Loading .Dan geometry and material

This commit is contained in:
bladdidoo 2014-01-17 08:51:12 +01:00
parent 0a3d68a407
commit c48f640cdf
9 changed files with 614 additions and 300 deletions

View File

@ -81,7 +81,7 @@ namespace Oyster
m->WorldMatrix = Oyster::Math::Float4x4::identity; m->WorldMatrix = Oyster::Math::Float4x4::identity;
m->Visible = true; m->Visible = true;
m->info = Oyster::Resource::OysterResource::LoadResource(filename.c_str(),Oyster::Graphics::Loading::LoadOBJ); m->info = Oyster::Resource::OysterResource::LoadResource(filename.c_str(),Oyster::Graphics::Loading::LoadDAN);
return m; return m;
} }

View File

@ -0,0 +1,307 @@
#include "GeneralLoader.h"
#include "../Definitions/GraphicalDefinition.h"
#include "../Model/ModelInfo.h"
#include "../Core/Core.h"
#include <fstream>
#include <string>
#define DANFILEVERSIONMAJOR 1
#define DANFILEVERSIONMINOR 1
#define FILEHEADERSIZE 8
#define VERTEXHEADERSIZE 4
#define VERTEXSIZE 88
///
enum HeaderType
{
VERTEXHEADER = 0, ///<
INDEXHEADER = 1, ///<
MATERIALHEADER = 2, ///<
SKELETONHEADER = 3, ///<
ANIMATIONHEADER = 4 ///<
};
///
struct FileHeader
{
unsigned int versionMajor; ///<
unsigned int versionMinor; ///<
///
FileHeader(char* data)
{
char* memPos = data; //
memcpy(&versionMajor, memPos, sizeof(unsigned int));
memPos += 4;
memcpy(&versionMinor, memPos, sizeof(unsigned int));
}
};
///
struct VertexHeader
{
unsigned int numVertices;
///
VertexHeader(char* data)
{
memcpy(&numVertices, data, sizeof(unsigned int));
}
};
///
typedef Oyster::Graphics::Definitions::FinalVertex Vertex;
///
struct IndexHeader
{
unsigned int numIndices;
///
IndexHeader(char* data)
{
memcpy(&numIndices, data, sizeof(unsigned int));
}
};
///
struct MaterialHeader
{
unsigned int diffuseMapPathLength;
char* diffuseMapPath;
unsigned int normalMapPathLength;
char* normalMapPath;
/*
///
MaterialHeader(char* data)
{
char* memPos = data; //
memcpy(&diffuseMapPathLength, memPos, sizeof(unsigned int));
memPos += 4;
diffuseMapPath = new char[diffuseMapPathLength];
memcpy(diffuseMapPath, memPos, diffuseMapPathLength);
memPos += diffuseMapPathLength;
memcpy(&normalMapPathLength, memPos, sizeof(unsigned int));
memPos += 4;
normalMapPath = new char[normalMapPathLength];
memcpy(normalMapPath, memPos, normalMapPathLength);
memPos += normalMapPathLength;
}
*/
};
///
struct SkeletonHeader
{
// do this...
};
///
struct AnimationHeader
{
// do this...
};
struct Frame
{
// do this...
};
///
void Oyster::Graphics::Loading::UnloadDAN(void* data)
{
Model::ModelInfo* info = (Model::ModelInfo*) data;
SAFE_DELETE(info->Vertices);
if(info->Indexed)
{
SAFE_DELETE(info->Indecies);
}
for(int i =0;i<info->Material.size();++i)
{
Oyster::Resource::OysterResource::ReleaseResource(info->Material[i]);
}
delete info;
}
static wchar_t* charToWChar(const char* text)
{
// Convert to a wchar_t*
size_t origsize = strlen(text) + 1;
size_t convertedChars = 0;
wchar_t* wcstring = new wchar_t[origsize];
mbstowcs_s(&convertedChars, wcstring, origsize, text, _TRUNCATE);
return wcstring;
}
///
void Oyster::Graphics::Loading::LoadDAN(const wchar_t filename[], Oyster::Resource::CustomData& out)
{
//
Oyster::Graphics::Model::ModelInfo* modelInfo = new Oyster::Graphics::Model::ModelInfo();
modelInfo->Indexed = false;
// Open file in binary mode
std::ifstream danFile;
danFile.open(filename, std::ios::binary);
if (!danFile.is_open())
return;
// Read file header
char* buffer = new char[sizeof(FileHeader)];
danFile.read(buffer, sizeof(FileHeader));
FileHeader fileHeader(buffer);
delete[] buffer; // ( note: may crash here.)
// If problem with compatability then close file and return from method
if (fileHeader.versionMajor != DANFILEVERSIONMAJOR)
{
danFile.close();
return;
}
// Read the .dan-file
while (!danFile.eof())
{
// read header type
unsigned int headerType;
buffer = new char[4];
danFile.read(buffer, 4);
memcpy(&headerType, buffer, 4);
//delete[] buffer; // ( note: may crash here.)
// handle header type
switch ((HeaderType)headerType)
{
// vertex header
case HeaderType::VERTEXHEADER:
{
// Fetch vertex header, number of vertices
buffer = new char[4];
danFile.read(buffer, 4);
VertexHeader vertexHeader(buffer);
delete[] buffer; // ( note: may crash here.)
// Fetch all vertices
Vertex* vertices = new Vertex[vertexHeader.numVertices];
unsigned int bufferSize = VERTEXSIZE * vertexHeader.numVertices;
buffer = new char[bufferSize];
danFile.read(buffer, bufferSize);
memcpy(vertices, buffer, bufferSize);
delete[] buffer; // ( note: may crash here.)
// Do the deed
Oyster::Graphics::Core::Buffer* vertexBuffer = new Oyster::Graphics::Core::Buffer();
Oyster::Graphics::Core::Buffer::BUFFER_INIT_DESC bufferInitDesc;
bufferInitDesc.ElementSize = sizeof(Vertex);
bufferInitDesc.InitData = vertices;
bufferInitDesc.NumElements = vertexHeader.numVertices;
bufferInitDesc.Type = Oyster::Graphics::Core::Buffer::BUFFER_TYPE::VERTEX_BUFFER;
bufferInitDesc.Usage = Oyster::Graphics::Core::Buffer::BUFFER_USAGE::BUFFER_DEFAULT;
vertexBuffer->Init(bufferInitDesc);
modelInfo->VertexCount = vertexHeader.numVertices;
modelInfo->Vertices = vertexBuffer;
delete[] vertices; // ( note: may crash here.)
break;
}
case HeaderType::INDEXHEADER:
{
// Fetch vertex header, number of vertices
buffer = new char[4];
danFile.read(buffer, 4);
IndexHeader indexHeader(buffer);
delete[] buffer; // ( note: may crash here.)
// Fetch all indices
unsigned int* indices = new unsigned int[indexHeader.numIndices];
unsigned int bufferSize = sizeof(unsigned int) * indexHeader.numIndices;
buffer = new char[bufferSize];
danFile.read(buffer, bufferSize);
memcpy(indices, buffer, bufferSize);
delete[] buffer; // ( note: may crash here.)
// Do the deed
Oyster::Graphics::Core::Buffer* indexBuffer = new Oyster::Graphics::Core::Buffer();
Oyster::Graphics::Core::Buffer::BUFFER_INIT_DESC bufferInitDesc;
bufferInitDesc.ElementSize = sizeof(unsigned int);
bufferInitDesc.InitData = indices;
bufferInitDesc.NumElements = indexHeader.numIndices;
bufferInitDesc.Type = Oyster::Graphics::Core::Buffer::BUFFER_TYPE::INDEX_BUFFER;
bufferInitDesc.Usage = Oyster::Graphics::Core::Buffer::BUFFER_USAGE::BUFFER_DEFAULT;
indexBuffer->Init(bufferInitDesc);
modelInfo->IndexCount = indexHeader.numIndices;
modelInfo->Indecies = indexBuffer;
modelInfo->Indexed = true;
delete[] indices; // ( note: may crash here.)
break;
}
// material header
case HeaderType::MATERIALHEADER:
{
// Fetch material header, 2 texture path strings
MaterialHeader materialHeader;
buffer = new char[4];
danFile.read(buffer, 4);
memcpy(&materialHeader.diffuseMapPathLength, buffer, 4);
delete[] buffer; // ( note: may crash here.)
buffer = new char[materialHeader.diffuseMapPathLength];
danFile.read(buffer, materialHeader.diffuseMapPathLength);
materialHeader.diffuseMapPath = new char[materialHeader.diffuseMapPathLength+1];
memcpy(materialHeader.diffuseMapPath, buffer, materialHeader.diffuseMapPathLength);
materialHeader.diffuseMapPath[materialHeader.diffuseMapPathLength] = 0;
delete[] buffer; // ( note: may crash here.)
buffer = new char[4];
danFile.read(buffer, 4);
memcpy(&materialHeader.normalMapPathLength, buffer, 4);
delete[] buffer; // ( note: may crash here.)
buffer = new char[materialHeader.normalMapPathLength];
danFile.read(buffer, materialHeader.normalMapPathLength);
materialHeader.normalMapPath = new char[materialHeader.normalMapPathLength + 1];
memcpy(materialHeader.normalMapPath, buffer, materialHeader.normalMapPathLength);
materialHeader.normalMapPath[materialHeader.normalMapPathLength] = 0;
delete[] buffer; // ( note: may crash here.)
//
ID3D11ShaderResourceView* diffuseMap = (ID3D11ShaderResourceView*)Oyster::Resource::OysterResource::LoadResource(charToWChar(materialHeader.diffuseMapPath), Oyster::Graphics::Loading::LoadTexture);
ID3D11ShaderResourceView* normalMap = (ID3D11ShaderResourceView*)Oyster::Resource::OysterResource::LoadResource(charToWChar(materialHeader.normalMapPath), Oyster::Graphics::Loading::LoadTexture);
modelInfo->Material.push_back(diffuseMap);
modelInfo->Material.push_back(normalMap);
break;
}
// skeleton header
case HeaderType::SKELETONHEADER:
{
// not implemented...
break;
}
// animation header
case HeaderType::ANIMATIONHEADER:
{
// not implemented...
break;
}
}
}
// close file
danFile.close();
// Set modelinfo as output data
out.loadedData = modelInfo;
out.resourceUnloadFnc = Oyster::Graphics::Loading::UnloadDAN;
}

View File

@ -29,6 +29,9 @@ namespace Oyster
void UnloadOBJ(void* loadedData); void UnloadOBJ(void* loadedData);
void LoadOBJ(const wchar_t filename[], Oyster::Resource::CustomData& out); void LoadOBJ(const wchar_t filename[], Oyster::Resource::CustomData& out);
void UnloadDAN(void* loadedData);
void LoadDAN(const wchar_t filename[], Oyster::Resource::CustomData& out);
} }
} }
} }

View File

@ -16,7 +16,7 @@ namespace Oyster
std::vector<ID3D11ShaderResourceView*> Material; std::vector<ID3D11ShaderResourceView*> Material;
Core::Buffer *Vertices,*Indecies; Core::Buffer *Vertices,*Indecies;
bool Indexed; bool Indexed;
int VertexCount; int VertexCount, IndexCount;
}; };
} }
} }

View File

@ -1,285 +1,286 @@
<?xml version="1.0" encoding="utf-8"?> <?xml version="1.0" encoding="utf-8"?>
<Project DefaultTargets="Build" ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003"> <Project DefaultTargets="Build" ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<ItemGroup Label="ProjectConfigurations"> <ItemGroup Label="ProjectConfigurations">
<ProjectConfiguration Include="Debug|Win32"> <ProjectConfiguration Include="Debug|Win32">
<Configuration>Debug</Configuration> <Configuration>Debug</Configuration>
<Platform>Win32</Platform> <Platform>Win32</Platform>
</ProjectConfiguration> </ProjectConfiguration>
<ProjectConfiguration Include="Debug|x64"> <ProjectConfiguration Include="Debug|x64">
<Configuration>Debug</Configuration> <Configuration>Debug</Configuration>
<Platform>x64</Platform> <Platform>x64</Platform>
</ProjectConfiguration> </ProjectConfiguration>
<ProjectConfiguration Include="Release|Win32"> <ProjectConfiguration Include="Release|Win32">
<Configuration>Release</Configuration> <Configuration>Release</Configuration>
<Platform>Win32</Platform> <Platform>Win32</Platform>
</ProjectConfiguration> </ProjectConfiguration>
<ProjectConfiguration Include="Release|x64"> <ProjectConfiguration Include="Release|x64">
<Configuration>Release</Configuration> <Configuration>Release</Configuration>
<Platform>x64</Platform> <Platform>x64</Platform>
</ProjectConfiguration> </ProjectConfiguration>
</ItemGroup> </ItemGroup>
<PropertyGroup Label="Globals"> <PropertyGroup Label="Globals">
<ProjectGuid>{0EC83E64-230E-48EF-B08C-6AC9651B4F82}</ProjectGuid> <ProjectGuid>{0EC83E64-230E-48EF-B08C-6AC9651B4F82}</ProjectGuid>
<RootNamespace>OysterGraphics</RootNamespace> <RootNamespace>OysterGraphics</RootNamespace>
</PropertyGroup> </PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" /> <Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration"> <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
<ConfigurationType>DynamicLibrary</ConfigurationType> <ConfigurationType>DynamicLibrary</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries> <UseDebugLibraries>true</UseDebugLibraries>
<PlatformToolset>v110</PlatformToolset> <PlatformToolset>v110</PlatformToolset>
<CharacterSet>MultiByte</CharacterSet> <CharacterSet>MultiByte</CharacterSet>
</PropertyGroup> </PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration"> <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
<ConfigurationType>DynamicLibrary</ConfigurationType> <ConfigurationType>DynamicLibrary</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries> <UseDebugLibraries>true</UseDebugLibraries>
<PlatformToolset>v110</PlatformToolset> <PlatformToolset>v110</PlatformToolset>
<CharacterSet>MultiByte</CharacterSet> <CharacterSet>MultiByte</CharacterSet>
</PropertyGroup> </PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration"> <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
<ConfigurationType>DynamicLibrary</ConfigurationType> <ConfigurationType>DynamicLibrary</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries> <UseDebugLibraries>false</UseDebugLibraries>
<PlatformToolset>v110</PlatformToolset> <PlatformToolset>v110</PlatformToolset>
<WholeProgramOptimization>true</WholeProgramOptimization> <WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>MultiByte</CharacterSet> <CharacterSet>MultiByte</CharacterSet>
</PropertyGroup> </PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration"> <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
<ConfigurationType>DynamicLibrary</ConfigurationType> <ConfigurationType>DynamicLibrary</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries> <UseDebugLibraries>false</UseDebugLibraries>
<PlatformToolset>v110</PlatformToolset> <PlatformToolset>v110</PlatformToolset>
<WholeProgramOptimization>true</WholeProgramOptimization> <WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>MultiByte</CharacterSet> <CharacterSet>MultiByte</CharacterSet>
</PropertyGroup> </PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" /> <Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
<ImportGroup Label="ExtensionSettings"> <ImportGroup Label="ExtensionSettings">
</ImportGroup> </ImportGroup>
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'"> <ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" /> <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
</ImportGroup> </ImportGroup>
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="PropertySheets"> <ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="PropertySheets">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" /> <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
</ImportGroup> </ImportGroup>
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Release|Win32'"> <ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" /> <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
</ImportGroup> </ImportGroup>
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="PropertySheets"> <ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="PropertySheets">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" /> <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
</ImportGroup> </ImportGroup>
<PropertyGroup Label="UserMacros" /> <PropertyGroup Label="UserMacros" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'"> <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<OutDir>$(SolutionDir)..\Bin\DLL\</OutDir> <OutDir>$(SolutionDir)..\Bin\DLL\</OutDir>
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir> <IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
<TargetName>$(ProjectName)_$(PlatformShortName)D</TargetName> <TargetName>$(ProjectName)_$(PlatformShortName)D</TargetName>
<IncludePath>C:\Program Files (x86)\Visual Leak Detector\include;$(IncludePath)</IncludePath> <IncludePath>C:\Program Files (x86)\Visual Leak Detector\include;$(IncludePath)</IncludePath>
<LibraryPath>C:\Program Files (x86)\Visual Leak Detector\lib\Win32;$(LibraryPath)</LibraryPath> <LibraryPath>C:\Program Files (x86)\Visual Leak Detector\lib\Win32;$(LibraryPath)</LibraryPath>
</PropertyGroup> </PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'"> <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<OutDir>$(SolutionDir)..\Bin\DLL\</OutDir> <OutDir>$(SolutionDir)..\Bin\DLL\</OutDir>
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir> <IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
<TargetName>$(ProjectName)_$(PlatformShortName)</TargetName> <TargetName>$(ProjectName)_$(PlatformShortName)</TargetName>
<IncludePath>C:\Program Files (x86)\Visual Leak Detector\include;$(IncludePath)</IncludePath> <IncludePath>C:\Program Files (x86)\Visual Leak Detector\include;$(IncludePath)</IncludePath>
<LibraryPath>C:\Program Files (x86)\Visual Leak Detector\lib\Win32;$(LibraryPath)</LibraryPath> <LibraryPath>C:\Program Files (x86)\Visual Leak Detector\lib\Win32;$(LibraryPath)</LibraryPath>
</PropertyGroup> </PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'"> <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
<OutDir>$(SolutionDir)..\Bin\DLL\</OutDir> <OutDir>$(SolutionDir)..\Bin\DLL\</OutDir>
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir> <IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
<TargetName>$(ProjectName)_$(PlatformShortName)D</TargetName> <TargetName>$(ProjectName)_$(PlatformShortName)D</TargetName>
<IncludePath>C:\Program Files (x86)\Visual Leak Detector\include;$(IncludePath)</IncludePath> <IncludePath>C:\Program Files (x86)\Visual Leak Detector\include;$(IncludePath)</IncludePath>
<LibraryPath>C:\Program Files (x86)\Visual Leak Detector\lib\Win64;$(LibraryPath)</LibraryPath> <LibraryPath>C:\Program Files (x86)\Visual Leak Detector\lib\Win64;$(LibraryPath)</LibraryPath>
</PropertyGroup> </PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'"> <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
<OutDir>$(SolutionDir)..\Bin\DLL\</OutDir> <OutDir>$(SolutionDir)..\Bin\DLL\</OutDir>
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir> <IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
<TargetName>$(ProjectName)_$(PlatformShortName)</TargetName> <TargetName>$(ProjectName)_$(PlatformShortName)</TargetName>
<IncludePath>C:\Program Files (x86)\Visual Leak Detector\include;$(IncludePath)</IncludePath> <IncludePath>C:\Program Files (x86)\Visual Leak Detector\include;$(IncludePath)</IncludePath>
<LibraryPath>C:\Program Files (x86)\Visual Leak Detector\lib\Win64;$(LibraryPath)</LibraryPath> <LibraryPath>C:\Program Files (x86)\Visual Leak Detector\lib\Win64;$(LibraryPath)</LibraryPath>
</PropertyGroup> </PropertyGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'"> <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<ClCompile> <ClCompile>
<WarningLevel>Level3</WarningLevel> <WarningLevel>Level3</WarningLevel>
<Optimization>Disabled</Optimization> <Optimization>Disabled</Optimization>
<SDLCheck>true</SDLCheck> <SDLCheck>true</SDLCheck>
<AdditionalIncludeDirectories>$(SolutionDir)OysterMath;$(SolutionDir)Misc;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories> <AdditionalIncludeDirectories>$(SolutionDir)OysterMath;$(SolutionDir)Misc;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions>GFX_DLL_EXPORT;%(PreprocessorDefinitions)</PreprocessorDefinitions> <PreprocessorDefinitions>GFX_DLL_EXPORT;%(PreprocessorDefinitions)</PreprocessorDefinitions>
</ClCompile> </ClCompile>
<Link> <Link>
<GenerateDebugInformation>true</GenerateDebugInformation> <GenerateDebugInformation>true</GenerateDebugInformation>
</Link> </Link>
<ProjectReference> <ProjectReference>
<LinkLibraryDependencies>true</LinkLibraryDependencies> <LinkLibraryDependencies>true</LinkLibraryDependencies>
</ProjectReference> </ProjectReference>
<FxCompile> <FxCompile>
<ObjectFileOutput>$(SolutionDir)..\Bin\Content\Shaders\%(Filename).cso</ObjectFileOutput> <ObjectFileOutput>$(SolutionDir)..\Bin\Content\Shaders\%(Filename).cso</ObjectFileOutput>
<ShaderModel>5.0</ShaderModel> <ShaderModel>5.0</ShaderModel>
</FxCompile> </FxCompile>
</ItemDefinitionGroup> </ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'"> <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
<ClCompile> <ClCompile>
<WarningLevel>Level3</WarningLevel> <WarningLevel>Level3</WarningLevel>
<Optimization>Disabled</Optimization> <Optimization>Disabled</Optimization>
<SDLCheck>true</SDLCheck> <SDLCheck>true</SDLCheck>
<AdditionalIncludeDirectories>..\OysterPhysic3D\Collision;..\OysterPhysics3D;..\OysterMath;..\Misc;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories> <AdditionalIncludeDirectories>..\OysterPhysic3D\Collision;..\OysterPhysics3D;..\OysterMath;..\Misc;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions>GFX_DLL_EXPORT;%(PreprocessorDefinitions)</PreprocessorDefinitions> <PreprocessorDefinitions>GFX_DLL_EXPORT;%(PreprocessorDefinitions)</PreprocessorDefinitions>
</ClCompile> </ClCompile>
<Link> <Link>
<GenerateDebugInformation>true</GenerateDebugInformation> <GenerateDebugInformation>true</GenerateDebugInformation>
</Link> </Link>
<FxCompile> <FxCompile>
<ObjectFileOutput>$(SolutionDir)..\Bin\Content\Shaders\%(Filename).cso</ObjectFileOutput> <ObjectFileOutput>$(SolutionDir)..\Bin\Content\Shaders\%(Filename).cso</ObjectFileOutput>
<ShaderModel>5.0</ShaderModel> <ShaderModel>5.0</ShaderModel>
</FxCompile> </FxCompile>
</ItemDefinitionGroup> </ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'"> <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<ClCompile> <ClCompile>
<WarningLevel>Level3</WarningLevel> <WarningLevel>Level3</WarningLevel>
<Optimization>Disabled</Optimization> <Optimization>Disabled</Optimization>
<FunctionLevelLinking>true</FunctionLevelLinking> <FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions> <IntrinsicFunctions>true</IntrinsicFunctions>
<SDLCheck>true</SDLCheck> <SDLCheck>true</SDLCheck>
<AdditionalIncludeDirectories>..\OysterPhysics3D;..\OysterMath;..\Misc;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories> <AdditionalIncludeDirectories>..\OysterPhysics3D;..\OysterMath;..\Misc;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions>GFX_DLL_EXPORT;%(PreprocessorDefinitions)</PreprocessorDefinitions> <PreprocessorDefinitions>GFX_DLL_EXPORT;%(PreprocessorDefinitions)</PreprocessorDefinitions>
</ClCompile> </ClCompile>
<Link> <Link>
<GenerateDebugInformation>true</GenerateDebugInformation> <GenerateDebugInformation>true</GenerateDebugInformation>
<EnableCOMDATFolding>true</EnableCOMDATFolding> <EnableCOMDATFolding>true</EnableCOMDATFolding>
<OptimizeReferences>true</OptimizeReferences> <OptimizeReferences>true</OptimizeReferences>
</Link> </Link>
<FxCompile> <FxCompile>
<ObjectFileOutput>$(SolutionDir)..\Bin\Content\Shaders\%(Filename).cso</ObjectFileOutput> <ObjectFileOutput>$(SolutionDir)..\Bin\Content\Shaders\%(Filename).cso</ObjectFileOutput>
<EnableDebuggingInformation>true</EnableDebuggingInformation> <EnableDebuggingInformation>true</EnableDebuggingInformation>
<ShaderModel>5.0</ShaderModel> <ShaderModel>5.0</ShaderModel>
</FxCompile> </FxCompile>
</ItemDefinitionGroup> </ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'"> <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
<ClCompile> <ClCompile>
<WarningLevel>Level3</WarningLevel> <WarningLevel>Level3</WarningLevel>
<Optimization>Disabled</Optimization> <Optimization>Disabled</Optimization>
<FunctionLevelLinking>true</FunctionLevelLinking> <FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions> <IntrinsicFunctions>true</IntrinsicFunctions>
<SDLCheck>true</SDLCheck> <SDLCheck>true</SDLCheck>
<AdditionalIncludeDirectories>..\OysterPhysics3D;..\OysterMath;..\Misc;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories> <AdditionalIncludeDirectories>..\OysterPhysics3D;..\OysterMath;..\Misc;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions>GFX_DLL_EXPORT;%(PreprocessorDefinitions)</PreprocessorDefinitions> <PreprocessorDefinitions>GFX_DLL_EXPORT;%(PreprocessorDefinitions)</PreprocessorDefinitions>
</ClCompile> </ClCompile>
<Link> <Link>
<GenerateDebugInformation>true</GenerateDebugInformation> <GenerateDebugInformation>true</GenerateDebugInformation>
<EnableCOMDATFolding>true</EnableCOMDATFolding> <EnableCOMDATFolding>true</EnableCOMDATFolding>
<OptimizeReferences>true</OptimizeReferences> <OptimizeReferences>true</OptimizeReferences>
</Link> </Link>
<FxCompile> <FxCompile>
<ObjectFileOutput>$(SolutionDir)..\Bin\Content\Shaders\%(Filename).cso</ObjectFileOutput> <ObjectFileOutput>$(SolutionDir)..\Bin\Content\Shaders\%(Filename).cso</ObjectFileOutput>
<EnableDebuggingInformation>true</EnableDebuggingInformation> <EnableDebuggingInformation>true</EnableDebuggingInformation>
<ShaderModel>5.0</ShaderModel> <ShaderModel>5.0</ShaderModel>
</FxCompile> </FxCompile>
</ItemDefinitionGroup> </ItemDefinitionGroup>
<ItemGroup> <ItemGroup>
<ClCompile Include="Core\Buffer.cpp" /> <ClCompile Include="Core\Buffer.cpp" />
<ClCompile Include="Core\Core.cpp" /> <ClCompile Include="Core\Core.cpp" />
<ClCompile Include="Core\Init.cpp" /> <ClCompile Include="Core\Init.cpp" />
<ClCompile Include="Core\PipelineManager.cpp" /> <ClCompile Include="Core\PipelineManager.cpp" />
<ClCompile Include="DllInterfaces\GFXAPI.cpp" /> <ClCompile Include="DllInterfaces\GFXAPI.cpp" />
<ClCompile Include="FileLoader\ObjReader.cpp" /> <ClCompile Include="FileLoader\DanLoader.cpp" />
<ClCompile Include="FileLoader\ShaderLoader.cpp" /> <ClCompile Include="FileLoader\ObjReader.cpp" />
<ClCompile Include="FileLoader\ModelLoader.cpp" /> <ClCompile Include="FileLoader\ShaderLoader.cpp" />
<ClCompile Include="Render\Preparations\BasicPreparations.cpp" /> <ClCompile Include="FileLoader\ModelLoader.cpp" />
<ClCompile Include="Render\Rendering\BasicRender.cpp" /> <ClCompile Include="Render\Preparations\BasicPreparations.cpp" />
<ClCompile Include="Render\Resources\Deffered.cpp" /> <ClCompile Include="Render\Rendering\BasicRender.cpp" />
</ItemGroup> <ClCompile Include="Render\Resources\Deffered.cpp" />
<ItemGroup> </ItemGroup>
<ClInclude Include="Core\Core.h" /> <ItemGroup>
<ClInclude Include="Core\Dx11Includes.h" /> <ClInclude Include="Core\Core.h" />
<ClInclude Include="DllInterfaces\GFXAPI.h" /> <ClInclude Include="Core\Dx11Includes.h" />
<ClInclude Include="FileLoader\ObjReader.h" /> <ClInclude Include="DllInterfaces\GFXAPI.h" />
<ClInclude Include="FileLoader\GeneralLoader.h" /> <ClInclude Include="FileLoader\ObjReader.h" />
<ClInclude Include="Model\Model.h" /> <ClInclude Include="FileLoader\GeneralLoader.h" />
<ClInclude Include="Model\ModelInfo.h" /> <ClInclude Include="Model\Model.h" />
<ClInclude Include="Render\Preparations\Preparations.h" /> <ClInclude Include="Model\ModelInfo.h" />
<ClInclude Include="Render\Rendering\Render.h" /> <ClInclude Include="Render\Preparations\Preparations.h" />
<ClInclude Include="Definitions\GraphicalDefinition.h" /> <ClInclude Include="Render\Rendering\Render.h" />
<ClInclude Include="Render\Resources\Deffered.h" /> <ClInclude Include="Definitions\GraphicalDefinition.h" />
</ItemGroup> <ClInclude Include="Render\Resources\Deffered.h" />
<ItemGroup> </ItemGroup>
<ProjectReference Include="..\Misc\Misc.vcxproj"> <ItemGroup>
<Project>{2ec4dded-8f75-4c86-a10b-e1e8eb29f3ee}</Project> <ProjectReference Include="..\Misc\Misc.vcxproj">
</ProjectReference> <Project>{2ec4dded-8f75-4c86-a10b-e1e8eb29f3ee}</Project>
<ProjectReference Include="..\OysterMath\OysterMath.vcxproj"> </ProjectReference>
<Project>{f10cbc03-9809-4cba-95d8-327c287b18ee}</Project> <ProjectReference Include="..\OysterMath\OysterMath.vcxproj">
</ProjectReference> <Project>{f10cbc03-9809-4cba-95d8-327c287b18ee}</Project>
</ItemGroup> </ProjectReference>
<ItemGroup> </ItemGroup>
<FxCompile Include="Shader\HLSL\Deffered Shaders\LightPass.hlsl"> <ItemGroup>
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">Compute</ShaderType> <FxCompile Include="Shader\HLSL\Deffered Shaders\LightPass.hlsl">
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">Compute</ShaderType> <ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">Compute</ShaderType>
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">Compute</ShaderType> <ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">Compute</ShaderType>
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|x64'">Compute</ShaderType> <ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">Compute</ShaderType>
</FxCompile> <ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|x64'">Compute</ShaderType>
<FxCompile Include="Shader\HLSL\Deffered Shaders\PixelGatherData.hlsl"> </FxCompile>
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">Pixel</ShaderType> <FxCompile Include="Shader\HLSL\Deffered Shaders\PixelGatherData.hlsl">
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">Pixel</ShaderType> <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> <ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">Pixel</ShaderType>
</FxCompile> <ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|x64'">Pixel</ShaderType>
<FxCompile Include="Shader\HLSL\Deffered Shaders\PostPass.hlsl"> </FxCompile>
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">Compute</ShaderType> <FxCompile Include="Shader\HLSL\Deffered Shaders\PostPass.hlsl">
<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">5.0</ShaderModel> <ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">Compute</ShaderType>
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">Compute</ShaderType> <ShaderModel Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">5.0</ShaderModel>
<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">5.0</ShaderModel> <ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">Compute</ShaderType>
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">Compute</ShaderType> <ShaderModel Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">5.0</ShaderModel>
<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">5.0</ShaderModel> <ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">Compute</ShaderType>
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|x64'">Compute</ShaderType> <ShaderModel Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">5.0</ShaderModel>
<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Release|x64'">5.0</ShaderModel> <ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|x64'">Compute</ShaderType>
</FxCompile> <ShaderModel Condition="'$(Configuration)|$(Platform)'=='Release|x64'">5.0</ShaderModel>
<FxCompile Include="Shader\HLSL\Deffered Shaders\VertexGatherData.hlsl"> </FxCompile>
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">Vertex</ShaderType> <FxCompile Include="Shader\HLSL\Deffered Shaders\VertexGatherData.hlsl">
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">Vertex</ShaderType> <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> <ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">Vertex</ShaderType>
</FxCompile> <ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|x64'">Vertex</ShaderType>
<FxCompile Include="Shader\HLSL\SimpleDebug\DebugCameraVertex.hlsl"> </FxCompile>
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">Vertex</ShaderType> <FxCompile Include="Shader\HLSL\SimpleDebug\DebugCameraVertex.hlsl">
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">Vertex</ShaderType> <ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">Vertex</ShaderType>
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">Vertex</ShaderType> <ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">Vertex</ShaderType>
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|x64'">Vertex</ShaderType> <ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">Vertex</ShaderType>
<AssemblerOutput Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'"> <ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|x64'">Vertex</ShaderType>
</AssemblerOutput> <AssemblerOutput Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<AssemblerOutputFile Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'"> </AssemblerOutput>
</AssemblerOutputFile> <AssemblerOutputFile Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">5.0</ShaderModel> </AssemblerOutputFile>
</FxCompile> <ShaderModel Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">5.0</ShaderModel>
<FxCompile Include="Shader\HLSL\SimpleDebug\DebugPixel.hlsl"> </FxCompile>
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">Pixel</ShaderType> <FxCompile Include="Shader\HLSL\SimpleDebug\DebugPixel.hlsl">
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">Pixel</ShaderType> <ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">Pixel</ShaderType>
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">Pixel</ShaderType> <ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">Pixel</ShaderType>
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|x64'">Pixel</ShaderType> <ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">Pixel</ShaderType>
<DeploymentContent Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">true</DeploymentContent> <ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|x64'">Pixel</ShaderType>
<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">5.0</ShaderModel> <DeploymentContent Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">true</DeploymentContent>
<EntryPointName Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">main</EntryPointName> <ShaderModel Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">5.0</ShaderModel>
</FxCompile> <EntryPointName Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">main</EntryPointName>
<FxCompile Include="Shader\HLSL\SimpleDebug\DebugVertex.hlsl"> </FxCompile>
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">Vertex</ShaderType> <FxCompile Include="Shader\HLSL\SimpleDebug\DebugVertex.hlsl">
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">Vertex</ShaderType> <ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">Vertex</ShaderType>
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">Vertex</ShaderType> <ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">Vertex</ShaderType>
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|x64'">Vertex</ShaderType> <ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">Vertex</ShaderType>
<DeploymentContent Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">true</DeploymentContent> <ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|x64'">Vertex</ShaderType>
<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">5.0</ShaderModel> <DeploymentContent Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">true</DeploymentContent>
<EntryPointName Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">main</EntryPointName> <ShaderModel Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">5.0</ShaderModel>
<AssemblerOutput Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'"> <EntryPointName Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">main</EntryPointName>
</AssemblerOutput> <AssemblerOutput Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
</FxCompile> </AssemblerOutput>
<FxCompile Include="Shader\HLSL\SimpleDebug\TextureDebug.hlsl"> </FxCompile>
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">Pixel</ShaderType> <FxCompile Include="Shader\HLSL\SimpleDebug\TextureDebug.hlsl">
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">Pixel</ShaderType> <ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">Pixel</ShaderType>
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">Pixel</ShaderType> <ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">Pixel</ShaderType>
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|x64'">Pixel</ShaderType> <ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">Pixel</ShaderType>
</FxCompile> <ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|x64'">Pixel</ShaderType>
</ItemGroup> </FxCompile>
<ItemGroup> </ItemGroup>
<None Include="Shader\HLSL\Deffered Shaders\Defines.hlsli" /> <ItemGroup>
<None Include="Shader\HLSL\Deffered Shaders\GBufferHeader.hlsli" /> <None Include="Shader\HLSL\Deffered Shaders\Defines.hlsli" />
<None Include="Shader\HLSL\Deffered Shaders\LightCalc.hlsli" /> <None Include="Shader\HLSL\Deffered Shaders\GBufferHeader.hlsli" />
<None Include="Shader\HLSL\Deffered Shaders\PosManipulation.hlsli" /> <None Include="Shader\HLSL\Deffered Shaders\LightCalc.hlsli" />
<None Include="Shader\HLSL\Deffered Shaders\SSAO.hlsli" /> <None Include="Shader\HLSL\Deffered Shaders\PosManipulation.hlsli" />
<None Include="Shader\HLSL\SimpleDebug\Debug.hlsl" /> <None Include="Shader\HLSL\Deffered Shaders\SSAO.hlsli" />
</ItemGroup> <None Include="Shader\HLSL\SimpleDebug\Debug.hlsl" />
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" /> </ItemGroup>
<ImportGroup Label="ExtensionTargets"> <Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
</ImportGroup> <ImportGroup Label="ExtensionTargets">
</ImportGroup>
</Project> </Project>

View File

@ -73,7 +73,7 @@ namespace Oyster
if(info->Indexed) if(info->Indexed)
{ {
info->Indecies->Apply(); info->Indecies->Apply();
Oyster::Graphics::Core::deviceContext->DrawIndexed(info->VertexCount,0,0); Oyster::Graphics::Core::deviceContext->DrawIndexed(info->IndexCount,0,0);
} }
else else
{ {

View File

@ -92,7 +92,7 @@ namespace Oyster
D3D11_RASTERIZER_DESC rdesc; D3D11_RASTERIZER_DESC rdesc;
rdesc.CullMode = D3D11_CULL_BACK; rdesc.CullMode = D3D11_CULL_BACK;
rdesc.FillMode = D3D11_FILL_SOLID; rdesc.FillMode = D3D11_FILL_SOLID;
rdesc.FrontCounterClockwise = true; rdesc.FrontCounterClockwise = false;
rdesc.DepthBias = 0; rdesc.DepthBias = 0;
rdesc.DepthBiasClamp = 0; rdesc.DepthBiasClamp = 0;
rdesc.DepthClipEnable = true; rdesc.DepthClipEnable = true;
@ -230,11 +230,14 @@ namespace Oyster
{ {
{ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 }, { "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 }, { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 20, D3D11_INPUT_PER_VERTEX_DATA, 0 } { "NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 20, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "TANGENT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 32, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "BITANGENT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 44, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "BONEINDEX", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 56, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "BONEWEIGHT", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 72, D3D11_INPUT_PER_VERTEX_DATA, 0 }
}; };
Shader::CreateInputLayout(indesc,3,GetShader::Vertex(L"Geometry"),GeometryPass.IAStage.Layout); Shader::CreateInputLayout(indesc,7,GetShader::Vertex(L"Geometry"),GeometryPass.IAStage.Layout);
GeometryPass.IAStage.Topology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST; GeometryPass.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);

View File

@ -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;

View File

@ -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;