Loading .Dan geometry and material
This commit is contained in:
parent
0a3d68a407
commit
c48f640cdf
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@ -81,7 +81,7 @@ namespace Oyster
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m->WorldMatrix = Oyster::Math::Float4x4::identity;
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m->WorldMatrix = Oyster::Math::Float4x4::identity;
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m->Visible = true;
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m->Visible = true;
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m->info = Oyster::Resource::OysterResource::LoadResource(filename.c_str(),Oyster::Graphics::Loading::LoadOBJ);
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m->info = Oyster::Resource::OysterResource::LoadResource(filename.c_str(),Oyster::Graphics::Loading::LoadDAN);
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return m;
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return m;
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}
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}
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@ -0,0 +1,307 @@
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#include "GeneralLoader.h"
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#include "../Definitions/GraphicalDefinition.h"
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#include "../Model/ModelInfo.h"
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#include "../Core/Core.h"
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#include <fstream>
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#include <string>
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#define DANFILEVERSIONMAJOR 1
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#define DANFILEVERSIONMINOR 1
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#define FILEHEADERSIZE 8
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#define VERTEXHEADERSIZE 4
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#define VERTEXSIZE 88
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///
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enum HeaderType
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{
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VERTEXHEADER = 0, ///<
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INDEXHEADER = 1, ///<
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MATERIALHEADER = 2, ///<
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SKELETONHEADER = 3, ///<
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ANIMATIONHEADER = 4 ///<
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};
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///
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struct FileHeader
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{
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unsigned int versionMajor; ///<
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unsigned int versionMinor; ///<
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///
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FileHeader(char* data)
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{
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char* memPos = data; //
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memcpy(&versionMajor, memPos, sizeof(unsigned int));
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memPos += 4;
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memcpy(&versionMinor, memPos, sizeof(unsigned int));
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}
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};
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///
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struct VertexHeader
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{
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unsigned int numVertices;
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///
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VertexHeader(char* data)
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{
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memcpy(&numVertices, data, sizeof(unsigned int));
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}
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};
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///
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typedef Oyster::Graphics::Definitions::FinalVertex Vertex;
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///
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struct IndexHeader
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{
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unsigned int numIndices;
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///
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IndexHeader(char* data)
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{
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memcpy(&numIndices, data, sizeof(unsigned int));
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}
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};
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///
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struct MaterialHeader
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{
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unsigned int diffuseMapPathLength;
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char* diffuseMapPath;
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unsigned int normalMapPathLength;
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char* normalMapPath;
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/*
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///
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MaterialHeader(char* data)
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{
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char* memPos = data; //
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memcpy(&diffuseMapPathLength, memPos, sizeof(unsigned int));
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memPos += 4;
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diffuseMapPath = new char[diffuseMapPathLength];
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memcpy(diffuseMapPath, memPos, diffuseMapPathLength);
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memPos += diffuseMapPathLength;
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memcpy(&normalMapPathLength, memPos, sizeof(unsigned int));
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memPos += 4;
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normalMapPath = new char[normalMapPathLength];
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memcpy(normalMapPath, memPos, normalMapPathLength);
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memPos += normalMapPathLength;
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}
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*/
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};
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///
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struct SkeletonHeader
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{
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// do this...
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};
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///
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struct AnimationHeader
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{
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// do this...
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};
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struct Frame
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{
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// do this...
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};
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///
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void Oyster::Graphics::Loading::UnloadDAN(void* data)
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{
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Model::ModelInfo* info = (Model::ModelInfo*) data;
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SAFE_DELETE(info->Vertices);
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if(info->Indexed)
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{
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SAFE_DELETE(info->Indecies);
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}
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for(int i =0;i<info->Material.size();++i)
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{
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Oyster::Resource::OysterResource::ReleaseResource(info->Material[i]);
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}
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delete info;
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}
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static wchar_t* charToWChar(const char* text)
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{
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// Convert to a wchar_t*
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size_t origsize = strlen(text) + 1;
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size_t convertedChars = 0;
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wchar_t* wcstring = new wchar_t[origsize];
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mbstowcs_s(&convertedChars, wcstring, origsize, text, _TRUNCATE);
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return wcstring;
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}
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///
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void Oyster::Graphics::Loading::LoadDAN(const wchar_t filename[], Oyster::Resource::CustomData& out)
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{
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//
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Oyster::Graphics::Model::ModelInfo* modelInfo = new Oyster::Graphics::Model::ModelInfo();
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modelInfo->Indexed = false;
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// Open file in binary mode
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std::ifstream danFile;
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danFile.open(filename, std::ios::binary);
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if (!danFile.is_open())
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return;
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// Read file header
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char* buffer = new char[sizeof(FileHeader)];
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danFile.read(buffer, sizeof(FileHeader));
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FileHeader fileHeader(buffer);
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delete[] buffer; // ( note: may crash here.)
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// If problem with compatability then close file and return from method
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if (fileHeader.versionMajor != DANFILEVERSIONMAJOR)
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{
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danFile.close();
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return;
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}
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// Read the .dan-file
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while (!danFile.eof())
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{
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// read header type
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unsigned int headerType;
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buffer = new char[4];
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danFile.read(buffer, 4);
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memcpy(&headerType, buffer, 4);
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//delete[] buffer; // ( note: may crash here.)
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// handle header type
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switch ((HeaderType)headerType)
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{
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// vertex header
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case HeaderType::VERTEXHEADER:
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{
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// Fetch vertex header, number of vertices
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buffer = new char[4];
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danFile.read(buffer, 4);
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VertexHeader vertexHeader(buffer);
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delete[] buffer; // ( note: may crash here.)
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// Fetch all vertices
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Vertex* vertices = new Vertex[vertexHeader.numVertices];
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unsigned int bufferSize = VERTEXSIZE * vertexHeader.numVertices;
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buffer = new char[bufferSize];
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danFile.read(buffer, bufferSize);
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memcpy(vertices, buffer, bufferSize);
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delete[] buffer; // ( note: may crash here.)
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// Do the deed
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Oyster::Graphics::Core::Buffer* vertexBuffer = new Oyster::Graphics::Core::Buffer();
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Oyster::Graphics::Core::Buffer::BUFFER_INIT_DESC bufferInitDesc;
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bufferInitDesc.ElementSize = sizeof(Vertex);
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bufferInitDesc.InitData = vertices;
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bufferInitDesc.NumElements = vertexHeader.numVertices;
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bufferInitDesc.Type = Oyster::Graphics::Core::Buffer::BUFFER_TYPE::VERTEX_BUFFER;
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bufferInitDesc.Usage = Oyster::Graphics::Core::Buffer::BUFFER_USAGE::BUFFER_DEFAULT;
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vertexBuffer->Init(bufferInitDesc);
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modelInfo->VertexCount = vertexHeader.numVertices;
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modelInfo->Vertices = vertexBuffer;
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delete[] vertices; // ( note: may crash here.)
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break;
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}
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case HeaderType::INDEXHEADER:
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{
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// Fetch vertex header, number of vertices
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buffer = new char[4];
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danFile.read(buffer, 4);
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IndexHeader indexHeader(buffer);
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delete[] buffer; // ( note: may crash here.)
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// Fetch all indices
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unsigned int* indices = new unsigned int[indexHeader.numIndices];
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unsigned int bufferSize = sizeof(unsigned int) * indexHeader.numIndices;
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buffer = new char[bufferSize];
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danFile.read(buffer, bufferSize);
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memcpy(indices, buffer, bufferSize);
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delete[] buffer; // ( note: may crash here.)
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// Do the deed
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Oyster::Graphics::Core::Buffer* indexBuffer = new Oyster::Graphics::Core::Buffer();
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Oyster::Graphics::Core::Buffer::BUFFER_INIT_DESC bufferInitDesc;
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bufferInitDesc.ElementSize = sizeof(unsigned int);
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bufferInitDesc.InitData = indices;
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bufferInitDesc.NumElements = indexHeader.numIndices;
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bufferInitDesc.Type = Oyster::Graphics::Core::Buffer::BUFFER_TYPE::INDEX_BUFFER;
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bufferInitDesc.Usage = Oyster::Graphics::Core::Buffer::BUFFER_USAGE::BUFFER_DEFAULT;
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indexBuffer->Init(bufferInitDesc);
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modelInfo->IndexCount = indexHeader.numIndices;
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modelInfo->Indecies = indexBuffer;
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modelInfo->Indexed = true;
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delete[] indices; // ( note: may crash here.)
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break;
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}
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// material header
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case HeaderType::MATERIALHEADER:
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{
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// Fetch material header, 2 texture path strings
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MaterialHeader materialHeader;
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buffer = new char[4];
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danFile.read(buffer, 4);
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memcpy(&materialHeader.diffuseMapPathLength, buffer, 4);
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delete[] buffer; // ( note: may crash here.)
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buffer = new char[materialHeader.diffuseMapPathLength];
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danFile.read(buffer, materialHeader.diffuseMapPathLength);
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materialHeader.diffuseMapPath = new char[materialHeader.diffuseMapPathLength+1];
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memcpy(materialHeader.diffuseMapPath, buffer, materialHeader.diffuseMapPathLength);
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materialHeader.diffuseMapPath[materialHeader.diffuseMapPathLength] = 0;
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delete[] buffer; // ( note: may crash here.)
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buffer = new char[4];
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danFile.read(buffer, 4);
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memcpy(&materialHeader.normalMapPathLength, buffer, 4);
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delete[] buffer; // ( note: may crash here.)
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buffer = new char[materialHeader.normalMapPathLength];
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danFile.read(buffer, materialHeader.normalMapPathLength);
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materialHeader.normalMapPath = new char[materialHeader.normalMapPathLength + 1];
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memcpy(materialHeader.normalMapPath, buffer, materialHeader.normalMapPathLength);
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materialHeader.normalMapPath[materialHeader.normalMapPathLength] = 0;
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delete[] buffer; // ( note: may crash here.)
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//
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ID3D11ShaderResourceView* diffuseMap = (ID3D11ShaderResourceView*)Oyster::Resource::OysterResource::LoadResource(charToWChar(materialHeader.diffuseMapPath), Oyster::Graphics::Loading::LoadTexture);
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ID3D11ShaderResourceView* normalMap = (ID3D11ShaderResourceView*)Oyster::Resource::OysterResource::LoadResource(charToWChar(materialHeader.normalMapPath), Oyster::Graphics::Loading::LoadTexture);
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modelInfo->Material.push_back(diffuseMap);
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modelInfo->Material.push_back(normalMap);
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break;
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}
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// skeleton header
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case HeaderType::SKELETONHEADER:
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{
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// not implemented...
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break;
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}
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// animation header
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case HeaderType::ANIMATIONHEADER:
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{
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// not implemented...
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break;
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}
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}
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}
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// close file
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danFile.close();
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// Set modelinfo as output data
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out.loadedData = modelInfo;
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out.resourceUnloadFnc = Oyster::Graphics::Loading::UnloadDAN;
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}
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@ -29,6 +29,9 @@ namespace Oyster
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void UnloadOBJ(void* loadedData);
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void UnloadOBJ(void* loadedData);
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void LoadOBJ(const wchar_t filename[], Oyster::Resource::CustomData& out);
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void LoadOBJ(const wchar_t filename[], Oyster::Resource::CustomData& out);
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void UnloadDAN(void* loadedData);
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void LoadDAN(const wchar_t filename[], Oyster::Resource::CustomData& out);
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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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@ -16,7 +16,7 @@ namespace Oyster
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std::vector<ID3D11ShaderResourceView*> Material;
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std::vector<ID3D11ShaderResourceView*> Material;
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Core::Buffer *Vertices,*Indecies;
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Core::Buffer *Vertices,*Indecies;
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bool Indexed;
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bool Indexed;
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int VertexCount;
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int VertexCount, IndexCount;
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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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@ -176,6 +176,7 @@
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<ClCompile Include="Core\Init.cpp" />
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<ClCompile Include="Core\Init.cpp" />
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<ClCompile Include="Core\PipelineManager.cpp" />
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<ClCompile Include="Core\PipelineManager.cpp" />
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<ClCompile Include="DllInterfaces\GFXAPI.cpp" />
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<ClCompile Include="DllInterfaces\GFXAPI.cpp" />
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<ClCompile Include="FileLoader\DanLoader.cpp" />
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<ClCompile Include="FileLoader\ObjReader.cpp" />
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<ClCompile Include="FileLoader\ObjReader.cpp" />
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<ClCompile Include="FileLoader\ShaderLoader.cpp" />
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<ClCompile Include="FileLoader\ShaderLoader.cpp" />
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<ClCompile Include="FileLoader\ModelLoader.cpp" />
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<ClCompile Include="FileLoader\ModelLoader.cpp" />
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@ -73,7 +73,7 @@ namespace Oyster
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if(info->Indexed)
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if(info->Indexed)
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{
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{
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info->Indecies->Apply();
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info->Indecies->Apply();
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Oyster::Graphics::Core::deviceContext->DrawIndexed(info->VertexCount,0,0);
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Oyster::Graphics::Core::deviceContext->DrawIndexed(info->IndexCount,0,0);
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}
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}
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else
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else
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{
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{
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@ -92,7 +92,7 @@ namespace Oyster
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D3D11_RASTERIZER_DESC rdesc;
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D3D11_RASTERIZER_DESC rdesc;
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rdesc.CullMode = D3D11_CULL_BACK;
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rdesc.CullMode = D3D11_CULL_BACK;
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rdesc.FillMode = D3D11_FILL_SOLID;
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rdesc.FillMode = D3D11_FILL_SOLID;
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rdesc.FrontCounterClockwise = true;
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rdesc.FrontCounterClockwise = false;
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rdesc.DepthBias = 0;
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rdesc.DepthBias = 0;
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rdesc.DepthBiasClamp = 0;
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rdesc.DepthBiasClamp = 0;
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rdesc.DepthClipEnable = true;
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rdesc.DepthClipEnable = true;
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@ -230,11 +230,14 @@ namespace Oyster
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{
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{
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{ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
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{ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
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{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 },
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{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 },
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{ "NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 20, D3D11_INPUT_PER_VERTEX_DATA, 0 }
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{ "NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 20, D3D11_INPUT_PER_VERTEX_DATA, 0 },
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{ "TANGENT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 32, D3D11_INPUT_PER_VERTEX_DATA, 0 },
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{ "BITANGENT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 44, D3D11_INPUT_PER_VERTEX_DATA, 0 },
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{ "BONEINDEX", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 56, D3D11_INPUT_PER_VERTEX_DATA, 0 },
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{ "BONEWEIGHT", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 72, D3D11_INPUT_PER_VERTEX_DATA, 0 }
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};
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};
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|
||||||
Shader::CreateInputLayout(indesc,3,GetShader::Vertex(L"Geometry"),GeometryPass.IAStage.Layout);
|
Shader::CreateInputLayout(indesc,7,GetShader::Vertex(L"Geometry"),GeometryPass.IAStage.Layout);
|
||||||
GeometryPass.IAStage.Topology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST;
|
GeometryPass.IAStage.Topology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST;
|
||||||
GeometryPass.CBuffers.Vertex.push_back(VPData);
|
GeometryPass.CBuffers.Vertex.push_back(VPData);
|
||||||
GeometryPass.CBuffers.Vertex.push_back(ModelData);
|
GeometryPass.CBuffers.Vertex.push_back(ModelData);
|
||||||
|
|
|
@ -3,16 +3,16 @@ struct VertexIn
|
||||||
float3 pos : POSITION;
|
float3 pos : POSITION;
|
||||||
float2 UV : TEXCOORD;
|
float2 UV : TEXCOORD;
|
||||||
float3 normal : NORMAL;
|
float3 normal : NORMAL;
|
||||||
//float3 tangent : TANGENT;
|
float3 tangent : TANGENT;
|
||||||
//float3 biTangent : BITANGENT;
|
float3 biTangent : BITANGENT;
|
||||||
//float4 boneIndex : BONEINDEX;
|
float4 boneIndex : BONEINDEX;
|
||||||
//float4 boneWeight : BONEWEIGHT;
|
float4 boneWeight : BONEWEIGHT;
|
||||||
};
|
};
|
||||||
|
|
||||||
struct VertexOut
|
struct VertexOut
|
||||||
{
|
{
|
||||||
float4 pos : SV_POSITION;
|
float4 pos : SV_POSITION;
|
||||||
float4 ViewPos : POSITION;
|
//float4 ViewPos : POSITION;
|
||||||
float2 UV : TEXCOORD;
|
float2 UV : TEXCOORD;
|
||||||
float3 normal : NORMAL;
|
float3 normal : NORMAL;
|
||||||
//float3 tangent : TANGENT;
|
//float3 tangent : TANGENT;
|
||||||
|
|
|
@ -171,10 +171,10 @@ HRESULT InitDirect3D()
|
||||||
return E_FAIL;
|
return E_FAIL;
|
||||||
}
|
}
|
||||||
|
|
||||||
m = Oyster::Graphics::API::CreateModel(L"orca_dummy");
|
m = Oyster::Graphics::API::CreateModel(L"cube_tri.dan");
|
||||||
m2 = Oyster::Graphics::API::CreateModel(L"worldDummy");
|
m2 = Oyster::Graphics::API::CreateModel(L"cube_tri.dan");
|
||||||
m2->WorldMatrix = Oyster::Math3D::OrientationMatrix(Oyster::Math::Float3::null,Oyster::Math::Float3(0,5,0),Oyster::Math::Float3::null);
|
m2->WorldMatrix = Oyster::Math3D::OrientationMatrix(Oyster::Math::Float3::null,Oyster::Math::Float3(0,5,0),Oyster::Math::Float3::null);
|
||||||
m3 = Oyster::Graphics::API::CreateModel(L"worldDummy");
|
m3 = Oyster::Graphics::API::CreateModel(L"cube_tri.dan");
|
||||||
m3->WorldMatrix = Oyster::Math3D::OrientationMatrix(Oyster::Math::Float3::null,Oyster::Math::Float3(0,5,0),Oyster::Math::Float3::null);
|
m3->WorldMatrix = Oyster::Math3D::OrientationMatrix(Oyster::Math::Float3::null,Oyster::Math::Float3(0,5,0),Oyster::Math::Float3::null);
|
||||||
|
|
||||||
|
|
||||||
|
@ -201,7 +201,7 @@ HRESULT Update(float deltaTime)
|
||||||
{
|
{
|
||||||
|
|
||||||
angle += Oyster::Math::pi/8 * deltaTime;
|
angle += Oyster::Math::pi/8 * deltaTime;
|
||||||
m->WorldMatrix = Oyster::Math3D::RotationMatrix_AxisY(angle);
|
//m->WorldMatrix = Oyster::Math3D::RotationMatrix_AxisY(angle);
|
||||||
m2->WorldMatrix = Oyster::Math3D::OrientationMatrix(Oyster::Math::Float3(1,0,0)*-angle,Oyster::Math::Float3(0,-4,0),Oyster::Math::Float3::null);
|
m2->WorldMatrix = Oyster::Math3D::OrientationMatrix(Oyster::Math::Float3(1,0,0)*-angle,Oyster::Math::Float3(0,-4,0),Oyster::Math::Float3::null);
|
||||||
m3->WorldMatrix = Oyster::Math3D::OrientationMatrix(Oyster::Math::Float3(1,0,0)*-0,Oyster::Math::Float3(3,4,-1*angle),Oyster::Math::Float3::null);
|
m3->WorldMatrix = Oyster::Math3D::OrientationMatrix(Oyster::Math::Float3(1,0,0)*-0,Oyster::Math::Float3(3,4,-1*angle),Oyster::Math::Float3::null);
|
||||||
return S_OK;
|
return S_OK;
|
||||||
|
|
Loading…
Reference in New Issue