114 Commits

Author SHA1 Message Date
8b77b189a8 Merge branch 'main' of http://gitea-ui.shiba-server.fr:19000/ShibaGit/khaotic-engine-Reborn 2025-05-13 21:50:17 +02:00
e5ee8fdad3 Patch Update - BigCube Is Back - V10.4.2 2025-05-13 21:50:05 +02:00
3a2d19dff4 Actualiser README.md 2025-05-13 13:01:35 +00:00
dbc7003569 Patch Update - Remove The """Instancing""" due to unwanted behavior - V10.4.1 2025-05-12 16:14:38 +02:00
c5bfa2e621 Minor Update - Loading Obj Model is now faster than f1 - V10.4.0 2025-05-12 14:18:43 +02:00
32b71ac97f Patch Update - UI Text No Blur - V10.3.1 2025-05-08 17:35:41 +02:00
5c3c6d944c Minor Update - UI Update - V10.3.0 2025-05-08 17:28:06 +02:00
8d32f51e8c Patch Update - Clean Render Pass - V10.2.3 2025-05-08 17:07:45 +02:00
644fc57762 Patch Update - Frustum Culling Thread Independant - V10.2.2 2025-05-08 16:28:27 +02:00
f8bfb62e98 Patch Update - WIP Async Cube Generation - V10.2.1 2025-05-07 17:48:02 +02:00
94fd900ce8 Minor Update - Stats Widget + BigCube Generation WIP - V10.2.0 2025-05-07 17:15:11 +02:00
2744c809d3 Actualiser README.md 2025-05-06 16:28:06 +00:00
b80f66fec3 Merge branch 'main' of http://gitea-ui.shiba-server.fr:19000/ShibaGit/khaotic-engine-Reborn 2025-05-06 18:09:31 +02:00
8bcd3eed48 Patch Update - Fix Memory Leak From terrain genneration and use Instancing to generate big terrain - V10.1.3 2025-05-06 18:09:28 +02:00
2b1e64ffbd Actualiser README.md 2025-05-06 16:08:35 +00:00
96aa41f649 Actualiser README.md 2025-05-06 15:11:14 +00:00
00e6749d01 Patch Update - IDE File - V10.1.2 2025-05-06 17:08:18 +02:00
5a3a4f73a8 Patch Update - Fix the loading and saving of the texture - V10.1.1 2025-05-06 17:07:45 +02:00
c442a87883 Minor Update - Texture Are Saved - V10.1.0 2025-05-06 15:29:23 +02:00
e681943aa8 Patch Update - workspace.xml - V10.0.2 2025-05-05 16:13:44 +02:00
e68f1d5dd0 Patch Update - LoadTexture Tweak - V10.0.1 2025-05-05 16:12:38 +02:00
8e6b7409d9 Major Update - Complete Rework Texture System - V10.0.0 2025-05-03 16:37:27 +02:00
7dbd735416 Patch Update - Clean Comment - V9.3.10 2025-05-02 15:28:18 +02:00
6014c9034c Patch Update - Fix OBJ Copy - V9.3.9 2025-05-01 21:23:47 +02:00
bf6131af55 Patch Update - Skysphere Obj Smooth - V9.3.8 2025-05-01 21:17:08 +02:00
41519f7154 Patch Update - Skysphere texture reading inverted - V9.3.7 2025-05-01 20:54:20 +02:00
74151de6f7 Patch Update - Naming - V9.3.6 2025-05-01 20:09:08 +02:00
f8503e5a2a Patch Update - SkySphere - V9.3.5 2025-05-01 20:05:25 +02:00
c15cb2956d Patch Update - Skysphere 2025-05-01 19:27:14 +02:00
96b0d0e72d Patch Update - Skybox Shader wip - V9.3.2 2025-05-01 18:41:32 +02:00
f1c13a3c8c Patch Update - Start ShaderSkybox - V9.3.1 2025-05-01 17:16:11 +02:00
e34b44996a Minor Update - Skybox Update - V9.3.0 2025-05-01 16:41:33 +02:00
0e45e0688c Patch update - V9.2.13
Physics update
2025-04-01 13:47:45 +02:00
9c6db5c76d Patch update - V9.2.12 2025-03-30 23:45:57 +02:00
3ea5c92028 Patch update - V9.2.11 2025-03-30 23:44:55 +02:00
4d23c481d4 Configuration de Git LFS pour enginecustom/assets/Model/OBJ/*.obj et *.mtl 2025-03-30 23:38:41 +02:00
d8bda97819 Patch update - V9.2.9 2025-03-30 23:34:11 +02:00
ede5080c10 Patch Update - V9.2.8
Remove Vulkan related code
2025-03-23 13:45:17 +01:00
1ea77c909f vulkan test 2025-03-22 19:00:37 +01:00
73727ab45a Patch update - V9.2.6 2025-03-22 15:05:55 +01:00
e991d069fe additional lib for vulkan 2025-03-22 14:52:39 +01:00
648fc887d6 add lib 2025-03-21 19:33:00 +01:00
63482923bb Patch Update - V9.2.3
[FIX] :

~ Use The Already Implemented IsKeyDown avoid calling each tick the method bound to the input
2025-03-20 13:59:01 +01:00
987ad6784e Patch Update - V9.2.2
FIX RELEASE BUILD CONFIGURATION
2025-03-20 00:15:34 +01:00
f2a8bb6b5b Patch update - V9.2.1 2025-03-19 13:22:56 +01:00
606aaa76e9 Minor Update - V.9.2.0
[FEAT] :

- Add More Object Property to the save and load
2025-03-19 12:05:15 +01:00
3930c5eff7 Minor Update - V9.1.0
[FEAT] :

+ Import Assets in project copy file in project
2025-03-19 10:55:10 +01:00
eea7b4c067 Major Update - V9.0.0
[FEAT] :

+ Add Save and Load system for scene but only for kobject
2025-03-18 22:43:23 +01:00
6583f74a5f Patch Update - V8.1.1
+ Define the struct of the scene save file
2025-03-17 17:49:16 +01:00
7eb6ed72e6 Minor Update - V8.1.0
[FIX] :

- Alpha Shader

[FEAT] :

- Add Scene action in bar menu
- Start to implemented Save And Load Logique
2025-03-17 12:59:04 +01:00
8b9e860c00 Major Update - Scene Window Rework 2025-03-11 17:46:36 +01:00
5e68105fe1 ALED 2025-02-02 22:35:41 +01:00
af01f223c1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2025-02-01 00:46:41 +01:00
118e967412 Patch update - add menu button 2025-01-29 21:13:35 +01:00
452e84aa16 Minor update - viewport window tweak 2025-01-29 19:31:12 +01:00
151ea9b191 Minor update - celshading rework started 2025-01-28 17:42:23 +01:00
0d5e26266b Major update - Architecture Rework 2025-01-27 22:46:27 +01:00
425224a96c patch update - fix sunlight shader
Prend en compte les paramètres direction et intensité
2025-01-23 22:45:59 +01:00
d8851cc679 minor update - light ui tweak 2025-01-23 20:55:55 +01:00
c355509870 patch readme 2025-01-23 17:31:36 +01:00
51b29f77aa Minor update - Sunlight shader 2025-01-23 17:29:29 +01:00
d8552d3f91 minor update - préparation sunlight 2025-01-22 19:56:28 +01:00
261df5e257 Minor update - Skybox baby
Faudra mettre une texture numéroté pour la skybox afin de verifié l'orientation des plan qui la constitue
2025-01-21 17:43:02 +01:00
172db0b96d Skybox WIP 2025-01-21 15:28:37 +01:00
296e04692a patch debug - exec 2025-01-20 23:13:35 +01:00
fec593205b log tweak 2025-01-19 21:49:40 +01:00
161166837f Minor update - Log system rework
+ GetLogLevelInfo return a struct of info relative to a type of log

+ filtered log in the UI
2025-01-19 14:41:37 +01:00
a88ed06198 minor log - update 2025-01-18 15:56:25 +01:00
cb3f10b7d5 Minor update - Log window in Ui 2025-01-17 17:57:58 +01:00
4ae55e73b2 Major Update - Physique Fixed Update And Thread
Physics process run in a fixed update in a thread
2025-01-17 15:47:09 +01:00
15217a5df8 Patch update - Scene window 2025-01-16 21:02:17 +01:00
06efdf6f6c Imgui Update for the patch 2025-01-16 17:52:49 +01:00
b029018552 Major update - IMGUI Change
New ImGui version : Branch Doking
2025-01-16 17:31:13 +01:00
39fa32603f Minor update - ui x physix 2025-01-15 20:42:42 +01:00
c707e49561 Physic rebuild start 2025-01-15 18:33:02 +01:00
58cafd7682 faut tout pt encore 2025-01-14 16:10:40 +01:00
c5de18a9b3 Patch - Logger opti 2025-01-12 18:40:23 +01:00
f337e58dcc Merge branch 'main' of https://github.com/CatChow0/khaotic-engine-Reborn 2025-01-12 01:12:34 +01:00
CatChow0
af98e5edc7 Update README.md 2025-01-12 01:10:08 +01:00
01a9c940f0 Minor update - frustum rework
Complete overhaul of frustum culling
2025-01-12 00:59:43 +01:00
ab0355ed97 Minor update - Add Render Queues 2025-01-11 22:18:19 +01:00
915c0cdd7f Minor Update - Object Rendering change
+ RenderPass (render object in a vector)
2025-01-11 13:53:35 +01:00
bce659e55d Minor - Vsync toggle
New Method :

+ Set Vsync
+ Set Screen Width
+ Set Screen Height
+ Get Hwnd
+ Set Hwnd
+ IsWindowed
+ SetWindowed

New UI For Engine Settings :

+ Add Vsync Toggle to UI
2025-01-10 20:43:36 +01:00
79f266b479 Quick Test and organization tweak 2025-01-09 23:00:03 +01:00
b4804c2df2 boo 2024-10-02 12:44:00 +02:00
7d2b962420 Patch Update - Terrain Tweak 2024-10-01 20:44:46 +02:00
d7965fec64 plane obj tweak 2024-10-01 19:04:41 +02:00
7f84ab39a1 ajout des fichier obj forcer 2024-10-01 18:48:01 +02:00
975edf0e62 Améliorations de la gestion des chemins et textures
- Ajout de la récupération du chemin d'exécution du module dans `WinMain` et transmission à `SystemClass`.
- Ajout de la méthode `SendPath` dans `SystemClass` pour transmettre le chemin et le dossier de travail à `ApplicationClass`.
- Remplacement de la variable `result` par `Hresult` pour les résultats des appels DirectX dans `ApplicationClass::Initialize`.
- Définition du chemin de travail courant avant de charger les textures dans `ApplicationClass::AddKobject`.
- Vérification que l'objet a bien reçu les textures après l'initialisation dans `ApplicationClass::AddKobject`.
- Ajout des méthodes `SetPath` et `SetWFolder` dans `ApplicationClass` pour définir le chemin et le dossier de travail.
- Réduction du nombre de catégories de textures affichées dans `imguiManager::WidgetObjectWindow`.
2024-10-01 16:02:30 +02:00
b3af9f4ce7 Minor Update - Fix Release Version 2024-09-30 16:13:52 +02:00
8f20397130 sus 2024-09-30 15:29:49 +02:00
3aafec5bf8 Set Up DirextXTK in git 2024-09-30 13:53:03 +02:00
79558eed4f prout 2024-09-29 18:30:50 +02:00
3e3620d925 Patch - Update 2024-09-29 18:19:49 +02:00
c9ece7b9b9 ajout des fichier obj forcer 2024-09-29 17:57:16 +02:00
97e4a62f20 obj gitignore 2024-09-29 17:52:25 +02:00
64ae50814f Mise à jour des inclusions de fichiers OBJ
Les fichiers OBJ dans `enginecustom.vcxproj` ont été modifiés pour être inclus en tant que `CopyFileToFolders` au lieu de `Object`, avec le type de fichier spécifié comme `Document`. Les filtres correspondants dans `enginecustom.vcxproj.filters` ont également été mis à jour pour refléter ce changement, en maintenant le filtre `Assets\Model\OBJ` pour chaque fichier OBJ.
2024-09-29 17:43:56 +02:00
9f3b4c4f1a Archi update 2024-09-29 17:39:22 +02:00
0ce02071bb gitignore 2024-09-29 17:30:38 +02:00
48624a2135 gitignore 2024-09-29 17:28:55 +02:00
fa2544d596 MAJOR UPDATE - ARCHITECTURE 2024-09-29 17:27:30 +02:00
68e460c5df Major Update - Texture Change 2024-09-29 13:57:26 +02:00
bbbea117c3 MAJOR UPDATE - REWORK TEXTURE
-support texture tga retirer

+support texture format standard ajouter
2024-09-29 13:24:18 +02:00
c4b4ef83e3 hummm 2024-09-28 22:03:35 +02:00
6e6db2cf87 Project Name - Update 2024-09-28 20:24:39 +02:00
b45707c620 Patch - Rename Project 2024-09-28 20:23:19 +02:00
e20a2aa365 MAJOR UPDATE - BROKEN
- New way of loading Texture
2024-09-28 20:16:44 +02:00
CatChow0
6a8172ab1f Merge pull request #2 from CatChow0/Cel-Shading
Cel shading
2024-09-27 14:36:44 +02:00
1e6ea97fd0 MONKEYYYY 2024-09-26 21:55:33 +02:00
002edb6651 FIX DEBUG VS 2024-09-26 20:51:39 +02:00
30b41922d9 Cel shade c'est mieux mais ALED 2024-09-26 11:30:26 +02:00
71403c614d Cel shading Update 2024-09-25 12:40:02 +02:00
CatChow0
1b8b25ce2a Update README.md 2024-09-24 12:24:57 +02:00
eea4518a0a Cel Shading [WIP]
+ Cel shading shader
+ Shader Manager window
2024-09-24 12:16:22 +02:00
1407 changed files with 769627 additions and 805063 deletions

2
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8
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*.slo
*.lo
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!enginecustom/isosphere.obj
!enginecustom/cone.obj
!enginecustom/vaisseau.obj
!enginecustom/86.obj
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2970
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@@ -1,14 +1,14 @@
# Khaotic Engine - C++ Custom Engine
# Khaotic Engine Reborn - C++ Custom Engine
Khaotic Engine est un moteur de rendu fait en **C++** réalisé par une petite équipe dans le but d'apprendre à utiliser les API de rendu (OpenGL,DirectX 11/12 et Vulkan).
Khaotic Engine Reborn reprend comme base le moteur Khaotic Engine pour lui ajouter plus de fonctionalité.
Ce moteur est basé sur **DirectX11** utilise **ImGui** et **Boost** avec une couche d'abstraction pour permetre son usage avec d'autres API.
Ce moteur est basé sur **DirectX11** et utilise **ImGui** pour son interface graphique.
---
Khaotic Engine is a rendering engine made in **C++** by a small team with the aim of learning how to use rendering APIs (OpenGL, DirectX 11/12 and Vulkan).
This **DirectX11** based engine uses **ImGui** with an abstraction layer to enable its use with other APIs.
This **DirectX11** based engine uses **ImGui** for the user interface.
## Installation
@@ -31,77 +31,44 @@ This **DirectX11** based engine uses **ImGui** with an abstraction layer to enab
## Shaders list:
## Nouvauté Aporté par Khaotic Engine Reborn
**SHADER** :
- **Diffuse Lighting**
- **Ambiant Lighting**
- **Specular Lighting**
- **Light Shader**
- **Light Map Shader**
- **Alpha Mapping**
- **Normal Mapping**
- **Specular Mapping**
- **Clipping Planes**
- **Texture Translation**
- **Transparency**
- **Water**
- **Refraction**
- *Reflection (cassé / broken)*
+ Sunlight shader
+ Cel Shading
+ Skysphere
*Plus de shaders seront disponibles dans le futur*
**Interface Graphique** :
---
+ Console link to the Logger object
+ Shader Manager
+ Engine Settings
+ Sunlight Settings
*More shaders will be added in the future*
**Save And Load of a Scene** :
+ Save All Custom object
+ Save All Custom Texture for Custom Object
**Texture File** :
## ImGui:
*Cette partie du moteur est encore en développement, d'autres fonctionnalitées seront ajoutées dans le futur*
La librairie ImGui est utilisée afin d'intéragir avec les éléments du moteur comme les objets.
### Fonctionnalitées:
- Importer des objets 3D sous format **.obj**
- Ajout d'un cube à la scène
- Modifier les propriétées d'un objet (Position, Rotation, Taille)
- Modifier les objets présents dans la scène
- Création d'un terrain
- Modifier les propriétées des lumières (Position, Couleur RVB)
----
*This part of the engine is still in development, other features will be added in the future*
ImGui is used to allow interaction between the user and the objects in the scene.
### Features:
- Import 3D objects with the **.obj** format
- Can add a cube to the scene
- Edit an object properties (Position, Rotation, Scale)
- Edit objects in the current scene
- Terrain generation
- Edit lights properties (Position, RGB Color)
+ All the format supported by Windows Imaging Component (WIC)
**Optimization** :
- Shader rendering
- Frustum culling
- Object rendering
- Terrain Instancing
## Demo :
[![Demo Video](https://img.youtube.com/vi/qCOCTyB_97c/0.jpg)](https://www.youtube.com/watch?v=qCOCTyB_97c)
## Bug Report :
Vous pouvez signalez les problèmes en ouvrant un ticket dans [Issues](https://github.com/GamingCampus-AdrienBourgois/khaotic-engine/issues)
----
You can report bugs with the program by creating a ticket in [Issues](https://github.com/GamingCampus-AdrienBourgois/khaotic-engine/issues)
[![Demo Video](https://img.youtube.com/vi/qCOCTyB_97c/0.jpg)](https://youtu.be/DYgT1Nu7B4c)
## Engine Build by :
[](https://github.com/GamingCampus-AdrienBourgois/khaotic-engine?tab=readme-ov-file#engine-build-by-)
**Moteur D'origine** :
- [@CatChow0](https://github.com/CatChow0)
- [@miragefr0st](https://github.com/miragefr0st)
@@ -110,9 +77,9 @@ You can report bugs with the program by creating a ticket in [Issues](https://gi
- [@Harpie94](https://github.com/Harpie94)
- [@axelpicou](https://github.com/axelpicou)
- [@GolfOcean334](https://github.com/GolfOcean334)
- [@sutabasuto](https://github.com/sutabasuto)
- [@sutabasuto](https://github.com/sutabasuto)
**Moteur Reborn** :
- [@CatChow0](https://github.com/CatChow0)

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////////////////////////////////////////////////////////////////////////////////
// Filename: light.ps
////////////////////////////////////////////////////////////////////////////////
/////////////
// DEFINES //
/////////////
#define NUM_LIGHTS 4
/////////////
// GLOBALS //
/////////////
Texture2D shaderTexture : register(t0);
SamplerState SampleType : register(s0);
cbuffer LightBuffer
{
float4 ambientColor;
float3 lightDirection;
float padding;
float specularPower;
float4 specularColor;
};
cbuffer LightColorBuffer
{
float4 diffuseColor[NUM_LIGHTS];
};
//////////////
// TYPEDEFS //
//////////////
struct PixelInputType
{
float4 position : SV_POSITION;
float2 tex : TEXCOORD0;
float3 normal : NORMAL;
float3 lightPos[NUM_LIGHTS] : TEXCOORD1;
};
////////////////////////////////////////////////////////////////////////////////
// Pixel Shader
////////////////////////////////////////////////////////////////////////////////
float4 LightPixelShader(PixelInputType input) : SV_TARGET
{
float4 textureColor;
float3 lightDir;
float4 color;
float3 reflection;
float4 specular;
float lightIntensity[NUM_LIGHTS];
float4 colorArray[NUM_LIGHTS];
float4 colorSum;
int i;
// Sample the pixel color from the texture using the sampler at this texture coordinate location.
textureColor = shaderTexture.Sample(SampleType, input.tex);
for(i=0; i<NUM_LIGHTS; i++)
{
// Calculate the different amounts of light on this pixel based on the positions of the lights.
lightIntensity[i] = saturate(dot(input.normal, input.lightPos[i]));
// Determine the diffuse color amount of each of the four lights.
colorArray[i] = diffuseColor[i] * lightIntensity[i];
}
// Initialize the sum of colors.
colorSum = float4(0.0f, 0.0f, 0.0f, 1.0f);
// Add all of the light colors up.
for(i=0; i<NUM_LIGHTS; i++)
{
colorSum.r += colorArray[i].r;
colorSum.g += colorArray[i].g;
colorSum.b += colorArray[i].b;
}
// Multiply the texture pixel by the combination of all four light colors to get the final result.
color = saturate(colorSum) * textureColor;
return color;
}

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@@ -1,91 +0,0 @@
////////////////////////////////////////////////////////////////////////////////
// Filename: lightclass.cpp
////////////////////////////////////////////////////////////////////////////////
#include "lightclass.h"
LightClass::LightClass()
{
}
LightClass::LightClass(const LightClass& other)
{
}
LightClass::~LightClass()
{
}
void LightClass::SetAmbientColor(float red, float green, float blue, float alpha)
{
m_ambientColor = XMFLOAT4(red, green, blue, alpha);
return;
}
void LightClass::SetDiffuseColor(float red, float green, float blue, float alpha)
{
m_diffuseColor = XMFLOAT4(red, green, blue, alpha);
return;
}
void LightClass::SetDirection(float x, float y, float z)
{
m_direction = XMFLOAT3(x, y, z);
return;
}
void LightClass::SetSpecularColor(float red, float green, float blue, float alpha)
{
m_specularColor = XMFLOAT4(red, green, blue, alpha);
return;
}
void LightClass::SetSpecularPower(float power)
{
m_specularPower = power;
return;
}
void LightClass::SetPosition(float x, float y, float z)
{
m_position = XMFLOAT4(x, y, z, 1.0f);
return;
}
XMFLOAT4 LightClass::GetAmbientColor()
{
return m_ambientColor;
}
XMFLOAT4 LightClass::GetDiffuseColor()
{
return m_diffuseColor;
}
XMFLOAT3 LightClass::GetDirection()
{
return m_direction;
}
XMFLOAT4 LightClass::GetSpecularColor()
{
return m_specularColor;
}
float LightClass::GetSpecularPower()
{
return m_specularPower;
}
XMFLOAT4 LightClass::GetPosition()
{
return m_position;
}

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@@ -1,49 +0,0 @@
#pragma once
////////////////////////////////////////////////////////////////////////////////
// Filename: lightclass.h
////////////////////////////////////////////////////////////////////////////////
#ifndef _LIGHTCLASS_H_
#define _LIGHTCLASS_H_
//////////////
// INCLUDES //
//////////////
#include <directxmath.h>
using namespace DirectX;
////////////////////////////////////////////////////////////////////////////////
// Class name: LightClass
////////////////////////////////////////////////////////////////////////////////
class LightClass
{
public:
LightClass();
LightClass(const LightClass&);
~LightClass();
void SetAmbientColor(float, float, float, float);
void SetDiffuseColor(float, float, float, float);
void SetDirection(float, float, float);
void SetSpecularColor(float, float, float, float);
void SetSpecularPower(float);
void SetPosition(float, float, float);
XMFLOAT4 GetAmbientColor();
XMFLOAT4 GetDiffuseColor();
XMFLOAT3 GetDirection();
XMFLOAT4 GetSpecularColor();
float GetSpecularPower();
XMFLOAT4 GetPosition();
private:
XMFLOAT4 m_ambientColor;
XMFLOAT4 m_diffuseColor;
XMFLOAT3 m_direction;
XMFLOAT4 m_specularColor;
float m_specularPower;
XMFLOAT4 m_position;
};
#endif

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////////////////////////////////////////////////////////////////////////////////
// Filename: lightshaderclass.h
////////////////////////////////////////////////////////////////////////////////
#ifndef _LIGHTSHADERCLASS_H_
#define _LIGHTSHADERCLASS_H_
/////////////
// GLOBALS //
/////////////
const int NUM_LIGHTS = 4;
//////////////
// INCLUDES //
//////////////
#include "Logger.h"
#include <d3d11.h>
#include <d3dcompiler.h>
#include <directxmath.h>
#include <fstream>
using namespace DirectX;
using namespace std;
////////////////////////////////////////////////////////////////////////////////
// Class name: LightShaderClass
////////////////////////////////////////////////////////////////////////////////
class LightShaderClass
{
private:
struct MatrixBufferType
{
XMMATRIX world;
XMMATRIX view;
XMMATRIX projection;
};
struct CameraBufferType
{
XMFLOAT3 cameraPosition;
float padding;
};
struct LightBufferType
{
XMFLOAT4 ambientColor;
XMFLOAT4 diffuseColor;
XMFLOAT3 lightDirection;
float padding; // Added extra padding so structure is a multiple of 16 for CreateBuffer function requirements.
float specularPower;
XMFLOAT4 specularColor;
};
struct LightColorBufferType
{
XMFLOAT4 diffuseColor[NUM_LIGHTS];
};
struct LightPositionBufferType
{
XMFLOAT4 lightPosition[NUM_LIGHTS];
};
public:
LightShaderClass();
LightShaderClass(const LightShaderClass&);
~LightShaderClass();
bool Initialize(ID3D11Device*, HWND);
void Shutdown();
bool Render(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, XMFLOAT4[], XMFLOAT4[], XMFLOAT4[]);
private:
bool InitializeShader(ID3D11Device*, HWND, WCHAR*, WCHAR*);
void ShutdownShader();
void OutputShaderErrorMessage(ID3D10Blob*, HWND, WCHAR*);
bool SetShaderParameters(ID3D11DeviceContext*, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, XMFLOAT4[], XMFLOAT4[], XMFLOAT4[]);
void RenderShader(ID3D11DeviceContext*, int);
private:
ID3D11VertexShader* m_vertexShader;
ID3D11PixelShader* m_pixelShader;
ID3D11InputLayout* m_layout;
ID3D11SamplerState* m_sampleState;
ID3D11Buffer* m_matrixBuffer;
ID3D11Buffer* m_cameraBuffer;
ID3D11Buffer* m_lightBuffer;
ID3D11Buffer* m_lightColorBuffer;
ID3D11Buffer* m_lightPositionBuffer;
};
#endif

8
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- Scene Manager :
TODO : Save and Load Scene
- ImguiManager :
TODO : Add Save and Load Scene Button in the bar menu
TODO : Add a preview of the game in a new window

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#ifndef _APPLICATIONCLASS_H_
#define _APPLICATIONCLASS_H_
///////////////////////
// MY CLASS INCLUDES //
///////////////////////
#include "d3dclass.h"
#include "cameraclass.h"
#include "object.h"
#include "lightclass.h"
#include <vector>
#include <filesystem>
#include "bitmapclass.h"
#include "spriteclass.h"
#include "timerclass.h"
#include "fontshaderclass.h"
#include "fontclass.h"
#include "textclass.h"
#include "fpsclass.h"
#include "inputclass.h"
#include "shadermanagerclass.h"
#include "modellistclass.h"
#include "positionclass.h"
#include "frustumclass.h"
#include "rendertextureclass.h"
#include "displayplaneclass.h"
#include "translateshaderclass.h"
#include "reflectionshaderclass.h"
#include "physics.h"
/////////////
// GLOBALS //
/////////////
const bool FULL_SCREEN = false;
const bool VSYNC_ENABLED = true;
const float SCREEN_DEPTH = 1000.0f;
const float SCREEN_NEAR = 0.3f;
////////////////////////////////////////////////////////////////////////////////
// Class name: ApplicationClass
////////////////////////////////////////////////////////////////////////////////
class ApplicationClass
{
public:
ApplicationClass();
ApplicationClass(const ApplicationClass&);
~ApplicationClass();
D3DClass* GetDirect3D();
bool Initialize(int, int, HWND);
void Shutdown();
bool Frame(InputClass*);
int GetScreenWidth() const;
int GetScreenHeight() const;
float GetSpeed() const { return m_speed; };
void SetSpeed(float speed) { this->m_speed = speed; };
void AddCube();
void DeleteKobject(int index);
size_t GetCubeCount() const { return m_cubes.size(); };
size_t GetTerrainCubeCount() const { return m_terrainChunk.size(); };
std::vector<Object*> GetCubes() const { return m_cubes; };
std::vector<Object*> GetTerrainCubes() const { return m_terrainChunk; };
std::vector<Object*> GetKobjects() const { return m_object; };
void AddKobject(WCHAR* filepath);
void GenerateTerrain();
void DeleteTerrain();
XMVECTOR GetLightPosition(int index);
XMVECTOR GetLightColor(int index);
void SetLightPosition(int index, XMVECTOR color);
void SetLightColor(int index, XMVECTOR color);
void DeleteLight(int index);
void AddLight();
std::vector<LightClass*> GetLights() const { return m_Lights; };
bool GetShouldQuit() const { return m_ShouldQuit; };
void SetShouldQuit(bool shouldQuit) { m_ShouldQuit = shouldQuit; };
private:
bool Render(float, float, float, float, float);
bool UpdateMouseStrings(int, int, bool);
bool UpdateFps();
bool UpdateRenderCountString(int);
bool RenderSceneToTexture(float);
bool RenderRefractionToTexture();
bool RenderReflectionToTexture();
private :
// ------------------------------------- //
// ------------- DIRECT3D -------------- //
// ------------------------------------- //
D3DClass* m_Direct3D;
IDXGISwapChain* m_swapChain;
ModelClass* m_Model,* m_GroundModel, * m_WallModel, * m_BathModel, * m_WaterModel;
ModelListClass* m_ModelList;
// ------------------------------------- //
// ------------- RENDERING ------------- //
// ------------------------------------- //
XMMATRIX m_baseViewMatrix;
RenderTextureClass* m_RenderTexture, * m_RefractionTexture, * m_ReflectionTexture;
DisplayPlaneClass* m_DisplayPlane;
int m_screenWidth, m_screenHeight;
CameraClass* m_Camera;
PositionClass* m_Position;
FrustumClass* m_Frustum;
// ------------------------------------ //
// ------------- OBJECTS -------------- //
// ------------------------------------ //
Object* m_SelectedObject;
std::vector<Object*> m_cubes;
std::vector<Object*> m_terrainChunk;
float m_speed = 0.1f; // speed for the demo spinning object
std::vector<Object*> m_object;
int m_ObjectId = 0;
// ----------------------------------- //
// ------------- LIGHTS -------------- //
// ----------------------------------- //
LightClass* m_Light;
std::vector<LightClass*> m_Lights;
int m_numLights;
// ----------------------------------- //
// ------------- SHADERS ------------- //
// ----------------------------------- //
ShaderManagerClass* m_ShaderManager;
FontShaderClass* m_FontShader;
BitmapClass* m_Bitmap;
SpriteClass* m_Sprite;
// ----------------------------------- //
// ------------ VARIABLES ------------ //
// ----------------------------------- //
float m_waterHeight, m_waterTranslation;
// ------------------------------------------------- //
// ------------- FPS AND INFO ON SCREEN ------------ //
// ------------------------------------------------- //
TimerClass* m_Timer;
TextClass* m_MouseStrings;
TextClass* m_RenderCountString;
FontClass* m_Font;
FpsClass* m_Fps;
TextClass* m_FpsString;
int m_previousFps;
// ------------------------------------------------- //
// ------------------- OTHER ----------------------- //
// ------------------------------------------------- //
bool m_ShouldQuit;
Physics* m_Physics;
float m_gravity;
XMVECTOR m_previousPosition;
};
#endif

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[Window][Debug##Default]
Pos=60,60
Size=400,400
[Window][Khaotic Engine]
Pos=1120,51
Size=392,273
[Window][Objects]
Pos=930,39
Size=457,294
[Window][Terrain]
Pos=60,60
Size=342,82
[Window][Light]
Pos=1551,17
Size=358,535
[Window][Shader Manager]
Pos=30,255
Size=172,284

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[Window][Debug##Default]
Pos=60,60
Size=400,400
Collapsed=0
[Window][Khaotic Engine]
Pos=1180,27
Size=396,826
Collapsed=0
DockId=0x00000005,0
[Window][Objects]
Pos=8,442
Size=290,411
Collapsed=0
DockId=0x0000000A,0
[Window][Terrain]
Pos=8,27
Size=290,413
Collapsed=0
DockId=0x00000009,0
[Window][Light]
Pos=8,27
Size=330,487
Collapsed=0
DockId=0x00000004,1
[Window][Shader Manager]
Pos=8,27
Size=330,487
Collapsed=0
DockId=0x00000004,2
[Window][Engine Settings]
Pos=1180,27
Size=396,826
Collapsed=0
DockId=0x00000005,1
[Window][DockSpace Demo]
Size=1584,861
Collapsed=0
[Window][Render Window]
Pos=300,27
Size=878,826
Collapsed=0
DockId=0x00000002,0
[Window][DockSpace]
Pos=0,0
Size=1584,861
Collapsed=0
[Window][Add Object]
Pos=1188,0
Size=396,430
Collapsed=0
[Window][Log]
Pos=8,518
Size=1568,335
Collapsed=0
DockId=0x0000000C,0
[Window][Log Window]
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Size=1568,226
Collapsed=0
DockId=0x0000000E,0
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[Window][Debug##Default]
Pos=60,60
Size=400,400
Collapsed=0
[Window][Khaotic Engine]
Pos=1697,27
Size=343,1094
Collapsed=0
DockId=0x00000005,0
[Window][Objects]
Pos=8,27
Size=289,547
Collapsed=0
DockId=0x00000007,0
[Window][Terrain]
Pos=8,576
Size=289,545
Collapsed=0
DockId=0x00000008,0
[Window][Light]
Pos=8,27
Size=290,866
Collapsed=0
DockId=0x0000000B,1
[Window][Shader Manager]
Pos=8,27
Size=330,487
Collapsed=0
DockId=0x00000001,2
[Window][Engine Settings]
Pos=8,27
Size=289,547
Collapsed=0
DockId=0x00000007,1
[Window][DockSpace Demo]
Size=1584,861
Collapsed=0
[Window][Render Window]
Pos=8,27
Size=1559,974
Collapsed=0
DockId=0x00000007,0
[Window][DockSpace]
Pos=0,0
Size=2048,1129
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[Window][Add Object]
Pos=1188,0
Size=396,430
Collapsed=0
[Window][Log]
Pos=8,518
Size=1568,335
Collapsed=0
DockId=0x0000000C,0
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Size=16,19
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DockId=0x00000006,0
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0 isosphere 0 10 0 1 1 1 F:\Github_Repo\khaotic-engine-Reborn\enginecustom\assets\Model\OBJ\isosphere.obj

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[Window][Debug##Default]
Pos=60,60
Size=400,400
Collapsed=0
[Window][Khaotic Engine]
Pos=1233,27
Size=343,826
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DockId=0x00000005,0
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[Window][Light]
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Collapsed=0
DockId=0x00000004,1
[Window][Shader Manager]
Pos=8,27
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DockId=0x00000001,2
[Window][Engine Settings]
Pos=1233,27
Size=343,826
Collapsed=0
DockId=0x00000005,1
[Window][DockSpace Demo]
Size=1584,861
Collapsed=0
[Window][Render Window]
Pos=8,27
Size=1559,974
Collapsed=0
DockId=0x00000007,0
[Window][DockSpace]
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<Filter>Assets</Filter>
<Filter>Assets\Texture</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="Color.ps">
<Filter>shader</Filter>
<CopyFileToFolders Include="src\hlsl\alphamap.ps" />
<CopyFileToFolders Include="src\hlsl\alphamap.vs" />
<CopyFileToFolders Include="src\hlsl\celshading.ps" />
<CopyFileToFolders Include="src\hlsl\celshading.vs" />
<CopyFileToFolders Include="src\hlsl\Color.ps" />
<CopyFileToFolders Include="src\hlsl\Color.vs" />
<CopyFileToFolders Include="src\hlsl\font.ps" />
<CopyFileToFolders Include="src\hlsl\font.vs" />
<CopyFileToFolders Include="src\hlsl\light.ps" />
<CopyFileToFolders Include="src\hlsl\light.vs" />
<CopyFileToFolders Include="src\hlsl\lightmap.ps" />
<CopyFileToFolders Include="src\hlsl\lightmap.vs" />
<CopyFileToFolders Include="src\hlsl\Multitexture.ps" />
<CopyFileToFolders Include="src\hlsl\Multitexture.vs" />
<CopyFileToFolders Include="src\hlsl\normalmap.ps" />
<CopyFileToFolders Include="src\hlsl\normalmap.vs" />
<CopyFileToFolders Include="src\hlsl\reflection.ps" />
<CopyFileToFolders Include="src\hlsl\reflection.vs" />
<CopyFileToFolders Include="src\hlsl\refraction.ps" />
<CopyFileToFolders Include="src\hlsl\refraction.vs" />
<CopyFileToFolders Include="src\hlsl\specmap.ps" />
<CopyFileToFolders Include="src\hlsl\specmap.vs" />
<CopyFileToFolders Include="src\hlsl\sunlight.ps" />
<CopyFileToFolders Include="src\hlsl\sunlight.vs" />
<CopyFileToFolders Include="src\hlsl\texture.ps" />
<CopyFileToFolders Include="src\hlsl\texture.vs" />
<CopyFileToFolders Include="src\hlsl\translate.ps" />
<CopyFileToFolders Include="src\hlsl\translate.vs" />
<CopyFileToFolders Include="src\hlsl\transparent.ps" />
<CopyFileToFolders Include="src\hlsl\transparent.vs" />
<CopyFileToFolders Include="src\hlsl\water.ps" />
<CopyFileToFolders Include="src\hlsl\water.vs" />
<CopyFileToFolders Include="src\hlsl\skybox.ps" />
<CopyFileToFolders Include="src\hlsl\skybox.vs" />
<CopyFileToFolders Include="assets\Model\OBJ\skysphere.obj">
<Filter>Assets\Model\OBJ</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="light.vs">
<Filter>shader</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="lightmap.ps">
<Filter>shader</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="lightmap.vs">
<Filter>shader</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="reflection.ps">
<Filter>shader</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="reflection.vs">
<Filter>shader</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="translate.ps">
<Filter>shader</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="translate.vs">
<Filter>shader</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="transparent.ps">
<Filter>shader</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="transparent.vs">
<Filter>shader</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="Multitexture.ps">
<CopyFileToFolders Include="assets\Texture\BricksNRM2K.png">
<Filter>Texture</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="Multitexture.vs">
<CopyFileToFolders Include="assets\Texture\BricksGLOSS2K.png">
<Filter>Texture</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="normalmap.ps">
<CopyFileToFolders Include="assets\Texture\Bricks2K.png">
<Filter>Texture</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="normalmap.vs">
<Filter>Texture</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="specmap.ps">
<Filter>Texture</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="specmap.vs">
<Filter>Texture</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="texture.ps">
<Filter>Texture</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="texture.vs">
<Filter>Texture</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="alphamap.vs">
<Filter>Texture</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="alphamap.ps">
<Filter>Texture</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="refraction.ps">
<Filter>shader</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="refraction.vs">
<Filter>shader</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="..\KhaoticDemo\water.ps">
<Filter>shader</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="water.vs">
<Filter>shader</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="wall.tga">
<Filter>assets</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="water01.tga">
<Filter>Assets</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="bath.txt">
<Filter>Assets</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="marble01.tga">
<Filter>Assets</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="water.txt">
<Filter>Assets</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="isosphere.obj">
<Filter>Assets</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="cone.obj">
<Filter>Assets</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="monke.obj">
<Filter>Assets</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="vaisseau.obj">
<Filter>Assets</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="86.obj">
<Filter>Assets</Filter>
<CopyFileToFolders Include="assets\Skybox\skybox.png">
<Filter>Assets\Skybox</Filter>
</CopyFileToFolders>
</ItemGroup>
</Project>

View File

@@ -1,46 +0,0 @@
#include "fpsclass.h"
FpsClass::FpsClass()
{
}
FpsClass::FpsClass(const FpsClass& other)
{
}
FpsClass::~FpsClass()
{
}
void FpsClass::Initialize()
{
m_fps = 0;
m_count = 0;
m_startTime = timeGetTime();
return;
}
void FpsClass::Frame()
{
m_count++;
if (timeGetTime() >= (m_startTime + 1000))
{
m_fps = m_count;
m_count = 0;
m_startTime = timeGetTime();
}
return;
}
int FpsClass::GetFps()
{
return m_fps;
}

View File

@@ -1,20 +1,97 @@
[Window][Debug##Default]
Pos=60,60
Size=400,400
Collapsed=0
[Window][Khaotic Engine]
Pos=429,57
Size=392,218
Pos=1281,19
Size=303,842
Collapsed=0
DockId=0x00000005,0
[Window][Objects]
Pos=39,222
Size=589,294
Pos=0,19
Size=281,615
Collapsed=0
DockId=0x00000007,0
[Window][Terrain]
Pos=60,60
Size=342,82
Pos=0,19
Size=281,615
Collapsed=0
DockId=0x00000008,0
[Window][Light]
Pos=95,296
Size=345,230
Pos=0,328
Size=281,306
Collapsed=0
DockId=0x00000008,1
[Window][Shader Manager]
Pos=8,27
Size=330,487
Collapsed=0
DockId=0x00000001,2
[Window][Engine Settings]
Pos=0,19
Size=281,615
Collapsed=0
DockId=0x00000007,1
[Window][DockSpace Demo]
Size=1584,861
Collapsed=0
[Window][Render Window]
Pos=8,27
Size=1559,974
Collapsed=0
DockId=0x00000007,0
[Window][DockSpace]
Pos=0,0
Size=1584,861
Collapsed=0
[Window][Add Object]
Pos=1188,0
Size=396,430
Collapsed=0
[Window][Log]
Pos=8,518
Size=1568,335
Collapsed=0
DockId=0x0000000C,0
[Window][Log Window]
Pos=641,636
Size=638,225
Collapsed=0
DockId=0x00000006,0
[Window][Render Stats]
Pos=0,636
Size=1279,225
Collapsed=0
DockId=0x00000004,0
[Docking][Data]
DockSpace ID=0xC0DFADC4 Pos=8,27 Size=1568,826 Split=X
DockNode ID=0x00000001 Parent=0xC0DFADC4 SizeRef=330,1094 Selected=0x393905AB
DockNode ID=0x00000003 Parent=0xC0DFADC4 SizeRef=1700,1094 CentralNode=1
DockSpace ID=0xCCBD8CF7 Window=0x3DA2F1DE Pos=0,19 Size=1584,842 Split=X
DockNode ID=0x00000002 Parent=0xCCBD8CF7 SizeRef=1743,826 Split=Y
DockNode ID=0x0000000A Parent=0x00000002 SizeRef=1568,599 Split=X
DockNode ID=0x00000009 Parent=0x0000000A SizeRef=281,974 Split=Y Selected=0x031DC75C
DockNode ID=0x00000007 Parent=0x00000009 SizeRef=289,547 Selected=0x0B098C4B
DockNode ID=0x00000008 Parent=0x00000009 SizeRef=289,545 Selected=0x393905AB
DockNode ID=0x0000000D Parent=0x0000000A SizeRef=1460,974 Split=Y
DockNode ID=0x0000000B Parent=0x0000000D SizeRef=1568,637 CentralNode=1 Selected=0x321620B2
DockNode ID=0x0000000C Parent=0x0000000D SizeRef=1568,335 Selected=0x139FDA3F
DockNode ID=0x0000000E Parent=0x00000002 SizeRef=1568,225 Split=X Selected=0xD99DEA49
DockNode ID=0x00000004 Parent=0x0000000E SizeRef=882,225 Selected=0xD99DEA49
DockNode ID=0x00000006 Parent=0x0000000E SizeRef=881,225 Selected=0xAB74BEE9
DockNode ID=0x00000005 Parent=0xCCBD8CF7 SizeRef=303,826 Selected=0x9F035453

View File

@@ -1,361 +0,0 @@
#include "imguiManager.h"
#include "applicationclass.h"
#include <string>
imguiManager::imguiManager()
{
io = nullptr;
}
imguiManager::~imguiManager()
{
}
bool imguiManager::Initialize(HWND hwnd, ID3D11Device* device, ID3D11DeviceContext* deviceContext)
{
Logger::Get().Log("Initializing imgui", __FILE__, __LINE__, Logger::LogLevel::Initialize);
m_device = device;
m_deviceContext = deviceContext;
IMGUI_CHECKVERSION();
ImGui::CreateContext();
io = &ImGui::GetIO();
ImGui_ImplWin32_Init(hwnd);
ImGui_ImplDX11_Init(m_device, m_deviceContext);
ImGui::StyleColorsDark();
Logger::Get().Log("imgui initialized", __FILE__, __LINE__, Logger::LogLevel::Initialize);
return true;
}
void imguiManager::Shutdown()
{
Logger::Get().Log("Shutting down imgui", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
ImGui_ImplDX11_Shutdown();
ImGui_ImplWin32_Shutdown();
ImGui::DestroyContext();
Logger::Get().Log("imgui shutdown", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
}
void imguiManager::Render()
{
ImGui::Render();
ImGui_ImplDX11_RenderDrawData(ImGui::GetDrawData());
}
void imguiManager::NewFrame()
{
ImGui_ImplDX11_NewFrame();
ImGui_ImplWin32_NewFrame();
ImGui::NewFrame();
}
void imguiManager::WidgetSpeedSlider(float* speed)
{
ImGui::SliderFloat("Speed", speed, 0.0f, 100.0f);
}
void imguiManager::WidgetButton()
{
static int counter = 0;
if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
counter++;
ImGui::SameLine();
ImGui::Text("counter = %d", counter);
}
void imguiManager::WidgetFPS()
{
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io->Framerate, io->Framerate);
}
void imguiManager::WidgetAddObject(ApplicationClass* app)
{
if (ImGui::CollapsingHeader("Objects"))
{
if (ImGui::Button("Add Cube"))
{
app->AddCube();
}
ImGui::SameLine();
if (ImGui::Button("Import Object"))
{
// Open file dialog
OPENFILENAME ofn;
WCHAR szFile[260];
ZeroMemory(&ofn, sizeof(ofn));
ofn.lStructSize = sizeof(ofn);
ofn.hwndOwner = NULL;
ofn.lpstrFile = szFile;
ofn.lpstrFile[0] = '\0';
ofn.nMaxFile = sizeof(szFile);
ofn.lpstrFilter = L"TXT\0*.txt\0KOBJ\0*.kobj\0*OBJ\0*.obj";
ofn.nFilterIndex = 1;
ofn.lpstrFileTitle = NULL;
ofn.nMaxFileTitle = 0;
ofn.lpstrInitialDir = NULL;
ofn.Flags = OFN_PATHMUSTEXIST | OFN_FILEMUSTEXIST;
if (GetOpenFileName(&ofn))
{
app->AddKobject(ofn.lpstrFile);
}
}
ImGui::SameLine();
ImGui::Text("Number of cubes: %d", app->GetCubeCount());
}
}
void imguiManager::WidgetObjectWindow(ApplicationClass* app)
{
ImGui::Begin("Objects", &showObjectWindow);
int index = 0;
for (auto& object : app->GetKobjects())
{
std::string headerName = object->GetName() + " " + std::to_string(index);
if (ImGui::CollapsingHeader(headerName.c_str()))
{
XMVECTOR position = object->GetPosition();
XMVECTOR rotation = object->GetRotation();
XMVECTOR scale = object->GetScale();
float pos[3] = { XMVectorGetX(position), XMVectorGetY(position), XMVectorGetZ(position) };
std::string posLabel = "Position##" + std::to_string(index);
if (ImGui::DragFloat3(posLabel.c_str(), pos))
{
object->SetPosition(XMVectorSet(pos[0], pos[1], pos[2], 0.0f));
}
float rot[3] = { XMVectorGetX(rotation), XMVectorGetY(rotation), XMVectorGetZ(rotation) };
std::string rotLabel = "Rotation##" + std::to_string(index);
if (ImGui::DragFloat3(rotLabel.c_str(), rot))
{
object->SetRotation(XMVectorSet(rot[0], rot[1], rot[2], 0.0f));
}
float scl[3] = { XMVectorGetX(scale), XMVectorGetY(scale), XMVectorGetZ(scale) };
std::string sclLabel = "Scale##" + std::to_string(index);
if (ImGui::DragFloat3(sclLabel.c_str(), scl))
{
object->SetScale(XMVectorSet(scl[0], scl[1], scl[2], 0.0f));
}
ImGui::Separator();
// Texture
// add all texture category names to a vector
std::vector<std::string> textureCategories = { "Diffuse", "Normal", "Specular", "Alpha", "Light", "Change Me" };
for (int count = 0; count < 6; count++)
{
std::string textureLabel = "Texture##" + std::to_string(index);
ID3D11ShaderResourceView* texture = object->GetTexture(count);
if (texture != nullptr)
{
// Set the cursor position
ImGui::SetCursorPosX(count * (64 + 20) + 10); // 64 is the width of the image, 10 is the spacing
// Display the texture name
std::string textureName = textureCategories[count];
ImGui::Text(textureName.c_str());
if(count < 5)
{
ImGui::SameLine();
}
}
}
// Display all images
for (int count = 0; count < 6; count++)
{
std::string textureLabel = "Texture##" + std::to_string(index);
ID3D11ShaderResourceView* texture = object->GetTexture(count);
if (texture != nullptr)
{
// Set the cursor position
ImGui::SetCursorPosX(count * (64 + 20) + 10); // 64 is the width of the image, 10 is the spacing
if (ImGui::ImageButton((ImTextureID)texture, ImVec2(64, 64)))
{
// Open file dialog
OPENFILENAME ofn;
WCHAR szFile[260];
ZeroMemory(&ofn, sizeof(ofn));
ofn.lStructSize = sizeof(ofn);
ofn.hwndOwner = NULL;
ofn.lpstrFile = szFile;
ofn.lpstrFile[0] = '\0';
ofn.nMaxFile = sizeof(szFile);
ofn.lpstrFilter = L"Texture\0*.tga\0";
ofn.nFilterIndex = 1;
ofn.lpstrFileTitle = NULL;
ofn.nMaxFileTitle = 0;
ofn.lpstrInitialDir = NULL;
ofn.Flags = OFN_PATHMUSTEXIST | OFN_FILEMUSTEXIST;
if (GetOpenFileName(&ofn))
{
// Load the selected texture
object->ChangeTexture(m_device, m_deviceContext, ofn.lpstrFile, index);
}
}
if (ImGui::IsItemHovered())
{
ImGui::BeginTooltip();
ImGui::Image((ImTextureID)texture, ImVec2(256, 256));
ImGui::EndTooltip();
}
// If this is not the last texture, put the next button on the same line
if (count < 5)
{
ImGui::SameLine();
}
}
}
ImGui::Separator();
// Delete button
std::string deleteLabel = "Delete##" + std::to_string(index);
if (ImGui::Button(deleteLabel.c_str()))
{
app->DeleteKobject(index);
}
ImGui::Separator();
// Demo spinning
std::string demoLabel = "Demo spinning##" + std::to_string(index);
ImGui::Checkbox(demoLabel.c_str(), &object->m_demoSpinning);
}
index++;
}
ImGui::End();
}
void imguiManager::WidgetTerrainWindow(ApplicationClass* app)
{
ImGui::Begin("Terrain", &showTerrainWindow);
ImGui::Text("Number of terrain cubes: %d", app->GetTerrainCubeCount());
ImGui::Separator();
if (ImGui::Button("Generate Terrain"))
{
app->GenerateTerrain();
}
ImGui::SameLine();
if (ImGui::Button("Delete All Terrain Cubes"))
{
app->DeleteTerrain();
}
ImGui::End();
}
bool imguiManager::ImGuiWidgetRenderer(ApplicationClass* app)
{
// Start the Dear ImGui frame
NewFrame();
//ImGui Widget
ImGui::Begin("Khaotic Engine", NULL);
float speed = app->GetSpeed();
WidgetSpeedSlider(&speed);
app->SetSpeed(speed);
WidgetButton();
WidgetFPS();
WidgetAddObject(app);
ImGui::Separator();
// Add buttons for opening windows
if (ImGui::Button("Open Object Window"))
{
showObjectWindow = true;
}
if (ImGui::Button("Open Terrain Window"))
{
showTerrainWindow = true;
}
if (ImGui::Button("Open Light Window"))
{
showLightWindow = true;
}
ImGui::End();
// Show windows if their corresponding variables are true
if (showObjectWindow)
{
WidgetObjectWindow(app);
}
if (showTerrainWindow)
{
WidgetTerrainWindow(app);
}
if (showLightWindow)
{
WidgetLightWindow(app);
}
//render imgui
Render();
return true;
}
void imguiManager::WidgetLightWindow(ApplicationClass* app)
{
ImGui::Begin("Light", &showLightWindow);
int index = 0;
for(auto& light : app->GetLights())
{
std::string headerName = "Light " + std::to_string(index);
if (ImGui::CollapsingHeader(headerName.c_str()))
{
XMVECTOR position = app->GetLightPosition(index);
XMVECTOR color = app->GetLightColor(index);
float pos[3] = { XMVectorGetX(position), XMVectorGetY(position), XMVectorGetZ(position) };
float col[3] = { XMVectorGetX(color), XMVectorGetY(color), XMVectorGetZ(color) };
std::string posLabel = "Position##" + std::to_string(index);
std::string colLabel = "Color##" + std::to_string(index);
if (ImGui::DragFloat3(posLabel.c_str(), pos))
{
app->SetLightPosition(index, XMVectorSet(pos[0], pos[1], pos[2], 0.0f));
}
if (ImGui::ColorEdit3(colLabel.c_str(), col))
{
app->SetLightColor(index, XMVectorSet(col[0], col[1], col[2], 0.0f));
}
ImGui::Separator();
}
index++;
};
ImGui::End();
}

View File

@@ -1,50 +0,0 @@
#pragma once
#ifndef _IMGUI_MANAGER_H_
#define _IMGUI_MANAGER_H_
#include "Logger.h"
#include <imgui.h>
#include <imgui_impl_dx11.h>
#include <imgui_impl_win32.h>
#include <windows.h>
class ApplicationClass;
class imguiManager
{
public:
imguiManager();
~imguiManager();
bool Initialize(HWND hwnd, ID3D11Device* device, ID3D11DeviceContext* deviceContext);
void Shutdown();
void Render();
void NewFrame();
// Widgets
void WidgetSpeedSlider(float* speed);
void WidgetButton();
void WidgetFPS();
void WidgetAddObject(ApplicationClass* app);
void WidgetObjectWindow(ApplicationClass* app);
void WidgetTerrainWindow(ApplicationClass* app);
void WidgetLightWindow(ApplicationClass* app);
bool ImGuiWidgetRenderer(ApplicationClass* app);
private :
bool showObjectWindow = false;
bool showTerrainWindow = false;
bool showLightWindow = false;
private:
ImGuiIO* io;
ID3D11Device* m_device;
ID3D11DeviceContext* m_deviceContext;
};
#endif

File diff suppressed because it is too large Load Diff

View File

@@ -0,0 +1,663 @@
/*************************************************************************
* GLFW 3.4 - www.glfw.org
* A library for OpenGL, window and input
*------------------------------------------------------------------------
* Copyright (c) 2002-2006 Marcus Geelnard
* Copyright (c) 2006-2018 Camilla Löwy <elmindreda@glfw.org>
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would
* be appreciated but is not required.
*
* 2. Altered source versions must be plainly marked as such, and must not
* be misrepresented as being the original software.
*
* 3. This notice may not be removed or altered from any source
* distribution.
*
*************************************************************************/
#ifndef _glfw3_native_h_
#define _glfw3_native_h_
#ifdef __cplusplus
extern "C" {
#endif
/*************************************************************************
* Doxygen documentation
*************************************************************************/
/*! @file glfw3native.h
* @brief The header of the native access functions.
*
* This is the header file of the native access functions. See @ref native for
* more information.
*/
/*! @defgroup native Native access
* @brief Functions related to accessing native handles.
*
* **By using the native access functions you assert that you know what you're
* doing and how to fix problems caused by using them. If you don't, you
* shouldn't be using them.**
*
* Before the inclusion of @ref glfw3native.h, you may define zero or more
* window system API macro and zero or more context creation API macros.
*
* The chosen backends must match those the library was compiled for. Failure
* to do this will cause a link-time error.
*
* The available window API macros are:
* * `GLFW_EXPOSE_NATIVE_WIN32`
* * `GLFW_EXPOSE_NATIVE_COCOA`
* * `GLFW_EXPOSE_NATIVE_X11`
* * `GLFW_EXPOSE_NATIVE_WAYLAND`
*
* The available context API macros are:
* * `GLFW_EXPOSE_NATIVE_WGL`
* * `GLFW_EXPOSE_NATIVE_NSGL`
* * `GLFW_EXPOSE_NATIVE_GLX`
* * `GLFW_EXPOSE_NATIVE_EGL`
* * `GLFW_EXPOSE_NATIVE_OSMESA`
*
* These macros select which of the native access functions that are declared
* and which platform-specific headers to include. It is then up your (by
* definition platform-specific) code to handle which of these should be
* defined.
*
* If you do not want the platform-specific headers to be included, define
* `GLFW_NATIVE_INCLUDE_NONE` before including the @ref glfw3native.h header.
*
* @code
* #define GLFW_EXPOSE_NATIVE_WIN32
* #define GLFW_EXPOSE_NATIVE_WGL
* #define GLFW_NATIVE_INCLUDE_NONE
* #include <GLFW/glfw3native.h>
* @endcode
*/
/*************************************************************************
* System headers and types
*************************************************************************/
#if !defined(GLFW_NATIVE_INCLUDE_NONE)
#if defined(GLFW_EXPOSE_NATIVE_WIN32) || defined(GLFW_EXPOSE_NATIVE_WGL)
/* This is a workaround for the fact that glfw3.h needs to export APIENTRY (for
* example to allow applications to correctly declare a GL_KHR_debug callback)
* but windows.h assumes no one will define APIENTRY before it does
*/
#if defined(GLFW_APIENTRY_DEFINED)
#undef APIENTRY
#undef GLFW_APIENTRY_DEFINED
#endif
#include <windows.h>
#endif
#if defined(GLFW_EXPOSE_NATIVE_COCOA) || defined(GLFW_EXPOSE_NATIVE_NSGL)
#if defined(__OBJC__)
#import <Cocoa/Cocoa.h>
#else
#include <ApplicationServices/ApplicationServices.h>
#include <objc/objc.h>
#endif
#endif
#if defined(GLFW_EXPOSE_NATIVE_X11) || defined(GLFW_EXPOSE_NATIVE_GLX)
#include <X11/Xlib.h>
#include <X11/extensions/Xrandr.h>
#endif
#if defined(GLFW_EXPOSE_NATIVE_WAYLAND)
#include <wayland-client.h>
#endif
#if defined(GLFW_EXPOSE_NATIVE_WGL)
/* WGL is declared by windows.h */
#endif
#if defined(GLFW_EXPOSE_NATIVE_NSGL)
/* NSGL is declared by Cocoa.h */
#endif
#if defined(GLFW_EXPOSE_NATIVE_GLX)
/* This is a workaround for the fact that glfw3.h defines GLAPIENTRY because by
* default it also acts as an OpenGL header
* However, glx.h will include gl.h, which will define it unconditionally
*/
#if defined(GLFW_GLAPIENTRY_DEFINED)
#undef GLAPIENTRY
#undef GLFW_GLAPIENTRY_DEFINED
#endif
#include <GL/glx.h>
#endif
#if defined(GLFW_EXPOSE_NATIVE_EGL)
#include <EGL/egl.h>
#endif
#if defined(GLFW_EXPOSE_NATIVE_OSMESA)
/* This is a workaround for the fact that glfw3.h defines GLAPIENTRY because by
* default it also acts as an OpenGL header
* However, osmesa.h will include gl.h, which will define it unconditionally
*/
#if defined(GLFW_GLAPIENTRY_DEFINED)
#undef GLAPIENTRY
#undef GLFW_GLAPIENTRY_DEFINED
#endif
#include <GL/osmesa.h>
#endif
#endif /*GLFW_NATIVE_INCLUDE_NONE*/
/*************************************************************************
* Functions
*************************************************************************/
#if defined(GLFW_EXPOSE_NATIVE_WIN32)
/*! @brief Returns the adapter device name of the specified monitor.
*
* @return The UTF-8 encoded adapter device name (for example `\\.\DISPLAY1`)
* of the specified monitor, or `NULL` if an [error](@ref error_handling)
* occurred.
*
* @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
* GLFW_PLATFORM_UNAVAILABLE.
*
* @thread_safety This function may be called from any thread. Access is not
* synchronized.
*
* @since Added in version 3.1.
*
* @ingroup native
*/
GLFWAPI const char* glfwGetWin32Adapter(GLFWmonitor* monitor);
/*! @brief Returns the display device name of the specified monitor.
*
* @return The UTF-8 encoded display device name (for example
* `\\.\DISPLAY1\Monitor0`) of the specified monitor, or `NULL` if an
* [error](@ref error_handling) occurred.
*
* @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
* GLFW_PLATFORM_UNAVAILABLE.
*
* @thread_safety This function may be called from any thread. Access is not
* synchronized.
*
* @since Added in version 3.1.
*
* @ingroup native
*/
GLFWAPI const char* glfwGetWin32Monitor(GLFWmonitor* monitor);
/*! @brief Returns the `HWND` of the specified window.
*
* @return The `HWND` of the specified window, or `NULL` if an
* [error](@ref error_handling) occurred.
*
* @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
* GLFW_PLATFORM_UNAVAILABLE.
*
* @remark The `HDC` associated with the window can be queried with the
* [GetDC](https://docs.microsoft.com/en-us/windows/win32/api/winuser/nf-winuser-getdc)
* function.
* @code
* HDC dc = GetDC(glfwGetWin32Window(window));
* @endcode
* This DC is private and does not need to be released.
*
* @thread_safety This function may be called from any thread. Access is not
* synchronized.
*
* @since Added in version 3.0.
*
* @ingroup native
*/
GLFWAPI HWND glfwGetWin32Window(GLFWwindow* window);
#endif
#if defined(GLFW_EXPOSE_NATIVE_WGL)
/*! @brief Returns the `HGLRC` of the specified window.
*
* @return The `HGLRC` of the specified window, or `NULL` if an
* [error](@ref error_handling) occurred.
*
* @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref
* GLFW_PLATFORM_UNAVAILABLE and @ref GLFW_NO_WINDOW_CONTEXT.
*
* @remark The `HDC` associated with the window can be queried with the
* [GetDC](https://docs.microsoft.com/en-us/windows/win32/api/winuser/nf-winuser-getdc)
* function.
* @code
* HDC dc = GetDC(glfwGetWin32Window(window));
* @endcode
* This DC is private and does not need to be released.
*
* @thread_safety This function may be called from any thread. Access is not
* synchronized.
*
* @since Added in version 3.0.
*
* @ingroup native
*/
GLFWAPI HGLRC glfwGetWGLContext(GLFWwindow* window);
#endif
#if defined(GLFW_EXPOSE_NATIVE_COCOA)
/*! @brief Returns the `CGDirectDisplayID` of the specified monitor.
*
* @return The `CGDirectDisplayID` of the specified monitor, or
* `kCGNullDirectDisplay` if an [error](@ref error_handling) occurred.
*
* @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
* GLFW_PLATFORM_UNAVAILABLE.
*
* @thread_safety This function may be called from any thread. Access is not
* synchronized.
*
* @since Added in version 3.1.
*
* @ingroup native
*/
GLFWAPI CGDirectDisplayID glfwGetCocoaMonitor(GLFWmonitor* monitor);
/*! @brief Returns the `NSWindow` of the specified window.
*
* @return The `NSWindow` of the specified window, or `nil` if an
* [error](@ref error_handling) occurred.
*
* @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
* GLFW_PLATFORM_UNAVAILABLE.
*
* @thread_safety This function may be called from any thread. Access is not
* synchronized.
*
* @since Added in version 3.0.
*
* @ingroup native
*/
GLFWAPI id glfwGetCocoaWindow(GLFWwindow* window);
/*! @brief Returns the `NSView` of the specified window.
*
* @return The `NSView` of the specified window, or `nil` if an
* [error](@ref error_handling) occurred.
*
* @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
* GLFW_PLATFORM_UNAVAILABLE.
*
* @thread_safety This function may be called from any thread. Access is not
* synchronized.
*
* @since Added in version 3.4.
*
* @ingroup native
*/
GLFWAPI id glfwGetCocoaView(GLFWwindow* window);
#endif
#if defined(GLFW_EXPOSE_NATIVE_NSGL)
/*! @brief Returns the `NSOpenGLContext` of the specified window.
*
* @return The `NSOpenGLContext` of the specified window, or `nil` if an
* [error](@ref error_handling) occurred.
*
* @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref
* GLFW_PLATFORM_UNAVAILABLE and @ref GLFW_NO_WINDOW_CONTEXT.
*
* @thread_safety This function may be called from any thread. Access is not
* synchronized.
*
* @since Added in version 3.0.
*
* @ingroup native
*/
GLFWAPI id glfwGetNSGLContext(GLFWwindow* window);
#endif
#if defined(GLFW_EXPOSE_NATIVE_X11)
/*! @brief Returns the `Display` used by GLFW.
*
* @return The `Display` used by GLFW, or `NULL` if an
* [error](@ref error_handling) occurred.
*
* @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
* GLFW_PLATFORM_UNAVAILABLE.
*
* @thread_safety This function may be called from any thread. Access is not
* synchronized.
*
* @since Added in version 3.0.
*
* @ingroup native
*/
GLFWAPI Display* glfwGetX11Display(void);
/*! @brief Returns the `RRCrtc` of the specified monitor.
*
* @return The `RRCrtc` of the specified monitor, or `None` if an
* [error](@ref error_handling) occurred.
*
* @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
* GLFW_PLATFORM_UNAVAILABLE.
*
* @thread_safety This function may be called from any thread. Access is not
* synchronized.
*
* @since Added in version 3.1.
*
* @ingroup native
*/
GLFWAPI RRCrtc glfwGetX11Adapter(GLFWmonitor* monitor);
/*! @brief Returns the `RROutput` of the specified monitor.
*
* @return The `RROutput` of the specified monitor, or `None` if an
* [error](@ref error_handling) occurred.
*
* @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
* GLFW_PLATFORM_UNAVAILABLE.
*
* @thread_safety This function may be called from any thread. Access is not
* synchronized.
*
* @since Added in version 3.1.
*
* @ingroup native
*/
GLFWAPI RROutput glfwGetX11Monitor(GLFWmonitor* monitor);
/*! @brief Returns the `Window` of the specified window.
*
* @return The `Window` of the specified window, or `None` if an
* [error](@ref error_handling) occurred.
*
* @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
* GLFW_PLATFORM_UNAVAILABLE.
*
* @thread_safety This function may be called from any thread. Access is not
* synchronized.
*
* @since Added in version 3.0.
*
* @ingroup native
*/
GLFWAPI Window glfwGetX11Window(GLFWwindow* window);
/*! @brief Sets the current primary selection to the specified string.
*
* @param[in] string A UTF-8 encoded string.
*
* @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref
* GLFW_PLATFORM_UNAVAILABLE and @ref GLFW_PLATFORM_ERROR.
*
* @pointer_lifetime The specified string is copied before this function
* returns.
*
* @thread_safety This function must only be called from the main thread.
*
* @sa @ref clipboard
* @sa glfwGetX11SelectionString
* @sa glfwSetClipboardString
*
* @since Added in version 3.3.
*
* @ingroup native
*/
GLFWAPI void glfwSetX11SelectionString(const char* string);
/*! @brief Returns the contents of the current primary selection as a string.
*
* If the selection is empty or if its contents cannot be converted, `NULL`
* is returned and a @ref GLFW_FORMAT_UNAVAILABLE error is generated.
*
* @return The contents of the selection as a UTF-8 encoded string, or `NULL`
* if an [error](@ref error_handling) occurred.
*
* @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref
* GLFW_PLATFORM_UNAVAILABLE and @ref GLFW_PLATFORM_ERROR.
*
* @pointer_lifetime The returned string is allocated and freed by GLFW. You
* should not free it yourself. It is valid until the next call to @ref
* glfwGetX11SelectionString or @ref glfwSetX11SelectionString, or until the
* library is terminated.
*
* @thread_safety This function must only be called from the main thread.
*
* @sa @ref clipboard
* @sa glfwSetX11SelectionString
* @sa glfwGetClipboardString
*
* @since Added in version 3.3.
*
* @ingroup native
*/
GLFWAPI const char* glfwGetX11SelectionString(void);
#endif
#if defined(GLFW_EXPOSE_NATIVE_GLX)
/*! @brief Returns the `GLXContext` of the specified window.
*
* @return The `GLXContext` of the specified window, or `NULL` if an
* [error](@ref error_handling) occurred.
*
* @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref
* GLFW_NO_WINDOW_CONTEXT and @ref GLFW_PLATFORM_UNAVAILABLE.
*
* @thread_safety This function may be called from any thread. Access is not
* synchronized.
*
* @since Added in version 3.0.
*
* @ingroup native
*/
GLFWAPI GLXContext glfwGetGLXContext(GLFWwindow* window);
/*! @brief Returns the `GLXWindow` of the specified window.
*
* @return The `GLXWindow` of the specified window, or `None` if an
* [error](@ref error_handling) occurred.
*
* @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref
* GLFW_NO_WINDOW_CONTEXT and @ref GLFW_PLATFORM_UNAVAILABLE.
*
* @thread_safety This function may be called from any thread. Access is not
* synchronized.
*
* @since Added in version 3.2.
*
* @ingroup native
*/
GLFWAPI GLXWindow glfwGetGLXWindow(GLFWwindow* window);
#endif
#if defined(GLFW_EXPOSE_NATIVE_WAYLAND)
/*! @brief Returns the `struct wl_display*` used by GLFW.
*
* @return The `struct wl_display*` used by GLFW, or `NULL` if an
* [error](@ref error_handling) occurred.
*
* @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
* GLFW_PLATFORM_UNAVAILABLE.
*
* @thread_safety This function may be called from any thread. Access is not
* synchronized.
*
* @since Added in version 3.2.
*
* @ingroup native
*/
GLFWAPI struct wl_display* glfwGetWaylandDisplay(void);
/*! @brief Returns the `struct wl_output*` of the specified monitor.
*
* @return The `struct wl_output*` of the specified monitor, or `NULL` if an
* [error](@ref error_handling) occurred.
*
* @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
* GLFW_PLATFORM_UNAVAILABLE.
*
* @thread_safety This function may be called from any thread. Access is not
* synchronized.
*
* @since Added in version 3.2.
*
* @ingroup native
*/
GLFWAPI struct wl_output* glfwGetWaylandMonitor(GLFWmonitor* monitor);
/*! @brief Returns the main `struct wl_surface*` of the specified window.
*
* @return The main `struct wl_surface*` of the specified window, or `NULL` if
* an [error](@ref error_handling) occurred.
*
* @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
* GLFW_PLATFORM_UNAVAILABLE.
*
* @thread_safety This function may be called from any thread. Access is not
* synchronized.
*
* @since Added in version 3.2.
*
* @ingroup native
*/
GLFWAPI struct wl_surface* glfwGetWaylandWindow(GLFWwindow* window);
#endif
#if defined(GLFW_EXPOSE_NATIVE_EGL)
/*! @brief Returns the `EGLDisplay` used by GLFW.
*
* @return The `EGLDisplay` used by GLFW, or `EGL_NO_DISPLAY` if an
* [error](@ref error_handling) occurred.
*
* @errors Possible errors include @ref GLFW_NOT_INITIALIZED.
*
* @remark Because EGL is initialized on demand, this function will return
* `EGL_NO_DISPLAY` until the first context has been created via EGL.
*
* @thread_safety This function may be called from any thread. Access is not
* synchronized.
*
* @since Added in version 3.0.
*
* @ingroup native
*/
GLFWAPI EGLDisplay glfwGetEGLDisplay(void);
/*! @brief Returns the `EGLContext` of the specified window.
*
* @return The `EGLContext` of the specified window, or `EGL_NO_CONTEXT` if an
* [error](@ref error_handling) occurred.
*
* @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
* GLFW_NO_WINDOW_CONTEXT.
*
* @thread_safety This function may be called from any thread. Access is not
* synchronized.
*
* @since Added in version 3.0.
*
* @ingroup native
*/
GLFWAPI EGLContext glfwGetEGLContext(GLFWwindow* window);
/*! @brief Returns the `EGLSurface` of the specified window.
*
* @return The `EGLSurface` of the specified window, or `EGL_NO_SURFACE` if an
* [error](@ref error_handling) occurred.
*
* @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
* GLFW_NO_WINDOW_CONTEXT.
*
* @thread_safety This function may be called from any thread. Access is not
* synchronized.
*
* @since Added in version 3.0.
*
* @ingroup native
*/
GLFWAPI EGLSurface glfwGetEGLSurface(GLFWwindow* window);
#endif
#if defined(GLFW_EXPOSE_NATIVE_OSMESA)
/*! @brief Retrieves the color buffer associated with the specified window.
*
* @param[in] window The window whose color buffer to retrieve.
* @param[out] width Where to store the width of the color buffer, or `NULL`.
* @param[out] height Where to store the height of the color buffer, or `NULL`.
* @param[out] format Where to store the OSMesa pixel format of the color
* buffer, or `NULL`.
* @param[out] buffer Where to store the address of the color buffer, or
* `NULL`.
* @return `GLFW_TRUE` if successful, or `GLFW_FALSE` if an
* [error](@ref error_handling) occurred.
*
* @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
* GLFW_NO_WINDOW_CONTEXT.
*
* @thread_safety This function may be called from any thread. Access is not
* synchronized.
*
* @since Added in version 3.3.
*
* @ingroup native
*/
GLFWAPI int glfwGetOSMesaColorBuffer(GLFWwindow* window, int* width, int* height, int* format, void** buffer);
/*! @brief Retrieves the depth buffer associated with the specified window.
*
* @param[in] window The window whose depth buffer to retrieve.
* @param[out] width Where to store the width of the depth buffer, or `NULL`.
* @param[out] height Where to store the height of the depth buffer, or `NULL`.
* @param[out] bytesPerValue Where to store the number of bytes per depth
* buffer element, or `NULL`.
* @param[out] buffer Where to store the address of the depth buffer, or
* `NULL`.
* @return `GLFW_TRUE` if successful, or `GLFW_FALSE` if an
* [error](@ref error_handling) occurred.
*
* @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
* GLFW_NO_WINDOW_CONTEXT.
*
* @thread_safety This function may be called from any thread. Access is not
* synchronized.
*
* @since Added in version 3.3.
*
* @ingroup native
*/
GLFWAPI int glfwGetOSMesaDepthBuffer(GLFWwindow* window, int* width, int* height, int* bytesPerValue, void** buffer);
/*! @brief Returns the `OSMesaContext` of the specified window.
*
* @return The `OSMesaContext` of the specified window, or `NULL` if an
* [error](@ref error_handling) occurred.
*
* @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
* GLFW_NO_WINDOW_CONTEXT.
*
* @thread_safety This function may be called from any thread. Access is not
* synchronized.
*
* @since Added in version 3.3.
*
* @ingroup native
*/
GLFWAPI OSMesaContext glfwGetOSMesaContext(GLFWwindow* window);
#endif
#ifdef __cplusplus
}
#endif
#endif /* _glfw3_native_h_ */

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@@ -0,0 +1,832 @@
//--------------------------------------------------------------------------------------
// File: Audio.h
//
// DirectXTK for Audio header
//
// Copyright (c) Microsoft Corporation.
// Licensed under the MIT License.
//
// http://go.microsoft.com/fwlink/?LinkId=248929
// http://go.microsoft.com/fwlink/?LinkID=615561
//--------------------------------------------------------------------------------------
#pragma once
#include <cstddef>
#include <cstdint>
#include <functional>
#include <memory>
#include <string>
#include <vector>
#include <objbase.h>
#include <mmreg.h>
#include <Audioclient.h>
#if (defined(_XBOX_ONE) && defined(_TITLE)) || defined(_GAMING_XBOX)
#include <xma2defs.h>
#ifdef _MSC_VER
#pragma comment(lib,"acphal.lib")
#endif
#endif
#ifndef XAUDIO2_HELPER_FUNCTIONS
#define XAUDIO2_HELPER_FUNCTIONS
#endif
#if defined(USING_XAUDIO2_REDIST) || (_WIN32_WINNT >= 0x0A00 /*_WIN32_WINNT_WIN10*/) || defined(_XBOX_ONE)
#define USING_XAUDIO2_9
#elif (_WIN32_WINNT >= 0x0602 /*_WIN32_WINNT_WIN8*/)
#define USING_XAUDIO2_8
#elif (_WIN32_WINNT >= 0x0601 /*_WIN32_WINNT_WIN7*/)
#error Windows 7 SP1 requires the XAudio2Redist NuGet package https://aka.ms/xaudio2redist
#else
#error DirectX Tool Kit for Audio not supported on this platform
#endif
#include <xaudio2.h>
#include <xaudio2fx.h>
#ifdef _MSC_VER
#pragma warning(push)
#pragma warning(disable : 4619 4616 5246)
#endif
#include <x3daudio.h>
#ifdef _MSC_VER
#pragma warning(pop)
#endif
#include <xapofx.h>
#if !defined(USING_XAUDIO2_REDIST) && defined(_MSC_VER)
#if defined(USING_XAUDIO2_8) && defined(NTDDI_WIN10) && !defined(_M_IX86)
// The xaudio2_8.lib in the Windows 10 SDK for x86 is incorrectly annotated as __cdecl instead of __stdcall, so avoid using it in this case.
#pragma comment(lib,"xaudio2_8.lib")
#else
#pragma comment(lib,"xaudio2.lib")
#endif
#endif
#include <DirectXMath.h>
namespace DirectX
{
class SoundEffectInstance;
class SoundStreamInstance;
//----------------------------------------------------------------------------------
struct AudioStatistics
{
size_t playingOneShots; // Number of one-shot sounds currently playing
size_t playingInstances; // Number of sound effect instances currently playing
size_t allocatedInstances; // Number of SoundEffectInstance allocated
size_t allocatedVoices; // Number of XAudio2 voices allocated (standard, 3D, one-shots, and idle one-shots)
size_t allocatedVoices3d; // Number of XAudio2 voices allocated for 3D
size_t allocatedVoicesOneShot; // Number of XAudio2 voices allocated for one-shot sounds
size_t allocatedVoicesIdle; // Number of XAudio2 voices allocated for one-shot sounds but not currently in use
size_t audioBytes; // Total wave data (in bytes) in SoundEffects and in-memory WaveBanks
#if (defined(_XBOX_ONE) && defined(_TITLE)) || defined(_GAMING_XBOX)
size_t xmaAudioBytes; // Total wave data (in bytes) in SoundEffects and in-memory WaveBanks allocated with ApuAlloc
#endif
size_t streamingBytes; // Total size of streaming buffers (in bytes) in streaming WaveBanks
};
//----------------------------------------------------------------------------------
class IVoiceNotify
{
public:
virtual ~IVoiceNotify() = default;
IVoiceNotify(const IVoiceNotify&) = delete;
IVoiceNotify& operator=(const IVoiceNotify&) = delete;
IVoiceNotify(IVoiceNotify&&) = default;
IVoiceNotify& operator=(IVoiceNotify&&) = default;
virtual void __cdecl OnBufferEnd() = 0;
// Notfication that a voice buffer has finished
// Note this is called from XAudio2's worker thread, so it should perform very minimal and thread-safe operations
virtual void __cdecl OnCriticalError() = 0;
// Notification that the audio engine encountered a critical error
virtual void __cdecl OnReset() = 0;
// Notification of an audio engine reset
virtual void __cdecl OnUpdate() = 0;
// Notification of an audio engine per-frame update (opt-in)
virtual void __cdecl OnDestroyEngine() noexcept = 0;
// Notification that the audio engine is being destroyed
virtual void __cdecl OnTrim() = 0;
// Notification of a request to trim the voice pool
virtual void __cdecl GatherStatistics(AudioStatistics& stats) const = 0;
// Contribute to statistics request
virtual void __cdecl OnDestroyParent() noexcept = 0;
// Optional notification used by some objects
protected:
IVoiceNotify() = default;
};
//----------------------------------------------------------------------------------
enum AUDIO_ENGINE_FLAGS : uint32_t
{
AudioEngine_Default = 0x0,
AudioEngine_EnvironmentalReverb = 0x1,
AudioEngine_ReverbUseFilters = 0x2,
AudioEngine_UseMasteringLimiter = 0x4,
AudioEngine_Debug = 0x10000,
AudioEngine_ThrowOnNoAudioHW = 0x20000,
AudioEngine_DisableVoiceReuse = 0x40000,
};
enum SOUND_EFFECT_INSTANCE_FLAGS : uint32_t
{
SoundEffectInstance_Default = 0x0,
SoundEffectInstance_Use3D = 0x1,
SoundEffectInstance_ReverbUseFilters = 0x2,
SoundEffectInstance_NoSetPitch = 0x4,
SoundEffectInstance_UseRedirectLFE = 0x10000,
};
enum AUDIO_ENGINE_REVERB : unsigned int
{
Reverb_Off,
Reverb_Default,
Reverb_Generic,
Reverb_Forest,
Reverb_PaddedCell,
Reverb_Room,
Reverb_Bathroom,
Reverb_LivingRoom,
Reverb_StoneRoom,
Reverb_Auditorium,
Reverb_ConcertHall,
Reverb_Cave,
Reverb_Arena,
Reverb_Hangar,
Reverb_CarpetedHallway,
Reverb_Hallway,
Reverb_StoneCorridor,
Reverb_Alley,
Reverb_City,
Reverb_Mountains,
Reverb_Quarry,
Reverb_Plain,
Reverb_ParkingLot,
Reverb_SewerPipe,
Reverb_Underwater,
Reverb_SmallRoom,
Reverb_MediumRoom,
Reverb_LargeRoom,
Reverb_MediumHall,
Reverb_LargeHall,
Reverb_Plate,
Reverb_MAX
};
enum SoundState
{
STOPPED = 0,
PLAYING,
PAUSED
};
//----------------------------------------------------------------------------------
class AudioEngine
{
public:
explicit AudioEngine(
AUDIO_ENGINE_FLAGS flags = AudioEngine_Default,
_In_opt_ const WAVEFORMATEX* wfx = nullptr,
_In_opt_z_ const wchar_t* deviceId = nullptr,
AUDIO_STREAM_CATEGORY category = AudioCategory_GameEffects) noexcept(false);
AudioEngine(AudioEngine&&) noexcept;
AudioEngine& operator= (AudioEngine&&) noexcept;
AudioEngine(AudioEngine const&) = delete;
AudioEngine& operator= (AudioEngine const&) = delete;
virtual ~AudioEngine();
bool __cdecl Update();
// Performs per-frame processing for the audio engine, returns false if in 'silent mode'
bool __cdecl Reset(_In_opt_ const WAVEFORMATEX* wfx = nullptr, _In_opt_z_ const wchar_t* deviceId = nullptr);
// Reset audio engine from critical error/silent mode using a new device; can also 'migrate' the graph
// Returns true if succesfully reset, false if in 'silent mode' due to no default device
// Note: One shots are lost, all SoundEffectInstances are in the STOPPED state after successful reset
void __cdecl Suspend() noexcept;
void __cdecl Resume();
// Suspend/resumes audio processing (i.e. global pause/resume)
float __cdecl GetMasterVolume() const noexcept;
void __cdecl SetMasterVolume(float volume);
// Master volume property for all sounds
void __cdecl SetReverb(AUDIO_ENGINE_REVERB reverb);
void __cdecl SetReverb(_In_opt_ const XAUDIO2FX_REVERB_PARAMETERS* native);
// Sets environmental reverb for 3D positional audio (if active)
void __cdecl SetMasteringLimit(int release, int loudness);
// Sets the mastering volume limiter properties (if active)
AudioStatistics __cdecl GetStatistics() const;
// Gathers audio engine statistics
WAVEFORMATEXTENSIBLE __cdecl GetOutputFormat() const noexcept;
// Returns the format of the audio output device associated with the mastering voice.
uint32_t __cdecl GetChannelMask() const noexcept;
// Returns the output channel mask
int __cdecl GetOutputSampleRate() const noexcept;
// Returns the sample rate going into the mastering voice
unsigned int __cdecl GetOutputChannels() const noexcept;
// Returns the number of channels going into the mastering voice
bool __cdecl IsAudioDevicePresent() const noexcept;
// Returns true if the audio graph is operating normally, false if in 'silent mode'
bool __cdecl IsCriticalError() const noexcept;
// Returns true if the audio graph is halted due to a critical error (which also places the engine into 'silent mode')
// Voice pool management.
void __cdecl SetDefaultSampleRate(int sampleRate);
// Sample rate for voices in the reuse pool (defaults to 44100)
void __cdecl SetMaxVoicePool(size_t maxOneShots, size_t maxInstances);
// Maximum number of voices to allocate for one-shots and instances
// Note: one-shots over this limit are ignored; too many instance voices throws an exception
void __cdecl TrimVoicePool();
// Releases any currently unused voices
// Internal-use functions
void __cdecl AllocateVoice(_In_ const WAVEFORMATEX* wfx,
SOUND_EFFECT_INSTANCE_FLAGS flags, bool oneshot, _Outptr_result_maybenull_ IXAudio2SourceVoice** voice);
void __cdecl DestroyVoice(_In_ IXAudio2SourceVoice* voice) noexcept;
// Should only be called for instance voices, not one-shots
void __cdecl RegisterNotify(_In_ IVoiceNotify* notify, bool usesUpdate);
void __cdecl UnregisterNotify(_In_ IVoiceNotify* notify, bool usesOneShots, bool usesUpdate);
// XAudio2 interface access
IXAudio2* __cdecl GetInterface() const noexcept;
IXAudio2MasteringVoice* __cdecl GetMasterVoice() const noexcept;
IXAudio2SubmixVoice* __cdecl GetReverbVoice() const noexcept;
X3DAUDIO_HANDLE& __cdecl Get3DHandle() const noexcept;
// Static functions
struct RendererDetail
{
std::wstring deviceId;
std::wstring description;
};
static std::vector<RendererDetail> __cdecl GetRendererDetails();
// Returns a list of valid audio endpoint devices
#if defined(_MSC_VER) && !defined(_NATIVE_WCHAR_T_DEFINED)
explicit AudioEngine(
AUDIO_ENGINE_FLAGS flags = AudioEngine_Default,
_In_opt_ const WAVEFORMATEX* wfx = nullptr,
_In_opt_z_ const __wchar_t* deviceId = nullptr,
AUDIO_STREAM_CATEGORY category = AudioCategory_GameEffects) noexcept(false);
bool __cdecl Reset(_In_opt_ const WAVEFORMATEX* wfx = nullptr, _In_opt_z_ const __wchar_t* deviceId = nullptr);
#endif
private:
// Private implementation.
class Impl;
std::unique_ptr<Impl> pImpl;
};
//----------------------------------------------------------------------------------
class WaveBank
{
public:
WaveBank(_In_ AudioEngine* engine, _In_z_ const wchar_t* wbFileName);
WaveBank(WaveBank&&) noexcept;
WaveBank& operator= (WaveBank&&) noexcept;
WaveBank(WaveBank const&) = delete;
WaveBank& operator= (WaveBank const&) = delete;
virtual ~WaveBank();
void __cdecl Play(unsigned int index);
void __cdecl Play(unsigned int index, float volume, float pitch, float pan);
void __cdecl Play(_In_z_ const char* name);
void __cdecl Play(_In_z_ const char* name, float volume, float pitch, float pan);
std::unique_ptr<SoundEffectInstance> __cdecl CreateInstance(unsigned int index,
SOUND_EFFECT_INSTANCE_FLAGS flags = SoundEffectInstance_Default);
std::unique_ptr<SoundEffectInstance> __cdecl CreateInstance(_In_z_ const char* name,
SOUND_EFFECT_INSTANCE_FLAGS flags = SoundEffectInstance_Default);
std::unique_ptr<SoundStreamInstance> __cdecl CreateStreamInstance(unsigned int index,
SOUND_EFFECT_INSTANCE_FLAGS flags = SoundEffectInstance_Default);
std::unique_ptr<SoundStreamInstance> __cdecl CreateStreamInstance(_In_z_ const char* name,
SOUND_EFFECT_INSTANCE_FLAGS flags = SoundEffectInstance_Default);
bool __cdecl IsPrepared() const noexcept;
bool __cdecl IsInUse() const noexcept;
bool __cdecl IsStreamingBank() const noexcept;
bool __cdecl IsAdvancedFormat() const noexcept;
size_t __cdecl GetSampleSizeInBytes(unsigned int index) const noexcept;
// Returns size of wave audio data
size_t __cdecl GetSampleDuration(unsigned int index) const noexcept;
// Returns the duration in samples
size_t __cdecl GetSampleDurationMS(unsigned int index) const noexcept;
// Returns the duration in milliseconds
const WAVEFORMATEX* __cdecl GetFormat(unsigned int index, _Out_writes_bytes_(maxsize) WAVEFORMATEX* wfx, size_t maxsize) const noexcept;
int __cdecl Find(_In_z_ const char* name) const;
#ifdef USING_XAUDIO2_9
bool __cdecl FillSubmitBuffer(unsigned int index, _Out_ XAUDIO2_BUFFER& buffer, _Out_ XAUDIO2_BUFFER_WMA& wmaBuffer) const;
#else
void __cdecl FillSubmitBuffer(unsigned int index, _Out_ XAUDIO2_BUFFER& buffer) const;
#endif
void __cdecl UnregisterInstance(_In_ IVoiceNotify* instance);
HANDLE __cdecl GetAsyncHandle() const noexcept;
bool __cdecl GetPrivateData(unsigned int index, _Out_writes_bytes_(datasize) void* data, size_t datasize);
#if defined(_MSC_VER) && !defined(_NATIVE_WCHAR_T_DEFINED)
WaveBank(_In_ AudioEngine* engine, _In_z_ const __wchar_t* wbFileName);
#endif
private:
// Private implementation.
class Impl;
std::unique_ptr<Impl> pImpl;
};
//----------------------------------------------------------------------------------
class SoundEffect
{
public:
SoundEffect(_In_ AudioEngine* engine, _In_z_ const wchar_t* waveFileName);
SoundEffect(_In_ AudioEngine* engine, _Inout_ std::unique_ptr<uint8_t[]>& wavData,
_In_ const WAVEFORMATEX* wfx, _In_reads_bytes_(audioBytes) const uint8_t* startAudio, size_t audioBytes);
SoundEffect(_In_ AudioEngine* engine, _Inout_ std::unique_ptr<uint8_t[]>& wavData,
_In_ const WAVEFORMATEX* wfx, _In_reads_bytes_(audioBytes) const uint8_t* startAudio, size_t audioBytes,
uint32_t loopStart, uint32_t loopLength);
#ifdef USING_XAUDIO2_9
SoundEffect(_In_ AudioEngine* engine, _Inout_ std::unique_ptr<uint8_t[]>& wavData,
_In_ const WAVEFORMATEX* wfx, _In_reads_bytes_(audioBytes) const uint8_t* startAudio, size_t audioBytes,
_In_reads_(seekCount) const uint32_t* seekTable, size_t seekCount);
#endif
SoundEffect(SoundEffect&&) noexcept;
SoundEffect& operator= (SoundEffect&&) noexcept;
SoundEffect(SoundEffect const&) = delete;
SoundEffect& operator= (SoundEffect const&) = delete;
virtual ~SoundEffect();
void __cdecl Play();
void __cdecl Play(float volume, float pitch, float pan);
std::unique_ptr<SoundEffectInstance> __cdecl CreateInstance(SOUND_EFFECT_INSTANCE_FLAGS flags = SoundEffectInstance_Default);
bool __cdecl IsInUse() const noexcept;
size_t __cdecl GetSampleSizeInBytes() const noexcept;
// Returns size of wave audio data
size_t __cdecl GetSampleDuration() const noexcept;
// Returns the duration in samples
size_t __cdecl GetSampleDurationMS() const noexcept;
// Returns the duration in milliseconds
const WAVEFORMATEX* __cdecl GetFormat() const noexcept;
#ifdef USING_XAUDIO2_9
bool __cdecl FillSubmitBuffer(_Out_ XAUDIO2_BUFFER& buffer, _Out_ XAUDIO2_BUFFER_WMA& wmaBuffer) const;
#else
void __cdecl FillSubmitBuffer(_Out_ XAUDIO2_BUFFER& buffer) const;
#endif
void __cdecl UnregisterInstance(_In_ IVoiceNotify* instance);
#if defined(_MSC_VER) && !defined(_NATIVE_WCHAR_T_DEFINED)
SoundEffect(_In_ AudioEngine* engine, _In_z_ const __wchar_t* waveFileName);
#endif
private:
// Private implementation.
class Impl;
std::unique_ptr<Impl> pImpl;
};
//----------------------------------------------------------------------------------
struct AudioListener : public X3DAUDIO_LISTENER
{
X3DAUDIO_CONE ListenerCone;
AudioListener() noexcept :
X3DAUDIO_LISTENER{},
ListenerCone{}
{
OrientFront.z = -1.f;
OrientTop.y = 1.f;
}
void XM_CALLCONV SetPosition(FXMVECTOR v) noexcept
{
XMStoreFloat3(reinterpret_cast<XMFLOAT3*>(&Position), v);
}
void __cdecl SetPosition(const XMFLOAT3& pos) noexcept
{
Position.x = pos.x;
Position.y = pos.y;
Position.z = pos.z;
}
void XM_CALLCONV SetVelocity(FXMVECTOR v) noexcept
{
XMStoreFloat3(reinterpret_cast<XMFLOAT3*>(&Velocity), v);
}
void __cdecl SetVelocity(const XMFLOAT3& vel) noexcept
{
Velocity.x = vel.x;
Velocity.y = vel.y;
Velocity.z = vel.z;
}
void XM_CALLCONV SetOrientation(FXMVECTOR forward, FXMVECTOR up) noexcept
{
XMStoreFloat3(reinterpret_cast<XMFLOAT3*>(&OrientFront), forward);
XMStoreFloat3(reinterpret_cast<XMFLOAT3*>(&OrientTop), up);
}
void __cdecl SetOrientation(const XMFLOAT3& forward, const XMFLOAT3& up) noexcept
{
OrientFront.x = forward.x; OrientTop.x = up.x;
OrientFront.y = forward.y; OrientTop.y = up.y;
OrientFront.z = forward.z; OrientTop.z = up.z;
}
void XM_CALLCONV SetOrientationFromQuaternion(FXMVECTOR quat) noexcept
{
const XMVECTOR forward = XMVector3Rotate(g_XMIdentityR2, quat);
XMStoreFloat3(reinterpret_cast<XMFLOAT3*>(&OrientFront), forward);
const XMVECTOR up = XMVector3Rotate(g_XMIdentityR1, quat);
XMStoreFloat3(reinterpret_cast<XMFLOAT3*>(&OrientTop), up);
}
// Updates velocity and orientation by tracking changes in position over time.
void XM_CALLCONV Update(FXMVECTOR newPos, XMVECTOR upDir, float dt) noexcept
{
if (dt > 0.f)
{
const XMVECTOR lastPos = XMLoadFloat3(reinterpret_cast<const XMFLOAT3*>(&Position));
XMVECTOR vDelta = XMVectorSubtract(newPos, lastPos);
const XMVECTOR vt = XMVectorReplicate(dt);
XMVECTOR v = XMVectorDivide(vDelta, vt);
XMStoreFloat3(reinterpret_cast<XMFLOAT3*>(&Velocity), v);
vDelta = XMVector3Normalize(vDelta);
XMStoreFloat3(reinterpret_cast<XMFLOAT3*>(&OrientFront), vDelta);
v = XMVector3Cross(upDir, vDelta);
v = XMVector3Normalize(v);
v = XMVector3Cross(vDelta, v);
v = XMVector3Normalize(v);
XMStoreFloat3(reinterpret_cast<XMFLOAT3*>(&OrientTop), v);
XMStoreFloat3(reinterpret_cast<XMFLOAT3*>(&Position), newPos);
}
}
void __cdecl SetOmnidirectional() noexcept
{
pCone = nullptr;
}
void __cdecl SetCone(const X3DAUDIO_CONE& listenerCone);
bool __cdecl IsValid() const;
};
//----------------------------------------------------------------------------------
struct AudioEmitter : public X3DAUDIO_EMITTER
{
X3DAUDIO_CONE EmitterCone;
float EmitterAzimuths[XAUDIO2_MAX_AUDIO_CHANNELS];
AudioEmitter() noexcept :
X3DAUDIO_EMITTER{},
EmitterCone{},
EmitterAzimuths{}
{
OrientFront.z = -1.f;
OrientTop.y =
ChannelRadius =
CurveDistanceScaler =
DopplerScaler = 1.f;
ChannelCount = 1;
pChannelAzimuths = EmitterAzimuths;
InnerRadiusAngle = X3DAUDIO_PI / 4.0f;
}
void XM_CALLCONV SetPosition(FXMVECTOR v) noexcept
{
XMStoreFloat3(reinterpret_cast<XMFLOAT3*>(&Position), v);
}
void __cdecl SetPosition(const XMFLOAT3& pos) noexcept
{
Position.x = pos.x;
Position.y = pos.y;
Position.z = pos.z;
}
void XM_CALLCONV SetVelocity(FXMVECTOR v) noexcept
{
XMStoreFloat3(reinterpret_cast<XMFLOAT3*>(&Velocity), v);
}
void __cdecl SetVelocity(const XMFLOAT3& vel) noexcept
{
Velocity.x = vel.x;
Velocity.y = vel.y;
Velocity.z = vel.z;
}
void XM_CALLCONV SetOrientation(FXMVECTOR forward, FXMVECTOR up) noexcept
{
XMStoreFloat3(reinterpret_cast<XMFLOAT3*>(&OrientFront), forward);
XMStoreFloat3(reinterpret_cast<XMFLOAT3*>(&OrientTop), up);
}
void __cdecl SetOrientation(const XMFLOAT3& forward, const XMFLOAT3& up) noexcept
{
OrientFront.x = forward.x; OrientTop.x = up.x;
OrientFront.y = forward.y; OrientTop.y = up.y;
OrientFront.z = forward.z; OrientTop.z = up.z;
}
void XM_CALLCONV SetOrientationFromQuaternion(FXMVECTOR quat) noexcept
{
const XMVECTOR forward = XMVector3Rotate(g_XMIdentityR2, quat);
XMStoreFloat3(reinterpret_cast<XMFLOAT3*>(&OrientFront), forward);
const XMVECTOR up = XMVector3Rotate(g_XMIdentityR1, quat);
XMStoreFloat3(reinterpret_cast<XMFLOAT3*>(&OrientTop), up);
}
// Updates velocity and orientation by tracking changes in position over time.
void XM_CALLCONV Update(FXMVECTOR newPos, XMVECTOR upDir, float dt) noexcept
{
if (dt > 0.f)
{
const XMVECTOR lastPos = XMLoadFloat3(reinterpret_cast<const XMFLOAT3*>(&Position));
XMVECTOR vDelta = XMVectorSubtract(newPos, lastPos);
const XMVECTOR vt = XMVectorReplicate(dt);
XMVECTOR v = XMVectorDivide(vDelta, vt);
XMStoreFloat3(reinterpret_cast<XMFLOAT3*>(&Velocity), v);
vDelta = XMVector3Normalize(vDelta);
XMStoreFloat3(reinterpret_cast<XMFLOAT3*>(&OrientFront), vDelta);
v = XMVector3Cross(upDir, vDelta);
v = XMVector3Normalize(v);
v = XMVector3Cross(vDelta, v);
v = XMVector3Normalize(v);
XMStoreFloat3(reinterpret_cast<XMFLOAT3*>(&OrientTop), v);
XMStoreFloat3(reinterpret_cast<XMFLOAT3*>(&Position), newPos);
}
}
void __cdecl SetOmnidirectional() noexcept
{
pCone = nullptr;
}
// Only used for single-channel emitters.
void __cdecl SetCone(const X3DAUDIO_CONE& emitterCone);
// Set multi-channel emitter azimuths based on speaker configuration geometry.
void __cdecl EnableDefaultMultiChannel(unsigned int channels, float radius = 1.f);
// Set default volume, LFE, LPF, and reverb curves.
void __cdecl EnableDefaultCurves() noexcept;
void __cdecl EnableLinearCurves() noexcept;
void __cdecl EnableInverseSquareCurves() noexcept
{
pVolumeCurve = nullptr;
pLFECurve = nullptr;
pLPFDirectCurve = nullptr;
pLPFReverbCurve = nullptr;
pReverbCurve = nullptr;
}
bool __cdecl IsValid() const;
};
//----------------------------------------------------------------------------------
class SoundEffectInstance
{
public:
SoundEffectInstance(SoundEffectInstance&&) noexcept;
SoundEffectInstance& operator= (SoundEffectInstance&&) noexcept;
SoundEffectInstance(SoundEffectInstance const&) = delete;
SoundEffectInstance& operator= (SoundEffectInstance const&) = delete;
virtual ~SoundEffectInstance();
void __cdecl Play(bool loop = false);
void __cdecl Stop(bool immediate = true) noexcept;
void __cdecl Pause() noexcept;
void __cdecl Resume();
void __cdecl SetVolume(float volume);
void __cdecl SetPitch(float pitch);
void __cdecl SetPan(float pan);
void __cdecl Apply3D(const X3DAUDIO_LISTENER& listener, const X3DAUDIO_EMITTER& emitter, bool rhcoords = true);
bool __cdecl IsLooped() const noexcept;
SoundState __cdecl GetState() noexcept;
unsigned int __cdecl GetChannelCount() const noexcept;
IVoiceNotify* __cdecl GetVoiceNotify() const noexcept;
private:
// Private implementation.
class Impl;
std::unique_ptr<Impl> pImpl;
// Private constructors
SoundEffectInstance(_In_ AudioEngine* engine, _In_ SoundEffect* effect, SOUND_EFFECT_INSTANCE_FLAGS flags);
SoundEffectInstance(_In_ AudioEngine* engine, _In_ WaveBank* effect, unsigned int index, SOUND_EFFECT_INSTANCE_FLAGS flags);
friend std::unique_ptr<SoundEffectInstance> __cdecl SoundEffect::CreateInstance(SOUND_EFFECT_INSTANCE_FLAGS);
friend std::unique_ptr<SoundEffectInstance> __cdecl WaveBank::CreateInstance(unsigned int, SOUND_EFFECT_INSTANCE_FLAGS);
};
//----------------------------------------------------------------------------------
class SoundStreamInstance
{
public:
SoundStreamInstance(SoundStreamInstance&&) noexcept;
SoundStreamInstance& operator= (SoundStreamInstance&&) noexcept;
SoundStreamInstance(SoundStreamInstance const&) = delete;
SoundStreamInstance& operator= (SoundStreamInstance const&) = delete;
virtual ~SoundStreamInstance();
void __cdecl Play(bool loop = false);
void __cdecl Stop(bool immediate = true) noexcept;
void __cdecl Pause() noexcept;
void __cdecl Resume();
void __cdecl SetVolume(float volume);
void __cdecl SetPitch(float pitch);
void __cdecl SetPan(float pan);
void __cdecl Apply3D(const X3DAUDIO_LISTENER& listener, const X3DAUDIO_EMITTER& emitter, bool rhcoords = true);
bool __cdecl IsLooped() const noexcept;
SoundState __cdecl GetState() noexcept;
unsigned int __cdecl GetChannelCount() const noexcept;
IVoiceNotify* __cdecl GetVoiceNotify() const noexcept;
private:
// Private implementation.
class Impl;
std::unique_ptr<Impl> pImpl;
// Private constructors
SoundStreamInstance(_In_ AudioEngine* engine, _In_ WaveBank* effect, unsigned int index, SOUND_EFFECT_INSTANCE_FLAGS flags);
friend std::unique_ptr<SoundStreamInstance> __cdecl WaveBank::CreateStreamInstance(unsigned int, SOUND_EFFECT_INSTANCE_FLAGS);
};
//----------------------------------------------------------------------------------
class DynamicSoundEffectInstance
{
public:
DynamicSoundEffectInstance(_In_ AudioEngine* engine,
_In_ std::function<void __cdecl(DynamicSoundEffectInstance*)> bufferNeeded,
int sampleRate, int channels, int sampleBits = 16,
SOUND_EFFECT_INSTANCE_FLAGS flags = SoundEffectInstance_Default);
DynamicSoundEffectInstance(DynamicSoundEffectInstance&&) noexcept;
DynamicSoundEffectInstance& operator= (DynamicSoundEffectInstance&&) noexcept;
DynamicSoundEffectInstance(DynamicSoundEffectInstance const&) = delete;
DynamicSoundEffectInstance& operator= (DynamicSoundEffectInstance const&) = delete;
virtual ~DynamicSoundEffectInstance();
void __cdecl Play();
void __cdecl Stop(bool immediate = true) noexcept;
void __cdecl Pause() noexcept;
void __cdecl Resume();
void __cdecl SetVolume(float volume);
void __cdecl SetPitch(float pitch);
void __cdecl SetPan(float pan);
void __cdecl Apply3D(const X3DAUDIO_LISTENER& listener, const X3DAUDIO_EMITTER& emitter, bool rhcoords = true);
void __cdecl SubmitBuffer(_In_reads_bytes_(audioBytes) const uint8_t* pAudioData, size_t audioBytes);
void __cdecl SubmitBuffer(_In_reads_bytes_(audioBytes) const uint8_t* pAudioData, uint32_t offset, size_t audioBytes);
SoundState __cdecl GetState() noexcept;
size_t __cdecl GetSampleDuration(size_t bytes) const noexcept;
// Returns duration in samples of a buffer of a given size
size_t __cdecl GetSampleDurationMS(size_t bytes) const noexcept;
// Returns duration in milliseconds of a buffer of a given size
size_t __cdecl GetSampleSizeInBytes(uint64_t duration) const noexcept;
// Returns size of a buffer for a duration given in milliseconds
int __cdecl GetPendingBufferCount() const noexcept;
const WAVEFORMATEX* __cdecl GetFormat() const noexcept;
unsigned int __cdecl GetChannelCount() const noexcept;
private:
// Private implementation.
class Impl;
std::unique_ptr<Impl> pImpl;
};
#ifdef __clang__
#pragma clang diagnostic push
#pragma clang diagnostic ignored "-Wdeprecated-dynamic-exception-spec"
#endif
DEFINE_ENUM_FLAG_OPERATORS(AUDIO_ENGINE_FLAGS);
DEFINE_ENUM_FLAG_OPERATORS(SOUND_EFFECT_INSTANCE_FLAGS);
#ifdef __clang__
#pragma clang diagnostic pop
#endif
}

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@@ -0,0 +1,164 @@
//--------------------------------------------------------------------------------------
// File: BufferHelpers.h
//
// Copyright (c) Microsoft Corporation.
// Licensed under the MIT License.
//
// http://go.microsoft.com/fwlink/?LinkId=248929
//--------------------------------------------------------------------------------------
#pragma once
#include <cassert>
#include <cstddef>
#if defined(_XBOX_ONE) && defined(_TITLE)
#include <d3d11_x.h>
#include "GraphicsMemory.h"
#else
#include <d3d11_1.h>
#endif
#include <wrl\client.h>
namespace DirectX
{
// Helpers for creating initialized Direct3D buffer resources.
HRESULT __cdecl CreateStaticBuffer(_In_ ID3D11Device* device,
_In_reads_bytes_(count* stride) const void* ptr,
size_t count,
size_t stride,
unsigned int bindFlags,
_COM_Outptr_ ID3D11Buffer** pBuffer) noexcept;
template<typename T>
HRESULT CreateStaticBuffer(_In_ ID3D11Device* device,
_In_reads_(count) T const* data,
size_t count,
unsigned int bindFlags,
_COM_Outptr_ ID3D11Buffer** pBuffer) noexcept
{
return CreateStaticBuffer(device, data, count, sizeof(T), bindFlags, pBuffer);
}
template<typename T>
HRESULT CreateStaticBuffer(_In_ ID3D11Device* device,
T const& data,
unsigned int bindFlags,
_COM_Outptr_ ID3D11Buffer** pBuffer) noexcept
{
return CreateStaticBuffer(device, data.data(), data.size(), sizeof(typename T::value_type), bindFlags, pBuffer);
}
// Helpers for creating texture from memory arrays.
HRESULT __cdecl CreateTextureFromMemory(_In_ ID3D11Device* device,
size_t width,
DXGI_FORMAT format,
const D3D11_SUBRESOURCE_DATA& initData,
_COM_Outptr_opt_ ID3D11Texture1D** texture,
_COM_Outptr_opt_ ID3D11ShaderResourceView** textureView,
unsigned int bindFlags = D3D11_BIND_SHADER_RESOURCE) noexcept;
HRESULT __cdecl CreateTextureFromMemory(_In_ ID3D11Device* device,
size_t width, size_t height,
DXGI_FORMAT format,
const D3D11_SUBRESOURCE_DATA& initData,
_COM_Outptr_opt_ ID3D11Texture2D** texture,
_COM_Outptr_opt_ ID3D11ShaderResourceView** textureView,
unsigned int bindFlags = D3D11_BIND_SHADER_RESOURCE) noexcept;
HRESULT __cdecl CreateTextureFromMemory(
#if defined(_XBOX_ONE) && defined(_TITLE)
_In_ ID3D11DeviceX* d3dDeviceX,
_In_ ID3D11DeviceContextX* d3dContextX,
#else
_In_ ID3D11Device* device,
_In_ ID3D11DeviceContext* d3dContext,
#endif
size_t width, size_t height,
DXGI_FORMAT format,
const D3D11_SUBRESOURCE_DATA& initData,
_COM_Outptr_opt_ ID3D11Texture2D** texture,
_COM_Outptr_opt_ ID3D11ShaderResourceView** textureView) noexcept;
HRESULT __cdecl CreateTextureFromMemory(_In_ ID3D11Device* device,
size_t width, size_t height, size_t depth,
DXGI_FORMAT format,
const D3D11_SUBRESOURCE_DATA& initData,
_COM_Outptr_opt_ ID3D11Texture3D** texture,
_COM_Outptr_opt_ ID3D11ShaderResourceView** textureView,
unsigned int bindFlags = D3D11_BIND_SHADER_RESOURCE) noexcept;
// Strongly typed wrapper around a Direct3D constant buffer.
inline namespace DX11
{
namespace Private
{
// Base class, not to be used directly: clients should access this via the derived PrimitiveBatch<T>.
class ConstantBufferBase
{
protected:
void __cdecl CreateBuffer(_In_ ID3D11Device* device, size_t bytes, _Outptr_ ID3D11Buffer** pBuffer);
};
}
}
template<typename T>
class ConstantBuffer : public DX11::Private::ConstantBufferBase
{
public:
// Constructor.
ConstantBuffer() = default;
explicit ConstantBuffer(_In_ ID3D11Device* device) noexcept(false)
{
CreateBuffer(device, sizeof(T), mConstantBuffer.GetAddressOf());
}
ConstantBuffer(ConstantBuffer&&) = default;
ConstantBuffer& operator= (ConstantBuffer&&) = default;
ConstantBuffer(ConstantBuffer const&) = delete;
ConstantBuffer& operator= (ConstantBuffer const&) = delete;
void Create(_In_ ID3D11Device* device)
{
CreateBuffer(device, sizeof(T), mConstantBuffer.ReleaseAndGetAddressOf());
}
// Writes new data into the constant buffer.
#if defined(_XBOX_ONE) && defined(_TITLE)
void __cdecl SetData(_In_ ID3D11DeviceContext* deviceContext, T const& value, void** grfxMemory)
{
assert(grfxMemory != nullptr);
void* ptr = GraphicsMemory::Get().Allocate(deviceContext, sizeof(T), 64);
assert(ptr != nullptr);
*(T*)ptr = value;
*grfxMemory = ptr;
}
#else
void __cdecl SetData(_In_ ID3D11DeviceContext* deviceContext, T const& value) noexcept
{
assert(mConstantBuffer);
D3D11_MAPPED_SUBRESOURCE mappedResource;
if (SUCCEEDED(deviceContext->Map(mConstantBuffer.Get(), 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource)))
{
*static_cast<T*>(mappedResource.pData) = value;
deviceContext->Unmap(mConstantBuffer.Get(), 0);
}
}
#endif // _XBOX_ONE && _TITLE
// Looks up the underlying D3D constant buffer.
ID3D11Buffer* GetBuffer() const noexcept { return mConstantBuffer.Get(); }
private:
Microsoft::WRL::ComPtr<ID3D11Buffer> mConstantBuffer;
};
}

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//--------------------------------------------------------------------------------------
// File: CommonStates.h
//
// Copyright (c) Microsoft Corporation.
// Licensed under the MIT License.
//
// http://go.microsoft.com/fwlink/?LinkId=248929
//--------------------------------------------------------------------------------------
#pragma once
#if defined(_XBOX_ONE) && defined(_TITLE)
#include <d3d11_x.h>
#else
#include <d3d11_1.h>
#endif
#include <memory>
namespace DirectX
{
inline namespace DX11
{
class CommonStates
{
public:
explicit CommonStates(_In_ ID3D11Device* device);
CommonStates(CommonStates&&) noexcept;
CommonStates& operator= (CommonStates&&) noexcept;
CommonStates(CommonStates const&) = delete;
CommonStates& operator= (CommonStates const&) = delete;
virtual ~CommonStates();
// Blend states.
ID3D11BlendState* __cdecl Opaque() const;
ID3D11BlendState* __cdecl AlphaBlend() const;
ID3D11BlendState* __cdecl Additive() const;
ID3D11BlendState* __cdecl NonPremultiplied() const;
// Depth stencil states.
ID3D11DepthStencilState* __cdecl DepthNone() const;
ID3D11DepthStencilState* __cdecl DepthDefault() const;
ID3D11DepthStencilState* __cdecl DepthRead() const;
ID3D11DepthStencilState* __cdecl DepthReverseZ() const;
ID3D11DepthStencilState* __cdecl DepthReadReverseZ() const;
// Rasterizer states.
ID3D11RasterizerState* __cdecl CullNone() const;
ID3D11RasterizerState* __cdecl CullClockwise() const;
ID3D11RasterizerState* __cdecl CullCounterClockwise() const;
ID3D11RasterizerState* __cdecl Wireframe() const;
// Sampler states.
ID3D11SamplerState* __cdecl PointWrap() const;
ID3D11SamplerState* __cdecl PointClamp() const;
ID3D11SamplerState* __cdecl LinearWrap() const;
ID3D11SamplerState* __cdecl LinearClamp() const;
ID3D11SamplerState* __cdecl AnisotropicWrap() const;
ID3D11SamplerState* __cdecl AnisotropicClamp() const;
private:
// Private implementation.
class Impl;
std::shared_ptr<Impl> pImpl;
};
}
}

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//--------------------------------------------------------------------------------------
// File: DDSTextureLoader.h
//
// Functions for loading a DDS texture and creating a Direct3D runtime resource for it
//
// Note these functions are useful as a light-weight runtime loader for DDS files. For
// a full-featured DDS file reader, writer, and texture processing pipeline see
// the 'Texconv' sample and the 'DirectXTex' library.
//
// Copyright (c) Microsoft Corporation.
// Licensed under the MIT License.
//
// http://go.microsoft.com/fwlink/?LinkId=248926
// http://go.microsoft.com/fwlink/?LinkId=248929
//--------------------------------------------------------------------------------------
#pragma once
#if defined(_XBOX_ONE) && defined(_TITLE)
#include <d3d11_x.h>
#else
#include <d3d11_1.h>
#endif
#include <cstddef>
#include <cstdint>
namespace DirectX
{
#ifndef DDS_ALPHA_MODE_DEFINED
#define DDS_ALPHA_MODE_DEFINED
enum DDS_ALPHA_MODE : uint32_t
{
DDS_ALPHA_MODE_UNKNOWN = 0,
DDS_ALPHA_MODE_STRAIGHT = 1,
DDS_ALPHA_MODE_PREMULTIPLIED = 2,
DDS_ALPHA_MODE_OPAQUE = 3,
DDS_ALPHA_MODE_CUSTOM = 4,
};
#endif
inline namespace DX11
{
enum DDS_LOADER_FLAGS : uint32_t
{
DDS_LOADER_DEFAULT = 0,
DDS_LOADER_FORCE_SRGB = 0x1,
DDS_LOADER_IGNORE_SRGB = 0x2,
};
}
// Standard version
HRESULT __cdecl CreateDDSTextureFromMemory(
_In_ ID3D11Device* d3dDevice,
_In_reads_bytes_(ddsDataSize) const uint8_t* ddsData,
_In_ size_t ddsDataSize,
_Outptr_opt_ ID3D11Resource** texture,
_Outptr_opt_ ID3D11ShaderResourceView** textureView,
_In_ size_t maxsize = 0,
_Out_opt_ DDS_ALPHA_MODE* alphaMode = nullptr) noexcept;
HRESULT __cdecl CreateDDSTextureFromFile(
_In_ ID3D11Device* d3dDevice,
_In_z_ const wchar_t* szFileName,
_Outptr_opt_ ID3D11Resource** texture,
_Outptr_opt_ ID3D11ShaderResourceView** textureView,
_In_ size_t maxsize = 0,
_Out_opt_ DDS_ALPHA_MODE* alphaMode = nullptr) noexcept;
// Standard version with optional auto-gen mipmap support
HRESULT __cdecl CreateDDSTextureFromMemory(
#if defined(_XBOX_ONE) && defined(_TITLE)
_In_ ID3D11DeviceX* d3dDevice,
_In_opt_ ID3D11DeviceContextX* d3dContext,
#else
_In_ ID3D11Device* d3dDevice,
_In_opt_ ID3D11DeviceContext* d3dContext,
#endif
_In_reads_bytes_(ddsDataSize) const uint8_t* ddsData,
_In_ size_t ddsDataSize,
_Outptr_opt_ ID3D11Resource** texture,
_Outptr_opt_ ID3D11ShaderResourceView** textureView,
_In_ size_t maxsize = 0,
_Out_opt_ DDS_ALPHA_MODE* alphaMode = nullptr) noexcept;
HRESULT __cdecl CreateDDSTextureFromFile(
#if defined(_XBOX_ONE) && defined(_TITLE)
_In_ ID3D11DeviceX* d3dDevice,
_In_opt_ ID3D11DeviceContextX* d3dContext,
#else
_In_ ID3D11Device* d3dDevice,
_In_opt_ ID3D11DeviceContext* d3dContext,
#endif
_In_z_ const wchar_t* szFileName,
_Outptr_opt_ ID3D11Resource** texture,
_Outptr_opt_ ID3D11ShaderResourceView** textureView,
_In_ size_t maxsize = 0,
_Out_opt_ DDS_ALPHA_MODE* alphaMode = nullptr) noexcept;
// Extended version
HRESULT __cdecl CreateDDSTextureFromMemoryEx(
_In_ ID3D11Device* d3dDevice,
_In_reads_bytes_(ddsDataSize) const uint8_t* ddsData,
_In_ size_t ddsDataSize,
_In_ size_t maxsize,
_In_ D3D11_USAGE usage,
_In_ unsigned int bindFlags,
_In_ unsigned int cpuAccessFlags,
_In_ unsigned int miscFlags,
_In_ DDS_LOADER_FLAGS loadFlags,
_Outptr_opt_ ID3D11Resource** texture,
_Outptr_opt_ ID3D11ShaderResourceView** textureView,
_Out_opt_ DDS_ALPHA_MODE* alphaMode = nullptr) noexcept;
HRESULT __cdecl CreateDDSTextureFromFileEx(
_In_ ID3D11Device* d3dDevice,
_In_z_ const wchar_t* szFileName,
_In_ size_t maxsize,
_In_ D3D11_USAGE usage,
_In_ unsigned int bindFlags,
_In_ unsigned int cpuAccessFlags,
_In_ unsigned int miscFlags,
_In_ DDS_LOADER_FLAGS loadFlags,
_Outptr_opt_ ID3D11Resource** texture,
_Outptr_opt_ ID3D11ShaderResourceView** textureView,
_Out_opt_ DDS_ALPHA_MODE* alphaMode = nullptr) noexcept;
// Extended version with optional auto-gen mipmap support
HRESULT __cdecl CreateDDSTextureFromMemoryEx(
#if defined(_XBOX_ONE) && defined(_TITLE)
_In_ ID3D11DeviceX* d3dDevice,
_In_opt_ ID3D11DeviceContextX* d3dContext,
#else
_In_ ID3D11Device* d3dDevice,
_In_opt_ ID3D11DeviceContext* d3dContext,
#endif
_In_reads_bytes_(ddsDataSize) const uint8_t* ddsData,
_In_ size_t ddsDataSize,
_In_ size_t maxsize,
_In_ D3D11_USAGE usage,
_In_ unsigned int bindFlags,
_In_ unsigned int cpuAccessFlags,
_In_ unsigned int miscFlags,
_In_ DDS_LOADER_FLAGS loadFlags,
_Outptr_opt_ ID3D11Resource** texture,
_Outptr_opt_ ID3D11ShaderResourceView** textureView,
_Out_opt_ DDS_ALPHA_MODE* alphaMode = nullptr) noexcept;
HRESULT __cdecl CreateDDSTextureFromFileEx(
#if defined(_XBOX_ONE) && defined(_TITLE)
_In_ ID3D11DeviceX* d3dDevice,
_In_opt_ ID3D11DeviceContextX* d3dContext,
#else
_In_ ID3D11Device* d3dDevice,
_In_opt_ ID3D11DeviceContext* d3dContext,
#endif
_In_z_ const wchar_t* szFileName,
_In_ size_t maxsize,
_In_ D3D11_USAGE usage,
_In_ unsigned int bindFlags,
_In_ unsigned int cpuAccessFlags,
_In_ unsigned int miscFlags,
_In_ DDS_LOADER_FLAGS loadFlags,
_Outptr_opt_ ID3D11Resource** texture,
_Outptr_opt_ ID3D11ShaderResourceView** textureView,
_Out_opt_ DDS_ALPHA_MODE* alphaMode = nullptr) noexcept;
#ifdef __clang__
#pragma clang diagnostic push
#pragma clang diagnostic ignored "-Wdeprecated-dynamic-exception-spec"
#endif
inline namespace DX11
{
DEFINE_ENUM_FLAG_OPERATORS(DDS_LOADER_FLAGS);
}
#ifdef __clang__
#pragma clang diagnostic pop
#endif
}

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@@ -0,0 +1,232 @@
//--------------------------------------------------------------------------------------
// File: DirectXHelpers.h
//
// Copyright (c) Microsoft Corporation.
// Licensed under the MIT License.
//
// http://go.microsoft.com/fwlink/?LinkId=248929
//--------------------------------------------------------------------------------------
#pragma once
#if defined(_XBOX_ONE) && defined(_TITLE)
#include <d3d11_x.h>
#else
#include <d3d11_1.h>
#endif
#ifdef _MSC_VER
#if !defined(NO_D3D11_DEBUG_NAME) && ( defined(_DEBUG) || defined(PROFILE) )
#if !defined(_XBOX_ONE) || !defined(_TITLE)
#pragma comment(lib,"dxguid.lib")
#endif
#endif
#endif
#ifndef IID_GRAPHICS_PPV_ARGS
#define IID_GRAPHICS_PPV_ARGS(x) IID_PPV_ARGS(x)
#endif
#include <cassert>
#include <cstddef>
#include <cstdint>
#include <cstring>
#include <exception>
//
// The core Direct3D headers provide the following helper C++ classes
// CD3D11_RECT
// CD3D11_BOX
// CD3D11_DEPTH_STENCIL_DESC
// CD3D11_BLEND_DESC, CD3D11_BLEND_DESC1
// CD3D11_RASTERIZER_DESC, CD3D11_RASTERIZER_DESC1
// CD3D11_BUFFER_DESC
// CD3D11_TEXTURE1D_DESC
// CD3D11_TEXTURE2D_DESC
// CD3D11_TEXTURE3D_DESC
// CD3D11_SHADER_RESOURCE_VIEW_DESC
// CD3D11_RENDER_TARGET_VIEW_DESC
// CD3D11_VIEWPORT
// CD3D11_DEPTH_STENCIL_VIEW_DESC
// CD3D11_UNORDERED_ACCESS_VIEW_DESC
// CD3D11_SAMPLER_DESC
// CD3D11_QUERY_DESC
// CD3D11_COUNTER_DESC
//
namespace DirectX
{
inline namespace DX11
{
class IEffect;
}
// simliar to std::lock_guard for exception-safe Direct3D resource locking
class MapGuard : public D3D11_MAPPED_SUBRESOURCE
{
public:
MapGuard(_In_ ID3D11DeviceContext* context,
_In_ ID3D11Resource *resource,
_In_ unsigned int subresource,
_In_ D3D11_MAP mapType,
_In_ unsigned int mapFlags) noexcept(false)
: mContext(context), mResource(resource), mSubresource(subresource)
{
HRESULT hr = mContext->Map(resource, subresource, mapType, mapFlags, this);
if (FAILED(hr))
{
throw std::exception();
}
}
MapGuard(MapGuard&&) = delete;
MapGuard& operator= (MapGuard&&) = delete;
MapGuard(MapGuard const&) = delete;
MapGuard& operator= (MapGuard const&) = delete;
~MapGuard()
{
mContext->Unmap(mResource, mSubresource);
}
#ifdef __clang__
#pragma clang diagnostic push
#pragma clang diagnostic ignored "-Wunknown-warning-option"
#pragma clang diagnostic ignored "-Wunsafe-buffer-usage"
#endif
uint8_t* get() const noexcept
{
return static_cast<uint8_t*>(pData);
}
uint8_t* get(size_t slice) const noexcept
{
return static_cast<uint8_t*>(pData) + (slice * DepthPitch);
}
uint8_t* scanline(size_t row) const noexcept
{
return static_cast<uint8_t*>(pData) + (row * RowPitch);
}
uint8_t* scanline(size_t slice, size_t row) const noexcept
{
return static_cast<uint8_t*>(pData) + (slice * DepthPitch) + (row * RowPitch);
}
#ifdef __clang__
#pragma clang diagnostic pop
#endif
template<typename T>
void copy(_In_reads_(count) T const* data, size_t count) noexcept
{
memcpy(pData, data, count * sizeof(T));
}
template<typename T>
void copy(T const& data) noexcept
{
memcpy(pData, data.data(), data.size() * sizeof(typename T::value_type));
}
private:
ID3D11DeviceContext* mContext;
ID3D11Resource* mResource;
unsigned int mSubresource;
};
// Helper sets a D3D resource name string (used by PIX and debug layer leak reporting).
#if !defined(NO_D3D11_DEBUG_NAME) && ( defined(_DEBUG) || defined(PROFILE) )
template<UINT TNameLength>
inline void SetDebugObjectName(_In_ ID3D11DeviceChild* resource, _In_z_ const char(&name)[TNameLength]) noexcept
{
#if defined(_XBOX_ONE) && defined(_TITLE)
wchar_t wname[MAX_PATH];
int result = MultiByteToWideChar(CP_UTF8, 0, name, TNameLength, wname, MAX_PATH);
if (result > 0)
{
resource->SetName(wname);
}
#else
resource->SetPrivateData(WKPDID_D3DDebugObjectName, TNameLength - 1, name);
#endif
}
#else
template<UINT TNameLength>
inline void SetDebugObjectName(_In_ ID3D11DeviceChild*, _In_z_ const char(&)[TNameLength]) noexcept
{
}
#endif
#if !defined(NO_D3D11_DEBUG_NAME) && ( defined(_DEBUG) || defined(PROFILE) )
template<UINT TNameLength>
inline void SetDebugObjectName(_In_ ID3D11DeviceChild* resource, _In_z_ const wchar_t(&name)[TNameLength])
{
#if defined(_XBOX_ONE) && defined(_TITLE)
resource->SetName(name);
#else
char aname[MAX_PATH];
int result = WideCharToMultiByte(CP_UTF8, 0, name, TNameLength, aname, MAX_PATH, nullptr, nullptr);
if (result > 0)
{
resource->SetPrivateData(WKPDID_D3DDebugObjectName, TNameLength - 1, aname);
}
#endif
}
#else
template<UINT TNameLength>
inline void SetDebugObjectName(_In_ ID3D11DeviceChild*, _In_z_ const wchar_t(&)[TNameLength])
{
}
#endif
inline namespace DX11
{
// Helper to check for power-of-2
template<typename T>
constexpr bool IsPowerOf2(T x) noexcept { return ((x != 0) && !(x & (x - 1))); }
// Helpers for aligning values by a power of 2
template<typename T>
inline T AlignDown(T size, size_t alignment) noexcept
{
if (alignment > 0)
{
assert(((alignment - 1) & alignment) == 0);
auto mask = static_cast<T>(alignment - 1);
return size & ~mask;
}
return size;
}
template<typename T>
inline T AlignUp(T size, size_t alignment) noexcept
{
if (alignment > 0)
{
assert(((alignment - 1) & alignment) == 0);
auto mask = static_cast<T>(alignment - 1);
return (size + mask) & ~mask;
}
return size;
}
}
// Helper for creating a Direct3D input layout to match a shader from an IEffect
HRESULT __cdecl CreateInputLayoutFromEffect(_In_ ID3D11Device* device,
_In_ IEffect* effect,
_In_reads_(count) const D3D11_INPUT_ELEMENT_DESC* desc,
size_t count,
_COM_Outptr_ ID3D11InputLayout** pInputLayout) noexcept;
template<typename T>
HRESULT CreateInputLayoutFromEffect(_In_ ID3D11Device* device,
_In_ IEffect* effect,
_COM_Outptr_ ID3D11InputLayout** pInputLayout) noexcept
{
return CreateInputLayoutFromEffect(device, effect, T::InputElements, T::InputElementCount, pInputLayout);
}
}

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