> & operator = ( const UniqueArray<Type> &donor );
//! Accesses the instance at index i of this UniqeArray's owned dynamic array. //! Accesses the instance at index i of this UniqeArray's owned dynamic array.
@ -117,6 +125,21 @@ namespace Utility
private: private:
mutable Type *ownedArray; mutable Type *ownedArray;
}; };
struct RefCount
{
private:
int count;
public:
RefCount() :count(0) { }
RefCount(const RefCount& o) { count = o.count; }
const RefCount& operator=(const RefCount& o) { count = o.count; return *this;}
void Incref() { this->count++; }
void Incref(int c) { this->count += c; }
int Decref() { return --this->count;}
void Reset() { this->count = 0; }
};
} }
namespace String namespace String
@ -140,6 +163,13 @@ namespace Utility
::std::vector<::std::wstring> & Split( ::std::vector<::std::wstring> &output, const ::std::wstring &str, char delim, ::std::wstring::size_type offset = 0 ); ::std::vector<::std::wstring> & Split( ::std::vector<::std::wstring> &output, const ::std::wstring &str, char delim, ::std::wstring::size_type offset = 0 );
::std::vector<::std::wstring> & Split( ::std::vector<::std::wstring> &output, const ::std::wstring &str, const ::std::wstring &delim, ::std::wstring::size_type offset = 0 ); ::std::vector<::std::wstring> & Split( ::std::vector<::std::wstring> &output, const ::std::wstring &str, const ::std::wstring &delim, ::std::wstring::size_type offset = 0 );
::std::vector<::std::wstring> & Split( ::std::vector<::std::wstring> &output, const ::std::wstring &str, const ::std::vector<::std::wstring> &delim, ::std::wstring::size_type offset = 0 ); ::std::vector<::std::wstring> & Split( ::std::vector<::std::wstring> &output, const ::std::wstring &str, const ::std::vector<::std::wstring> &delim, ::std::wstring::size_type offset = 0 );
::std::wstring & wToLowerCase( ::std::wstring &output, const ::std::wstring &str );
::std::wstring & wToLowerCase( ::std::wstring &str );
//To wstring
::std::wstring & StringToWstring( const ::std::string &str, ::std::wstring &wstr );
::std::string & WStringToString( const ::std::wstring &wstr, ::std::string &str );
} }
namespace Stream namespace Stream

View File

@ -1,19 +1,18 @@
#include "Buffer.h"
#include "Core.h" #include "Core.h"
using namespace Oyster; using namespace Oyster::Graphics;
Oyster::Buffer::Buffer() Core::Buffer::Buffer()
{ {
mBuffer = NULL; mBuffer = NULL;
} }
Buffer::~Buffer() Core::Buffer::~Buffer()
{ {
SAFE_RELEASE(mBuffer); SAFE_RELEASE(mBuffer);
} }
HRESULT Buffer::Apply(UINT32 misc) const HRESULT Core::Buffer::Apply(UINT32 misc) const
{ {
HRESULT hr = S_OK; HRESULT hr = S_OK;
@ -23,32 +22,32 @@ HRESULT Buffer::Apply(UINT32 misc) const
{ {
UINT32 vertexSize = mElementSize; UINT32 vertexSize = mElementSize;
UINT32 offset = 0; UINT32 offset = 0;
Oyster::Core::DeviceContext->IASetVertexBuffers(misc, 1, &mBuffer, &vertexSize, &offset ); Core::deviceContext->IASetVertexBuffers(misc, 1, &mBuffer, &vertexSize, &offset );
} }
break; break;
case INDEX_BUFFER: case INDEX_BUFFER:
{ {
Oyster::Core::DeviceContext->IASetIndexBuffer(mBuffer, DXGI_FORMAT_R32_UINT, 0); Core::deviceContext->IASetIndexBuffer(mBuffer, DXGI_FORMAT_R32_UINT, 0);
} }
break; break;
case CONSTANT_BUFFER_VS: case CONSTANT_BUFFER_VS:
{ {
Oyster::Core::DeviceContext->VSSetConstantBuffers(misc, 1, &mBuffer); Core::deviceContext->VSSetConstantBuffers(misc, 1, &mBuffer);
} }
break; break;
case CONSTANT_BUFFER_GS: case CONSTANT_BUFFER_GS:
{ {
Oyster::Core::DeviceContext->GSSetConstantBuffers(misc, 1, &mBuffer); Core::deviceContext->GSSetConstantBuffers(misc, 1, &mBuffer);
} }
break; break;
case CONSTANT_BUFFER_PS: case CONSTANT_BUFFER_PS:
{ {
Oyster::Core::DeviceContext->PSSetConstantBuffers(misc, 1, &mBuffer); Core::deviceContext->PSSetConstantBuffers(misc, 1, &mBuffer);
} }
break; break;
case CONSTANT_BUFFER_CS: case CONSTANT_BUFFER_CS:
{ {
Oyster::Core::DeviceContext->CSSetConstantBuffers(misc,1,&mBuffer); Core::deviceContext->CSSetConstantBuffers(misc,1,&mBuffer);
} }
break; break;
default: default:
@ -59,7 +58,7 @@ HRESULT Buffer::Apply(UINT32 misc) const
return hr; return hr;
} }
HRESULT Buffer::Init(const BUFFER_INIT_DESC& initDesc) HRESULT Core::Buffer::Init(const BUFFER_INIT_DESC& initDesc)
{ {
D3D11_BUFFER_DESC bufferDesc; D3D11_BUFFER_DESC bufferDesc;
@ -145,22 +144,22 @@ HRESULT Buffer::Init(const BUFFER_INIT_DESC& initDesc)
data.pSysMem = initDesc.InitData; data.pSysMem = initDesc.InitData;
data.SysMemPitch=0; data.SysMemPitch=0;
data.SysMemSlicePitch = 0; data.SysMemSlicePitch = 0;
hr = Oyster::Core::Device->CreateBuffer(&bufferDesc, &data, &mBuffer); hr = Core::device->CreateBuffer(&bufferDesc, &data, &mBuffer);
} }
else else
{ {
hr = Oyster::Core::Device->CreateBuffer(&bufferDesc, NULL, &mBuffer); hr = Core::device->CreateBuffer(&bufferDesc, NULL, &mBuffer);
} }
if(FAILED(hr)) if(FAILED(hr))
{ {
MessageBox(NULL, "Unable to create buffer.", "Slenda Error", MB_ICONERROR | MB_OK); //MessageBox(NULL, L"Unable to create buffer.", L"Slenda Error", MB_ICONERROR | MB_OK);
} }
return hr; return hr;
} }
void* Buffer::Map() void* Core::Buffer::Map()
{ {
void* ret = NULL; void* ret = NULL;
if(mUsage == BUFFER_CPU_WRITE || mUsage == BUFFER_CPU_READ || mUsage == BUFFER_CPU_WRITE_DISCARD) if(mUsage == BUFFER_CPU_WRITE || mUsage == BUFFER_CPU_READ || mUsage == BUFFER_CPU_WRITE_DISCARD)
@ -173,7 +172,7 @@ void* Buffer::Map()
else if(mUsage == BUFFER_CPU_WRITE_DISCARD) mapType = D3D11_MAP_WRITE_DISCARD; else if(mUsage == BUFFER_CPU_WRITE_DISCARD) mapType = D3D11_MAP_WRITE_DISCARD;
HRESULT hr = S_OK; HRESULT hr = S_OK;
if(FAILED(hr = Oyster::Core::DeviceContext->Map( if(FAILED(hr = Core::deviceContext->Map(
mBuffer, mBuffer,
0, 0,
(D3D11_MAP)mapType, (D3D11_MAP)mapType,
@ -192,17 +191,17 @@ void* Buffer::Map()
} }
void Buffer::Unmap() void Core::Buffer::Unmap()
{ {
Oyster::Core::DeviceContext->Unmap( mBuffer, 0 ); Core::deviceContext->Unmap( mBuffer, 0 );
} }
Oyster::Buffer::operator ID3D11Buffer *() Core::Buffer::operator ID3D11Buffer *()
{ {
return this->mBuffer; return this->mBuffer;
} }
Buffer::operator const ID3D11Buffer *() const Core::Buffer::operator const ID3D11Buffer *() const
{ {
return this->mBuffer; return this->mBuffer;
} }

View File

@ -1,77 +0,0 @@
#pragma once
#ifndef CoreBuffer
#define CoreBuffer
#include "CoreIncludes.h"
namespace Oyster
{
class Buffer
{
public:
enum BUFFER_TYPE
{
VERTEX_BUFFER,
INDEX_BUFFER,
CONSTANT_BUFFER_VS,
CONSTANT_BUFFER_GS,
CONSTANT_BUFFER_PS,
CONSTANT_BUFFER_CS,
STRUCTURED_BUFFER,
BUFFER_TYPE_COUNT
};
enum BUFFER_USAGE
{
BUFFER_DEFAULT,
BUFFER_STREAM_OUT_TARGET,
BUFFER_CPU_WRITE,
BUFFER_CPU_WRITE_DISCARD,
BUFFER_CPU_READ,
BUFFER_USAGE_COUNT,
BUFFER_USAGE_IMMUTABLE
};
struct BUFFER_INIT_DESC
{
BUFFER_TYPE Type;
UINT32 NumElements;
UINT32 ElementSize;
BUFFER_USAGE Usage;
void* InitData;
BUFFER_INIT_DESC()
{
InitData = NULL;
Usage = BUFFER_DEFAULT;
}
};
protected:
ID3D11Buffer* mBuffer;
BUFFER_TYPE mType;
BUFFER_USAGE mUsage;
UINT32 mElementSize;
UINT32 mElementCount;
public:
Buffer();
virtual ~Buffer();
HRESULT Init(const BUFFER_INIT_DESC& initDesc);
void* Map();
void Unmap();
operator ID3D11Buffer*();
operator const ID3D11Buffer*() const;
HRESULT Apply(UINT32 misc = 0) const;
ID3D11Buffer* GetBufferPointer();
UINT32 GetVertexSize();
UINT32 GetElementCount();
};
}
#endif

View File

@ -1,169 +1,25 @@
#include "Core.h" #include "Core.h"
using namespace Oyster; using namespace Oyster::Graphics;
using std::string; using std::string;
//GPU //GPU
ID3D11Device *Core::Device = NULL; ID3D11Device *Core::device = NULL;
//API //API
ID3D11DeviceContext *Core::DeviceContext = NULL; ID3D11DeviceContext *Core::deviceContext = NULL;
//SwapChain //SwapChain
IDXGISwapChain* Core::SwapChain = NULL; IDXGISwapChain* Core::swapChain = NULL;
std::stringstream Log; std::stringstream Core::log;
inline std::stringstream* AccesLog(){return &Log;} ID3D11RenderTargetView* Core::backBufferRTV = NULL;
bool Core::Init(bool SingleThreaded, bool Reference,bool ForceDX11) ID3D11UnorderedAccessView* Core::backBufferUAV = NULL;
{
UINT createDeviceFlags = 0;
if( SingleThreaded ) ID3D11DepthStencilView* Core::depthStencil = NULL;
createDeviceFlags = ::D3D11_CREATE_DEVICE_SINGLETHREADED;
::D3D_DRIVER_TYPE driverType = ::D3D_DRIVER_TYPE_HARDWARE; D3D11_VIEWPORT* Core::viewPort = NULL;
if(Reference) Oyster::Math::Float2 Core::resolution = Oyster::Math::Float2::null;
driverType = D3D_DRIVER_TYPE_REFERENCE;
#if defined(DEBUG) || defined(_DEBUG)
Log << "DirectX running in debug mode.\n";
createDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG;
#endif
D3D_FEATURE_LEVEL featureLevelsToTry[] =
{
D3D_FEATURE_LEVEL_11_0,
D3D_FEATURE_LEVEL_10_1,
D3D_FEATURE_LEVEL_10_0
};
D3D_FEATURE_LEVEL initiatedFeatureLevel;
if( FAILED( ::D3D11CreateDevice( NULL, // default adapter
driverType,
NULL, // no software device
createDeviceFlags,
featureLevelsToTry, 3, // default feature level array. DX11 support assumed
D3D11_SDK_VERSION,
&Device, // device
&initiatedFeatureLevel,
&DeviceContext ) ) ) // context
{ // if failed
if( DeviceContext ) { DeviceContext->Release(); DeviceContext = NULL; } // safe cleanup
if( Device ) { Device->Release(); Device = NULL; } // safe cleanup
}
if( driverType == ::D3D_DRIVER_TYPE_HARDWARE )
Log << "D3D_DRIVER_TYPE_HARDWARE support discovered.\n";
else
Log << "D3D_DRIVER_TYPE_REFERENCE support discovered.\n";
if( initiatedFeatureLevel == ::D3D_FEATURE_LEVEL_11_0 )
{
Log << "DirectX Featurelevel 11.0 supported.\n";
}
else
{
if(ForceDX11)
return false;
if( initiatedFeatureLevel == ::D3D_FEATURE_LEVEL_10_1 )
{
Log << "DirectX Featurelevel 10.1 supported.\n";
}
else
{
if( initiatedFeatureLevel == ::D3D_FEATURE_LEVEL_10_0 )
{
Log << "DirectX Featurelevel 10.0 supported.\n";
}
}
}
if(Device)
return true;
return false;
}
bool Core::CreateSwapChain(HWND Window, int NrofBuffers,bool MSAA_Quality,bool Fullscreen)
{
//generate static Swapchain Desc
DXGI_SWAP_CHAIN_DESC desc;
desc.OutputWindow=Window;
desc.BufferCount=NrofBuffers;
desc.Windowed=!Fullscreen;
desc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT | DXGI_USAGE_UNORDERED_ACCESS;
desc.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
desc.Flags=0;
desc.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
desc.BufferDesc.ScanlineOrdering = DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED;
desc.BufferDesc.Scaling = DXGI_MODE_SCALING_CENTERED;
desc.BufferDesc.RefreshRate.Denominator=1;
desc.BufferDesc.RefreshRate.Numerator=60;
RECT rc;
GetClientRect( Window, &rc );
int screenWidth = rc.right - rc.left;
int screenHeight = rc.bottom - rc.top;
desc.BufferDesc.Height = screenHeight;
desc.BufferDesc.Width = screenWidth;
//Check and Set multiSampling
if(MSAA_Quality)
{
if(FAILED(Device->CheckMultisampleQualityLevels(DXGI_FORMAT_R8G8B8A8_UNORM,4,&desc.SampleDesc.Quality)))
{
Log<< "Failed to check multisample quality levels (MSAAQuality).\n";
return false;
}
desc.SampleDesc.Count=4;
--desc.SampleDesc.Quality;
Log << "Supported multisample quality levels (MSAAQuality): " << desc.SampleDesc.Quality+1 << "x\n";
}
else
{
desc.SampleDesc.Count=1;
desc.SampleDesc.Quality=0;
}
//Get Device Factory
::IDXGIDevice *dxgiDevice = NULL;
if( FAILED( Device->QueryInterface( __uuidof( IDXGIDevice ), (void**)&dxgiDevice ) ) )
{
Log << "Failed to Query for the GPU's dxgiDevice.\nFailed to create swapChain for the GPU.\n";
return false;
}
::IDXGIAdapter *dxgiAdapter = NULL;
if( FAILED( dxgiDevice->GetParent( __uuidof( IDXGIAdapter ), (void**)&dxgiAdapter ) ) )
{
dxgiDevice->Release();
Log << "Failed to get GPU's parent dxgiAdapter.\nFailed to create swapChain for the GPU.\n";
return false;
}
dxgiDevice->Release();
::IDXGIFactory *dxgiFactory = NULL;
if( FAILED( dxgiAdapter->GetParent( __uuidof( IDXGIFactory ), (void**)&dxgiFactory ) ) )
{
dxgiAdapter->Release();
Log << "Failed to get GPU's parent dxgiFactory.\nFailed to create swapChain for the GPU.\n";
return false;
}
dxgiAdapter->Release();
//Create SwapChain
if( FAILED( dxgiFactory->CreateSwapChain( Device, &desc, &SwapChain ) ) )
{
dxgiFactory->Release();
Log << "Failed to create swapChain for the GPU.\n";
return false;
}
dxgiFactory->Release();
return true;
}

View File

@ -4,111 +4,214 @@
#define Core_h #define Core_h
#include "CoreIncludes.h" #include "Dx11Includes.h"
#include <sstream> #include <sstream>
#include "Buffer.h" #include "OysterMath.h"
namespace Oyster namespace Oyster
{ {
class Core namespace Graphics
{ {
public: class Core
static ID3D11Device* Device;
static ID3D11DeviceContext* DeviceContext;
static IDXGISwapChain* SwapChain;
static std::stringstream* AccesLog();
static bool Init(bool SingleThreaded,bool Reference,bool ForceDX11);
static bool CreateSwapChain(HWND Window, int NrofBuffers,bool MSAA_Quality,bool Fullscreen);
class ShaderManager
{ {
public: public:
struct ShaderEffect
static ID3D11Device* device;
static ID3D11DeviceContext* deviceContext;
static IDXGISwapChain* swapChain;
static std::stringstream log;
//BackBufferRTV
static ID3D11RenderTargetView* backBufferRTV;
//BackBufferUAV
static ID3D11UnorderedAccessView* backBufferUAV;
//DepthStencil
static ID3D11DepthStencilView* depthStencil;
//ViewPort
static D3D11_VIEWPORT* viewPort;
static Oyster::Math::Float2 resolution;
class Buffer
{ {
struct public:
{ enum BUFFER_TYPE
int Pixel,Vertex,Geometry,Compute,Hull,Domain; {
}Shaders; VERTEX_BUFFER,
INDEX_BUFFER,
CONSTANT_BUFFER_VS,
CONSTANT_BUFFER_GS,
CONSTANT_BUFFER_PS,
CONSTANT_BUFFER_CS,
STRUCTURED_BUFFER,
BUFFER_TYPE_COUNT
};
struct IAStage_ enum BUFFER_USAGE
{ {
ID3D11InputLayout* Layout; BUFFER_DEFAULT,
D3D11_PRIMITIVE_TOPOLOGY Topology; BUFFER_STREAM_OUT_TARGET,
}IAStage; BUFFER_CPU_WRITE,
BUFFER_CPU_WRITE_DISCARD,
BUFFER_CPU_READ,
BUFFER_USAGE_COUNT,
BUFFER_USAGE_IMMUTABLE
};
struct RenderStates_ struct BUFFER_INIT_DESC
{ {
ID3D11DepthStencilState *DepthStencil; BUFFER_TYPE Type;
ID3D11RasterizerState *Rasterizer; UINT32 NumElements;
ID3D11SamplerState **SampleState; UINT32 ElementSize;
int SampleCount; BUFFER_USAGE Usage;
ID3D11BlendState *BlendState; void* InitData;
}RenderStates;
struct BUFFER_INIT_DESC()
{ {
std::vector<Oyster::Buffer*> Vertex; InitData = NULL;
std::vector<Oyster::Buffer*> Geometry; Usage = BUFFER_DEFAULT;
std::vector<Oyster::Buffer*> Pixel;
}CBuffers;
ShaderEffect()
{
RenderStates.BlendState=NULL;
RenderStates.DepthStencil=NULL;
RenderStates.Rasterizer=NULL;
RenderStates.SampleState=NULL;
RenderStates.SampleCount=0;
Shaders.Compute=-1;
Shaders.Domain=-1;
Shaders.Geometry=-1;
Shaders.Hull=-1;
Shaders.Pixel=-1;
Shaders.Vertex=-1;
} }
}; };
enum ShaderType protected:
{ ID3D11Buffer* mBuffer;
Vertex, BUFFER_TYPE mType;
Hull, BUFFER_USAGE mUsage;
Domain,
Geometry, UINT32 mElementSize;
Pixel, UINT32 mElementCount;
Compute public:
Buffer();
virtual ~Buffer();
HRESULT Init(const BUFFER_INIT_DESC& initDesc);
void* Map();
void Unmap();
operator ID3D11Buffer*();
operator const ID3D11Buffer*() const;
HRESULT Apply(UINT32 misc = 0) const;
ID3D11Buffer* GetBufferPointer();
UINT32 GetVertexSize();
UINT32 GetElementCount();
}; };
static void SetShaderEffect(ShaderEffect);
static void CreateInputLayout(const D3D11_INPUT_ELEMENT_DESC *desc, int ElementCount,int VertexIndex,ID3D11InputLayout *&Layout); class ShaderManager
static bool Init(std::wstring filename, ShaderType type, std::wstring name, bool Precompiled = true);
struct Get
{ {
static int Pixel(std::wstring Name); public:
static int Vertex(std::wstring Name); struct ShaderEffect
static int Geometry(std::wstring Name); {
static int Compute(std::wstring Name); struct
static int Hull(std::wstring Name); {
static int Domain(std::wstring Name); int Pixel,Vertex,Geometry,Compute,Hull,Domain;
}Shaders;
struct IAStage_
{
ID3D11InputLayout* Layout;
D3D11_PRIMITIVE_TOPOLOGY Topology;
}IAStage;
struct RenderStates_
{
ID3D11DepthStencilState *DepthStencil;
ID3D11RasterizerState *Rasterizer;
ID3D11SamplerState **SampleState;
int SampleCount;
ID3D11BlendState *BlendState;
}RenderStates;
struct
{
std::vector<Buffer*> Vertex;
std::vector<Buffer*> Geometry;
std::vector<Buffer*> Pixel;
}CBuffers;
ShaderEffect()
{
RenderStates.BlendState=NULL;
RenderStates.DepthStencil=NULL;
RenderStates.Rasterizer=NULL;
RenderStates.SampleState=NULL;
RenderStates.SampleCount=0;
Shaders.Compute=-1;
Shaders.Domain=-1;
Shaders.Geometry=-1;
Shaders.Hull=-1;
Shaders.Pixel=-1;
Shaders.Vertex=-1;
}
};
enum ShaderType
{
Vertex,
Hull,
Domain,
Geometry,
Pixel,
Compute
};
static void SetShaderEffect(ShaderEffect);
static void CreateInputLayout(const D3D11_INPUT_ELEMENT_DESC *desc, int ElementCount,int VertexIndex,ID3D11InputLayout *&Layout);
static bool Init(std::wstring filename, ShaderType type, std::wstring name, bool Precompiled = true);
struct Get
{
static int Pixel(std::wstring Name);
static int Vertex(std::wstring Name);
static int Geometry(std::wstring Name);
static int Compute(std::wstring Name);
static int Hull(std::wstring Name);
static int Domain(std::wstring Name);
};
struct Set
{
static void Pixel(int Index);
static void Vertex(int Index);
static void Geometry(int Index);
static void Compute(int Index);
static void Hull(int Index);
static void Domain(int Index);
};
}; };
struct Set //Set resulotion Before Calling Full Init
class Init
{ {
static void Pixel(int Index); public:
static void Vertex(int Index); enum State
static void Geometry(int Index); {
static void Compute(int Index); Sucsess,
static void Hull(int Index); Fail
static void Domain(int Index); };
static State CreateDeviceAndDeviceContext(bool SingleThreaded = true, bool Reference = false, bool ForceDX11 = true);
static State CreateSwapChain(HWND Window, int NrofBuffers,bool MSAA_Quality,bool Fullscreen, Oyster::Math::Float2 Size);
static State CreateDepthStencil(bool MSAA_Quality, Oyster::Math::Float2 Size);
static State CreateBackBufferViews();
static State CreateViewPort(Oyster::Math::Float2 Origin, Oyster::Math::Float2 Size);
static State FullInit(HWND Window, bool MSAA_Quality, bool Fullscreen);
static State ReInitialize(HWND Window, bool MSAA_Quality, bool Fullscreen);
}; };
}; };
}; }
} }

View File

@ -6,10 +6,14 @@
// http://lolengine.net/blog/2011/3/4/fuck-you-microsoft-near-far-macros // http://lolengine.net/blog/2011/3/4/fuck-you-microsoft-near-far-macros
#include <windows.h> #include <windows.h>
#include <D3D11.h> #include <D3D11.h>
#include <d3dCompiler.h>
#pragma comment(lib, "d3d11.lib") #pragma comment(lib, "d3d11.lib")
#ifdef _DEBUG
#include <d3dcompiler.h>
#pragma comment(lib, "d3dcompiler.lib") #pragma comment(lib, "d3dcompiler.lib")
#endif
#include <string> #include <string>

View File

@ -0,0 +1,337 @@
#include "Core.h"
namespace Oyster
{
namespace Graphics
{
Core::Init::State Core::Init::CreateDeviceAndDeviceContext(bool SingleThreaded,bool Reference,bool ForceDX11)
{
UINT createDeviceFlags = 0;
if(Core::deviceContext)
{
Core::deviceContext->Release();
delete Core::deviceContext;
}
if(Core::device)
{
Core::device->Release();
delete Core::device;
}
if( SingleThreaded )
createDeviceFlags = ::D3D11_CREATE_DEVICE_SINGLETHREADED;
::D3D_DRIVER_TYPE driverType = ::D3D_DRIVER_TYPE_HARDWARE;
if(Reference)
driverType = D3D_DRIVER_TYPE_REFERENCE;
#if defined(DEBUG) || defined(_DEBUG)
log << "DirectX running in debug mode.\n";
createDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG;
#endif
D3D_FEATURE_LEVEL featureLevelsToTry[] =
{
D3D_FEATURE_LEVEL_11_0,
D3D_FEATURE_LEVEL_10_1,
D3D_FEATURE_LEVEL_10_0
};
D3D_FEATURE_LEVEL initiatedFeatureLevel;
if( FAILED( ::D3D11CreateDevice( NULL, // default adapter
driverType,
NULL, // no software device
createDeviceFlags,
featureLevelsToTry, 3, // default feature level array. DX11 support assumed
D3D11_SDK_VERSION,
&Core::device, // device
&initiatedFeatureLevel,
&Core::deviceContext ) ) ) // context
{ // if failed
if( Core::deviceContext ) { Core::deviceContext->Release(); Core::deviceContext = NULL; } // safe cleanup
if( Core::device ) { Core::device->Release(); Core::device = NULL; } // safe cleanup
}
if( driverType == ::D3D_DRIVER_TYPE_HARDWARE )
log << "D3D_DRIVER_TYPE_HARDWARE support discovered.\n";
else
log << "D3D_DRIVER_TYPE_REFERENCE support discovered.\n";
if( initiatedFeatureLevel == ::D3D_FEATURE_LEVEL_11_0 )
{
log << "DirectX Featurelevel 11.0 supported.\n";
}
else
{
if(ForceDX11)
return Init::Fail;
if( initiatedFeatureLevel == ::D3D_FEATURE_LEVEL_10_1 )
{
log << "DirectX Featurelevel 10.1 supported.\n";
}
else
{
if( initiatedFeatureLevel == ::D3D_FEATURE_LEVEL_10_0 )
{
log << "DirectX Featurelevel 10.0 supported.\n";
}
}
}
if(Core::device)
return Init::Sucsess;
return Init::Fail;
}
Core::Init::State Core::Init::CreateSwapChain(HWND Window, int NrofBuffers,bool MSAA_Quality,bool Fullscreen, Oyster::Math::Float2 Size)
{
//generate static Swapchain Desc
DXGI_SWAP_CHAIN_DESC desc;
desc.OutputWindow=Window;
desc.BufferCount=NrofBuffers;
desc.Windowed=!Fullscreen;
desc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT | DXGI_USAGE_UNORDERED_ACCESS;
desc.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
desc.Flags=0;
desc.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
desc.BufferDesc.ScanlineOrdering = DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED;
desc.BufferDesc.Scaling = DXGI_MODE_SCALING_CENTERED;
desc.BufferDesc.RefreshRate.Denominator=1;
desc.BufferDesc.RefreshRate.Numerator=60;
desc.BufferDesc.Height = (UINT)Size.y;
desc.BufferDesc.Width = (UINT)Size.x;
if(Core::swapChain)
{
Core::swapChain->Release();
delete Core::swapChain;
}
//Check and Set multiSampling
if(MSAA_Quality)
{
if(FAILED(Core::device->CheckMultisampleQualityLevels(DXGI_FORMAT_R8G8B8A8_UNORM,4,&desc.SampleDesc.Quality)))
{
log<< "Failed to check multisample quality levels (MSAAQuality).\n";
return Init::Fail;
}
desc.SampleDesc.Count=4;
--desc.SampleDesc.Quality;
log << "Supported multisample quality levels (MSAAQuality): " << desc.SampleDesc.Quality+1 << "x\n";
}
else
{
desc.SampleDesc.Count=1;
desc.SampleDesc.Quality=0;
}
//Get Device Factory
::IDXGIDevice *dxgiDevice = NULL;
if( FAILED( Core::device->QueryInterface( __uuidof( IDXGIDevice ), (void**)&dxgiDevice ) ) )
{
log << "Failed to Query for the GPU's dxgiDevice.\nFailed to create swapChain for the GPU.\n";
return Init::Fail;
}
::IDXGIAdapter *dxgiAdapter = NULL;
if( FAILED( dxgiDevice->GetParent( __uuidof( IDXGIAdapter ), (void**)&dxgiAdapter ) ) )
{
dxgiDevice->Release();
log << "Failed to get GPU's parent dxgiAdapter.\nFailed to create swapChain for the GPU.\n";
return Init::Fail;
}
dxgiDevice->Release();
::IDXGIFactory *dxgiFactory = NULL;
if( FAILED( dxgiAdapter->GetParent( __uuidof( IDXGIFactory ), (void**)&dxgiFactory ) ) )
{
dxgiAdapter->Release();
log << "Failed to get GPU's parent dxgiFactory.\nFailed to create swapChain for the GPU.\n";
return Init::Fail;
}
dxgiAdapter->Release();
//Create SwapChain
if( FAILED( dxgiFactory->CreateSwapChain( Core::device, &desc, &Core::swapChain ) ) )
{
dxgiFactory->Release();
log << "Failed to create swapChain for the GPU.\n";
return Init::Fail;
}
dxgiFactory->Release();
return Init::Sucsess;
}
Core::Init::State Core::Init::CreateDepthStencil(bool MSAA_Quality, Oyster::Math::Float2 Size)
{
D3D11_TEXTURE2D_DESC desc;
desc.MipLevels=1;
desc.ArraySize=1;
desc.Format = DXGI_FORMAT_D32_FLOAT;
desc.Usage = D3D11_USAGE_DEFAULT;
desc.BindFlags = D3D11_BIND_DEPTH_STENCIL;
desc.CPUAccessFlags=0;
desc.MiscFlags=0;
desc.Height = (UINT)Size.y;
desc.Width = (UINT)Size.x;
if(Core::depthStencil)
{
Core::depthStencil->Release();
delete Core::depthStencil;
}
//Check and Set multiSampling
if(MSAA_Quality)
{
if(FAILED(Core::device->CheckMultisampleQualityLevels(DXGI_FORMAT_R8G8B8A8_UNORM,4,&desc.SampleDesc.Quality)))
{
log<< "Failed to check multisample quality levels (MSAAQuality).\n";
return Init::Fail;
}
desc.SampleDesc.Count=4;
--desc.SampleDesc.Quality;
log << "Supported multisample quality levels (MSAAQuality): " << desc.SampleDesc.Quality+1 << "x\n";
}
else
{
desc.SampleDesc.Count=1;
desc.SampleDesc.Quality=0;
}
ID3D11Texture2D* depthstencil;
if(FAILED(Core::device->CreateTexture2D(&desc,0,&depthstencil)))
return Init::Fail;
if(FAILED(Core::device->CreateDepthStencilView(depthstencil,0,&Core::depthStencil)))
{
depthstencil->Release();
return Init::Fail;
}
depthstencil->Release();
return Init::Sucsess;
}
Core::Init::State Core::Init::CreateBackBufferViews()
{
D3D11_UNORDERED_ACCESS_VIEW_DESC descView;
ZeroMemory( &descView, sizeof(descView) );
descView.ViewDimension = D3D11_UAV_DIMENSION_TEXTURE2D;
descView.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
descView.Texture2D.MipSlice=0;
ID3D11Texture2D* backBuffer;
if(FAILED(Core::swapChain->GetBuffer(0,__uuidof(ID3D11Texture2D),reinterpret_cast<void**>(&backBuffer))))
{
log << "Failed to get BackBuffer from Swapchain";
return Init::Fail;
}
if(Core::backBufferRTV)
{
Core::backBufferRTV->Release();
delete Core::backBufferRTV;
}
if(FAILED(Core::device->CreateRenderTargetView(backBuffer,0,&Core::backBufferRTV)))
{
log << "Failed to create RTV for BackBuffer";
backBuffer->Release();
return Init::Fail;
}
if(Core::backBufferUAV)
{
Core::backBufferUAV->Release();
delete Core::backBufferUAV;
}
if(FAILED(Core::device->CreateUnorderedAccessView(backBuffer,0,&Core::backBufferUAV)))
{
log << "Failed to create UAV for BackBuffer";
backBuffer->Release();
return Init::Fail;
}
backBuffer->Release();
return Init::Sucsess;
}
Core::Init::State Core::Init::CreateViewPort(Oyster::Math::Float2 Origin, Oyster::Math::Float2 Size)
{
if(Core::viewPort)
delete Core::viewPort;
Core::viewPort = new D3D11_VIEWPORT;
Core::viewPort->TopLeftX = Origin.x;
Core::viewPort->TopLeftY = Origin.y;
Core::viewPort->Width = Size.x;
Core::viewPort->Height = Size.y;
Core::viewPort->MinDepth = 0.0f;
Core::viewPort->MaxDepth = 1.0f;
return Init::Sucsess;
}
Core::Init::State Core::Init::FullInit(HWND Window, bool MSAA_Quality, bool Fullscreen)
{
if(Init::CreateDeviceAndDeviceContext() == Init::Fail)
{
return Init::Fail;
}
if(Init::CreateSwapChain(Window, 1, MSAA_Quality, Fullscreen, Core::resolution) == Init::Fail)
{
return Init::Fail;
}
if(Init::CreateDepthStencil(MSAA_Quality, Core::resolution) == Init::Fail)
{
return Init::Fail;
}
if(Init::CreateBackBufferViews() == Init::Fail)
{
return Init::Fail;
}
if(Init::CreateViewPort(Oyster::Math::Float2::null, Core::resolution) == Init::Fail)
{
return Init::Fail;
}
return Init::Sucsess;
}
Core::Init::State Core::Init::ReInitialize(HWND Window, bool MSAA_Quality, bool Fullscreen)
{
if(Init::CreateSwapChain(Window, 1, MSAA_Quality, Fullscreen, Core::resolution) == Init::Fail)
{
return Init::Fail;
}
if(Init::CreateDepthStencil(MSAA_Quality, Core::resolution) == Init::Fail)
{
return Init::Fail;
}
if(Init::CreateBackBufferViews() == Init::Fail)
{
return Init::Fail;
}
if(Init::CreateViewPort(Oyster::Math::Float2::null, Core::resolution) == Init::Fail)
{
return Init::Fail;
}
return Init::Sucsess;
}
}
}

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@ -1,351 +1,351 @@
#include "Core.h" #include "Core.h"
#include <fstream> #include <fstream>
#include <map>
const char* ShaderFunction = "main"; const char* ShaderFunction = "main";
namespace Oyster namespace Oyster
{ {
bool LoadPrecompiled(std::wstring filename, Core::ShaderManager::ShaderType type, std::wstring name); namespace Graphics
bool LoadCompile(std::wstring filename, Core::ShaderManager::ShaderType type, std::wstring name);
namespace
{ {
struct ShaderData bool LoadPrecompiled(std::wstring filename, Core::ShaderManager::ShaderType type, std::wstring name);
bool LoadCompile(std::wstring filename, Core::ShaderManager::ShaderType type, std::wstring name);
namespace
{ {
size_t size; struct ShaderData
char* data; {
}; size_t size;
std::vector<ID3D11PixelShader*> PS; char* data;
std::map<std::wstring,int> PSMap; };
std::vector<ID3D11PixelShader*> PS;
std::map<std::wstring,int> PSMap;
std::vector<ID3D11GeometryShader*> GS; std::vector<ID3D11GeometryShader*> GS;
std::map<std::wstring,int> GSMap; std::map<std::wstring,int> GSMap;
std::vector<ID3D11ComputeShader*> CS; std::vector<ID3D11ComputeShader*> CS;
std::map<std::wstring,int> CSMap; std::map<std::wstring,int> CSMap;
std::vector<ID3D11VertexShader*> VS; std::vector<ID3D11VertexShader*> VS;
std::vector<ShaderData> VData; std::vector<ShaderData> VData;
std::map<std::wstring,int> VSMap; std::map<std::wstring,int> VSMap;
}
#pragma region Init
bool Core::ShaderManager::Init(std::wstring filename, ShaderType type, std::wstring name, bool Precompiled)
{
if(Precompiled)
{
return LoadPrecompiled(filename, type, name);
} }
else
#pragma region Init
bool Core::ShaderManager::Init(std::wstring filename, ShaderType type, std::wstring name, bool Precompiled)
{ {
return LoadCompile(filename, type, name); if(Precompiled)
{
return LoadPrecompiled(filename, type, name);
}
else
{
return LoadCompile(filename, type, name);
}
return true;
} }
return true;
}
bool LoadPrecompiled(std::wstring filename, Core::ShaderManager::ShaderType type, std::wstring name) bool LoadPrecompiled(std::wstring filename, Core::ShaderManager::ShaderType type, std::wstring name)
{
std::ifstream stream;
ShaderData sd;
//Create Vertex shader and Layout
stream.open(filename, std::ifstream::in | std::ifstream::binary);
if(stream.good())
{ {
stream.seekg(0, std::ios::end);
sd.size = size_t(stream.tellg()); std::ifstream stream;
sd.data = new char[sd.size]; ShaderData sd;
stream.seekg(0, std::ios::beg);
stream.read(&sd.data[0], sd.size);
stream.close();
ID3D11VertexShader* vertex; //Create Vertex shader and Layout
ID3D11GeometryShader* geometry; stream.open(filename, std::ifstream::in | std::ifstream::binary);
ID3D11PixelShader* pixel; if(stream.good())
ID3D11ComputeShader* compute; {
stream.seekg(0, std::ios::end);
sd.size = size_t(stream.tellg());
sd.data = new char[sd.size];
stream.seekg(0, std::ios::beg);
stream.read(&sd.data[0], sd.size);
stream.close();
ID3D11VertexShader* vertex;
ID3D11GeometryShader* geometry;
ID3D11PixelShader* pixel;
ID3D11ComputeShader* compute;
switch(type)
{
case Core::ShaderManager::ShaderType::Vertex:
if(VSMap.count(name))
return false;
if(FAILED(Core::device->CreateVertexShader(sd.data, sd.size, 0, &vertex)))
{
return false;
}
VSMap[name] = VS.size();
VS.push_back(vertex);
VData.push_back(sd);
break;
case Core::ShaderManager::ShaderType::Hull:
case Core::ShaderManager::ShaderType::Domain:
return false;
case Core::ShaderManager::ShaderType::Geometry:
if(GSMap.count(name))
return false;
if(FAILED(Core::device->CreateGeometryShader(sd.data, sd.size, 0, &geometry)))
{
return false;
}
GSMap[name] = GS.size();
GS.push_back(geometry);
break;
case Core::ShaderManager::ShaderType::Pixel:
if(PSMap.count(name))
return false;
if(FAILED(Core::device->CreatePixelShader(sd.data, sd.size, 0, &pixel)))
{
return false;
}
PSMap[name] = PS.size();
PS.push_back(pixel);
break;
case Core::ShaderManager::ShaderType::Compute:
if(CSMap.count(name))
return false;
if(FAILED(Core::device->CreateComputeShader(sd.data, sd.size, 0, &compute)))
{
return false;
}
CSMap[name] = CS.size();
CS.push_back(compute);
break;
}
}
else
{
return false;
}
return true;
}
bool LoadCompile(std::wstring filename, Core::ShaderManager::ShaderType type, std::wstring name)
{
/// \todo error reporting
ID3D10Blob *Shader,*Error;
switch(type) switch(type)
{ {
case Core::ShaderManager::ShaderType::Vertex: case Core::ShaderManager::ShaderType::Pixel:
if(VSMap.count(name)) ID3D11PixelShader* pixel;
return false;
if(FAILED(Core::Device->CreateVertexShader(sd.data, sd.size, 0, &vertex))) if(FAILED(D3DCompileFromFile(filename.c_str(),NULL,NULL,ShaderFunction,"ps_5_0",D3DCOMPILE_DEBUG | D3DCOMPILE_SKIP_OPTIMIZATION,0,&Shader,&Error)))
{ {
std::string fel = (char*)Error->GetBufferPointer();
Error->Release();
return false; return false;
} }
VSMap[name] = VS.size(); if(FAILED(Core::device->CreatePixelShader(Shader->GetBufferPointer(),Shader->GetBufferSize(),NULL,&pixel)))
VS.push_back(vertex); {
VData.push_back(sd); Shader->Release();
return false;
}
Shader->Release();
if(!PSMap.count(name))
{
PSMap[name] = PS.size();
PS.push_back(pixel);
}
else
{
PS[PSMap[name]] = pixel;
}
break; break;
case Core::ShaderManager::ShaderType::Hull:
case Core::ShaderManager::ShaderType::Domain:
return false;
case Core::ShaderManager::ShaderType::Geometry: case Core::ShaderManager::ShaderType::Geometry:
if(GSMap.count(name)) ID3D11GeometryShader* geometry;
return false;
if(FAILED(Core::Device->CreateGeometryShader(sd.data, sd.size, 0, &geometry))) if(FAILED(D3DCompileFromFile(filename.c_str(),NULL,NULL,ShaderFunction,"gs_5_0",D3DCOMPILE_DEBUG | D3DCOMPILE_SKIP_OPTIMIZATION,0,&Shader,&Error)))
{ {
std::string fel = (char*)Error->GetBufferPointer();
Error->Release();
return false; return false;
} }
GSMap[name] = GS.size(); if(FAILED(Core::device->CreateGeometryShader(Shader->GetBufferPointer(),Shader->GetBufferSize(),NULL,&geometry)))
GS.push_back(geometry);
break;
case Core::ShaderManager::ShaderType::Pixel:
if(PSMap.count(name))
return false;
if(FAILED(Core::Device->CreatePixelShader(sd.data, sd.size, 0, &pixel)))
{ {
Shader->Release();
return false; return false;
} }
PSMap[name] = PS.size(); Shader->Release();
PS.push_back(pixel); if(!GSMap.count(name))
{
GSMap[name] = GS.size();
GS.push_back(geometry);
}
else
{
GS[GSMap[name]] = geometry;
}
break; break;
case Core::ShaderManager::ShaderType::Compute: case Core::ShaderManager::ShaderType::Vertex:
if(CSMap.count(name)) ID3D11VertexShader* vertex;
return false;
if(FAILED(Core::Device->CreateComputeShader(sd.data, sd.size, 0, &compute))) if(FAILED(D3DCompileFromFile(filename.c_str(),NULL,NULL,ShaderFunction,"vs_5_0",D3DCOMPILE_DEBUG | D3DCOMPILE_SKIP_OPTIMIZATION,0,&Shader,&Error)))
{ {
std::string fel = (char*)Error->GetBufferPointer();
Error->Release();
return false; return false;
} }
CSMap[name] = CS.size(); if(FAILED(Core::device->CreateVertexShader(Shader->GetBufferPointer(),Shader->GetBufferSize(),NULL,&vertex)))
CS.push_back(compute); {
Shader->Release();
return false;
}
if(!VSMap.count(name))
{
VSMap[name] = VS.size();
VS.push_back(vertex);
ShaderData sd;
sd.size = Shader->GetBufferSize();
sd.data = new char[sd.size];
memcpy(sd.data,Shader->GetBufferPointer(),sd.size);
VData.push_back(sd);
}
else
{
VS[VSMap[name]] = vertex;
delete[] VData[VSMap[name]].data;
VData[VSMap[name]].size = Shader->GetBufferSize();
VData[VSMap[name]].data = new char[VData[VSMap[name]].size];
memcpy(VData[VSMap[name]].data,Shader->GetBufferPointer(),VData[VSMap[name]].size);
}
Shader->Release();
break; break;
} }
return true;
} }
else #pragma endregion
void Core::ShaderManager::CreateInputLayout(const D3D11_INPUT_ELEMENT_DESC *desc, int ElementCount,int VertexIndex,ID3D11InputLayout *&Layout)
{ {
return false; if(VertexIndex==-1)
{
Layout=0;
return;
}
Core::device->CreateInputLayout(desc,ElementCount,VData[VertexIndex].data,VData[VertexIndex].size,&Layout);
} }
return true;
}
bool LoadCompile(std::wstring filename, Core::ShaderManager::ShaderType type, std::wstring name) #pragma region Get
{ int Core::ShaderManager::Get::Pixel(std::wstring Name)
/// \todo error reporting
ID3D10Blob *Shader,*Error;
switch(type)
{ {
case Core::ShaderManager::ShaderType::Pixel: if(PSMap.count(Name))
return PSMap[Name];
ID3D11PixelShader* pixel; return -1;
if(FAILED(D3DCompileFromFile(filename.c_str(),NULL,NULL,ShaderFunction,"ps_5_0",0,0,&Shader,&Error)))
{
std::string fel = (char*)Error->GetBufferPointer();
Error->Release();
return false;
}
if(FAILED(Oyster::Core::Device->CreatePixelShader(Shader->GetBufferPointer(),Shader->GetBufferSize(),NULL,&pixel)))
{
Error->Release();
Shader->Release();
return false;
}
Shader->Release();
if(!PSMap.count(name))
{
PSMap[name] = PS.size();
PS.push_back(pixel);
}
else
{
PS[PSMap[name]] = pixel;
}
break;
case Core::ShaderManager::ShaderType::Geometry:
ID3D11GeometryShader* geometry;
if(FAILED(D3DCompileFromFile(filename.c_str(),NULL,NULL,ShaderFunction,"gs_5_0",0,0,&Shader,&Error)))
{
std::string fel = (char*)Error->GetBufferPointer();
Error->Release();
return false;
}
if(FAILED(Oyster::Core::Device->CreateGeometryShader(Shader->GetBufferPointer(),Shader->GetBufferSize(),NULL,&geometry)))
{
Error->Release();
Shader->Release();
return false;
}
Shader->Release();
if(!GSMap.count(name))
{
GSMap[name] = GS.size();
GS.push_back(geometry);
}
else
{
GS[GSMap[name]] = geometry;
}
break;
case Core::ShaderManager::ShaderType::Vertex:
ID3D11VertexShader* vertex;
if(FAILED(D3DCompileFromFile(filename.c_str(),NULL,NULL,ShaderFunction,"vs_5_0",0,0,&Shader,&Error)))
{
std::string fel = (char*)Error->GetBufferPointer();
Error->Release();
return false;
}
if(FAILED(Oyster::Core::Device->CreateVertexShader(Shader->GetBufferPointer(),Shader->GetBufferSize(),NULL,&vertex)))
{
Error->Release();
Shader->Release();
return false;
}
if(!VSMap.count(name))
{
VSMap[name] = VS.size();
VS.push_back(vertex);
ShaderData sd;
sd.size = Shader->GetBufferSize();
sd.data = new char[sd.size];
memcpy(sd.data,Shader->GetBufferPointer(),sd.size);
VData.push_back(sd);
}
else
{
VS[VSMap[name]] = vertex;
delete[] VData[VSMap[name]].data;
VData[VSMap[name]].size = Shader->GetBufferSize();
VData[VSMap[name]].data = new char[VData[VSMap[name]].size];
memcpy(VData[VSMap[name]].data,Shader->GetBufferPointer(),VData[VSMap[name]].size);
}
Shader->Release();
break;
} }
return true;
}
#pragma endregion
void Core::ShaderManager::CreateInputLayout(const D3D11_INPUT_ELEMENT_DESC *desc, int ElementCount,int VertexIndex,ID3D11InputLayout *&Layout) int Core::ShaderManager::Get::Vertex(std::wstring Name)
{ {
if(VertexIndex==-1) if(VSMap.count(Name))
return VSMap[Name];
return -1;
}
int Core::ShaderManager::Get::Geometry(std::wstring Name)
{
if(GSMap.count(Name))
return GSMap[Name];
return -1;
}
int Core::ShaderManager::Get::Compute(std::wstring Name)
{
if(CSMap.count(Name))
return CSMap[Name];
return -1;
}
int Core::ShaderManager::Get::Hull(std::wstring Name)
{
return -1;
}
int Core::ShaderManager::Get::Domain(std::wstring Name)
{
return -1;
}
#pragma endregion
#pragma region Set
/// \todo smart set
void Core::ShaderManager::Set::Pixel(int Index)
{
if(Index==-1)
Core::deviceContext->PSSetShader( NULL,NULL,0);
else
Core::deviceContext->PSSetShader( PS[Index],NULL,0);
}
void Core::ShaderManager::Set::Vertex(int Index)
{
if(Index==-1)
Core::deviceContext->VSSetShader( NULL,NULL,0);
else
Core::deviceContext->VSSetShader( VS[Index],NULL,0);
}
void Core::ShaderManager::Set::Geometry(int Index)
{
if(Index==-1)
Core::deviceContext->GSSetShader( NULL,NULL,0);
else
Core::deviceContext->GSSetShader( GS[Index],NULL,0);
}
void Core::ShaderManager::Set::Compute(int Index)
{
if(Index==-1)
Core::deviceContext->CSSetShader( NULL,NULL,0);
else
Core::deviceContext->CSSetShader( CS[Index],NULL,0);
}
/// \todo set Hull
void Core::ShaderManager::Set::Hull(int Index)
{ {
Layout=0;
return; return;
} }
Device->CreateInputLayout(desc,ElementCount,VData[VertexIndex].data,VData[VertexIndex].size,&Layout); /// \todo set Domain
} void Core::ShaderManager::Set::Domain(int Index)
{
return;
}
#pragma endregion
#pragma region Get /// \todo smart Set ie. not resetting the shader
int Core::ShaderManager::Get::Pixel(std::wstring Name) /// \todo research states
{ /// \todo smart buffer set
if(PSMap.count(Name)) void Core::ShaderManager::SetShaderEffect(ShaderEffect se)
return PSMap[Name]; {
return -1; Set::Pixel(se.Shaders.Pixel);
Set::Vertex(se.Shaders.Vertex);
Set::Geometry(se.Shaders.Geometry);
Set::Compute(se.Shaders.Compute);
Core::deviceContext->IASetInputLayout(se.IAStage.Layout);
Core::deviceContext->IASetPrimitiveTopology(se.IAStage.Topology);
for(unsigned int i=0;i<se.CBuffers.Vertex.size();++i)
se.CBuffers.Vertex[i]->Apply(i);
for(unsigned int i=0;i<se.CBuffers.Geometry.size();++i)
se.CBuffers.Geometry[i]->Apply(i);
for(unsigned int i=0;i<se.CBuffers.Pixel.size();++i)
se.CBuffers.Pixel[i]->Apply(i);
Core::deviceContext->RSSetState(se.RenderStates.Rasterizer);
Core::deviceContext->PSSetSamplers(0,se.RenderStates.SampleCount,se.RenderStates.SampleState);
float test[4] = {0};
Core::deviceContext->OMSetBlendState(se.RenderStates.BlendState,test,-1);
}
} }
int Core::ShaderManager::Get::Vertex(std::wstring Name)
{
if(VSMap.count(Name))
return VSMap[Name];
return -1;
}
int Core::ShaderManager::Get::Geometry(std::wstring Name)
{
if(GSMap.count(Name))
return GSMap[Name];
return -1;
}
int Core::ShaderManager::Get::Compute(std::wstring Name)
{
if(CSMap.count(Name))
return CSMap[Name];
return -1;
}
int Core::ShaderManager::Get::Hull(std::wstring Name)
{
return -1;
}
int Core::ShaderManager::Get::Domain(std::wstring Name)
{
return -1;
}
#pragma endregion
#pragma region Set
/// \todo smart set
void Core::ShaderManager::Set::Pixel(int Index)
{
if(Index==-1)
DeviceContext->PSSetShader( NULL,NULL,0);
else
DeviceContext->PSSetShader( PS[Index],NULL,0);
}
void Core::ShaderManager::Set::Vertex(int Index)
{
if(Index==-1)
DeviceContext->VSSetShader( NULL,NULL,0);
else
DeviceContext->VSSetShader( VS[Index],NULL,0);
}
void Core::ShaderManager::Set::Geometry(int Index)
{
if(Index==-1)
DeviceContext->GSSetShader( NULL,NULL,0);
else
DeviceContext->GSSetShader( GS[Index],NULL,0);
}
void Core::ShaderManager::Set::Compute(int Index)
{
if(Index==-1)
DeviceContext->CSSetShader( NULL,NULL,0);
else
DeviceContext->CSSetShader( CS[Index],NULL,0);
}
/// \todo set Hull
void Core::ShaderManager::Set::Hull(int Index)
{
return;
}
/// \todo set Domain
void Core::ShaderManager::Set::Domain(int Index)
{
return;
}
#pragma endregion
/// \todo smart Set ie. not resetting the shader
/// \todo research states
/// \todo smart buffer set
void Core::ShaderManager::SetShaderEffect(ShaderEffect se)
{
Set::Pixel(se.Shaders.Pixel);
Set::Vertex(se.Shaders.Vertex);
Set::Geometry(se.Shaders.Geometry);
Set::Compute(se.Shaders.Compute);
Oyster::Core::DeviceContext->IASetInputLayout(se.IAStage.Layout);
Oyster::Core::DeviceContext->IASetPrimitiveTopology(se.IAStage.Topology);
for(unsigned int i=0;i<se.CBuffers.Vertex.size();++i)
se.CBuffers.Vertex[i]->Apply(i);
for(unsigned int i=0;i<se.CBuffers.Geometry.size();++i)
se.CBuffers.Geometry[i]->Apply(i);
for(unsigned int i=0;i<se.CBuffers.Pixel.size();++i)
se.CBuffers.Pixel[i]->Apply(i);
Oyster::Core::DeviceContext->RSSetState(se.RenderStates.Rasterizer);
Oyster::Core::DeviceContext->PSSetSamplers(0,se.RenderStates.SampleCount,se.RenderStates.SampleState);
float test[4] = {0};
Oyster::Core::DeviceContext->OMSetBlendState(se.RenderStates.BlendState,test,-1);
}
} }

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@ -0,0 +1,36 @@
#include "..\OysterGraphics\Core\Dx11Includes.h"
#include "OysterMath.h"
namespace Oyster
{
namespace Graphics
{
namespace Definitions
{
struct ObjVertex
{
Oyster::Math::Float3 pos;
Oyster::Math::Float2 uv;
Oyster::Math::Float3 normal;
};
struct VP
{
Oyster::Math::Matrix V;
Oyster::Math::Matrix P;
};
struct FinalVertex
{
Oyster::Math::Float3 pos;
Oyster::Math::Float2 uv;
Oyster::Math::Float3 normal;
Oyster::Math::Float3 tangent;
Oyster::Math::Float3 biTangent;
Oyster::Math::Float4 boneIndex;
Oyster::Math::Float4 boneWeights;
};
}
}
}

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@ -0,0 +1,66 @@
#include "GFXAPI.h"
#include "../Core/Core.h"
#include "../Render/Resources/Resources.h"
#include "../Render/Rendering/Render.h"
#include "../FileLoader/ObjReader.h"
namespace Oyster
{
namespace Graphics
{
API::State API::Init(HWND Window, bool MSAA_Quality, bool Fullscreen, Math::Float2 resulotion)
{
Core::resolution = resulotion;
if(Core::Init::FullInit(Window, MSAA_Quality, Fullscreen) == Core::Init::Fail)
{
return API::Fail;
}
if(Render::Resources::Init() == Core::Init::Fail)
{
return API::Fail;
}
Render::Preparations::Basic::SetViewPort();
return API::Sucsess;
}
void API::NewFrame(Oyster::Math::Float4x4 View, Oyster::Math::Float4x4 Projection)
{
Render::Rendering::Basic::NewFrame(View, Projection);
}
void API::RenderScene(Model::Model* models, int count)
{
Render::Rendering::Basic::RenderScene(models,count);
}
void API::EndFrame()
{
Render::Rendering::Basic::EndFrame();
}
API::State API::SetOptions(API::Option option)
{
return API::Sucsess;
}
Model::Model* API::CreateModel(std::wstring filename)
{
Model::Model* m = new Model::Model();
m->WorldMatrix = Oyster::Math::Float4x4::identity;
m->Visible = true;
OBJReader or;
or.readOBJFile(filename);
m->info = or.toModel();
return m;
}
void API::DeleteModel(Model::Model* model)
{
delete model;
}
}
}

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@ -0,0 +1,42 @@
#pragma once
#include <string>
#include "..\Model\Model.h"
#include "OysterMath.h"
#include <Windows.h>
#if defined GFX_DLL_EXPORT
#define GFX_DLL_USAGE __declspec(dllexport)
#else
#define GFX_DLL_USAGE __declspec(dllimport)
#endif
namespace Oyster
{
namespace Graphics
{
class GFX_DLL_USAGE API
{
public:
enum State
{
Sucsess,
Fail
};
struct Option
{
};
static State Init(HWND Window, bool MSAA_Quality, bool Fullscreen, Oyster::Math::Float2 StartResulotion);
//! @brief from Oyster::Math Float4x4, expects corect methods
static void NewFrame(Oyster::Math::Float4x4 View, Oyster::Math::Float4x4 Projection);
static void RenderScene(Oyster::Graphics::Model::Model* models, int count);
static void EndFrame();
static Oyster::Graphics::Model::Model* CreateModel(std::wstring filename);
static void DeleteModel(Oyster::Graphics::Model::Model* model);
static State SetOptions(Option);
};
}
}

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@ -9,157 +9,160 @@
namespace Oyster namespace Oyster
{ {
class Engine namespace Graphics
{ {
private: class Engine
Engine();
~Engine();
public:
class Init
{ {
public:
struct Setup
{
int NrOfBuffers;
bool MSAA_Quality;
bool Fullscreen;
bool SingleThreaded;
bool Reference;
bool ForceDX11;
bool GenerateDepthStencil;
bool BindDefault;
HWND window;
//all but Window params have Default Values
Setup()
{
NrOfBuffers=1;
MSAA_Quality = false;
Fullscreen = true;
SingleThreaded = true;
Reference = false;
ForceDX11 = false;
GenerateDepthStencil = true;
BindDefault = true;
}
};
static bool IsInstanced();
//Creates Device and DeviceContext, if not Initialized
static bool Instance(bool SingleThreaded=true,bool Reference=false,bool ForceDX11=false);
static bool HasSwapChain();
//Creates Swapchain, if not Aready Created
static bool CreateSwapChain(HWND Window, int NrofBuffers=1,bool MSAA_Quality=false,bool Fullscreen=true);
//CreateWindow, if Not Already Created
static bool InitializeWindow(const LPCSTR appName, const LPCSTR className,const HINSTANCE &hInstance, const int &nCmdShow, WNDPROC wProc, bool HandleLoop = false );
//Performs a full initialization of a rendering pipeline, including a Window
static bool FullInit(const Setup& setup);
struct Buffers
{
static Buffer* CreateBuffer(const Buffer::BUFFER_INIT_DESC BufferDesc);
};
private: private:
Init(); Engine();
~Init(); ~Engine();
};
class States
{
public: public:
//SSAO Quality /*class Init
static void SetNrOfSSAOSamples(int);
static int GetNrOfSSAOSamples();
//SSAO Frequency
static void SetSSAOSampleSpread(int);
static int GetSSAOSampleSpread();
//PointLights
static void SetMaxPointlights(int);
static int GetMaxPointlights();
private:
States();
~States();
};
class Render
{
public:
/// Render a number of models, setting the Per model data to the included cBuffer
/// specify NULL if no such data exists
static void Geometry(const Oyster::Render::Model* models,int count,Oyster::Buffer* cBufferEveryObject, int slot);
static void Text(std::string text, Oyster::Math::Float2 size, Oyster::Math::Float3 Pos);
//static void TextBox(const Oyster::Render::
//ensure that a compatible 2D shadereffect is applied
static void ScreenQuad(ID3D11ShaderResourceView* srv, float ZPos=1);
//ensure that a compatible 2D shadereffect is applied and that pos.z is between 0 and 1
static void Sprite(ID3D11ShaderResourceView* srv, Oyster::Math::Float2 size, Oyster::Math::Float3 Pos);
static void PresentScene();
private:
Render();
~Render();
};
class PrepareForRendering
{
public:
//Binds several rendertargets and a depthstencil
static void BindRenderTargets(ID3D11RenderTargetView** RenderTargets,int NrOfTargets,ID3D11DepthStencilView* depth);
//Binds several Rendertargest and a default depthstencil
static void BindRenderTargets(ID3D11RenderTargetView** RenderTargets,int NrOfTargets);
//Binds the backbuffer and a depthstencil
static void BindBackBuffer(ID3D11DepthStencilView* depth);
//Binds the backbuffer and a default depthstencil
static void BindBackBuffer();
//Binds the backbuffer to the compute shader
static void BindBackBufferAsUAV();
//binds several UAV to the computeshader
static void BindUAV(ID3D11UnorderedAccessView** uav, int NrOfUavs);
//Clears the backbuffer and default depthstencil
static void ClearBackBuffer(Math::Float4 color);
static void Begin2DRender();
static void Begin2DTextRender();
};
class Pipeline
{
public:
class Deffered_Lightning
{ {
public: public:
//Basic Setup struct Setup
static void NewFrame(const Float4& Color, const Matrix& View, const Matrix& Projection); {
int NrOfBuffers;
bool MSAA_Quality;
bool Fullscreen;
bool SingleThreaded;
bool Reference;
bool ForceDX11;
bool GenerateDepthStencil;
bool BindDefault;
HWND window;
//all but Window params have Default Values
Setup()
{
NrOfBuffers=1;
MSAA_Quality = false;
Fullscreen = true;
SingleThreaded = true;
Reference = false;
ForceDX11 = false;
GenerateDepthStencil = true;
BindDefault = true;
}
//Geometry Pass };
static void BeginRenderGeometry();
static void RenderGeometry(const Oyster::Render::Model* models,int count);
static void EndRenderGeometry();
//Lightning Pass static bool IsInstanced();
static void InputPointLights(Oyster::Resources::BufferDefinitions::PointLightDescription *p, int NrOfPointlights );
static void RenderLightning(); //Creates Device and DeviceContext, if not Initialized
static bool Instance(bool SingleThreaded=true,bool Reference=false,bool ForceDX11=false);
static bool HasSwapChain();
//Creates Swapchain, if not Aready Created
static bool CreateSwapChain(HWND Window, int NrofBuffers=1,bool MSAA_Quality=false,bool Fullscreen=true);
//CreateWindow, if Not Already Created
static bool InitializeWindow(const LPCSTR appName, const LPCSTR className,const HINSTANCE &hInstance, const int &nCmdShow, WNDPROC wProc, bool HandleLoop = false );
//Performs a full initialization of a rendering pipeline, including a Window
static bool FullInit(const Setup& setup);
struct Buffers
{
static Buffer* CreateBuffer(const Buffer::BUFFER_INIT_DESC BufferDesc);
};
private:
Init();
~Init();
};*/
class States
{
public:
//SSAO Quality
static void SetNrOfSSAOSamples(int);
static int GetNrOfSSAOSamples();
//SSAO Frequency
static void SetSSAOSampleSpread(int);
static int GetSSAOSampleSpread();
//PointLights
static void SetMaxPointlights(int);
static int GetMaxPointlights();
private:
States();
~States();
};
class Render
{
public:
/// Render a number of models, setting the Per model data to the included cBuffer
/// specify NULL if no such data exists
//static void Geometry(const Oyster::Graphics::Render::Model* models,int count,Buffer* cBufferEveryObject, int slot);
static void Text(std::string text, Oyster::Math::Float2 size, Oyster::Math::Float3 Pos);
//static void TextBox(const Oyster::Render::
//ensure that a compatible 2D shadereffect is applied
static void ScreenQuad(ID3D11ShaderResourceView* srv, float ZPos=1);
//ensure that a compatible 2D shadereffect is applied and that pos.z is between 0 and 1
static void Sprite(ID3D11ShaderResourceView* srv, Oyster::Math::Float2 size, Oyster::Math::Float3 Pos);
static void PresentScene();
private:
Render();
~Render();
};
class PrepareForRendering
{
public:
//Binds several rendertargets and a depthstencil
static void BindRenderTargets(ID3D11RenderTargetView** RenderTargets,int NrOfTargets,ID3D11DepthStencilView* depth);
//Binds several Rendertargest and a default depthstencil
static void BindRenderTargets(ID3D11RenderTargetView** RenderTargets,int NrOfTargets);
//Binds the backbuffer and a depthstencil
static void BindBackBuffer(ID3D11DepthStencilView* depth);
//Binds the backbuffer and a default depthstencil
static void BindBackBuffer();
//Binds the backbuffer to the compute shader
static void BindBackBufferAsUAV();
//binds several UAV to the computeshader
static void BindUAV(ID3D11UnorderedAccessView** uav, int NrOfUavs);
//Clears the backbuffer and default depthstencil
static void ClearBackBuffer(Math::Float4 color);
static void Begin2DRender();
static void Begin2DTextRender();
};
class Pipeline
{
public:
class Deffered_Lightning
{
public:
//Basic Setup
//static void NewFrame(const Float4& Color, const Matrix& View, const Matrix& Projection);
//Geometry Pass
static void BeginRenderGeometry();
//static void RenderGeometry(const Oyster::Graphics::Render::Model* models,int count);
static void EndRenderGeometry();
//Lightning Pass
//static void InputPointLights(Oyster::Resources::BufferDefinitions::PointLightDescription *p, int NrOfPointlights );
static void RenderLightning();
};
}; };
}; };
}; }
}; };
#endif #endif

View File

@ -1,9 +1,9 @@
//Oyster //Oyster
// Render // Render
#include "Render\Model.h" //#include "Render\Model.h"
#include "Render\Camera.h" //#include "Render\Camera.h"
#include "Render\TextBox.h" //#include "Render\TextBox.h"
// Core // Core
#include "Core\Core.h" #include "Core\Core.h"
@ -16,8 +16,8 @@
#include "OysterMath.h" #include "OysterMath.h"
// Resources // Resources
#include "Resourses\ShaderEffects.h" //#include "Resourses\ShaderEffects.h"
#include "Resourses\Buffers.h" //#include "Resourses\Buffers.h"
#include "Resourses\PipelineResources.h" //#include "Resourses\PipelineResources.h"
#include "Resourses\GraphicsDefinitions.h" //#include "Resourses\GraphicsDefinitions.h"
#include "Resourses\Manager.h" //#include "Resourses\Manager.h"

View File

@ -1,268 +1,152 @@
#include "ObjReader.h" #include "OBJReader.h"
#include "Utilities.h" #include "..\Definitions\GraphicalDefinition.h"
#include "..\Core\Core.h" #include <sstream>
#include <fstream> #include <fstream>
#include <map> #include "TextureLoader.h"
using namespace std; using namespace std;
using namespace Oyster::FileLoaders; OBJReader::OBJReader()
using namespace Oyster;
using namespace Oyster::Math;
ObjReader *ObjReader::LoadFile(std::string fileName, Oyster::Math::Float4x4 transform)
{ {
static std::map<std::string, ObjReader *> cache; _mPos = 0;
_mNormal = 0;
ObjReader *reader = NULL; _mTexel = 0;
if (cache.count(fileName))
{
reader = cache[fileName];
}
else
{
reader = new ObjReader();
reader->ParseFile(fileName, transform);
cache[fileName] = reader;
}
return reader;
} }
ObjReader::ObjReader(void) OBJReader::~OBJReader()
{ {
} }
void OBJReader::readOBJFile( std::wstring fileName )
ObjReader::~ObjReader(void)
{ {
} std::fstream inStream;
std::string typeOfData = " ";
float vertexData;
std::string face1, face2, face3;
void ObjReader::ParseFile(std::string fileName, Float4x4 transform) inStream.open( fileName, std::fstream::in );
{
ifstream input;
input.open(fileName.c_str());
if(!input.is_open()) if( inStream.is_open() )
{ {
return; while( !inStream.eof() )
}
string 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;
string s;
while(!input.eof())
{
getline(input,s);
int offset = (int)s.find(' ');
if(offset!=-1)
{ {
string c = s.substr(0,offset); inStream >> typeOfData;
if(c=="v") if( typeOfData == "v" )
{ {
position = readVertex(offset,s); Oyster::Math::Float3 position;
vList.push_back(position);
inStream >> vertexData;
position.x = vertexData;
inStream >> vertexData;
position.y = vertexData;
inStream >> vertexData;
position.z = vertexData;
_mVertexCoord.push_back( position );
} }
else if(c=="vt") else if( typeOfData == "vt" )
{ {
uv = readUV(offset,s); Oyster::Math::Float2 texel;
uvList.push_back(uv); inStream >> vertexData;
texel.x = vertexData;
inStream >> vertexData;
texel.y = 1 - vertexData;
_mVertexTexture.push_back( texel );
} }
else if(c=="vn") else if( typeOfData == "vn" )
{ {
normal = readNormal(offset,s); Oyster::Math::Float3 normal;
nList.push_back(normal); inStream >> vertexData;
normal.x = vertexData;
inStream >> vertexData;
normal.y = vertexData;
inStream >> vertexData;
normal.z = vertexData;
_mVertexNormal.push_back( normal );
} }
else if(c=="f") else if( typeOfData == "f" )
{ {
readFace(offset, s, face); inStream >> face1;
stringSplit( face1 );
vertex1.Position = vList[(int)face[0].x]; addToOBJarray();
vertex1.UV = uvList[(int)face[0].y];
vertex1.Normal = nList[(int)face[0].z];
vertex2.Position = vList[(int)face[1].x]; inStream >> face2;
vertex2.UV = uvList[(int)face[1].y]; stringSplit( face2 );
vertex2.Normal = nList[(int)face[1].z];
vertex3.Position = vList[(int)face[2].x]; addToOBJarray();
vertex3.UV = uvList[(int)face[2].y];
vertex3.Normal = nList[(int)face[2].z];
VertexList.push_back(vertex1); inStream >> face3;
VertexList.push_back(vertex3); stringSplit( face3 );
VertexList.push_back(vertex2);
} addToOBJarray();
else if(c=="mtllib")
{
this->materials = GetMaterials(path+s.substr(offset+1));
} }
} }
} }
input.close(); inStream.close();
}
this->numVertices = VertexList.size(); Oyster::Graphics::Model::ModelInfo* OBJReader::toModel()
this->vertices = new Vertex[this->numVertices]; {
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();
for(size_t i=0;i<this->numVertices;++i) 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))
{ {
vertices[i].Position=Math::transformVector(Math::Float4(VertexList[i].Position,1),transform); //Something isn't okay here
vertices[i].Normal=Math::transformVector(Math::Float4(VertexList[i].Normal,0),transform);
vertices[i].UV = VertexList[i].UV;
} }
modelInfo->Indexed = false;
modelInfo->VertexCount = (int)desc.NumElements;
modelInfo->Vertices = b;
//Oyster::Resource::OysterResource::LoadResource(L"Normal.png",(Oyster::Resource::CustomLoadFunction)Oyster::Graphics::Loading::LoadTexture);
return modelInfo;
} }
void ObjReader::GetVertexData(Vertex **vertex,int &numVertex, std::map<std::string, ID3D11ShaderResourceView *> &Textures) //Private functions
void OBJReader::stringSplit( std::string strToSplit )
{ {
numVertex=(int)this->numVertices; char delim = '/';
(*vertex)=this->vertices; std::string vPos, vNormal, vTexel;
Textures = this->materials; 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() );
} }
Float3 ObjReader::extract(std::string d) void OBJReader::addToOBJarray()
{ {
Float3 data; OBJFormat temp;
int offset=(int)d.find('/');
data.x=(float)atoi(d.substr(1,offset).c_str())-1;
int newOffset = (int)d.find('/',offset+1); temp._d3VertexCoord = _mVertexCoord.at( _mPos - 1 );
string d2=d.substr(offset+1,newOffset-offset-1); temp._d3VertexNormal = _mVertexNormal.at( _mNormal - 1 );
data.y=(float)atoi(d2.c_str())-1; temp._d3VertexTexture = _mVertexTexture.at( _mTexel - 1 );
offset=newOffset;
newOffset = (int)d.find('/',offset+1); _myOBJ.push_back( temp );
string d3=d.substr(offset+1,newOffset-offset-1);
data.z=(float)atoi(d3.c_str())-1;
return data;
}
Float3 ObjReader::readVertex(int offset,string s)
{
int newOffset = (int)s.find(' ',offset+1);
Float3 vertex;
string d = s.substr(offset,newOffset-offset);
vertex.x = (float)atof(d.c_str());
offset=newOffset;
newOffset = (int)s.find(' ',offset+1);
vertex.y = (float)atof(s.substr(offset,newOffset-offset).c_str());
offset=newOffset;
newOffset = (int)s.find(' ',offset+1);
vertex.z = (float)-atof(s.substr(offset,newOffset-offset).c_str());
return vertex;
}
Float2 ObjReader::readUV(int offset,string s)
{
int newOffset = (int)s.find(' ',offset+1);
Float2 uv;
string d = s.substr(offset,newOffset-offset);
uv.x =(float)atof(d.c_str());
offset=newOffset;
newOffset = (int)s.find(' ',offset+1);
d = s.substr(offset,newOffset-offset);
uv.y =1- (float)atof(d.c_str());
offset=newOffset;
return uv;
}
Float3 ObjReader::readNormal(int offset,string s)
{
int newOffset = (int)s.find(' ',offset+1);
Float3 vertex;
string d = s.substr(offset,newOffset-offset);
vertex.x = (float)atof(d.c_str());
offset=newOffset;
newOffset = (int)s.find(' ',offset+1);
vertex.y = (float)atof(s.substr(offset,newOffset-offset).c_str());
offset=newOffset;
newOffset = (int)s.find(' ',offset+1);
vertex.z = (float)-atof(s.substr(offset,newOffset-offset).c_str());
return vertex;
}
void ObjReader::readFace(int offset,string s, Oyster::Math::Float3 face[3])
{
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::string 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;
} }

View File

@ -1,42 +1,55 @@
#pragma once #ifndef OBJREADER_H
#include "..\Core\CoreIncludes.h" #define OBJREADER_H
#include "..\Math\OysterMath.h" #include "..\..\Misc\Utilities.h"
#include "..\..\OysterMath\OysterMath.h"
#include "..\Model\ModelInfo.h"
namespace Oyster //#include <fstream>
class OBJReader
{ {
namespace FileLoaders public:
{ struct OBJFormat
class ObjReader
{ {
public: Oyster::Math::Float3 _d3VertexCoord;
struct Vertex Oyster::Math::Float2 _d3VertexTexture;
{ Oyster::Math::Float3 _d3VertexNormal;
Oyster::Math::Float3 Position;
Oyster::Math::Float3 Normal;
Oyster::Math::Float2 UV;
};
static ObjReader *LoadFile(std::string 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);
private:
Vertex *vertices;
size_t numVertices;
std::map<std::string, ID3D11ShaderResourceView *> materials;
void ParseFile(std::string fileName, Oyster::Math::Float4x4 transform = Oyster::Math::Float4x4::identity);
Oyster::Math::Float3 extract(std::string d);
Oyster::Math::Float3 readVertex(int offset,std::string s);
Oyster::Math::Float2 readUV(int offset,std::string s);
Oyster::Math::Float3 readNormal(int offset,std::string s);
void readFace(int offset,std::string s, Oyster::Math::Float3 face[3]);
std::map<std::string, ID3D11ShaderResourceView *> GetMaterials(std::string fileName);
}; };
}
} struct OBJMaterialData
{
std::string _name;
std::string _mapKd;
float _kd[3];
float _ka[3];
float _tf[3];
float _ni;
OBJMaterialData()
{
_name = " ";
_mapKd = " ";
}
};
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();
public:
OBJReader();
~OBJReader();
void readOBJFile( std::wstring fileName);
Oyster::Graphics::Model::ModelInfo* toModel();
};
#endif

View File

@ -0,0 +1,7 @@
#include "TextureLoader.h"
#include "..\Core\Dx11Includes.h"
Oyster::Resource::CustomData* Oyster::Graphics::Loading::LoadTexture()
{
return NULL;
}

View File

@ -0,0 +1,13 @@
#pragma once
#include "..\..\Misc\Resource\OysterResource.h"
namespace Oyster
{
namespace Graphics
{
namespace Loading
{
void UnloadTexture();
Oyster::Resource::CustomData* LoadTexture();
}
}
}

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@ -0,0 +1,24 @@
#pragma once
#ifndef Mesh_h
#define Mesh_h
#include "OysterMath.h"
namespace Oyster
{
namespace Graphics
{
namespace Model
{
struct Model
{
//! do not Edit, linked to render data
void* info;
Oyster::Math::Float4x4 WorldMatrix;
bool Visible;
};
}
};
};
#endif

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@ -0,0 +1,25 @@
#pragma once
#ifndef MODELINFO_h
#define MODELINFO_h
#include "..\Core\Core.h"
namespace Oyster
{
namespace Graphics
{
namespace Model
{
struct ModelInfo
{
std::vector<ID3D11ShaderResourceView*> Material;
Core::Buffer *Vertices,*Indecies;
bool Indexed;
int VertexCount;
};
}
}
};
#endif

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@ -0,0 +1,70 @@
#pragma once
#include "..\Engine.h"
const int MAX_LETTER_COUNT=60;
const int TEXT_NR_LETTERS=95;
const float TEXT_SIZE=2.5;
struct Text2D
{
Oyster::Math::Float Pos;
int offset;
float coff;
};
/*struct TextInstanceData
{
Oyster::Buffer InstanceBuffer;
bool Visible;
int NumLetters;
Oyster::Math::Float4x4 World;
};*/
/*struct TextData
{
Oyster::Math::Float3 pos;
Oyster::Math::Float2 uv;
};
struct PerCharData
{
float data;
Oyster::Math::Float3 charOffset;
};
struct TextInstanceData
{
Oyster::Buffer InstanceBuffer;
bool Visible;
int NumLetters;
Oyster::Math::Float4x4 World;
};*/
namespace Oyster
{
namespace Graphics
{
namespace Render
{
class Textbox
{
private:
static float getCharID(char _in);
static HRESULT CreateVertexBuffer();
static HRESULT CreateTextfield(int _id);
public:
//static Oyster::Buffer TextBuffer;
//static int NumVertices;
//static std::vector<TextInstanceData> TextInstances;
static Buffer TextBuffer;
static int NumLetters;
static ID3D11ShaderResourceView* Texture;
static bool Init();
static bool UpdateTextField(std::string _str);
static bool SetTexture(const char* _file);
//Updates a textbox with the certain id
static void Update(std::string _str, float _scale);
//Removes all old instances and recreates it with the input data
static HRESULT Reset(int _count, std::string* _str, Float3* _pos);
static void Apply(int _id);
};
}
}
}

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@ -24,7 +24,7 @@
</PropertyGroup> </PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" /> <Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration"> <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
<ConfigurationType>StaticLibrary</ConfigurationType> <ConfigurationType>DynamicLibrary</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries> <UseDebugLibraries>true</UseDebugLibraries>
<PlatformToolset>v110</PlatformToolset> <PlatformToolset>v110</PlatformToolset>
<CharacterSet>MultiByte</CharacterSet> <CharacterSet>MultiByte</CharacterSet>
@ -66,22 +66,22 @@
</ImportGroup> </ImportGroup>
<PropertyGroup Label="UserMacros" /> <PropertyGroup Label="UserMacros" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'"> <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<OutDir>$(SolutionDir)..\External\Lib\$(ProjectName)\</OutDir> <OutDir>$(SolutionDir)..\Bin\DLL\</OutDir>
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir> <IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
<TargetName>$(ProjectName)_$(PlatformShortName)D</TargetName> <TargetName>$(ProjectName)_$(PlatformShortName)D</TargetName>
</PropertyGroup> </PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'"> <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
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>>>>>>> f08e9491ed00b00aedba0eabf1caed33830fc0e2
</ItemGroup>
<ItemGroup>
<ClInclude Include="Core\Buffer.h" />
<ClInclude Include="Core\Core.h" />
<ClInclude Include="Core\CoreIncludes.h" />
<<<<<<< HEAD
=======
<ClInclude Include="EngineIncludes.h" />
<ClInclude Include="FileLoader\ObjReader.h" />
>>>>>>> f08e9491ed00b00aedba0eabf1caed33830fc0e2
<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\Resources.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\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>
</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>
</ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets">
</ImportGroup>
</Project>

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@ -1,32 +0,0 @@
#pragma once
#ifndef Mesh_h
#define Mesh_h
//#include "../Engine.h"
//#include "..\Core\CoreIncludes.h"
//#include "..\Core\Buffer.h"
#include "OysterMath.h"
//#include "ICollideable.h"
#include "ModelInfo.h"
using namespace Oyster::Math;
namespace Oyster
{
namespace Render
{
struct Model
{
ModelInfo* info;
Float4x4 *World;
bool Visible;
};
};
};
#endif

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@ -1,29 +0,0 @@
#pragma once
#ifndef MODELINFO_h
#define MODELINFO_h
//#include "../Engine.h"
#include "..\Core\CoreIncludes.h"
#include "..\Core\Buffer.h"
//#include "OysterMath.h"
//#include "ICollideable.h"
using namespace Oyster::Math;
namespace Oyster
{
namespace Render
{
struct ModelInfo
{
std::vector<ID3D11ShaderResourceView*> Material;
Oyster::Buffer Vertices,Indecies;
bool Indexed;
int VertexCount;
};
};
};
#endif

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@ -0,0 +1,74 @@
#include "Preparations.h"
namespace Oyster
{
namespace Graphics
{
namespace Render
{
namespace Preparations
{
void Basic::BindBackBufferRTV()
{
BindBackBufferRTV(Core::depthStencil);
}
void Basic::BindBackBufferRTV(ID3D11DepthStencilView* depthStencil)
{
Core::deviceContext->OMSetRenderTargets(1,&Core::backBufferRTV,depthStencil);
}
void Basic::BindBackBufferUAV()
{
Core::deviceContext->CSSetUnorderedAccessViews(0,1,&Core::backBufferUAV,0);
}
void Basic::BindRTV(ID3D11RenderTargetView* RTVs[], int size, bool UseDepthStencil)
{
if(UseDepthStencil)
{
BindRTV(RTVs, size, Core::depthStencil);
}
else
{
BindRTV(RTVs, size, nullptr);
}
}
void Basic::BindRTV(ID3D11RenderTargetView* RTVs[], int size,ID3D11DepthStencilView* depthStencil)
{
Core::deviceContext->OMSetRenderTargets(size,RTVs,depthStencil);
}
void Basic::BindUAV(ID3D11UnorderedAccessView* UAVs[], int size)
{
Core::deviceContext->CSSetUnorderedAccessViews(0,size,UAVs,0);
}
void Basic::ClearBackBuffer(Oyster::Math::Float4 Color)
{
ClearRTV(&Core::backBufferRTV, 1,Color);
ClearDepthStencil(Core::depthStencil);
}
void Basic::ClearRTV(ID3D11RenderTargetView* RTVs[], int size,Oyster::Math::Float4 Color)
{
for(int i = 0; i < size; ++i)
{
Core::deviceContext->ClearRenderTargetView(RTVs[i],Color);
}
}
void Basic::ClearDepthStencil(ID3D11DepthStencilView* depthStencil)
{
Core::deviceContext->ClearDepthStencilView(depthStencil,1,1,0);
}
void Basic::SetViewPort()
{
Core::deviceContext->RSSetViewports(1,Core::viewPort);
}
}
}
}
}

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@ -0,0 +1,55 @@
#pragma once
#ifndef Preparations_h
#define Preparations_h
#include "..\..\Core\Core.h"
namespace Oyster
{
namespace Graphics
{
namespace Render
{
namespace Preparations
{
class Basic
{
public:
/// @brief Binds the backbuffer as a RenderTargetView with the default DepthStencil
//! Binds the backbuffer as a RenderTargetView with the default DepthStencil
static void BindBackBufferRTV();
/** @brief Binds the backbuffer as a RenderTargetView with the specified DepthStencil*/
static void BindBackBufferRTV(ID3D11DepthStencilView* depthStencil);
/** @brief Binds the backbuffer as a UnorderedAccessView*/
static void BindBackBufferUAV();
/** @brief Binds the specified RenderTargetViews with the default DepthStencil*/
static void BindRTV(ID3D11RenderTargetView* RTVs[], int size, bool UseDepthStencil = true);
/** @brief Binds the specified RenderTargetViews with the specified DepthStencil*/
static void BindRTV(ID3D11RenderTargetView* RTVs[], int size,ID3D11DepthStencilView* depthStencil);
/** @brief Binds the specified UnorderedAccessViews*/
static void BindUAV(ID3D11UnorderedAccessView* UAVs[], int size);
/** @brief Clear the BackBuffer and the default DepthStencil*/
static void ClearBackBuffer(Oyster::Math::Float4 Color);
/** @brief Clear the specified RenderTargetViews*/
static void ClearRTV(ID3D11RenderTargetView* RTVs[], int size,Oyster::Math::Float4 Color);
/** @brief Clear the specified DepthStencil*/
static void ClearDepthStencil(ID3D11DepthStencilView* depthStencil);
/** @brief Binds the default ViewPort*/
static void SetViewPort();
};
}
}
}
}
#endif

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@ -0,0 +1,67 @@
#include "Render.h"
#include "../Resources/Resources.h"
#include "../../Definitions/GraphicalDefinition.h"
#include "../../Model/ModelInfo.h"
namespace Oyster
{
namespace Graphics
{
namespace Render
{
namespace Rendering
{
void Basic::NewFrame(Oyster::Math::Float4x4 View, Oyster::Math::Float4x4 Projection)
{
Preparations::Basic::ClearBackBuffer(Oyster::Math::Float4(0,0,0,1));
Core::ShaderManager::SetShaderEffect(Graphics::Render::Resources::obj);
Preparations::Basic::BindBackBufferRTV(nullptr);
Definitions::VP vp;
vp.V = View;
vp.P = Projection;
void* data = Resources::VPData.Map();
memcpy(data, &vp, sizeof(Definitions::VP));
Resources::VPData.Unmap();
Resources::VPData.Apply();
}
void Basic::RenderScene(Model::Model* models, int count)
{
for(int i = 0; i < count; ++i)
{
if(models[i].Visible)
{
void* data = Resources::ModelData.Map();
memcpy(data,&(models[i].WorldMatrix),sizeof(Math::Float4x4));
Resources::ModelData.Unmap();
//Set Materials :: NONE
Model
::ModelInfo* info = (Model::ModelInfo*)models[i].info;
info->Vertices->Apply();
if(info->Indexed)
{
info->Indecies->Apply();
Oyster::Graphics::Core::deviceContext->DrawIndexed(info->VertexCount,0,0);
}
else
{
Oyster::Graphics::Core::deviceContext->Draw(info->VertexCount,0);
}
}
}
}
void Basic::EndFrame()
{
Core::swapChain->Present(0,0);
}
}
}
}
}

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@ -0,0 +1,26 @@
#pragma once
#include "..\..\Core\Core.h"
#include "..\Preparations\Preparations.h"
#include "..\..\Model\Model.h"
namespace Oyster
{
namespace Graphics
{
namespace Render
{
namespace Rendering
{
class Basic
{
public:
static void NewFrame(Oyster::Math::Float4x4 View, Oyster::Math::Float4x4 Projection);
static void RenderScene(Model::Model* models, int count);
static void EndFrame();
};
}
}
}
}

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@ -0,0 +1,108 @@
#include "Resources.h"
#include "..\OysterGraphics\Definitions\GraphicalDefinition.h"
// /Bin/Executable/Tester ->
// /Code/OysterGraphics/Shader/HLSL
const std::wstring PathFromExeToHlsl = L"..\\..\\..\\Code\\OysterGraphics\\Shader\\HLSL\\";
const std::wstring VertexTransformDebug = L"TransformDebugVertex";
const std::wstring VertexDebug = L"DebugVertex";
const std::wstring PixelRed = L"DebugPixel";
typedef Oyster::Graphics::Core::ShaderManager::ShaderType ShaderType;
typedef Oyster::Graphics::Core::ShaderManager::Get GetShader;
typedef Oyster::Graphics::Core::ShaderManager Shader;
typedef Oyster::Graphics::Core::Buffer Buffer;
namespace Oyster
{
namespace Graphics
{
namespace Render
{
Shader::ShaderEffect Resources::obj;
Buffer Resources::ModelData = Buffer();
Buffer Resources::VPData = Buffer();
Core::Init::State Resources::Init()
{
#pragma region LoadShaders
#ifdef _DEBUG
/** Load Vertex Shader for d3dcompile*/
Core::ShaderManager::Init(PathFromExeToHlsl + L"SimpleDebug\\" +L"DebugCameraVertex.hlsl",ShaderType::Vertex, VertexTransformDebug, false);
Core::ShaderManager::Init(PathFromExeToHlsl + L"SimpleDebug\\" +L"DebugVertex.hlsl",ShaderType::Vertex, VertexDebug, false);
/** Load Pixel Shader for d3dcompile */
Core::ShaderManager::Init(PathFromExeToHlsl + L"SimpleDebug\\" + L"DebugPixel.hlsl", ShaderType::Pixel, PixelRed, false);
#else
/** Load Vertex Shader with Precompiled */
#endif
#pragma endregion
#pragma region CreateBuffers
Buffer::BUFFER_INIT_DESC desc;
desc.ElementSize = sizeof(Oyster::Math::Matrix);
desc.NumElements = 1;
desc.InitData = NULL;
desc.Type = Buffer::BUFFER_TYPE::CONSTANT_BUFFER_VS;
desc.Usage = Buffer::BUFFER_USAGE::BUFFER_CPU_WRITE_DISCARD;
ModelData.Init(desc);
desc.NumElements = 2;
VPData.Init(desc);
#pragma endregion
#pragma region Setup Render States
/** @todo Create DX States */
D3D11_RASTERIZER_DESC rdesc;
rdesc.CullMode = D3D11_CULL_NONE;
rdesc.FillMode = D3D11_FILL_SOLID;
rdesc.FrontCounterClockwise = false;
rdesc.DepthBias = 0;
rdesc.DepthBiasClamp = 0;
rdesc.DepthClipEnable = true;
rdesc.SlopeScaledDepthBias = 0;
rdesc.ScissorEnable = false;
rdesc.MultisampleEnable = false;
rdesc.AntialiasedLineEnable = false;
ID3D11RasterizerState* rs = NULL;
Oyster::Graphics::Core::device->CreateRasterizerState(&rdesc,&rs);
#pragma endregion
#pragma region Setup Views
/** @todo Create Views */
#pragma endregion
#pragma region Create Shader Effects
/** @todo Create ShaderEffects */
obj.Shaders.Pixel = GetShader::Pixel(PixelRed);
obj.Shaders.Vertex = GetShader::Vertex(VertexTransformDebug);
D3D11_INPUT_ELEMENT_DESC indesc[] =
{
{ "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 }
};
Shader::CreateInputLayout(indesc,3,GetShader::Vertex(VertexTransformDebug),obj.IAStage.Layout);
obj.IAStage.Topology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST;
obj.CBuffers.Vertex.push_back(&VPData);
obj.RenderStates.Rasterizer = rs;
ModelData.Apply(1);
#pragma endregion
return Core::Init::Sucsess;
}
}
}
}

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@ -0,0 +1,28 @@
#pragma once
#ifndef Reources_h
#define Reources_h
#include <map>
#include "../OysterGraphics/Core/Core.h"
namespace Oyster
{
namespace Graphics
{
namespace Render
{
class Resources
{
public:
static Core::ShaderManager::ShaderEffect obj;
static Core::Buffer ModelData;
static Core::Buffer VPData;
static Core::Init::State Init();
};
}
}
}
#endif

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@ -1,67 +0,0 @@
#pragma once
#include "..\Engine.h"
const int MAX_LETTER_COUNT=60;
const int TEXT_NR_LETTERS=95;
const float TEXT_SIZE=2.5;
struct Text2D
{
Oyster::Math::Float Pos;
int offset;
float coff;
};
/*struct TextInstanceData
{
Oyster::Buffer InstanceBuffer;
bool Visible;
int NumLetters;
Oyster::Math::Float4x4 World;
};*/
/*struct TextData
{
Oyster::Math::Float3 pos;
Oyster::Math::Float2 uv;
};
struct PerCharData
{
float data;
Oyster::Math::Float3 charOffset;
};
struct TextInstanceData
{
Oyster::Buffer InstanceBuffer;
bool Visible;
int NumLetters;
Oyster::Math::Float4x4 World;
};*/
namespace Oyster
{
namespace Render
{
class Textbox
{
private:
static float getCharID(char _in);
static HRESULT CreateVertexBuffer();
static HRESULT CreateTextfield(int _id);
public:
//static Oyster::Buffer TextBuffer;
//static int NumVertices;
//static std::vector<TextInstanceData> TextInstances;
static Oyster::Buffer TextBuffer;
static int NumLetters;
static ID3D11ShaderResourceView* Texture;
static bool Init();
static bool UpdateTextField(std::string _str);
static bool SetTexture(const char* _file);
//Updates a textbox with the certain id
static void Update(std::string _str, float _scale);
//Removes all old instances and recreates it with the input data
static HRESULT Reset(int _count, std::string* _str, Float3* _pos);
static void Apply(int _id);
};
}
}

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@ -0,0 +1,41 @@
struct VertexIn
{
float3 pos : POSITION;
float2 UV : TEXCOORD;
float3 normal : NORMAL;
float3 tangent : TANGENT;
float3 biTangent : BITANGENT;
float4 boneIndex : BONEINDEX;
float4 boneWeight : BONEWEIGHT;
};
struct VertexOut
{
float4 pos : SV_POSITION;
float4 ViewPos : POSITION;
float2 UV : TEXCOORD;
float3 normal : NORMAL;
float3 tangent : TANGENT;
float3 biTangent : BITANGENT;
};
struct PixelOut
{
float4 DiffuseGlow : SV_TARGET0;
float4 NormalSpec : SV_TARGET1;
};
Texture2D Diffuse : register(t0);
Texture2D Specular : register(t1);
cbuffer PerFrame : register(b0)
{
matrix View;
float4x4 Projection;
matrix VP;
}
cbuffer PerModel : register(b1)
{
matrix World;
}

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@ -0,0 +1,9 @@
#include "GBufferHeader.hlsli"
PixelOut main(VertexOut input)
{
PixelOut output;
output.DiffuseGlow = float4(1.0f, 0.0f, 0.0f, 1.0f);
output.NormalSpec = float4(input.normal, 1.0f);
return output;
}

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@ -0,0 +1,12 @@
#include "GBufferHeader.hlsli"
VertexOut main( VertexIn input )
{
VertexOut output;
matrix WV = mul(View, World);
output.ViewPos = mul(WV, float4(input.pos,1));
output.pos = mul(Projection, output.ViewPos);
output.UV = input.UV;
output.normal = float4(input.normal, 0);
return output;
}

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@ -0,0 +1,28 @@
cbuffer PerFrame : register(b0)
{
matrix View;
float4x4 Projection;
}
cbuffer PerModel : register(b1)
{
matrix World;
}
struct VertexIn
{
float3 pos : POSITION;
float2 UV : TEXCOORD;
float3 normal : NORMAL;
};
float4 main( VertexIn input ) : SV_POSITION
{
float4 postTransform = mul( World, float4(input.pos,1) );
//float4 postTransform = float4(input.pos,1);
//return postTransform;
//return mul(View, float4(input.pos,1));
matrix VP = mul(Projection, View);
//matrix WVP = mul(World, VP);
return mul(VP, postTransform );
}

View File

@ -1,4 +1,4 @@
float4 main() : SV_TARGET float4 main() : SV_TARGET0
{ {
return float4(1.0f, 0.0f, 0.0f, 1.0f); return float4(1.0f, 0.0f, 0.0f, 1.0f);
} }

View File

@ -4,75 +4,78 @@
namespace Oyster namespace Oyster
{ {
class Shader namespace Graphics
{ {
public: class Shader
struct ShaderEffect
{ {
struct public:
struct ShaderEffect
{ {
int Pixel,Vertex,Geometry,Compute,Hull,Domain; struct
}Shaders; {
struct IAStage_ int Pixel,Vertex,Geometry,Compute,Hull,Domain;
}Shaders;
struct IAStage_
{
ID3D11InputLayout* Layout;
D3D11_PRIMITIVE_TOPOLOGY Topology;
}IAStage;
struct RenderStates_
{
ID3D11DepthStencilState *DepthStencil;
ID3D11RasterizerState *Rasterizer;
ID3D11SamplerState **SampleState;
int SampleCount;
ID3D11BlendState *BlendState;
}RenderStates;
struct
{
std::vector<Buffer*> Vertex;
std::vector<Buffer*> Geometry;
std::vector<Buffer*> Pixel;
}CBuffers;
ShaderEffect()
{
RenderStates.BlendState=NULL;
RenderStates.DepthStencil=NULL;
RenderStates.Rasterizer=NULL;
RenderStates.SampleState=NULL;
RenderStates.SampleCount=0;
Shaders.Compute=-1;
Shaders.Domain=-1;
Shaders.Geometry=-1;
Shaders.Hull=-1;
Shaders.Pixel=-1;
Shaders.Vertex=-1;
}
};
static bool InitShaders(const std::string &name = "..\\Shaders\\ShaderConfig.txt");
static void SetShaderEffect(ShaderEffect);
static void CreateInputLayout(const D3D11_INPUT_ELEMENT_DESC *desc, int ElementCount,int VertexIndex,ID3D11InputLayout *&Layout);
struct Set
{ {
ID3D11InputLayout* Layout; static void SetPixel(int Index);
D3D11_PRIMITIVE_TOPOLOGY Topology; static void SetVertex(int Index);
}IAStage; static void SetGeometry(int Index);
struct RenderStates_ static void SetCompute(int Index);
static void SetHull(int Index);
static void SetDomain(int Index);
};
struct Get
{ {
ID3D11DepthStencilState *DepthStencil; static int GetPixel(std::string Name);
ID3D11RasterizerState *Rasterizer; static int GetVertex(std::string Name);
ID3D11SamplerState **SampleState; static int GetGeometry(std::string Name);
int SampleCount; static int GetCompute(std::string Name);
ID3D11BlendState *BlendState; static int GetHull(std::string Name);
}RenderStates; static int GetDomain(std::string Name);
struct };
{
std::vector<Buffer*> Vertex; static std::stringstream* AccesLog();
std::vector<Buffer*> Geometry;
std::vector<Buffer*> Pixel;
}CBuffers;
ShaderEffect()
{
RenderStates.BlendState=NULL;
RenderStates.DepthStencil=NULL;
RenderStates.Rasterizer=NULL;
RenderStates.SampleState=NULL;
RenderStates.SampleCount=0;
Shaders.Compute=-1;
Shaders.Domain=-1;
Shaders.Geometry=-1;
Shaders.Hull=-1;
Shaders.Pixel=-1;
Shaders.Vertex=-1;
}
}; };
static bool InitShaders(const std::string &name = "..\\Shaders\\ShaderConfig.txt"); }
static void SetShaderEffect(ShaderEffect);
static void CreateInputLayout(const D3D11_INPUT_ELEMENT_DESC *desc, int ElementCount,int VertexIndex,ID3D11InputLayout *&Layout);
struct Set
{
static void SetPixel(int Index);
static void SetVertex(int Index);
static void SetGeometry(int Index);
static void SetCompute(int Index);
static void SetHull(int Index);
static void SetDomain(int Index);
};
struct Get
{
static int GetPixel(std::string Name);
static int GetVertex(std::string Name);
static int GetGeometry(std::string Name);
static int GetCompute(std::string Name);
static int GetHull(std::string Name);
static int GetDomain(std::string Name);
};
static std::stringstream* AccesLog();
};
} }

Binary file not shown.

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@ -1,2 +0,0 @@
#v4.0:v110:false
Debug|Win32|C:\DanBias\Danbias\|

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@ -1,13 +0,0 @@
Build started 11/15/2013 11:04:26 AM.
1>Project "C:\DanBias\Danbias\Tester\Tester.vcxproj" on node 3 (Build target(s)).
1>Link:
C:\Program Files (x86)\Microsoft Visual Studio 11.0\VC\bin\link.exe /ERRORREPORT:PROMPT /OUT:"C:\DanBias\Danbias\Debug\Tester.exe" /INCREMENTAL /NOLOGO kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib /MANIFEST /MANIFESTUAC:"level='asInvoker' uiAccess='false'" /manifest:embed /DEBUG /PDB:"C:\DanBias\Danbias\Debug\Tester.pdb" /SUBSYSTEM:WINDOWS /TLBID:1 /DYNAMICBASE /NXCOMPAT /IMPLIB:"C:\DanBias\Danbias\Debug\Tester.lib" /MACHINE:X86 Debug\MainTest.obj
C:\DanBias\External\Lib\Misc\Misc_x86D.lib
C:\DanBias\External\Lib\OysterMath\OysterMath_x86D.lib
C:\DanBias\External\Lib\OysterGraphics\OysterGraphics_x86D.lib
Tester.vcxproj -> C:\DanBias\Danbias\Debug\Tester.exe
1>Done Building Project "C:\DanBias\Danbias\Tester\Tester.vcxproj" (Build target(s)).
Build succeeded.
Time Elapsed 00:00:00.98

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