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@ -13,6 +13,12 @@ namespace Oyster
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Oyster::Math::Float2 uv;
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Oyster::Math::Float3 normal;
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};
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struct VP
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{
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Oyster::Math::Matrix V;
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Oyster::Math::Matrix P;
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};
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}
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}
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}
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@ -1,4 +1,5 @@
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#include "OBJReader.h"
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#include "..\Definitions\GraphicalDefinition.h"
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#include <sstream>
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#include <fstream>
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@ -94,27 +95,27 @@ void OBJReader::readOBJFile( std::wstring fileName )
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inStream.close();
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}
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Oyster::Graphics::Render::ModelInfo OBJReader::toModel()
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Oyster::Graphics::Render::ModelInfo* OBJReader::toModel()
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{
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Oyster::Graphics::Buffer b;
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Oyster::Graphics::Buffer* b = new Oyster::Graphics::Buffer();
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Oyster::Graphics::Buffer::BUFFER_INIT_DESC desc;
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Oyster::Graphics::Render::ModelInfo modelInfo;
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Oyster::Graphics::Render::ModelInfo* modelInfo = new Oyster::Graphics::Render::ModelInfo();
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desc.ElementSize = sizeof(OBJReader::OBJFormat);
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desc.ElementSize = 32;
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desc.InitData = &this->_myOBJ[0];
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desc.NumElements = (UINT32)this->_myOBJ.size();
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desc.Type = Oyster::Graphics::Buffer::BUFFER_TYPE::CONSTANT_BUFFER_VS;
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desc.Usage = Oyster::Graphics::Buffer::BUFFER_USAGE_IMMUTABLE;
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desc.NumElements = this->_myOBJ.size();
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desc.Type = Oyster::Graphics::Buffer::BUFFER_TYPE::VERTEX_BUFFER;
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desc.Usage = Oyster::Graphics::Buffer::BUFFER_DEFAULT;
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HRESULT hr = S_OK;
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hr = b.Init(desc);
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hr = b->Init(desc);
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if(FAILED(hr))
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{
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//Something isn't okay here
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}
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modelInfo.Indexed = false;
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modelInfo.VertexCount = (int)desc.NumElements;
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modelInfo.Vertices = b;
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modelInfo->Indexed = false;
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modelInfo->VertexCount = (int)desc.NumElements;
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modelInfo->Vertices = *b;
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return modelInfo;
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@ -49,7 +49,7 @@ class OBJReader
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~OBJReader();
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void readOBJFile( std::wstring fileName);
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Oyster::Graphics::Render::ModelInfo toModel();
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Oyster::Graphics::Render::ModelInfo* toModel();
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};
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#endif
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@ -22,7 +22,7 @@ namespace Oyster
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struct Model
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{
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ModelInfo* info;
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Oyster::Math::Float4x4 *World;
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Oyster::Math::Float4x4 World;
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bool Visible;
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};
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}
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@ -145,6 +145,7 @@
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<ClCompile Include="Core\Core.cpp" />
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<ClCompile Include="Core\Init.cpp" />
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<ClCompile Include="Core\ShaderManager.cpp" />
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<ClCompile Include="FileLoader\ObjReader.cpp" />
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<ClCompile Include="Render\Preparations\BasicPreparations.cpp" />
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<ClCompile Include="Render\Rendering\BasicRender.cpp" />
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<ClCompile Include="Render\Resources\Resources.cpp" />
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@ -153,6 +154,7 @@
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<ClInclude Include="Core\Buffer.h" />
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<ClInclude Include="Core\Core.h" />
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<ClInclude Include="Core\CoreIncludes.h" />
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<ClInclude Include="FileLoader\ObjReader.h" />
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<ClInclude Include="Model\Model.h" />
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<ClInclude Include="Model\ModelInfo.h" />
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<ClInclude Include="Render\Preparations\Preparations.h" />
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@ -36,6 +36,9 @@
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<ClCompile Include="Render\Resources\Resources.cpp">
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<Filter>Source Files</Filter>
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</ClCompile>
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<ClCompile Include="FileLoader\ObjReader.cpp">
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<Filter>Source Files</Filter>
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</ClCompile>
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</ItemGroup>
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<ItemGroup>
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<ClInclude Include="Core\Buffer.h">
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@ -65,6 +68,9 @@
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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">
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<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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@ -0,0 +1,88 @@
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<?xml version="1.0" encoding="utf-8"?>
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<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
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<ItemGroup>
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<Filter Include="Source Files">
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<UniqueIdentifier>{4FC737F1-C7A5-4376-A066-2A32D752A2FF}</UniqueIdentifier>
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<Extensions>cpp;c;cc;cxx;def;odl;idl;hpj;bat;asm;asmx</Extensions>
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</Filter>
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<Filter Include="Header Files">
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<UniqueIdentifier>{93995380-89BD-4b04-88EB-625FBE52EBFB}</UniqueIdentifier>
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<Extensions>h;hpp;hxx;hm;inl;inc;xsd</Extensions>
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</Filter>
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<Filter Include="Resource Files">
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<UniqueIdentifier>{67DA6AB6-F800-4c08-8B7A-83BB121AAD01}</UniqueIdentifier>
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<Extensions>rc;ico;cur;bmp;dlg;rc2;rct;bin;rgs;gif;jpg;jpeg;jpe;resx;tiff;tif;png;wav;mfcribbon-ms</Extensions>
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</Filter>
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</ItemGroup>
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<ItemGroup>
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<ClCompile Include="Core\Buffer.cpp">
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<Filter>Source Files</Filter>
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</ClCompile>
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<ClCompile Include="Core\Core.cpp">
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<Filter>Source Files</Filter>
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</ClCompile>
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<ClCompile Include="Core\ShaderManager.cpp">
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<Filter>Source Files</Filter>
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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>
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<<<<<<< HEAD
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<ClCompile Include="Render\Rendering\BasicRender.cpp">
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=======
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<ClCompile Include="Resources\Resources.cpp">
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>>>>>>> f08e9491ed00b00aedba0eabf1caed33830fc0e2
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<Filter>Source Files</Filter>
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</ClCompile>
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<ClCompile Include="Render\Preparations\BasicPreparations.cpp">
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<Filter>Source Files</Filter>
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</ClCompile>
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<<<<<<< HEAD
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<ClCompile Include="Render\Resources\Resources.cpp">
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=======
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<ClCompile Include="Render\Rendering\BasicRender.cpp">
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<Filter>Source Files</Filter>
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</ClCompile>
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<ClCompile Include="FileLoader\ObjReader.cpp">
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>>>>>>> f08e9491ed00b00aedba0eabf1caed33830fc0e2
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<Filter>Source Files</Filter>
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</ClCompile>
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</ItemGroup>
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<ItemGroup>
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<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">
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<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">
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<Filter>Header Files</Filter>
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</ClInclude>
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<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">
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<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" />
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</ItemGroup>
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</Project>
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@ -69,9 +69,6 @@
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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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<IncludePath>$(WindowsSDK_IncludePath);$(VCInstallDir)atlmfc\include;$(VCInstallDir)include</IncludePath>
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<LibraryPath>$(WindowsSDK_LibraryPath_x86);$(VCInstallDir)atlmfc\lib;$(VCInstallDir)lib</LibraryPath>
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<ExecutablePath>$(VCInstallDir)bin;$(WindowsSDK_ExecutablePath_x86);$(VSInstallDir)Common7\Tools\bin;$(VSInstallDir)Common7\tools;$(VSInstallDir)Common7\ide;$(ProgramFiles)\HTML Help Workshop;$(MSBuildToolsPath32);$(VSInstallDir);$(SystemRoot)\SysWow64;$(FxCopDir);$(PATH)</ExecutablePath>
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</PropertyGroup>
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
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<OutDir>$(SolutionDir)..\External\Lib\$(ProjectName)\</OutDir>
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@ -82,10 +79,6 @@
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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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<IncludePath>$(WindowsSDK_IncludePath);$(VCInstallDir)atlmfc\include;$(VCInstallDir)include</IncludePath>
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<LibraryPath>$(WindowsSDK_LibraryPath_x86);$(VCInstallDir)atlmfc\lib;$(VCInstallDir)lib</LibraryPath>
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<ExecutablePath>$(VCInstallDir)bin;$(WindowsSDK_ExecutablePath_x86);$(VSInstallDir)Common7\Tools\bin;$(VSInstallDir)Common7\tools;$(VSInstallDir)Common7\ide;$(ProgramFiles)\HTML Help Workshop;$(MSBuildToolsPath32);$(VSInstallDir);$(SystemRoot)\SysWow64;$(FxCopDir);$(PATH)</ExecutablePath>
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<ReferencePath>$(VCInstallDir)atlmfc\lib;$(VCInstallDir)lib</ReferencePath>
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</PropertyGroup>
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
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<OutDir>$(SolutionDir)..\External\Lib\$(ProjectName)\</OutDir>
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@ -111,7 +104,7 @@
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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>..\OysterMath;..\Misc;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
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<AdditionalIncludeDirectories>..\OysterPhysic3D\Collision;..\OysterPhysics3D;..\OysterMath;..\Misc;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
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</ClCompile>
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<Link>
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<GenerateDebugInformation>true</GenerateDebugInformation>
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@ -152,14 +145,32 @@
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<ClCompile Include="Core\Core.cpp" />
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<ClCompile Include="Core\Init.cpp" />
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<ClCompile Include="Core\ShaderManager.cpp" />
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<<<<<<< HEAD
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<ClCompile Include="Render\Preparations\BasicPreparations.cpp" />
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<ClCompile Include="Render\Rendering\BasicRender.cpp" />
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<ClCompile Include="Render\Resources\Resources.cpp" />
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=======
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<ClCompile Include="FileLoader\ObjReader.cpp" />
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<ClCompile Include="Render\Preparations\BasicPreparations.cpp" />
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<ClCompile Include="Render\Rendering\BasicRender.cpp" />
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<ClCompile Include="Resources\Resources.cpp" />
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>>>>>>> f08e9491ed00b00aedba0eabf1caed33830fc0e2
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</ItemGroup>
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<ItemGroup>
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<ClInclude Include="Core\Buffer.h" />
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<ClInclude Include="Core\Core.h" />
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<ClInclude Include="Core\CoreIncludes.h" />
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<<<<<<< HEAD
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=======
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<ClInclude Include="EngineIncludes.h" />
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<ClInclude Include="Render\Preparations.h" />
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<ClInclude Include="FileLoader\ObjReader.h" />
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>>>>>>> f08e9491ed00b00aedba0eabf1caed33830fc0e2
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<ClInclude Include="Model\Model.h" />
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<ClInclude Include="Model\ModelInfo.h" />
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<ClInclude Include="Render\Preparations\Preparations.h" />
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<ClInclude Include="Render\Rendering\Render.h" />
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<ClInclude Include="Definitions\GraphicalDefinition.h" />
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<ClInclude Include="Render\Resources\Resources.h" />
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</ItemGroup>
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<ItemGroup>
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<ProjectReference Include="..\Misc\Misc.vcxproj">
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@ -170,6 +181,12 @@
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</ProjectReference>
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</ItemGroup>
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<ItemGroup>
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<FxCompile Include="Shader\HLSL\SimpleDebug\DebugCameraVertex.hlsl">
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<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">Vertex</ShaderType>
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<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">Vertex</ShaderType>
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<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">Vertex</ShaderType>
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<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|x64'">Vertex</ShaderType>
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</FxCompile>
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<FxCompile Include="Shader\HLSL\SimpleDebug\DebugPixel.hlsl">
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<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">Pixel</ShaderType>
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<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">Pixel</ShaderType>
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@ -1,5 +1,6 @@
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#include "Render.h"
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#include "../Resources/Resources.h"
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#include "../../Definitions/GraphicalDefinition.h"
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namespace Oyster
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{
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@ -10,12 +11,23 @@ namespace Oyster
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namespace Rendering
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{
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void Basic::NewFrame(Oyster::Math::Float4x4 View, Oyster::Math::Float4 Projection)
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void Basic::NewFrame(Oyster::Math::Float4x4 View, Oyster::Math::Float4x4 Projection)
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{
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Preparations::Basic::ClearBackBuffer(Oyster::Math::Float4(0,0,0,1));
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Preparations::Basic::ClearBackBuffer(Oyster::Math::Float4(0,0,1,1));
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Core::ShaderManager::SetShaderEffect(Graphics::Render::Resources::obj);
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Preparations::Basic::BindBackBufferRTV();
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Preparations::Basic::BindBackBufferRTV(nullptr);
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Definitions::VP vp;
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vp.V = View;
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vp.P = Projection;
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void* data = Resources::VPData.Map();
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memcpy(data, &vp, sizeof(Definitions::VP));
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Resources::VPData.Unmap();
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Resources::VPData.Apply();
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}
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void Basic::RenderScene(Model* models, int count)
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{
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for(int i = 0; i < count; ++i)
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@ -16,7 +16,7 @@ namespace Oyster
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{
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public:
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static void NewFrame(Oyster::Math::Float4x4 View, Oyster::Math::Float4 Projection);
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static void NewFrame(Oyster::Math::Float4x4 View, Oyster::Math::Float4x4 Projection);
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static void RenderScene(Model* models, int count);
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static void EndFrame();
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};
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@ -1,7 +1,7 @@
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#include "Resources.h"
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#include "..\OysterGraphics\Definitions\GraphicalDefinition.h"
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const std::wstring PathFromExeToHlsl = L"";
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const std::wstring PathFromExeToHlsl = L"..\\OysterGraphics\\Shader\\HLSL\\";
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const std::wstring VertexTransformDebug = L"TransformDebugVertex";
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const std::wstring VertexDebug = L"DebugVertex";
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const std::wstring PixelRed = L"DebugPixel";
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@ -16,6 +16,10 @@ namespace Oyster
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{
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namespace Render
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{
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Shader::ShaderEffect Resources::obj;
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Buffer Resources::ModelData = Buffer();
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Buffer Resources::VPData = Buffer();
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Core::Init::State Resources::Init()
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{
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@ -24,11 +28,11 @@ namespace Oyster
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#ifdef _DEBUG
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/** Load Vertex Shader for d3dcompile*/
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Core::ShaderManager::Init(PathFromExeToHlsl + L"SimpleDebug\\" +L"DebugCameraVertex",ShaderType::Vertex, VertexTransformDebug, false);
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Core::ShaderManager::Init(PathFromExeToHlsl + L"SimpleDebug\\" +L"DebugVertex",ShaderType::Vertex, VertexDebug, false);
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Core::ShaderManager::Init(PathFromExeToHlsl + L"SimpleDebug\\" +L"DebugCameraVertex.hlsl",ShaderType::Vertex, VertexTransformDebug, false);
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Core::ShaderManager::Init(PathFromExeToHlsl + L"SimpleDebug\\" +L"DebugVertex.hlsl",ShaderType::Vertex, VertexDebug, false);
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||||
/** Load Pixel Shader for d3dcompile */
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Core::ShaderManager::Init(PathFromExeToHlsl + L"SimpleDebug\\" + L"DebugPixel", ShaderType::Pixel, PixelRed, false);
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Core::ShaderManager::Init(PathFromExeToHlsl + L"SimpleDebug\\" + L"DebugPixel.hlsl", ShaderType::Pixel, PixelRed, false);
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#else
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/** Load Vertex Shader with Precompiled */
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@ -53,6 +57,21 @@ namespace Oyster
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||||
#pragma region Setup Render States
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/** @todo Create DX States */
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D3D11_RASTERIZER_DESC rdesc;
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rdesc.CullMode = D3D11_CULL_NONE;
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rdesc.FillMode = D3D11_FILL_SOLID;
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rdesc.FrontCounterClockwise = true;
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rdesc.DepthBias = 0;
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rdesc.DepthBiasClamp = 0;
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rdesc.DepthClipEnable = false;
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rdesc.SlopeScaledDepthBias = 0;
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rdesc.ScissorEnable = true;
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rdesc.MultisampleEnable = false;
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rdesc.AntialiasedLineEnable = false;
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ID3D11RasterizerState* rs = NULL;
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Oyster::Graphics::Core::device->CreateRasterizerState(&rdesc,&rs);
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#pragma endregion
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#pragma region Setup Views
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@ -68,13 +87,14 @@ namespace Oyster
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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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{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 },
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{ "NORMAL", 0, DXGI_FORMAT_R32G32B32A32_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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||||
|
||||
};
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||||
Shader::CreateInputLayout(indesc,3,GetShader::Vertex(VertexTransformDebug),obj.IAStage.Layout);
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obj.IAStage.Topology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST;
|
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obj.CBuffers.Vertex.push_back(&VPData);
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obj.RenderStates.Rasterizer = rs;
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#pragma endregion
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@ -18,6 +18,8 @@ struct VertexIn
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|||
|
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float4 main( VertexIn input ) : SV_POSITION
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||||
{
|
||||
return float4(input.pos,1);
|
||||
return mul(float4(input.pos,1), View);
|
||||
matrix VP = mul(View, Projection);
|
||||
matrix WVP = mul(World, VP);
|
||||
return mul(WVP, float4(input.pos,1));
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
float4 main() : SV_TARGET
|
||||
float4 main() : SV_TARGET0
|
||||
{
|
||||
return float4(1.0f, 0.0f, 0.0f, 1.0f);
|
||||
}
|
Binary file not shown.
|
@ -1,2 +0,0 @@
|
|||
#v4.0:v110:false
|
||||
Debug|Win32|C:\Users\Tobias\Documents\GitHub\Danbias\|
|
|
@ -1,17 +0,0 @@
|
|||
Build started 2013-11-19 09:36:20.
|
||||
1>Project "C:\Users\Tobias\Documents\GitHub\Danbias\Tester\Tester.vcxproj" on node 2 (Build target(s)).
|
||||
1>InitializeBuildStatus:
|
||||
Creating "Debug\Tester.unsuccessfulbuild" because "AlwaysCreate" was specified.
|
||||
ClCompile:
|
||||
All outputs are up-to-date.
|
||||
Link:
|
||||
All outputs are up-to-date.
|
||||
Tester.vcxproj -> C:\Users\Tobias\Documents\GitHub\Danbias\Debug\Tester.exe
|
||||
FinalizeBuildStatus:
|
||||
Deleting file "Debug\Tester.unsuccessfulbuild".
|
||||
Touching "Debug\Tester.lastbuildstate".
|
||||
1>Done Building Project "C:\Users\Tobias\Documents\GitHub\Danbias\Tester\Tester.vcxproj" (Build target(s)).
|
||||
|
||||
Build succeeded.
|
||||
|
||||
Time Elapsed 00:00:00.30
|
Binary file not shown.
Binary file not shown.
Binary file not shown.
|
@ -9,13 +9,18 @@
|
|||
#include <Windows.h>
|
||||
#include "Core/Core.h"
|
||||
#include "Render\Preparations\Preparations.h"
|
||||
#include "Render\Resources\Resources.h"
|
||||
#include "Render\Rendering\Render.h"
|
||||
#include "FileLoader\ObjReader.h"
|
||||
|
||||
//--------------------------------------------------------------------------------------
|
||||
// Global Variables
|
||||
//--------------------------------------------------------------------------------------
|
||||
HINSTANCE g_hInst = NULL;
|
||||
HWND g_hWnd = NULL;
|
||||
|
||||
Oyster::Graphics::Render::Model* m = new Oyster::Graphics::Render::Model();
|
||||
Oyster::Math::Float4x4 V;
|
||||
Oyster::Math::Float4x4 P;
|
||||
|
||||
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
@ -139,7 +144,7 @@ HRESULT InitDirect3D()
|
|||
|
||||
|
||||
|
||||
std::wstring ShaderPath = L"..\\OysterGraphics\\Shader\\HLSL\\";
|
||||
/*std::wstring ShaderPath = L"..\\OysterGraphics\\Shader\\HLSL\\";
|
||||
std::wstring EffectPath = L"SimpleDebug\\";
|
||||
|
||||
Oyster::Graphics::Core::ShaderManager::Init(ShaderPath + EffectPath + L"DebugPixel.hlsl",Oyster::Graphics::Core::ShaderManager::ShaderType::Pixel,L"Debug",false);
|
||||
|
@ -160,11 +165,13 @@ HRESULT InitDirect3D()
|
|||
Oyster::Graphics::Core::deviceContext->IASetInputLayout(layout);
|
||||
Oyster::Graphics::Core::deviceContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
|
||||
|
||||
Oyster::Graphics::Render::Preparations::Basic::BindBackBufferRTV();
|
||||
Oyster::Graphics::Render::Preparations::Basic::BindBackBufferRTV();*/
|
||||
|
||||
Oyster::Graphics::Render::Resources::Init();
|
||||
|
||||
Oyster::Graphics::Render::Preparations::Basic::SetViewPort();
|
||||
|
||||
struct float4
|
||||
/*struct float4
|
||||
{
|
||||
float x,y,z,w;
|
||||
};
|
||||
|
@ -185,7 +192,15 @@ HRESULT InitDirect3D()
|
|||
|
||||
Oyster::Graphics::Buffer b;
|
||||
b.Init(desc);
|
||||
b.Apply(0);
|
||||
b.Apply(0);*/
|
||||
|
||||
OBJReader or;
|
||||
or.readOBJFile(L"bth.obj");
|
||||
m->info = or.toModel();
|
||||
m->World = Oyster::Math::Matrix::identity;
|
||||
|
||||
P = Oyster::Math3D::ProjectionMatrix_Perspective(PI/4,16.0f/9.0f,1,100);
|
||||
V = Oyster::Math3D::OrientationMatrix_LookAtDirection(Oyster::Math::Float3(0,0,-1),Oyster::Math::Float3(0,1,0),Oyster::Math::Float3(0,0,30)).GetInverse();
|
||||
|
||||
return S_OK;
|
||||
}
|
||||
|
@ -197,11 +212,16 @@ HRESULT Update(float deltaTime)
|
|||
|
||||
HRESULT Render(float deltaTime)
|
||||
{
|
||||
Oyster::Graphics::Render::Preparations::Basic::ClearBackBuffer(Oyster::Math::Float4(0,0,1,1));
|
||||
Oyster::Graphics::Render::Rendering::Basic::NewFrame(V,P);
|
||||
/*Oyster::Graphics::Render::Preparations::Basic::ClearBackBuffer(Oyster::Math::Float4(0,0,1,1));
|
||||
|
||||
Oyster::Graphics::Core::deviceContext->Draw(3,0);
|
||||
|
||||
Oyster::Graphics::Core::swapChain->Present(0,0);
|
||||
Oyster::Graphics::Core::swapChain->Present(0,0);*/
|
||||
|
||||
Oyster::Graphics::Render::Rendering::Basic::RenderScene(m,1);
|
||||
|
||||
Oyster::Graphics::Render::Rendering::Basic::EndFrame();
|
||||
|
||||
return S_OK;
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue