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

This commit is contained in:
Pontus Fransson 2014-02-12 09:52:46 +01:00
commit d4b7fbf1b4
14 changed files with 41 additions and 321 deletions

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@ -1,2 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<ClassDiagram />

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@ -158,9 +158,9 @@ namespace Oyster
Render::Gui::Begin2DRender();
}
void API::RenderGuiElement(API::Texture tex, Math::Float2 pos, Math::Float2 size)
void API::RenderGuiElement(API::Texture tex, Math::Float2 pos, Math::Float2 size, Math::Float3 color)
{
Render::Gui::Render((ID3D11ShaderResourceView*)tex,pos,size);
Render::Gui::Render((ID3D11ShaderResourceView*)tex,pos,size,color);
}
API::Texture API::CreateTexture(std::wstring filename)
@ -191,9 +191,9 @@ namespace Oyster
Render::Gui::Begin2DTextRender();
}
void API::RenderText(std::wstring text, Math::Float2 Pos, Math::Float2 Size)
void API::RenderText(std::wstring text, Math::Float2 Pos, Math::Float2 Size, Math::Float3 color)
{
Render::Gui::RenderText(text,Pos,Size);
Render::Gui::RenderText(text,Pos,Size,color);
}
}
}

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@ -57,13 +57,13 @@ namespace Oyster
static void StartGuiRender();
//! @brief Renders a single GUI element using the texture provided and the Pos in the center, %based system
static void RenderGuiElement(Texture, Math::Float2 Pos, Math::Float2 Size);
static void RenderGuiElement(Texture, Math::Float2 Pos, Math::Float2 Size, Math::Float3 Color = Math::Float3(1,1,1));
//! @brief Configures Renderer to process 2D Text, data will be passed in to EndFrame()
static void StartTextRender();
//! @brief Renders a single GUI string using the texture provided and the Pos in the center, %based system
static void RenderText(std::wstring, Math::Float2 Pos, Math::Float2 Size);
static void RenderText(std::wstring, Math::Float2 Pos, Math::Float2 Size, Math::Float3 Color = Math::Float3(1,1,1));
//! @brief Performs light calculations, post effects and presents the scene
static void EndFrame();

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@ -1,88 +0,0 @@
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<<<<<<< HEAD
<ClCompile Include="Render\Rendering\BasicRender.cpp">
=======
<ClCompile Include="Resources\Resources.cpp">
>>>>>>> f08e9491ed00b00aedba0eabf1caed33830fc0e2
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<<<<<<< HEAD
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=======
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>>>>>>> f08e9491ed00b00aedba0eabf1caed33830fc0e2
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@ -1,214 +0,0 @@
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<<<<<<< HEAD
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<ClCompile Include="Render\Resources\Resources.cpp" />
=======
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>>>>>>> f08e9491ed00b00aedba0eabf1caed33830fc0e2
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>>>>>>> f08e9491ed00b00aedba0eabf1caed33830fc0e2
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@ -82,7 +82,7 @@ namespace Oyster
}
int b = 0;
Model::Animation A = *models[i].Animation.AnimationPlaying;
while(models[i].Animation.AnimationTime>A.duration)
while(models[i].Animation.AnimationTime>A.duration && models[i].Animation.LoopAnimation)
models[i].Animation.AnimationTime -= (float)A.duration;
float position = models[i].Animation.AnimationTime;

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@ -16,7 +16,7 @@ namespace Oyster
Core::PipelineManager::SetRenderPass(Render::Resources::Gui::Pass);
}
void Gui::Render(ID3D11ShaderResourceView* tex,Math::Float2 pos, Math::Float2 size)
void Gui::Render(ID3D11ShaderResourceView* tex,Math::Float2 pos, Math::Float2 size, Math::Float3 color)
{
Core::deviceContext->PSSetShaderResources(0,1,&tex);
@ -34,6 +34,12 @@ namespace Oyster
void* data = Render::Resources::Gui::Data.Map();
memcpy(data,&gd,sizeof(Definitions::GuiData));
Render::Resources::Gui::Data.Unmap();
data = Render::Resources::Gui::Color.Map();
memcpy(data,&color,sizeof(Math::Float3));
Render::Resources::Gui::Color.Unmap();
Core::deviceContext->Draw(1,0);
}
@ -43,7 +49,7 @@ namespace Oyster
Core::PipelineManager::SetRenderPass(Resources::Gui::Text::Pass);
}
void Gui::RenderText(std::wstring text, Math::Float2 pos, Math::Float2 size)
void Gui::RenderText(std::wstring text, Math::Float2 pos, Math::Float2 size, Math::Float3 color)
{
size.x = size.x / (text.length() * TEXT_SPACING /2);
@ -70,6 +76,10 @@ namespace Oyster
Render::Resources::Gui::Data.Unmap();
Definitions::Text2D tmpInst;
data = Render::Resources::Gui::Color.Map();
memcpy(data,&color,sizeof(Math::Float3));
Render::Resources::Gui::Color.Unmap();
void* dest = Resources::Gui::Text::Vertex.Map();
Definitions::Text2D* dataView = reinterpret_cast<Definitions::Text2D*>(dest);
//tmpInst.charOffset=_pos;

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@ -12,9 +12,9 @@ namespace Oyster
{
public:
static void Begin2DRender();
static void Render(ID3D11ShaderResourceView* tex, Math::Float2 pos, Math::Float2 size);
static void Render(ID3D11ShaderResourceView* tex, Math::Float2 pos, Math::Float2 size, Math::Float3 tint = Math::Float3(1,1,1));
static void Begin2DTextRender();
static void RenderText(std::wstring text, Math::Float2 pos, Math::Float2 size);
static void RenderText(std::wstring text, Math::Float2 pos, Math::Float2 size, Math::Float3 tint = Math::Float3(1,1,1));
};
}
}

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@ -45,6 +45,7 @@ namespace Oyster
Buffer Resources::Gather::AnimationData = Buffer();
Buffer Resources::Light::LightConstantsData = Buffer();
Buffer Resources::Gui::Data = Buffer();
Buffer Resources::Gui::Color = Buffer();
Buffer Resources::Gui::Text::Vertex = Buffer();
Buffer Resources::Post::Data = Buffer();
@ -118,6 +119,10 @@ namespace Oyster
desc.ElementSize = sizeof(Definitions::AnimationData);
Gather::AnimationData.Init(desc);
desc.Type = Buffer::BUFFER_TYPE::CONSTANT_BUFFER_PS;
desc.ElementSize = sizeof(Math::Float3);
Gui::Color.Init(desc);
desc.Type = Buffer::BUFFER_TYPE::CONSTANT_BUFFER_GS;
desc.NumElements = 1;
desc.ElementSize = sizeof(Definitions::GuiData);
@ -378,6 +383,7 @@ namespace Oyster
Gui::Pass.Shaders.Geometry = GetShader::Geometry(L"2D");
Gui::Pass.RTV.push_back(GBufferRTV[2]);
Gui::Pass.CBuffers.Geometry.push_back(Gui::Data);
Gui::Pass.CBuffers.Pixel.push_back(Gui::Color);
D3D11_INPUT_ELEMENT_DESC indesc2D[] =
{
@ -421,6 +427,7 @@ namespace Oyster
Shader::CreateInputLayout(Text2Ddesc,3, GetShader::Vertex(L"2DText") ,Gui::Text::Pass.IAStage.Layout);
Gui::Text::Pass.CBuffers.Geometry.push_back(Gui::Data);
Gui::Text::Pass.CBuffers.Pixel.push_back(Gui::Color);
Gui::Text::Pass.SRV.Pixel.push_back(Gui::Text::Font);
Gui::Text::Pass.RTV.push_back(GBufferRTV[2]);
Gui::Text::Pass.RenderStates.SampleCount = 1;
@ -448,6 +455,7 @@ namespace Oyster
Light::LightConstantsData.~Buffer();
Light::PointLightsData.~Buffer();
Gui::Data.~Buffer();
Gui::Color.~Buffer();
Gui::Text::Vertex.~Buffer();
Post::Data.~Buffer();
SAFE_RELEASE(Light::PointLightView);

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@ -61,6 +61,7 @@ namespace Oyster
{
static Core::PipelineManager::RenderPass Pass;
static Core::Buffer Data;
static Core::Buffer Color;
struct Text
{
static Core::PipelineManager::RenderPass Pass;

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@ -2,5 +2,5 @@
float4 main(Pixel2DIn input) : SV_Target0
{
return Material.Sample(LinearSampler,input.Uv);
return Material.Sample(LinearSampler,input.Uv) * float4(Color,1);
}

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@ -3,11 +3,16 @@ struct Vertex2DIn
float2 Pos : Position;
};
cbuffer EveryObject2D : register(c0)
cbuffer EveryObject2D : register(b0)
{
float4x4 Translation;
};
cbuffer ColorData : register(b0)
{
float3 Color;
};
struct Pixel2DIn
{
float4 Pos : SV_Position;

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@ -1,5 +1,5 @@
#include "../Header.hlsli"
cbuffer TextPerObject : register(c0)
cbuffer TextPerObject : register(b0)
{
float4x4 gWorld;
};

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@ -176,7 +176,7 @@ HRESULT InitDirect3D()
m->WorldMatrix.m[2][2] = 0.00000005f;
m2 = Oyster::Graphics::API::CreateModel(L"char_temporary.dan");
m2->WorldMatrix = Oyster::Math3D::OrientationMatrix(Oyster::Math::Float3::null,Oyster::Math::Float3(4,0,0),Oyster::Math::Float3::null);
Oyster::Graphics::API::PlayAnimation(m2, L"movement",true);
Oyster::Graphics::API::PlayAnimation(m2, L"movement",false);
t = Oyster::Graphics::API::CreateTexture(L"structure_corp_mdg.png");
t2 = Oyster::Graphics::API::CreateTexture(L"whiteGui.png");
@ -233,14 +233,14 @@ HRESULT Render(float deltaTime)
Oyster::Graphics::API::RenderModel(m2);
Oyster::Graphics::API::StartGuiRender();
Oyster::Graphics::API::RenderGuiElement(t,Oyster::Math::Float2(0.5f,0.5f),Oyster::Math::Float2(1,1));
Oyster::Graphics::API::RenderGuiElement(t2,Oyster::Math::Float2(0.5f,0.1f),Oyster::Math::Float2(0.5f,0.1f));
//Oyster::Graphics::API::RenderGuiElement(t2,Oyster::Math::Float2(0.5f,0.1f),Oyster::Math::Float2(0.5f,0.1f),Oyster::Math::Float3(1,0,0));
Oyster::Graphics::API::StartTextRender();
std::wstring fps;
float f = 1/deltaTime;
fps = std::to_wstring(f);
//Oyster::Graphics::API::RenderText(L"Lanariel",Oyster::Math::Float2(0.5f,0.1f),Oyster::Math::Float2(0.5f,0.1f));
//Oyster::Graphics::API::RenderText(L"Lanariel WAS HERE",Oyster::Math::Float2(0.5f,0.1f),Oyster::Math::Float2(0.5f,0.1f));
//Oyster::Graphics::API::RenderText(fps,Oyster::Math::Float2(0.5f,0.1f),Oyster::Math::Float2(0.5f,0.1f));
Oyster::Graphics::API::RenderText(fps,Oyster::Math::Float2(0.5f,0.1f),Oyster::Math::Float2(0.5f,0.1f),Oyster::Math::Float3(0,1,0));
Oyster::Graphics::API::EndFrame();
return S_OK;