Merge remote-tracking branch 'origin/GameLogicBranch' into Physics
This commit is contained in:
commit
64565b50de
|
@ -29,6 +29,8 @@ Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "GamePhysics", "GamePhysics\
|
|||
EndProject
|
||||
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "Tester", "Tester\Tester.vcxproj", "{1B3BEA4C-CF75-438A-9693-60FB8444BBF3}"
|
||||
EndProject
|
||||
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "DanBiasGame", "DanBiasGame\DanBiasGame.vcxproj", "{2A1BC987-AF42-4500-802D-89CD32FC1309}"
|
||||
EndProject
|
||||
Global
|
||||
GlobalSection(SolutionConfigurationPlatforms) = preSolution
|
||||
Debug|Mixed Platforms = Debug|Mixed Platforms
|
||||
|
@ -175,6 +177,7 @@ Global
|
|||
{104FA3E9-94D9-4E1D-A941-28A03BC8A095}.Debug|Win32.ActiveCfg = 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.Build.0 = Debug|x64
|
||||
{104FA3E9-94D9-4E1D-A941-28A03BC8A095}.Release|Mixed Platforms.ActiveCfg = Release|Win32
|
||||
{104FA3E9-94D9-4E1D-A941-28A03BC8A095}.Release|Mixed Platforms.Build.0 = Release|Win32
|
||||
{104FA3E9-94D9-4E1D-A941-28A03BC8A095}.Release|Win32.ActiveCfg = Release|Win32
|
||||
|
@ -190,6 +193,18 @@ Global
|
|||
{1B3BEA4C-CF75-438A-9693-60FB8444BBF3}.Release|Win32.ActiveCfg = Release|Win32
|
||||
{1B3BEA4C-CF75-438A-9693-60FB8444BBF3}.Release|Win32.Build.0 = 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
|
||||
{2A1BC987-AF42-4500-802D-89CD32FC1309}.Debug|x64.ActiveCfg = Debug|x64
|
||||
{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
|
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GlobalSection(SolutionProperties) = preSolution
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||||
HideSolutionNode = FALSE
|
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|
|
|
@ -0,0 +1,193 @@
|
|||
<?xml version="1.0" encoding="utf-8"?>
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<Project DefaultTargets="Build" ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
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<ItemGroup Label="ProjectConfigurations">
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||||
<ProjectConfiguration Include="Debug|Win32">
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||||
<Configuration>Debug</Configuration>
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||||
<Platform>Win32</Platform>
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||||
</ProjectConfiguration>
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||||
<ProjectConfiguration Include="Debug|x64">
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||||
<Configuration>Debug</Configuration>
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<Platform>x64</Platform>
|
||||
</ProjectConfiguration>
|
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<ProjectConfiguration Include="Release|Win32">
|
||||
<Configuration>Release</Configuration>
|
||||
<Platform>Win32</Platform>
|
||||
</ProjectConfiguration>
|
||||
<ProjectConfiguration Include="Release|x64">
|
||||
<Configuration>Release</Configuration>
|
||||
<Platform>x64</Platform>
|
||||
</ProjectConfiguration>
|
||||
</ItemGroup>
|
||||
<PropertyGroup Label="Globals">
|
||||
<ProjectGuid>{2A1BC987-AF42-4500-802D-89CD32FC1309}</ProjectGuid>
|
||||
<Keyword>Win32Proj</Keyword>
|
||||
<RootNamespace>DanBiasGame</RootNamespace>
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||||
</PropertyGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
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||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
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<ConfigurationType>Application</ConfigurationType>
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<UseDebugLibraries>true</UseDebugLibraries>
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<PlatformToolset>v110</PlatformToolset>
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<CharacterSet>Unicode</CharacterSet>
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</PropertyGroup>
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
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<ConfigurationType>Application</ConfigurationType>
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<UseDebugLibraries>true</UseDebugLibraries>
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<PlatformToolset>v110</PlatformToolset>
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<CharacterSet>Unicode</CharacterSet>
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</PropertyGroup>
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
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<ConfigurationType>Application</ConfigurationType>
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<UseDebugLibraries>false</UseDebugLibraries>
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<PlatformToolset>v110</PlatformToolset>
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<WholeProgramOptimization>true</WholeProgramOptimization>
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<CharacterSet>Unicode</CharacterSet>
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</PropertyGroup>
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
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<ConfigurationType>Application</ConfigurationType>
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<UseDebugLibraries>false</UseDebugLibraries>
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<PlatformToolset>v110</PlatformToolset>
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<WholeProgramOptimization>true</WholeProgramOptimization>
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</PropertyGroup>
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<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
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<ImportGroup Label="ExtensionSettings">
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<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
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<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="PropertySheets">
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<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
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<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
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<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
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<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="PropertySheets">
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
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<LinkIncremental>true</LinkIncremental>
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<TargetName>$(ProjectName)_$(PlatformShortName)D</TargetName>
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<LibraryPath>C:\Program Files %28x86%29\Visual Leak Detector\lib\Win32;$(LibraryPath)$(SolutionDir)..\External\Lib\Input;$(SolutionDir)..\Bin\DLL;</LibraryPath>
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
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<LinkIncremental>true</LinkIncremental>
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<OutDir>$(SolutionDir)..\Bin\Executable\</OutDir>
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<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
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<TargetName>$(ProjectName)_$(PlatformShortName)D</TargetName>
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<LibraryPath>C:\Program Files %28x86%29\Visual Leak Detector\lib\Win64;$(LibraryPath)$(SolutionDir)..\External\Lib\Input;$(SolutionDir)..\Bin\DLL;</LibraryPath>
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
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<OutDir>$(SolutionDir)..\Bin\Executable\</OutDir>
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<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
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<TargetName>$(ProjectName)_$(PlatformShortName)</TargetName>
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<LibraryPath>C:\Program Files %28x86%29\Visual Leak Detector\lib\Win32;$(LibraryPath)$(SolutionDir)..\External\Lib\Input;$(SolutionDir)..\Bin\DLL;</LibraryPath>
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</PropertyGroup>
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
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<LinkIncremental>false</LinkIncremental>
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<OutDir>$(SolutionDir)..\Bin\Executable\</OutDir>
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<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
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<TargetName>$(ProjectName)_$(PlatformShortName)</TargetName>
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<LibraryPath>C:\Program Files %28x86%29\Visual Leak Detector\lib\Win64;$(LibraryPath)$(SolutionDir)..\External\Lib\Input;$(SolutionDir)..\Bin\DLL;</LibraryPath>
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</PropertyGroup>
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<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
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<ClCompile>
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<PrecompiledHeader>
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</PrecompiledHeader>
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<WarningLevel>Level3</WarningLevel>
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<Optimization>Disabled</Optimization>
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||||
<PreprocessorDefinitions>WIN32;_DEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
<SDLCheck>true</SDLCheck>
|
||||
<AdditionalIncludeDirectories>$(SolutionDir)GameLogic;$(SolutionDir)Input;$(SolutionDir)OysterGraphics;$(SolutionDir)Misc;$(SolutionDir)OysterMath;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<SubSystem>Windows</SubSystem>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<AdditionalDependencies>OysterGraphics_$(PlatformShortName)D.lib;Input_$(PlatformShortName)D.lib;GameLogic_$(PlatformShortName)D.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<DelayLoadDLLs>OysterGraphics_$(PlatformShortName)D.dll;GameLogic_$(PlatformShortName)D.dll;%(DelayLoadDLLs)</DelayLoadDLLs>
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</Link>
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</ItemDefinitionGroup>
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<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
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<ClCompile>
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<PrecompiledHeader>
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</PrecompiledHeader>
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<WarningLevel>Level3</WarningLevel>
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<Optimization>Disabled</Optimization>
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||||
<PreprocessorDefinitions>WIN32;_DEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
<SDLCheck>true</SDLCheck>
|
||||
<AdditionalIncludeDirectories>$(SolutionDir)GameLogic;$(SolutionDir)Input;$(SolutionDir)OysterGraphics;$(SolutionDir)Misc;$(SolutionDir)OysterMath;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
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</ClCompile>
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<Link>
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<SubSystem>Windows</SubSystem>
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||||
<GenerateDebugInformation>true</GenerateDebugInformation>
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||||
<AdditionalDependencies>OysterGraphics_$(PlatformShortName)D.lib;Input_$(PlatformShortName)D.lib;GameLogic_$(PlatformShortName)D.lib;%(AdditionalDependencies)</AdditionalDependencies>
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<DelayLoadDLLs>OysterGraphics_$(PlatformShortName)D.dll;GameLogic_$(PlatformShortName)D.dll;%(DelayLoadDLLs)</DelayLoadDLLs>
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</Link>
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<ClCompile>
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<WarningLevel>Level3</WarningLevel>
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<PrecompiledHeader>
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</PrecompiledHeader>
|
||||
<Optimization>MaxSpeed</Optimization>
|
||||
<FunctionLevelLinking>true</FunctionLevelLinking>
|
||||
<IntrinsicFunctions>true</IntrinsicFunctions>
|
||||
<PreprocessorDefinitions>WIN32;NDEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
<SDLCheck>true</SDLCheck>
|
||||
<AdditionalIncludeDirectories>$(SolutionDir)GameLogic;$(SolutionDir)Input;$(SolutionDir)OysterGraphics;$(SolutionDir)Misc;$(SolutionDir)OysterMath;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
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||||
</ClCompile>
|
||||
<Link>
|
||||
<SubSystem>Windows</SubSystem>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<EnableCOMDATFolding>true</EnableCOMDATFolding>
|
||||
<OptimizeReferences>true</OptimizeReferences>
|
||||
<AdditionalDependencies>OysterGraphics_$(PlatformShortName).lib;Input_$(PlatformShortName).lib;GameLogic_$(PlatformShortName).lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<DelayLoadDLLs>OysterGraphics_$(PlatformShortName)D.dll;GameLogic_$(PlatformShortName)D.dll;%(DelayLoadDLLs)</DelayLoadDLLs>
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</Link>
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</ItemDefinitionGroup>
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<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
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<ClCompile>
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<WarningLevel>Level3</WarningLevel>
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||||
<PrecompiledHeader>
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||||
</PrecompiledHeader>
|
||||
<Optimization>MaxSpeed</Optimization>
|
||||
<FunctionLevelLinking>true</FunctionLevelLinking>
|
||||
<IntrinsicFunctions>true</IntrinsicFunctions>
|
||||
<PreprocessorDefinitions>WIN32;NDEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
<SDLCheck>true</SDLCheck>
|
||||
<AdditionalIncludeDirectories>$(SolutionDir)GameLogic;$(SolutionDir)Input;$(SolutionDir)OysterGraphics;$(SolutionDir)Misc;$(SolutionDir)OysterMath;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<SubSystem>Windows</SubSystem>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<EnableCOMDATFolding>true</EnableCOMDATFolding>
|
||||
<OptimizeReferences>true</OptimizeReferences>
|
||||
<AdditionalDependencies>OysterGraphics_$(PlatformShortName).lib;Input_$(PlatformShortName).lib;GameLogic_$(PlatformShortName).lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<DelayLoadDLLs>OysterGraphics_$(PlatformShortName)D.dll;GameLogic_$(PlatformShortName)D.dll;%(DelayLoadDLLs)</DelayLoadDLLs>
|
||||
</Link>
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||||
</ItemDefinitionGroup>
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||||
<ItemGroup>
|
||||
<ProjectReference Include="..\GameLogic\GameLogic.vcxproj">
|
||||
<Project>{b1195bb9-b3a5-47f0-906c-8dea384d1520}</Project>
|
||||
</ProjectReference>
|
||||
<ProjectReference Include="..\Input\Input.vcxproj">
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||||
<Project>{7e3990d2-3d94-465c-b58d-64a74b3ecf9b}</Project>
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||||
</ProjectReference>
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||||
<ProjectReference Include="..\OysterMath\OysterMath.vcxproj">
|
||||
<Project>{f10cbc03-9809-4cba-95d8-327c287b18ee}</Project>
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||||
</ProjectReference>
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||||
<ProjectReference Include="..\OysterPhysics3D\OysterPhysics3D.vcxproj">
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||||
<Project>{4285bd3f-3c6c-4670-b7af-a29afef5f6a8}</Project>
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||||
</ProjectReference>
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||||
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||||
<ItemGroup>
|
||||
<ClCompile Include="DanBiasMaincpp.cpp" />
|
||||
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|
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<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
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||||
<ImportGroup Label="ExtensionTargets">
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||||
</ImportGroup>
|
||||
</Project>
|
|
@ -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;
|
||||
}
|
||||
|
|
@ -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;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
|
@ -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
|
|
@ -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
|
||||
}
|
|
@ -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
|
|
@ -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();
|
||||
}
|
|
@ -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
|
|
@ -24,30 +24,30 @@
|
|||
</PropertyGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
|
||||
<ConfigurationType>StaticLibrary</ConfigurationType>
|
||||
<ConfigurationType>DynamicLibrary</ConfigurationType>
|
||||
<UseDebugLibraries>true</UseDebugLibraries>
|
||||
<PlatformToolset>v110</PlatformToolset>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
<CharacterSet>Unicode</CharacterSet>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
|
||||
<ConfigurationType>StaticLibrary</ConfigurationType>
|
||||
<ConfigurationType>DynamicLibrary</ConfigurationType>
|
||||
<UseDebugLibraries>true</UseDebugLibraries>
|
||||
<PlatformToolset>v110</PlatformToolset>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
<CharacterSet>Unicode</CharacterSet>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
|
||||
<ConfigurationType>StaticLibrary</ConfigurationType>
|
||||
<ConfigurationType>DynamicLibrary</ConfigurationType>
|
||||
<UseDebugLibraries>false</UseDebugLibraries>
|
||||
<PlatformToolset>v110</PlatformToolset>
|
||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
<CharacterSet>Unicode</CharacterSet>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
|
||||
<ConfigurationType>StaticLibrary</ConfigurationType>
|
||||
<ConfigurationType>DynamicLibrary</ConfigurationType>
|
||||
<UseDebugLibraries>false</UseDebugLibraries>
|
||||
<PlatformToolset>v110</PlatformToolset>
|
||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
<CharacterSet>Unicode</CharacterSet>
|
||||
</PropertyGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
|
||||
<ImportGroup Label="ExtensionSettings">
|
||||
|
@ -66,34 +66,41 @@
|
|||
</ImportGroup>
|
||||
<PropertyGroup Label="UserMacros" />
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
|
||||
<OutDir>$(SolutionDir)..\External\Lib\$(ProjectName)\</OutDir>
|
||||
<OutDir>$(SolutionDir)..\Bin\DLL\</OutDir>
|
||||
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
|
||||
<TargetName>$(ProjectName)_$(PlatformShortName)D</TargetName>
|
||||
<LibraryPath>$(SolutionDir)..\External\Lib\Input;$(SolutionDir)..\Bin\DLL;$(LibraryPath)</LibraryPath>
|
||||
<TargetExt>.dll</TargetExt>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
|
||||
<OutDir>$(SolutionDir)..\External\Lib\$(ProjectName)\</OutDir>
|
||||
<OutDir>$(SolutionDir)..\Bin\DLL\</OutDir>
|
||||
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
|
||||
<TargetName>$(ProjectName)_$(PlatformShortName)</TargetName>
|
||||
<LibraryPath>$(SolutionDir)..\External\Lib\Input;$(SolutionDir)..\Bin\DLL;$(LibraryPath)</LibraryPath>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
|
||||
<OutDir>$(SolutionDir)..\External\Lib\$(ProjectName)\</OutDir>
|
||||
<OutDir>$(SolutionDir)..\Bin\DLL\</OutDir>
|
||||
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
|
||||
<TargetName>$(ProjectName)_$(PlatformShortName)D</TargetName>
|
||||
<LibraryPath>$(SolutionDir)..\External\Lib\Input;$(SolutionDir)..\Bin\DLL;$(LibraryPath)</LibraryPath>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
|
||||
<OutDir>$(SolutionDir)..\External\Lib\$(ProjectName)\</OutDir>
|
||||
<OutDir>$(SolutionDir)..\Bin\DLL\</OutDir>
|
||||
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
|
||||
<TargetName>$(ProjectName)_$(PlatformShortName)</TargetName>
|
||||
<LibraryPath>$(SolutionDir)..\External\Lib\Input;$(SolutionDir)..\Bin\DLL;$(LibraryPath)</LibraryPath>
|
||||
</PropertyGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
|
||||
<ClCompile>
|
||||
<WarningLevel>Level3</WarningLevel>
|
||||
<Optimization>Disabled</Optimization>
|
||||
<SDLCheck>true</SDLCheck>
|
||||
<AdditionalIncludeDirectories>$(SolutionDir)Misc;$(SolutionDir)OysterMath;$(SolutionDir)OysterPhysics3D;$(SolutionDir)GamePhysics;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<AdditionalIncludeDirectories>$(SolutionDir)Input;$(SolutionDir)OysterGraphics;$(SolutionDir)Misc;$(SolutionDir)OysterMath;$(SolutionDir)OysterPhysics3D;$(SolutionDir)GamePhysics;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<PreprocessorDefinitions>GAME_DLL_EXPORT;_WINDLL;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<AdditionalDependencies>OysterGraphics_$(PlatformShortName)D.lib;Input_$(PlatformShortName)D.lib;GamePhysics_$(PlatformShortName)D.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
|
||||
|
@ -101,10 +108,12 @@
|
|||
<WarningLevel>Level3</WarningLevel>
|
||||
<Optimization>Disabled</Optimization>
|
||||
<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>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<AdditionalDependencies>OysterGraphics_$(PlatformShortName)D.lib;Input_$(PlatformShortName)D.lib;GamePhysics_$(PlatformShortName)D.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
|
||||
|
@ -114,12 +123,14 @@
|
|||
<FunctionLevelLinking>true</FunctionLevelLinking>
|
||||
<IntrinsicFunctions>true</IntrinsicFunctions>
|
||||
<SDLCheck>true</SDLCheck>
|
||||
<AdditionalIncludeDirectories>$(SolutionDir)Misc;$(SolutionDir)OysterMath;$(SolutionDir)OysterPhysics3D;$(SolutionDir)GamePhysics;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<AdditionalIncludeDirectories>$(SolutionDir)Input;$(SolutionDir)OysterGraphics;$(SolutionDir)Misc;$(SolutionDir)OysterMath;$(SolutionDir)OysterPhysics3D;$(SolutionDir)GamePhysics;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<PreprocessorDefinitions>GAME_DLL_EXPORT;_WINDLL;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<EnableCOMDATFolding>true</EnableCOMDATFolding>
|
||||
<OptimizeReferences>true</OptimizeReferences>
|
||||
<AdditionalDependencies>OysterGraphics_$(PlatformShortName).lib;Input_$(PlatformShortName).lib;GamePhysics_$(PlatformShortName).lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
|
||||
|
@ -129,21 +140,34 @@
|
|||
<FunctionLevelLinking>true</FunctionLevelLinking>
|
||||
<IntrinsicFunctions>true</IntrinsicFunctions>
|
||||
<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>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<EnableCOMDATFolding>true</EnableCOMDATFolding>
|
||||
<OptimizeReferences>true</OptimizeReferences>
|
||||
<AdditionalDependencies>OysterGraphics_$(PlatformShortName).lib;Input_$(PlatformShortName).lib;GamePhysics_$(PlatformShortName).lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemGroup>
|
||||
<ProjectReference Include="..\GamePhysics\GamePhysics.vcxproj">
|
||||
<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 Include="..\Misc\Misc.vcxproj">
|
||||
<Project>{2ec4dded-8f75-4c86-a10b-e1e8eb29f3ee}</Project>
|
||||
</ProjectReference>
|
||||
<ProjectReference Include="..\OysterGraphics\OysterGraphics.vcxproj">
|
||||
<Project>{0ec83e64-230e-48ef-b08c-6ac9651b4f82}</Project>
|
||||
</ProjectReference>
|
||||
<ProjectReference Include="..\OysterMath\OysterMath.vcxproj">
|
||||
<Project>{f10cbc03-9809-4cba-95d8-327c287b18ee}</Project>
|
||||
</ProjectReference>
|
||||
|
@ -151,6 +175,29 @@
|
|||
<Project>{4285bd3f-3c6c-4670-b7af-a29afef5f6a8}</Project>
|
||||
</ProjectReference>
|
||||
</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" />
|
||||
<ImportGroup Label="ExtensionTargets">
|
||||
</ImportGroup>
|
||||
|
|
|
@ -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>
|
||||
</Filter>
|
||||
</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>
|
|
@ -0,0 +1,15 @@
|
|||
#include "GameMode.h"
|
||||
|
||||
using namespace GameLogic;
|
||||
|
||||
|
||||
GameMode::GameMode(void)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
|
||||
GameMode::~GameMode(void)
|
||||
{
|
||||
|
||||
}
|
|
@ -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
|
|
@ -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;
|
||||
}
|
|
@ -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
|
|
@ -0,0 +1,12 @@
|
|||
#include "Level.h"
|
||||
|
||||
using namespace GameLogic;
|
||||
|
||||
Level::Level(void)
|
||||
{
|
||||
}
|
||||
|
||||
|
||||
Level::~Level(void)
|
||||
{
|
||||
}
|
|
@ -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
|
|
@ -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;
|
||||
}
|
|
@ -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
|
|
@ -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()
|
||||
{
|
||||
|
||||
}
|
|
@ -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
|
|
@ -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));
|
||||
}
|
||||
|
||||
|
|
@ -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
|
|
@ -0,0 +1,12 @@
|
|||
#include "StaticObject.h"
|
||||
|
||||
using namespace GameLogic;
|
||||
|
||||
StaticObject::StaticObject(void)
|
||||
{
|
||||
}
|
||||
|
||||
|
||||
StaticObject::~StaticObject(void)
|
||||
{
|
||||
}
|
|
@ -0,0 +1,25 @@
|
|||
//////////////////////////////////////////////////
|
||||
//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
|
|
@ -0,0 +1,337 @@
|
|||
//--------------------------------------------------------------------------------------
|
||||
// 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;
|
||||
}
|
||||
|
|
@ -0,0 +1,12 @@
|
|||
#include "Weapon.h"
|
||||
|
||||
using namespace GameLogic;
|
||||
|
||||
Weapon::Weapon(void)
|
||||
{
|
||||
}
|
||||
|
||||
|
||||
Weapon::~Weapon(void)
|
||||
{
|
||||
}
|
|
@ -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
|
|
@ -18,13 +18,19 @@
|
|||
<Platform>x64</Platform>
|
||||
</ProjectConfiguration>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClCompile Include="L_inputClass.cpp" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClInclude Include="L_inputClass.h" />
|
||||
</ItemGroup>
|
||||
<PropertyGroup Label="Globals">
|
||||
<ProjectGuid>{7E3990D2-3D94-465C-B58D-64A74B3ECF9B}</ProjectGuid>
|
||||
<RootNamespace>Input</RootNamespace>
|
||||
</PropertyGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<ConfigurationType>StaticLibrary</ConfigurationType>
|
||||
<UseDebugLibraries>true</UseDebugLibraries>
|
||||
<PlatformToolset>v110</PlatformToolset>
|
||||
<CharacterSet>Unicode</CharacterSet>
|
||||
|
|
|
@ -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>
|
||||
</Filter>
|
||||
</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>
|
|
@ -0,0 +1,203 @@
|
|||
#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;
|
||||
}
|
|
@ -0,0 +1,45 @@
|
|||
#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
|
|
@ -69,21 +69,29 @@
|
|||
<OutDir>$(SolutionDir)..\External\Lib\$(ProjectName)\</OutDir>
|
||||
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
|
||||
<TargetName>$(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;$(LibraryPath)</LibraryPath>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
|
||||
<OutDir>$(SolutionDir)..\External\Lib\$(ProjectName)\</OutDir>
|
||||
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
|
||||
<TargetName>$(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;$(LibraryPath)</LibraryPath>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
|
||||
<OutDir>$(SolutionDir)..\External\Lib\$(ProjectName)\</OutDir>
|
||||
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
|
||||
<TargetName>$(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;$(LibraryPath)</LibraryPath>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
|
||||
<OutDir>$(SolutionDir)..\External\Lib\$(ProjectName)\</OutDir>
|
||||
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
|
||||
<TargetName>$(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;$(LibraryPath)</LibraryPath>
|
||||
</PropertyGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
|
||||
<ClCompile>
|
||||
|
@ -138,10 +146,16 @@
|
|||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<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="WinTimer.cpp" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClInclude Include="Resource\OysterResource.h" />
|
||||
<ClInclude Include="Resource\OResource.h" />
|
||||
<ClInclude Include="Utilities-InlineImpl.h" />
|
||||
<ClInclude Include="Utilities.h" />
|
||||
<ClInclude Include="WinTimer.h" />
|
||||
|
|
|
@ -21,6 +21,18 @@
|
|||
<ClCompile Include="WinTimer.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</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>
|
||||
<ClInclude Include="Utilities.h">
|
||||
|
@ -32,5 +44,11 @@
|
|||
<ClInclude Include="Utilities-InlineImpl.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="Resource\OysterResource.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="Resource\OResource.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
</ItemGroup>
|
||||
</Project>
|
|
@ -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);
|
||||
}
|
||||
|
|
@ -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;
|
||||
}
|
||||
|
|
@ -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;
|
||||
}
|
||||
|
||||
|
|
@ -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
|
|
@ -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();
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
|
@ -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
|
|
@ -37,6 +37,14 @@ namespace Utility
|
|||
this->ownedInstance = assignedInstance;
|
||||
}
|
||||
|
||||
template<typename Type>
|
||||
UniquePointer<Type>::UniquePointer( const UniquePointer<Type> &donor )
|
||||
{
|
||||
this->ownedInstance = donor.ownedInstance;
|
||||
donor.ownedInstance = NULL;
|
||||
|
||||
}
|
||||
|
||||
template<typename Type>
|
||||
UniquePointer<Type>::~UniquePointer()
|
||||
{
|
||||
|
@ -122,6 +130,14 @@ namespace Utility
|
|||
this->ownedArray = assignedArray;
|
||||
}
|
||||
|
||||
template<typename Type>
|
||||
UniqueArray<Type>::UniqueArray( const UniqueArray<Type> &donor )
|
||||
{
|
||||
this->ownedArray = donor.ownedArray;
|
||||
donor.ownedArray = NULL;
|
||||
|
||||
}
|
||||
|
||||
template<typename Type>
|
||||
UniqueArray<Type>::~UniqueArray()
|
||||
{
|
||||
|
|
|
@ -281,6 +281,53 @@ namespace Utility
|
|||
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 ////////////////////////////////////////////////////////////
|
||||
|
|
|
@ -27,18 +27,22 @@ namespace Utility
|
|||
{
|
||||
public:
|
||||
//! 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 );
|
||||
|
||||
//! 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.
|
||||
~UniquePointer();
|
||||
|
||||
//! 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 );
|
||||
|
||||
//! 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 );
|
||||
|
||||
//! Access the assigned dynamic instance. Will crash if nothing there
|
||||
|
@ -77,18 +81,22 @@ namespace Utility
|
|||
{ //! Wrapper to safely transfer dynamic ownership/responsibility
|
||||
public:
|
||||
//! 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 );
|
||||
|
||||
//! 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.
|
||||
~UniqueArray();
|
||||
|
||||
//! 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[] );
|
||||
|
||||
//! 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 );
|
||||
|
||||
//! Accesses the instance at index i of this UniqeArray's owned dynamic array.
|
||||
|
@ -117,6 +125,21 @@ namespace Utility
|
|||
private:
|
||||
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
|
||||
|
@ -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, 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::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
|
||||
|
|
|
@ -1,19 +1,18 @@
|
|||
#include "Buffer.h"
|
||||
#include "Core.h"
|
||||
|
||||
using namespace Oyster;
|
||||
using namespace Oyster::Graphics;
|
||||
|
||||
Oyster::Buffer::Buffer()
|
||||
Core::Buffer::Buffer()
|
||||
{
|
||||
mBuffer = NULL;
|
||||
}
|
||||
|
||||
Buffer::~Buffer()
|
||||
Core::Buffer::~Buffer()
|
||||
{
|
||||
SAFE_RELEASE(mBuffer);
|
||||
}
|
||||
|
||||
HRESULT Buffer::Apply(UINT32 misc) const
|
||||
HRESULT Core::Buffer::Apply(UINT32 misc) const
|
||||
{
|
||||
HRESULT hr = S_OK;
|
||||
|
||||
|
@ -23,32 +22,32 @@ HRESULT Buffer::Apply(UINT32 misc) const
|
|||
{
|
||||
UINT32 vertexSize = mElementSize;
|
||||
UINT32 offset = 0;
|
||||
Oyster::Core::DeviceContext->IASetVertexBuffers(misc, 1, &mBuffer, &vertexSize, &offset );
|
||||
Core::deviceContext->IASetVertexBuffers(misc, 1, &mBuffer, &vertexSize, &offset );
|
||||
}
|
||||
break;
|
||||
case INDEX_BUFFER:
|
||||
{
|
||||
Oyster::Core::DeviceContext->IASetIndexBuffer(mBuffer, DXGI_FORMAT_R32_UINT, 0);
|
||||
Core::deviceContext->IASetIndexBuffer(mBuffer, DXGI_FORMAT_R32_UINT, 0);
|
||||
}
|
||||
break;
|
||||
case CONSTANT_BUFFER_VS:
|
||||
{
|
||||
Oyster::Core::DeviceContext->VSSetConstantBuffers(misc, 1, &mBuffer);
|
||||
Core::deviceContext->VSSetConstantBuffers(misc, 1, &mBuffer);
|
||||
}
|
||||
break;
|
||||
case CONSTANT_BUFFER_GS:
|
||||
{
|
||||
Oyster::Core::DeviceContext->GSSetConstantBuffers(misc, 1, &mBuffer);
|
||||
Core::deviceContext->GSSetConstantBuffers(misc, 1, &mBuffer);
|
||||
}
|
||||
break;
|
||||
case CONSTANT_BUFFER_PS:
|
||||
{
|
||||
Oyster::Core::DeviceContext->PSSetConstantBuffers(misc, 1, &mBuffer);
|
||||
Core::deviceContext->PSSetConstantBuffers(misc, 1, &mBuffer);
|
||||
}
|
||||
break;
|
||||
case CONSTANT_BUFFER_CS:
|
||||
{
|
||||
Oyster::Core::DeviceContext->CSSetConstantBuffers(misc,1,&mBuffer);
|
||||
Core::deviceContext->CSSetConstantBuffers(misc,1,&mBuffer);
|
||||
}
|
||||
break;
|
||||
default:
|
||||
|
@ -59,7 +58,7 @@ HRESULT Buffer::Apply(UINT32 misc) const
|
|||
return hr;
|
||||
}
|
||||
|
||||
HRESULT Buffer::Init(const BUFFER_INIT_DESC& initDesc)
|
||||
HRESULT Core::Buffer::Init(const BUFFER_INIT_DESC& initDesc)
|
||||
{
|
||||
D3D11_BUFFER_DESC bufferDesc;
|
||||
|
||||
|
@ -145,22 +144,22 @@ HRESULT Buffer::Init(const BUFFER_INIT_DESC& initDesc)
|
|||
data.pSysMem = initDesc.InitData;
|
||||
data.SysMemPitch=0;
|
||||
data.SysMemSlicePitch = 0;
|
||||
hr = Oyster::Core::Device->CreateBuffer(&bufferDesc, &data, &mBuffer);
|
||||
hr = Core::device->CreateBuffer(&bufferDesc, &data, &mBuffer);
|
||||
}
|
||||
else
|
||||
{
|
||||
hr = Oyster::Core::Device->CreateBuffer(&bufferDesc, NULL, &mBuffer);
|
||||
hr = Core::device->CreateBuffer(&bufferDesc, NULL, &mBuffer);
|
||||
}
|
||||
|
||||
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;
|
||||
}
|
||||
|
||||
void* Buffer::Map()
|
||||
void* Core::Buffer::Map()
|
||||
{
|
||||
void* ret = NULL;
|
||||
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;
|
||||
|
||||
HRESULT hr = S_OK;
|
||||
if(FAILED(hr = Oyster::Core::DeviceContext->Map(
|
||||
if(FAILED(hr = Core::deviceContext->Map(
|
||||
mBuffer,
|
||||
0,
|
||||
(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;
|
||||
}
|
||||
|
||||
Buffer::operator const ID3D11Buffer *() const
|
||||
Core::Buffer::operator const ID3D11Buffer *() const
|
||||
{
|
||||
return this->mBuffer;
|
||||
}
|
|
@ -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
|
|
@ -1,169 +1,25 @@
|
|||
#include "Core.h"
|
||||
|
||||
using namespace Oyster;
|
||||
using namespace Oyster::Graphics;
|
||||
using std::string;
|
||||
|
||||
//GPU
|
||||
ID3D11Device *Core::Device = NULL;
|
||||
ID3D11Device *Core::device = NULL;
|
||||
|
||||
//API
|
||||
ID3D11DeviceContext *Core::DeviceContext = NULL;
|
||||
ID3D11DeviceContext *Core::deviceContext = NULL;
|
||||
|
||||
//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)
|
||||
{
|
||||
UINT createDeviceFlags = 0;
|
||||
ID3D11UnorderedAccessView* Core::backBufferUAV = NULL;
|
||||
|
||||
if( SingleThreaded )
|
||||
createDeviceFlags = ::D3D11_CREATE_DEVICE_SINGLETHREADED;
|
||||
ID3D11DepthStencilView* Core::depthStencil = NULL;
|
||||
|
||||
::D3D_DRIVER_TYPE driverType = ::D3D_DRIVER_TYPE_HARDWARE;
|
||||
D3D11_VIEWPORT* Core::viewPort = NULL;
|
||||
|
||||
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,
|
||||
&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;
|
||||
}
|
||||
Oyster::Math::Float2 Core::resolution = Oyster::Math::Float2::null;
|
|
@ -4,26 +4,103 @@
|
|||
#define Core_h
|
||||
|
||||
|
||||
#include "CoreIncludes.h"
|
||||
#include "Dx11Includes.h"
|
||||
#include <sstream>
|
||||
#include "Buffer.h"
|
||||
#include "OysterMath.h"
|
||||
|
||||
namespace Oyster
|
||||
{
|
||||
namespace Graphics
|
||||
{
|
||||
class Core
|
||||
{
|
||||
public:
|
||||
|
||||
static ID3D11Device* Device;
|
||||
static ID3D11Device* device;
|
||||
|
||||
static ID3D11DeviceContext* DeviceContext;
|
||||
static ID3D11DeviceContext* deviceContext;
|
||||
|
||||
static IDXGISwapChain* SwapChain;
|
||||
static IDXGISwapChain* swapChain;
|
||||
|
||||
static std::stringstream* AccesLog();
|
||||
static std::stringstream log;
|
||||
|
||||
static bool Init(bool SingleThreaded,bool Reference,bool ForceDX11);
|
||||
//BackBufferRTV
|
||||
static ID3D11RenderTargetView* backBufferRTV;
|
||||
//BackBufferUAV
|
||||
static ID3D11UnorderedAccessView* backBufferUAV;
|
||||
//DepthStencil
|
||||
static ID3D11DepthStencilView* depthStencil;
|
||||
//ViewPort
|
||||
static D3D11_VIEWPORT* viewPort;
|
||||
|
||||
static Oyster::Math::Float2 resolution;
|
||||
|
||||
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();
|
||||
};
|
||||
|
||||
static bool CreateSwapChain(HWND Window, int NrofBuffers,bool MSAA_Quality,bool Fullscreen);
|
||||
|
||||
class ShaderManager
|
||||
{
|
||||
|
@ -52,9 +129,9 @@ namespace Oyster
|
|||
|
||||
struct
|
||||
{
|
||||
std::vector<Oyster::Buffer*> Vertex;
|
||||
std::vector<Oyster::Buffer*> Geometry;
|
||||
std::vector<Oyster::Buffer*> Pixel;
|
||||
std::vector<Buffer*> Vertex;
|
||||
std::vector<Buffer*> Geometry;
|
||||
std::vector<Buffer*> Pixel;
|
||||
}CBuffers;
|
||||
|
||||
ShaderEffect()
|
||||
|
@ -108,7 +185,33 @@ namespace Oyster
|
|||
static void Domain(int Index);
|
||||
};
|
||||
};
|
||||
|
||||
//Set resulotion Before Calling Full Init
|
||||
class Init
|
||||
{
|
||||
public:
|
||||
enum State
|
||||
{
|
||||
Sucsess,
|
||||
Fail
|
||||
};
|
||||
|
||||
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);
|
||||
};
|
||||
};
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
|
|
@ -6,10 +6,14 @@
|
|||
// http://lolengine.net/blog/2011/3/4/fuck-you-microsoft-near-far-macros
|
||||
#include <windows.h>
|
||||
#include <D3D11.h>
|
||||
#include <d3dCompiler.h>
|
||||
|
||||
#pragma comment(lib, "d3d11.lib")
|
||||
|
||||
#ifdef _DEBUG
|
||||
#include <d3dcompiler.h>
|
||||
#pragma comment(lib, "d3dcompiler.lib")
|
||||
#endif
|
||||
|
||||
|
||||
|
||||
#include <string>
|
|
@ -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;
|
||||
}
|
||||
}
|
||||
}
|
|
@ -1,10 +1,13 @@
|
|||
#include "Core.h"
|
||||
#include <fstream>
|
||||
#include <map>
|
||||
|
||||
const char* ShaderFunction = "main";
|
||||
|
||||
namespace Oyster
|
||||
{
|
||||
namespace Graphics
|
||||
{
|
||||
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
|
||||
|
@ -28,7 +31,7 @@ namespace Oyster
|
|||
std::map<std::wstring,int> VSMap;
|
||||
}
|
||||
|
||||
#pragma region Init
|
||||
#pragma region Init
|
||||
bool Core::ShaderManager::Init(std::wstring filename, ShaderType type, std::wstring name, bool Precompiled)
|
||||
{
|
||||
if(Precompiled)
|
||||
|
@ -73,7 +76,7 @@ namespace Oyster
|
|||
if(VSMap.count(name))
|
||||
return false;
|
||||
|
||||
if(FAILED(Core::Device->CreateVertexShader(sd.data, sd.size, 0, &vertex)))
|
||||
if(FAILED(Core::device->CreateVertexShader(sd.data, sd.size, 0, &vertex)))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
@ -91,7 +94,7 @@ namespace Oyster
|
|||
|
||||
if(GSMap.count(name))
|
||||
return false;
|
||||
if(FAILED(Core::Device->CreateGeometryShader(sd.data, sd.size, 0, &geometry)))
|
||||
if(FAILED(Core::device->CreateGeometryShader(sd.data, sd.size, 0, &geometry)))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
@ -103,7 +106,7 @@ namespace Oyster
|
|||
|
||||
if(PSMap.count(name))
|
||||
return false;
|
||||
if(FAILED(Core::Device->CreatePixelShader(sd.data, sd.size, 0, &pixel)))
|
||||
if(FAILED(Core::device->CreatePixelShader(sd.data, sd.size, 0, &pixel)))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
@ -115,7 +118,7 @@ namespace Oyster
|
|||
|
||||
if(CSMap.count(name))
|
||||
return false;
|
||||
if(FAILED(Core::Device->CreateComputeShader(sd.data, sd.size, 0, &compute)))
|
||||
if(FAILED(Core::device->CreateComputeShader(sd.data, sd.size, 0, &compute)))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
@ -141,15 +144,14 @@ namespace Oyster
|
|||
|
||||
ID3D11PixelShader* pixel;
|
||||
|
||||
if(FAILED(D3DCompileFromFile(filename.c_str(),NULL,NULL,ShaderFunction,"ps_5_0",0,0,&Shader,&Error)))
|
||||
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;
|
||||
}
|
||||
if(FAILED(Oyster::Core::Device->CreatePixelShader(Shader->GetBufferPointer(),Shader->GetBufferSize(),NULL,&pixel)))
|
||||
if(FAILED(Core::device->CreatePixelShader(Shader->GetBufferPointer(),Shader->GetBufferSize(),NULL,&pixel)))
|
||||
{
|
||||
Error->Release();
|
||||
Shader->Release();
|
||||
return false;
|
||||
}
|
||||
|
@ -169,15 +171,14 @@ namespace Oyster
|
|||
|
||||
ID3D11GeometryShader* geometry;
|
||||
|
||||
if(FAILED(D3DCompileFromFile(filename.c_str(),NULL,NULL,ShaderFunction,"gs_5_0",0,0,&Shader,&Error)))
|
||||
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;
|
||||
}
|
||||
if(FAILED(Oyster::Core::Device->CreateGeometryShader(Shader->GetBufferPointer(),Shader->GetBufferSize(),NULL,&geometry)))
|
||||
if(FAILED(Core::device->CreateGeometryShader(Shader->GetBufferPointer(),Shader->GetBufferSize(),NULL,&geometry)))
|
||||
{
|
||||
Error->Release();
|
||||
Shader->Release();
|
||||
return false;
|
||||
}
|
||||
|
@ -197,15 +198,14 @@ namespace Oyster
|
|||
|
||||
ID3D11VertexShader* vertex;
|
||||
|
||||
if(FAILED(D3DCompileFromFile(filename.c_str(),NULL,NULL,ShaderFunction,"vs_5_0",0,0,&Shader,&Error)))
|
||||
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;
|
||||
}
|
||||
if(FAILED(Oyster::Core::Device->CreateVertexShader(Shader->GetBufferPointer(),Shader->GetBufferSize(),NULL,&vertex)))
|
||||
if(FAILED(Core::device->CreateVertexShader(Shader->GetBufferPointer(),Shader->GetBufferSize(),NULL,&vertex)))
|
||||
{
|
||||
Error->Release();
|
||||
Shader->Release();
|
||||
return false;
|
||||
}
|
||||
|
@ -234,7 +234,7 @@ namespace Oyster
|
|||
}
|
||||
return true;
|
||||
}
|
||||
#pragma endregion
|
||||
#pragma endregion
|
||||
|
||||
void Core::ShaderManager::CreateInputLayout(const D3D11_INPUT_ELEMENT_DESC *desc, int ElementCount,int VertexIndex,ID3D11InputLayout *&Layout)
|
||||
{
|
||||
|
@ -243,10 +243,10 @@ namespace Oyster
|
|||
Layout=0;
|
||||
return;
|
||||
}
|
||||
Device->CreateInputLayout(desc,ElementCount,VData[VertexIndex].data,VData[VertexIndex].size,&Layout);
|
||||
Core::device->CreateInputLayout(desc,ElementCount,VData[VertexIndex].data,VData[VertexIndex].size,&Layout);
|
||||
}
|
||||
|
||||
#pragma region Get
|
||||
#pragma region Get
|
||||
int Core::ShaderManager::Get::Pixel(std::wstring Name)
|
||||
{
|
||||
if(PSMap.count(Name))
|
||||
|
@ -281,37 +281,37 @@ namespace Oyster
|
|||
{
|
||||
return -1;
|
||||
}
|
||||
#pragma endregion
|
||||
#pragma endregion
|
||||
|
||||
#pragma region Set
|
||||
#pragma region Set
|
||||
/// \todo smart set
|
||||
void Core::ShaderManager::Set::Pixel(int Index)
|
||||
{
|
||||
if(Index==-1)
|
||||
DeviceContext->PSSetShader( NULL,NULL,0);
|
||||
Core::deviceContext->PSSetShader( NULL,NULL,0);
|
||||
else
|
||||
DeviceContext->PSSetShader( PS[Index],NULL,0);
|
||||
Core::deviceContext->PSSetShader( PS[Index],NULL,0);
|
||||
}
|
||||
void Core::ShaderManager::Set::Vertex(int Index)
|
||||
{
|
||||
if(Index==-1)
|
||||
DeviceContext->VSSetShader( NULL,NULL,0);
|
||||
Core::deviceContext->VSSetShader( NULL,NULL,0);
|
||||
else
|
||||
DeviceContext->VSSetShader( VS[Index],NULL,0);
|
||||
Core::deviceContext->VSSetShader( VS[Index],NULL,0);
|
||||
}
|
||||
void Core::ShaderManager::Set::Geometry(int Index)
|
||||
{
|
||||
if(Index==-1)
|
||||
DeviceContext->GSSetShader( NULL,NULL,0);
|
||||
Core::deviceContext->GSSetShader( NULL,NULL,0);
|
||||
else
|
||||
DeviceContext->GSSetShader( GS[Index],NULL,0);
|
||||
Core::deviceContext->GSSetShader( GS[Index],NULL,0);
|
||||
}
|
||||
void Core::ShaderManager::Set::Compute(int Index)
|
||||
{
|
||||
if(Index==-1)
|
||||
DeviceContext->CSSetShader( NULL,NULL,0);
|
||||
Core::deviceContext->CSSetShader( NULL,NULL,0);
|
||||
else
|
||||
DeviceContext->CSSetShader( CS[Index],NULL,0);
|
||||
Core::deviceContext->CSSetShader( CS[Index],NULL,0);
|
||||
}
|
||||
/// \todo set Hull
|
||||
void Core::ShaderManager::Set::Hull(int Index)
|
||||
|
@ -323,7 +323,7 @@ namespace Oyster
|
|||
{
|
||||
return;
|
||||
}
|
||||
#pragma endregion
|
||||
#pragma endregion
|
||||
|
||||
/// \todo smart Set ie. not resetting the shader
|
||||
/// \todo research states
|
||||
|
@ -334,18 +334,18 @@ namespace Oyster
|
|||
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);
|
||||
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);
|
||||
Oyster::Core::DeviceContext->RSSetState(se.RenderStates.Rasterizer);
|
||||
Oyster::Core::DeviceContext->PSSetSamplers(0,se.RenderStates.SampleCount,se.RenderStates.SampleState);
|
||||
Core::deviceContext->RSSetState(se.RenderStates.Rasterizer);
|
||||
Core::deviceContext->PSSetSamplers(0,se.RenderStates.SampleCount,se.RenderStates.SampleState);
|
||||
float test[4] = {0};
|
||||
Oyster::Core::DeviceContext->OMSetBlendState(se.RenderStates.BlendState,test,-1);
|
||||
Core::deviceContext->OMSetBlendState(se.RenderStates.BlendState,test,-1);
|
||||
}
|
||||
}
|
||||
|
||||
}
|
|
@ -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;
|
||||
};
|
||||
|
||||
}
|
||||
}
|
||||
}
|
|
@ -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;
|
||||
}
|
||||
}
|
||||
}
|
|
@ -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);
|
||||
};
|
||||
}
|
||||
}
|
|
@ -9,6 +9,8 @@
|
|||
|
||||
namespace Oyster
|
||||
{
|
||||
namespace Graphics
|
||||
{
|
||||
class Engine
|
||||
{
|
||||
private:
|
||||
|
@ -16,7 +18,7 @@ namespace Oyster
|
|||
~Engine();
|
||||
|
||||
public:
|
||||
class Init
|
||||
/*class Init
|
||||
{
|
||||
public:
|
||||
struct Setup
|
||||
|
@ -66,7 +68,7 @@ namespace Oyster
|
|||
private:
|
||||
Init();
|
||||
~Init();
|
||||
};
|
||||
};*/
|
||||
|
||||
class States
|
||||
{
|
||||
|
@ -94,7 +96,7 @@ namespace Oyster
|
|||
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 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::
|
||||
|
||||
|
@ -147,19 +149,20 @@ namespace Oyster
|
|||
{
|
||||
public:
|
||||
//Basic Setup
|
||||
static void NewFrame(const Float4& Color, const Matrix& View, const Matrix& Projection);
|
||||
//static void NewFrame(const Float4& Color, const Matrix& View, const Matrix& Projection);
|
||||
|
||||
//Geometry Pass
|
||||
static void BeginRenderGeometry();
|
||||
static void RenderGeometry(const Oyster::Render::Model* models,int count);
|
||||
//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 InputPointLights(Oyster::Resources::BufferDefinitions::PointLightDescription *p, int NrOfPointlights );
|
||||
static void RenderLightning();
|
||||
};
|
||||
};
|
||||
};
|
||||
}
|
||||
};
|
||||
|
||||
#endif
|
|
@ -1,9 +1,9 @@
|
|||
//Oyster
|
||||
|
||||
// Render
|
||||
#include "Render\Model.h"
|
||||
#include "Render\Camera.h"
|
||||
#include "Render\TextBox.h"
|
||||
//#include "Render\Model.h"
|
||||
//#include "Render\Camera.h"
|
||||
//#include "Render\TextBox.h"
|
||||
|
||||
// Core
|
||||
#include "Core\Core.h"
|
||||
|
@ -16,8 +16,8 @@
|
|||
#include "OysterMath.h"
|
||||
|
||||
// Resources
|
||||
#include "Resourses\ShaderEffects.h"
|
||||
#include "Resourses\Buffers.h"
|
||||
#include "Resourses\PipelineResources.h"
|
||||
#include "Resourses\GraphicsDefinitions.h"
|
||||
#include "Resourses\Manager.h"
|
||||
//#include "Resourses\ShaderEffects.h"
|
||||
//#include "Resourses\Buffers.h"
|
||||
//#include "Resourses\PipelineResources.h"
|
||||
//#include "Resourses\GraphicsDefinitions.h"
|
||||
//#include "Resourses\Manager.h"
|
|
@ -1,268 +1,152 @@
|
|||
#include "ObjReader.h"
|
||||
#include "Utilities.h"
|
||||
#include "..\Core\Core.h"
|
||||
#include "OBJReader.h"
|
||||
#include "..\Definitions\GraphicalDefinition.h"
|
||||
#include <sstream>
|
||||
#include <fstream>
|
||||
#include <map>
|
||||
#include "TextureLoader.h"
|
||||
|
||||
using namespace std;
|
||||
using namespace Oyster::FileLoaders;
|
||||
using namespace Oyster;
|
||||
using namespace Oyster::Math;
|
||||
|
||||
ObjReader *ObjReader::LoadFile(std::string fileName, Oyster::Math::Float4x4 transform)
|
||||
OBJReader::OBJReader()
|
||||
{
|
||||
static std::map<std::string, ObjReader *> cache;
|
||||
|
||||
ObjReader *reader = NULL;
|
||||
|
||||
if (cache.count(fileName))
|
||||
{
|
||||
reader = cache[fileName];
|
||||
}
|
||||
else
|
||||
{
|
||||
reader = new ObjReader();
|
||||
reader->ParseFile(fileName, transform);
|
||||
|
||||
cache[fileName] = reader;
|
||||
}
|
||||
|
||||
return reader;
|
||||
_mPos = 0;
|
||||
_mNormal = 0;
|
||||
_mTexel = 0;
|
||||
}
|
||||
|
||||
ObjReader::ObjReader(void)
|
||||
OBJReader::~OBJReader()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
|
||||
ObjReader::~ObjReader(void)
|
||||
void OBJReader::readOBJFile( std::wstring fileName )
|
||||
{
|
||||
std::fstream inStream;
|
||||
std::string typeOfData = " ";
|
||||
float vertexData;
|
||||
std::string face1, face2, face3;
|
||||
|
||||
inStream.open( fileName, std::fstream::in );
|
||||
|
||||
if( inStream.is_open() )
|
||||
{
|
||||
while( !inStream.eof() )
|
||||
{
|
||||
inStream >> typeOfData;
|
||||
|
||||
if( typeOfData == "v" )
|
||||
{
|
||||
Oyster::Math::Float3 position;
|
||||
|
||||
inStream >> vertexData;
|
||||
position.x = vertexData;
|
||||
|
||||
inStream >> vertexData;
|
||||
position.y = vertexData;
|
||||
|
||||
inStream >> vertexData;
|
||||
position.z = vertexData;
|
||||
|
||||
_mVertexCoord.push_back( position );
|
||||
|
||||
}
|
||||
else if( typeOfData == "vt" )
|
||||
{
|
||||
Oyster::Math::Float2 texel;
|
||||
inStream >> vertexData;
|
||||
texel.x = vertexData;
|
||||
|
||||
inStream >> vertexData;
|
||||
texel.y = 1 - vertexData;
|
||||
|
||||
_mVertexTexture.push_back( texel );
|
||||
}
|
||||
else if( typeOfData == "vn" )
|
||||
{
|
||||
Oyster::Math::Float3 normal;
|
||||
inStream >> vertexData;
|
||||
normal.x = vertexData;
|
||||
|
||||
inStream >> vertexData;
|
||||
normal.y = vertexData;
|
||||
|
||||
inStream >> vertexData;
|
||||
normal.z = vertexData;
|
||||
|
||||
_mVertexNormal.push_back( normal );
|
||||
}
|
||||
else if( typeOfData == "f" )
|
||||
{
|
||||
inStream >> face1;
|
||||
stringSplit( face1 );
|
||||
|
||||
addToOBJarray();
|
||||
|
||||
inStream >> face2;
|
||||
stringSplit( face2 );
|
||||
|
||||
addToOBJarray();
|
||||
|
||||
inStream >> face3;
|
||||
stringSplit( face3 );
|
||||
|
||||
addToOBJarray();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
inStream.close();
|
||||
}
|
||||
|
||||
void ObjReader::ParseFile(std::string fileName, Float4x4 transform)
|
||||
Oyster::Graphics::Model::ModelInfo* OBJReader::toModel()
|
||||
{
|
||||
ifstream input;
|
||||
input.open(fileName.c_str());
|
||||
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();
|
||||
|
||||
if(!input.is_open())
|
||||
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))
|
||||
{
|
||||
return;
|
||||
//Something isn't okay here
|
||||
}
|
||||
modelInfo->Indexed = false;
|
||||
modelInfo->VertexCount = (int)desc.NumElements;
|
||||
modelInfo->Vertices = b;
|
||||
|
||||
string path;
|
||||
Utility::String::extractDirPath(path,fileName,'\\');
|
||||
//Oyster::Resource::OysterResource::LoadResource(L"Normal.png",(Oyster::Resource::CustomLoadFunction)Oyster::Graphics::Loading::LoadTexture);
|
||||
|
||||
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);
|
||||
|
||||
if(c=="v")
|
||||
{
|
||||
position = readVertex(offset,s);
|
||||
vList.push_back(position);
|
||||
}
|
||||
else if(c=="vt")
|
||||
{
|
||||
uv = readUV(offset,s);
|
||||
uvList.push_back(uv);
|
||||
}
|
||||
else if(c=="vn")
|
||||
{
|
||||
normal = readNormal(offset,s);
|
||||
nList.push_back(normal);
|
||||
}
|
||||
else if(c=="f")
|
||||
{
|
||||
readFace(offset, s, face);
|
||||
|
||||
vertex1.Position = vList[(int)face[0].x];
|
||||
vertex1.UV = uvList[(int)face[0].y];
|
||||
vertex1.Normal = nList[(int)face[0].z];
|
||||
|
||||
vertex2.Position = vList[(int)face[1].x];
|
||||
vertex2.UV = uvList[(int)face[1].y];
|
||||
vertex2.Normal = nList[(int)face[1].z];
|
||||
|
||||
vertex3.Position = vList[(int)face[2].x];
|
||||
vertex3.UV = uvList[(int)face[2].y];
|
||||
vertex3.Normal = nList[(int)face[2].z];
|
||||
|
||||
VertexList.push_back(vertex1);
|
||||
VertexList.push_back(vertex3);
|
||||
VertexList.push_back(vertex2);
|
||||
}
|
||||
else if(c=="mtllib")
|
||||
{
|
||||
this->materials = GetMaterials(path+s.substr(offset+1));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
input.close();
|
||||
|
||||
this->numVertices = VertexList.size();
|
||||
this->vertices = new Vertex[this->numVertices];
|
||||
|
||||
for(size_t i=0;i<this->numVertices;++i)
|
||||
{
|
||||
vertices[i].Position=Math::transformVector(Math::Float4(VertexList[i].Position,1),transform);
|
||||
vertices[i].Normal=Math::transformVector(Math::Float4(VertexList[i].Normal,0),transform);
|
||||
vertices[i].UV = VertexList[i].UV;
|
||||
}
|
||||
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;
|
||||
(*vertex)=this->vertices;
|
||||
Textures = this->materials;
|
||||
char delim = '/';
|
||||
std::string vPos, vNormal, vTexel;
|
||||
std::stringstream aStream(strToSplit);
|
||||
getline( aStream, vPos, delim );
|
||||
getline( aStream, vTexel, delim );
|
||||
getline( aStream, vNormal );
|
||||
|
||||
_mPos = atoi( vPos.c_str() );
|
||||
_mNormal = atoi( vNormal.c_str() );
|
||||
_mTexel = atoi( vTexel.c_str() );
|
||||
|
||||
}
|
||||
|
||||
Float3 ObjReader::extract(std::string d)
|
||||
void OBJReader::addToOBJarray()
|
||||
{
|
||||
Float3 data;
|
||||
int offset=(int)d.find('/');
|
||||
data.x=(float)atoi(d.substr(1,offset).c_str())-1;
|
||||
OBJFormat temp;
|
||||
|
||||
int newOffset = (int)d.find('/',offset+1);
|
||||
string d2=d.substr(offset+1,newOffset-offset-1);
|
||||
data.y=(float)atoi(d2.c_str())-1;
|
||||
offset=newOffset;
|
||||
temp._d3VertexCoord = _mVertexCoord.at( _mPos - 1 );
|
||||
temp._d3VertexNormal = _mVertexNormal.at( _mNormal - 1 );
|
||||
temp._d3VertexTexture = _mVertexTexture.at( _mTexel - 1 );
|
||||
|
||||
newOffset = (int)d.find('/',offset+1);
|
||||
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;
|
||||
_myOBJ.push_back( temp );
|
||||
}
|
|
@ -1,42 +1,55 @@
|
|||
#pragma once
|
||||
#include "..\Core\CoreIncludes.h"
|
||||
#include "..\Math\OysterMath.h"
|
||||
#ifndef OBJREADER_H
|
||||
#define OBJREADER_H
|
||||
#include "..\..\Misc\Utilities.h"
|
||||
#include "..\..\OysterMath\OysterMath.h"
|
||||
#include "..\Model\ModelInfo.h"
|
||||
|
||||
namespace Oyster
|
||||
//#include <fstream>
|
||||
|
||||
|
||||
|
||||
class OBJReader
|
||||
{
|
||||
namespace FileLoaders
|
||||
{
|
||||
class ObjReader
|
||||
{
|
||||
public:
|
||||
struct Vertex
|
||||
struct OBJFormat
|
||||
{
|
||||
Oyster::Math::Float3 Position;
|
||||
Oyster::Math::Float3 Normal;
|
||||
Oyster::Math::Float2 UV;
|
||||
Oyster::Math::Float3 _d3VertexCoord;
|
||||
Oyster::Math::Float2 _d3VertexTexture;
|
||||
Oyster::Math::Float3 _d3VertexNormal;
|
||||
};
|
||||
|
||||
static ObjReader *LoadFile(std::string fileName, Oyster::Math::Float4x4 transform = Oyster::Math::Float4x4::identity);
|
||||
struct OBJMaterialData
|
||||
{
|
||||
std::string _name;
|
||||
std::string _mapKd;
|
||||
float _kd[3];
|
||||
float _ka[3];
|
||||
float _tf[3];
|
||||
float _ni;
|
||||
|
||||
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);
|
||||
};
|
||||
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
|
|
@ -0,0 +1,7 @@
|
|||
#include "TextureLoader.h"
|
||||
#include "..\Core\Dx11Includes.h"
|
||||
|
||||
Oyster::Resource::CustomData* Oyster::Graphics::Loading::LoadTexture()
|
||||
{
|
||||
return NULL;
|
||||
}
|
|
@ -0,0 +1,13 @@
|
|||
#pragma once
|
||||
#include "..\..\Misc\Resource\OysterResource.h"
|
||||
namespace Oyster
|
||||
{
|
||||
namespace Graphics
|
||||
{
|
||||
namespace Loading
|
||||
{
|
||||
void UnloadTexture();
|
||||
Oyster::Resource::CustomData* LoadTexture();
|
||||
}
|
||||
}
|
||||
}
|
|
@ -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
|
|
@ -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
|
|
@ -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);
|
||||
};
|
||||
}
|
||||
}
|
||||
}
|
|
@ -24,7 +24,7 @@
|
|||
</PropertyGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
|
||||
<ConfigurationType>StaticLibrary</ConfigurationType>
|
||||
<ConfigurationType>DynamicLibrary</ConfigurationType>
|
||||
<UseDebugLibraries>true</UseDebugLibraries>
|
||||
<PlatformToolset>v110</PlatformToolset>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
|
@ -66,22 +66,22 @@
|
|||
</ImportGroup>
|
||||
<PropertyGroup Label="UserMacros" />
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
|
||||
<OutDir>$(SolutionDir)..\External\Lib\$(ProjectName)\</OutDir>
|
||||
<OutDir>$(SolutionDir)..\Bin\DLL\</OutDir>
|
||||
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
|
||||
<TargetName>$(ProjectName)_$(PlatformShortName)D</TargetName>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
|
||||
<OutDir>$(SolutionDir)..\External\Lib\$(ProjectName)\</OutDir>
|
||||
<OutDir>$(SolutionDir)..\Bin\DLL\</OutDir>
|
||||
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
|
||||
<TargetName>$(ProjectName)_$(PlatformShortName)</TargetName>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
|
||||
<OutDir>$(SolutionDir)..\External\Lib\$(ProjectName)\</OutDir>
|
||||
<OutDir>$(SolutionDir)..\Bin\DLL\</OutDir>
|
||||
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
|
||||
<TargetName>$(ProjectName)_$(PlatformShortName)D</TargetName>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
|
||||
<OutDir>$(SolutionDir)..\External\Lib\$(ProjectName)\</OutDir>
|
||||
<OutDir>$(SolutionDir)..\Bin\DLL\</OutDir>
|
||||
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
|
||||
<TargetName>$(ProjectName)_$(PlatformShortName)</TargetName>
|
||||
</PropertyGroup>
|
||||
|
@ -90,11 +90,15 @@
|
|||
<WarningLevel>Level3</WarningLevel>
|
||||
<Optimization>Disabled</Optimization>
|
||||
<SDLCheck>true</SDLCheck>
|
||||
<AdditionalIncludeDirectories>..\OysterMath;..\Misc;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<AdditionalIncludeDirectories>$(SolutionDir)OysterMath;$(SolutionDir)Misc;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<PreprocessorDefinitions>GFX_DLL_EXPORT;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
</Link>
|
||||
<ProjectReference>
|
||||
<LinkLibraryDependencies>true</LinkLibraryDependencies>
|
||||
</ProjectReference>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
|
||||
<ClCompile>
|
||||
|
@ -102,6 +106,7 @@
|
|||
<Optimization>Disabled</Optimization>
|
||||
<SDLCheck>true</SDLCheck>
|
||||
<AdditionalIncludeDirectories>..\OysterPhysic3D\Collision;..\OysterPhysics3D;..\OysterMath;..\Misc;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<PreprocessorDefinitions>GFX_DLL_EXPORT;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
|
@ -115,6 +120,7 @@
|
|||
<IntrinsicFunctions>true</IntrinsicFunctions>
|
||||
<SDLCheck>true</SDLCheck>
|
||||
<AdditionalIncludeDirectories>..\OysterPhysics3D;..\OysterMath;..\Misc;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<PreprocessorDefinitions>GFX_DLL_EXPORT;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
|
@ -130,6 +136,7 @@
|
|||
<IntrinsicFunctions>true</IntrinsicFunctions>
|
||||
<SDLCheck>true</SDLCheck>
|
||||
<AdditionalIncludeDirectories>..\OysterPhysics3D;..\OysterMath;..\Misc;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<PreprocessorDefinitions>GFX_DLL_EXPORT;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
|
@ -140,31 +147,27 @@
|
|||
<ItemGroup>
|
||||
<ClCompile Include="Core\Buffer.cpp" />
|
||||
<ClCompile Include="Core\Core.cpp" />
|
||||
<ClCompile Include="Core\Init.cpp" />
|
||||
<ClCompile Include="Core\ShaderManager.cpp" />
|
||||
<ClCompile Include="Engine.cpp" />
|
||||
<ClCompile Include="Render\Model.cpp" />
|
||||
<ClCompile Include="Render\TextBox.cpp" />
|
||||
<ClCompile Include="Resourses\Buffers.cpp" />
|
||||
<ClCompile Include="Resourses\Manager.cpp" />
|
||||
<ClCompile Include="Resourses\PipelineResources.cpp" />
|
||||
<ClCompile Include="Resourses\ShaderEffects.cpp" />
|
||||
<ClCompile Include="DllInterfaces\GFXAPI.cpp" />
|
||||
<ClCompile Include="FileLoader\ObjReader.cpp" />
|
||||
<ClCompile Include="FileLoader\TextureLoader.cpp" />
|
||||
<ClCompile Include="Render\Preparations\BasicPreparations.cpp" />
|
||||
<ClCompile Include="Render\Rendering\BasicRender.cpp" />
|
||||
<ClCompile Include="Render\Resources\Resources.cpp" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClInclude Include="Core\Buffer.h" />
|
||||
<ClInclude Include="Core\Core.h" />
|
||||
<ClInclude Include="Core\CoreIncludes.h" />
|
||||
<ClInclude Include="Engine.h" />
|
||||
<ClInclude Include="EngineIncludes.h" />
|
||||
<ClInclude Include="Core\Dx11Includes.h" />
|
||||
<ClInclude Include="DllInterfaces\GFXAPI.h" />
|
||||
<ClInclude Include="FileLoader\ObjReader.h" />
|
||||
<ClInclude Include="Render\Lights.h" />
|
||||
<ClInclude Include="Render\Model.h" />
|
||||
<ClInclude Include="Render\ModelInfo.h" />
|
||||
<ClInclude Include="Render\TextBox.h" />
|
||||
<ClInclude Include="Resourses\Buffers.h" />
|
||||
<ClInclude Include="Resourses\GraphicsDefinitions.h" />
|
||||
<ClInclude Include="Resourses\Manager.h" />
|
||||
<ClInclude Include="Resourses\PipelineResources.h" />
|
||||
<ClInclude Include="Resourses\ShaderEffects.h" />
|
||||
<ClInclude Include="FileLoader\TextureLoader.h" />
|
||||
<ClInclude Include="Model\Model.h" />
|
||||
<ClInclude Include="Model\ModelInfo.h" />
|
||||
<ClInclude Include="Render\Preparations\Preparations.h" />
|
||||
<ClInclude Include="Render\Rendering\Render.h" />
|
||||
<ClInclude Include="Definitions\GraphicalDefinition.h" />
|
||||
<ClInclude Include="Render\Resources\Resources.h" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ProjectReference Include="..\Misc\Misc.vcxproj">
|
||||
|
@ -175,6 +178,31 @@
|
|||
</ProjectReference>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<FxCompile Include="Shader\HLSL\Deffered Shaders\GatherGBuffer\PixelGatherData.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>
|
||||
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|
||||
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|
||||
<FxCompile Include="Shader\HLSL\Deffered Shaders\GatherGBuffer\VertexGatherData.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>
|
||||
<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">5.0</ShaderModel>
|
||||
</FxCompile>
|
||||
<FxCompile Include="Shader\HLSL\SimpleDebug\DebugCameraVertex.hlsl">
|
||||
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">Vertex</ShaderType>
|
||||
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">Vertex</ShaderType>
|
||||
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">Vertex</ShaderType>
|
||||
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|x64'">Vertex</ShaderType>
|
||||
<AssemblerOutput Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
|
||||
</AssemblerOutput>
|
||||
<AssemblerOutputFile Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
|
||||
</AssemblerOutputFile>
|
||||
<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">5.0</ShaderModel>
|
||||
</FxCompile>
|
||||
<FxCompile Include="Shader\HLSL\SimpleDebug\DebugPixel.hlsl">
|
||||
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">Pixel</ShaderType>
|
||||
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">Pixel</ShaderType>
|
||||
|
@ -192,8 +220,15 @@
|
|||
<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>
|
||||
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|
||||
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|
||||
<None Include="OysterGraphics.vcxproj.filters.orig" />
|
||||
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|
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|
||||
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|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
|
||||
<ImportGroup Label="ExtensionTargets">
|
||||
</ImportGroup>
|
||||
|
|
|
@ -1,100 +1,40 @@
|
|||
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|
||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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|
||||
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|
||||
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||||
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|
||||
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|
||||
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||||
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||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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||||
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<<<<<<< HEAD
|
||||
<ClCompile Include="Render\Rendering\BasicRender.cpp">
|
||||
=======
|
||||
<ClCompile Include="Resources\Resources.cpp">
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>>>>>>> f08e9491ed00b00aedba0eabf1caed33830fc0e2
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||||
<<<<<<< HEAD
|
||||
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|
||||
=======
|
||||
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||||
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||||
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|
||||
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|
||||
<ClCompile Include="Core\Init.cpp" />
|
||||
<ClCompile Include="Core\ShaderManager.cpp" />
|
||||
<<<<<<< HEAD
|
||||
<ClCompile Include="Render\Preparations\BasicPreparations.cpp" />
|
||||
<ClCompile Include="Render\Rendering\BasicRender.cpp" />
|
||||
<ClCompile Include="Render\Resources\Resources.cpp" />
|
||||
=======
|
||||
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||||
<ClCompile Include="Render\Rendering\BasicRender.cpp" />
|
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<ClCompile Include="Resources\Resources.cpp" />
|
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>>>>>>> f08e9491ed00b00aedba0eabf1caed33830fc0e2
|
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|
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||||
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|
||||
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|
||||
<<<<<<< HEAD
|
||||
=======
|
||||
<ClInclude Include="EngineIncludes.h" />
|
||||
<ClInclude Include="FileLoader\ObjReader.h" />
|
||||
>>>>>>> f08e9491ed00b00aedba0eabf1caed33830fc0e2
|
||||
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|
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|
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|
||||
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|
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|
||||
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|
||||
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|
||||
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|
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|
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|
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|
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|
||||
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|
||||
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|
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">Vertex</ShaderType>
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
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|
||||
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|
||||
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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
|
|
@ -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
|
|
@ -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);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
|
@ -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
|
|
@ -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);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
|
@ -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();
|
||||
};
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
|
@ -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;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
|
@ -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
|
|
@ -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);
|
||||
};
|
||||
}
|
||||
}
|
|
@ -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;
|
||||
}
|
|
@ -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;
|
||||
}
|
|
@ -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;
|
||||
}
|
|
@ -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 );
|
||||
}
|
|
@ -1,4 +1,4 @@
|
|||
float4 main() : SV_TARGET
|
||||
float4 main() : SV_TARGET0
|
||||
{
|
||||
return float4(1.0f, 0.0f, 0.0f, 1.0f);
|
||||
}
|
|
@ -4,6 +4,8 @@
|
|||
|
||||
namespace Oyster
|
||||
{
|
||||
namespace Graphics
|
||||
{
|
||||
class Shader
|
||||
{
|
||||
public:
|
||||
|
@ -75,4 +77,5 @@ namespace Oyster
|
|||
|
||||
static std::stringstream* AccesLog();
|
||||
};
|
||||
}
|
||||
}
|
Binary file not shown.
|
@ -1,2 +0,0 @@
|
|||
#v4.0:v110:false
|
||||
Debug|Win32|C:\DanBias\Danbias\|
|
|
@ -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
|
Binary file not shown.
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Reference in New Issue