Merge branch 'Graphics' of https://github.com/dean11/Danbias into GameLogic
This commit is contained in:
commit
d4b7fbf1b4
|
@ -1,2 +0,0 @@
|
|||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<ClassDiagram />
|
|
@ -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);
|
||||
}
|
||||
}
|
||||
}
|
|
@ -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();
|
||||
|
|
|
@ -1,88 +0,0 @@
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<ClCompile Include="Core\Buffer.cpp">
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<ClCompile Include="Core\Core.cpp">
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<ClCompile Include="Core\ShaderManager.cpp">
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</ClCompile>
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<ClCompile Include="Core\Init.cpp">
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<Filter>Source Files</Filter>
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||||
</ClCompile>
|
||||
<<<<<<< HEAD
|
||||
<ClCompile Include="Render\Rendering\BasicRender.cpp">
|
||||
=======
|
||||
<ClCompile Include="Resources\Resources.cpp">
|
||||
>>>>>>> f08e9491ed00b00aedba0eabf1caed33830fc0e2
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="Render\Preparations\BasicPreparations.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<<<<<<< HEAD
|
||||
<ClCompile Include="Render\Resources\Resources.cpp">
|
||||
=======
|
||||
<ClCompile Include="Render\Rendering\BasicRender.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="FileLoader\ObjReader.cpp">
|
||||
>>>>>>> f08e9491ed00b00aedba0eabf1caed33830fc0e2
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClInclude Include="Core\Buffer.h">
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||||
<Filter>Header Files</Filter>
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</ClInclude>
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<ClInclude Include="Core\Core.h">
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<Filter>Header Files</Filter>
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</ClInclude>
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<ClInclude Include="Core\CoreIncludes.h">
|
||||
<Filter>Header Files</Filter>
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</ClInclude>
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<ClInclude Include="Render\Preparations\Preparations.h">
|
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<Filter>Header Files</Filter>
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</ClInclude>
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<ClInclude Include="Render\Rendering\Render.h">
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<Filter>Header Files</Filter>
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</ClInclude>
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<ClInclude Include="Model\ModelInfo.h">
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<Filter>Header Files</Filter>
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</ClInclude>
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<ClInclude Include="Model\Model.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="Render\Resources\Resources.h">
|
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<Filter>Header Files</Filter>
|
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</ClInclude>
|
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<ClInclude Include="Definitions\GraphicalDefinition.h">
|
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<Filter>Header Files</Filter>
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</ClInclude>
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<ClInclude Include="FileLoader\ObjReader.h">
|
||||
<Filter>Header Files</Filter>
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</ClInclude>
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</ItemGroup>
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<ItemGroup>
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||||
<FxCompile Include="Shader\HLSL\SimpleDebug\DebugVertex.hlsl" />
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<FxCompile Include="Shader\HLSL\SimpleDebug\DebugPixel.hlsl" />
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||||
<FxCompile Include="Shader\HLSL\SimpleDebug\DebugCameraVertex.hlsl" />
|
||||
</ItemGroup>
|
||||
</Project>
|
|
@ -1,214 +0,0 @@
|
|||
<?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>
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</ProjectConfiguration>
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<ProjectConfiguration Include="Release|Win32">
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||||
<Configuration>Release</Configuration>
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<Platform>Win32</Platform>
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</ProjectConfiguration>
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||||
<ProjectConfiguration Include="Release|x64">
|
||||
<Configuration>Release</Configuration>
|
||||
<Platform>x64</Platform>
|
||||
</ProjectConfiguration>
|
||||
</ItemGroup>
|
||||
<PropertyGroup Label="Globals">
|
||||
<ProjectGuid>{0EC83E64-230E-48EF-B08C-6AC9651B4F82}</ProjectGuid>
|
||||
<RootNamespace>OysterGraphics</RootNamespace>
|
||||
</PropertyGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
|
||||
<ConfigurationType>StaticLibrary</ConfigurationType>
|
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<UseDebugLibraries>true</UseDebugLibraries>
|
||||
<PlatformToolset>v110</PlatformToolset>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
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</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
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||||
<ConfigurationType>StaticLibrary</ConfigurationType>
|
||||
<UseDebugLibraries>true</UseDebugLibraries>
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||||
<PlatformToolset>v110</PlatformToolset>
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<CharacterSet>MultiByte</CharacterSet>
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</PropertyGroup>
|
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
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||||
<ConfigurationType>StaticLibrary</ConfigurationType>
|
||||
<UseDebugLibraries>false</UseDebugLibraries>
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<PlatformToolset>v110</PlatformToolset>
|
||||
<WholeProgramOptimization>true</WholeProgramOptimization>
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<CharacterSet>MultiByte</CharacterSet>
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</PropertyGroup>
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
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<ConfigurationType>StaticLibrary</ConfigurationType>
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<UseDebugLibraries>false</UseDebugLibraries>
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<PlatformToolset>v110</PlatformToolset>
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<WholeProgramOptimization>true</WholeProgramOptimization>
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<CharacterSet>MultiByte</CharacterSet>
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</PropertyGroup>
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<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
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<ImportGroup Label="ExtensionSettings">
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</ImportGroup>
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<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Debug|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>
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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>
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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>
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<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|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>
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<PropertyGroup Label="UserMacros" />
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
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<OutDir>$(SolutionDir)..\External\Lib\$(ProjectName)\</OutDir>
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<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
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<TargetName>$(ProjectName)_$(PlatformShortName)D</TargetName>
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
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<OutDir>$(SolutionDir)..\External\Lib\$(ProjectName)\</OutDir>
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<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
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<TargetName>$(ProjectName)_$(PlatformShortName)</TargetName>
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
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<OutDir>$(SolutionDir)..\External\Lib\$(ProjectName)\</OutDir>
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<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
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<TargetName>$(ProjectName)_$(PlatformShortName)D</TargetName>
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</PropertyGroup>
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
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<OutDir>$(SolutionDir)..\External\Lib\$(ProjectName)\</OutDir>
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<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
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<TargetName>$(ProjectName)_$(PlatformShortName)</TargetName>
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</PropertyGroup>
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<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
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<ClCompile>
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<WarningLevel>Level3</WarningLevel>
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<Optimization>Disabled</Optimization>
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<SDLCheck>true</SDLCheck>
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||||
<AdditionalIncludeDirectories>$(SolutionDir)OysterMath;$(SolutionDir)Misc;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
</ClCompile>
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||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
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</Link>
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<ProjectReference>
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<LinkLibraryDependencies>true</LinkLibraryDependencies>
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</ProjectReference>
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</ItemDefinitionGroup>
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<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
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<ClCompile>
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<WarningLevel>Level3</WarningLevel>
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<Optimization>Disabled</Optimization>
|
||||
<SDLCheck>true</SDLCheck>
|
||||
<AdditionalIncludeDirectories>..\OysterPhysic3D\Collision;..\OysterPhysics3D;..\OysterMath;..\Misc;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
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||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
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<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
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<ClCompile>
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<WarningLevel>Level3</WarningLevel>
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<Optimization>MaxSpeed</Optimization>
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<FunctionLevelLinking>true</FunctionLevelLinking>
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||||
<IntrinsicFunctions>true</IntrinsicFunctions>
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||||
<SDLCheck>true</SDLCheck>
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||||
<AdditionalIncludeDirectories>..\OysterPhysics3D;..\OysterMath;..\Misc;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<EnableCOMDATFolding>true</EnableCOMDATFolding>
|
||||
<OptimizeReferences>true</OptimizeReferences>
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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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<Optimization>MaxSpeed</Optimization>
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<FunctionLevelLinking>true</FunctionLevelLinking>
|
||||
<IntrinsicFunctions>true</IntrinsicFunctions>
|
||||
<SDLCheck>true</SDLCheck>
|
||||
<AdditionalIncludeDirectories>..\OysterPhysics3D;..\OysterMath;..\Misc;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<EnableCOMDATFolding>true</EnableCOMDATFolding>
|
||||
<OptimizeReferences>true</OptimizeReferences>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemGroup>
|
||||
<ClCompile Include="Core\Buffer.cpp" />
|
||||
<ClCompile Include="Core\Core.cpp" />
|
||||
<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" />
|
||||
=======
|
||||
<ClCompile Include="FileLoader\ObjReader.cpp" />
|
||||
<ClCompile Include="Render\Preparations\BasicPreparations.cpp" />
|
||||
<ClCompile Include="Render\Rendering\BasicRender.cpp" />
|
||||
<ClCompile Include="Resources\Resources.cpp" />
|
||||
>>>>>>> f08e9491ed00b00aedba0eabf1caed33830fc0e2
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClInclude Include="Core\Buffer.h" />
|
||||
<ClInclude Include="Core\Core.h" />
|
||||
<ClInclude Include="Core\CoreIncludes.h" />
|
||||
<<<<<<< HEAD
|
||||
=======
|
||||
<ClInclude Include="EngineIncludes.h" />
|
||||
<ClInclude Include="FileLoader\ObjReader.h" />
|
||||
>>>>>>> f08e9491ed00b00aedba0eabf1caed33830fc0e2
|
||||
<ClInclude Include="Model\Model.h" />
|
||||
<ClInclude Include="Model\ModelInfo.h" />
|
||||
<ClInclude Include="Render\Preparations\Preparations.h" />
|
||||
<ClInclude Include="Render\Rendering\Render.h" />
|
||||
<ClInclude Include="Definitions\GraphicalDefinition.h" />
|
||||
<ClInclude Include="Render\Resources\Resources.h" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ProjectReference Include="..\Misc\Misc.vcxproj">
|
||||
<Project>{2ec4dded-8f75-4c86-a10b-e1e8eb29f3ee}</Project>
|
||||
</ProjectReference>
|
||||
<ProjectReference Include="..\OysterMath\OysterMath.vcxproj">
|
||||
<Project>{f10cbc03-9809-4cba-95d8-327c287b18ee}</Project>
|
||||
</ProjectReference>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<FxCompile Include="Shader\HLSL\SimpleDebug\DebugCameraVertex.hlsl">
|
||||
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">Vertex</ShaderType>
|
||||
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">Vertex</ShaderType>
|
||||
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">Vertex</ShaderType>
|
||||
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|x64'">Vertex</ShaderType>
|
||||
</FxCompile>
|
||||
<FxCompile Include="Shader\HLSL\SimpleDebug\DebugPixel.hlsl">
|
||||
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">Pixel</ShaderType>
|
||||
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">Pixel</ShaderType>
|
||||
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">Pixel</ShaderType>
|
||||
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|x64'">Pixel</ShaderType>
|
||||
<DeploymentContent Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">true</DeploymentContent>
|
||||
<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">5.0</ShaderModel>
|
||||
<EntryPointName Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">main</EntryPointName>
|
||||
</FxCompile>
|
||||
<FxCompile Include="Shader\HLSL\SimpleDebug\DebugVertex.hlsl">
|
||||
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">Vertex</ShaderType>
|
||||
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">Vertex</ShaderType>
|
||||
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">Vertex</ShaderType>
|
||||
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|x64'">Vertex</ShaderType>
|
||||
<DeploymentContent Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">true</DeploymentContent>
|
||||
<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">5.0</ShaderModel>
|
||||
<EntryPointName Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">main</EntryPointName>
|
||||
<AssemblerOutput Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
|
||||
</AssemblerOutput>
|
||||
</FxCompile>
|
||||
</ItemGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
|
||||
<ImportGroup Label="ExtensionTargets">
|
||||
</ImportGroup>
|
||||
</Project>
|
|
@ -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;
|
||||
|
|
|
@ -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;
|
||||
|
|
|
@ -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));
|
||||
};
|
||||
}
|
||||
}
|
||||
|
|
|
@ -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);
|
||||
|
|
|
@ -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;
|
||||
|
|
|
@ -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);
|
||||
}
|
|
@ -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;
|
||||
|
|
|
@ -1,5 +1,5 @@
|
|||
#include "../Header.hlsli"
|
||||
cbuffer TextPerObject : register(c0)
|
||||
cbuffer TextPerObject : register(b0)
|
||||
{
|
||||
float4x4 gWorld;
|
||||
};
|
||||
|
|
|
@ -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;
|
||||
|
|
Loading…
Reference in New Issue