35 Commits

Author SHA1 Message Date
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
111 changed files with 17473 additions and 668 deletions

6
.gitignore vendored
View File

@@ -12,11 +12,7 @@
*.obj
# Don't ignore 3d model in OBJ
!enginecustom/monke.obj
!enginecustom/isosphere.obj
!enginecustom/cone.obj
!enginecustom/vaisseau.obj
!enginecustom/86.obj
!enginecustom/assets/Model/OBJ/*.obj
# Precompiled Headers
*.gch

24
.vscode/launch.json vendored Normal file
View File

@@ -0,0 +1,24 @@
{
"version": "0.2.0",
"configurations": [
{
"name": "C/C++ Runner: Debug Session",
"type": "cppdbg",
"request": "launch",
"args": [],
"stopAtEntry": false,
"externalConsole": true,
"cwd": "c:/Users/arivas/Documents/GitHub/khaotic-engine-Reborn/enginecustom",
"program": "c:/Users/arivas/Documents/GitHub/khaotic-engine-Reborn/enginecustom/build/Debug/outDebug",
"MIMode": "gdb",
"miDebuggerPath": "gdb",
"setupCommands": [
{
"description": "Enable pretty-printing for gdb",
"text": "-enable-pretty-printing",
"ignoreFailures": true
}
]
}
]
}

59
.vscode/settings.json vendored Normal file
View File

@@ -0,0 +1,59 @@
{
"C_Cpp_Runner.cCompilerPath": "gcc",
"C_Cpp_Runner.cppCompilerPath": "g++",
"C_Cpp_Runner.debuggerPath": "gdb",
"C_Cpp_Runner.cStandard": "",
"C_Cpp_Runner.cppStandard": "",
"C_Cpp_Runner.msvcBatchPath": "C:/Program Files/Microsoft Visual Studio/VR_NR/Community/VC/Auxiliary/Build/vcvarsall.bat",
"C_Cpp_Runner.useMsvc": false,
"C_Cpp_Runner.warnings": [
"-Wall",
"-Wextra",
"-Wpedantic",
"-Wshadow",
"-Wformat=2",
"-Wcast-align",
"-Wconversion",
"-Wsign-conversion",
"-Wnull-dereference"
],
"C_Cpp_Runner.msvcWarnings": [
"/W4",
"/permissive-",
"/w14242",
"/w14287",
"/w14296",
"/w14311",
"/w14826",
"/w44062",
"/w44242",
"/w14905",
"/w14906",
"/w14263",
"/w44265",
"/w14928"
],
"C_Cpp_Runner.enableWarnings": true,
"C_Cpp_Runner.warningsAsError": false,
"C_Cpp_Runner.compilerArgs": [],
"C_Cpp_Runner.linkerArgs": [],
"C_Cpp_Runner.includePaths": [],
"C_Cpp_Runner.includeSearch": [
"*",
"**/*"
],
"C_Cpp_Runner.excludeSearch": [
"**/build",
"**/build/**",
"**/.*",
"**/.*/**",
"**/.vscode",
"**/.vscode/**"
],
"C_Cpp_Runner.useAddressSanitizer": false,
"C_Cpp_Runner.useUndefinedSanitizer": false,
"C_Cpp_Runner.useLeakSanitizer": false,
"C_Cpp_Runner.showCompilationTime": false,
"C_Cpp_Runner.useLinkTimeOptimization": false,
"C_Cpp_Runner.msvcSecureNoWarnings": false
}

View File

@@ -1,8 +1,8 @@
# 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** utilise **ImGui** avec une couche d'abstraction pour permetre son usage avec d'autres API.
---
@@ -31,77 +31,23 @@ 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)*
*Plus de shaders seront disponibles dans le futur*
---
*More shaders will be added in the future*
## 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)
- Cel Shading
**Interface Graphique** :
- Shader Manager
## 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)
## 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)
@@ -113,6 +59,6 @@ You can report bugs with the program by creating a ticket in [Issues](https://gi
- [@sutabasuto](https://github.com/sutabasuto)
**Moteur Reborn** :
- [@CatChow0](https://github.com/CatChow0)

View File

@@ -0,0 +1,410 @@
#include "CelShadingShader.h"
#include <iostream>
CelShadingShader::CelShadingShader()
{
m_vertexShader = 0;
m_pixelShader = 0;
m_layout = 0;
m_matrixBuffer = 0;
m_sampleState = 0;
m_lightBuffer = 0;
}
CelShadingShader::CelShadingShader(const CelShadingShader& other)
{
}
CelShadingShader::~CelShadingShader()
{
}
bool CelShadingShader::Initialize(ID3D11Device* device, HWND hwnd)
{
Logger::Get().Log("Initializing CelShadingShader", __FILE__, __LINE__, Logger::LogLevel::Initialize);
bool result;
wchar_t vsFilename[128];
wchar_t psFilename[128];
int error;
// Set the filename of the vertex shader.
error = wcscpy_s(vsFilename, 128, L"celshading.vs");
if (error != 0)
{
Logger::Get().Log("Failed to set the filename of the vertex shader", __FILE__, __LINE__);
return false;
}
// Set the filename of the pixel shader.
error = wcscpy_s(psFilename, 128, L"celshading.ps");
if (error != 0)
{
Logger::Get().Log("Failed to set the filename of the pixel shader", __FILE__, __LINE__);
return false;
}
// Initialize the vertex and pixel shaders.
result = InitializeShader(device, hwnd, vsFilename, psFilename);
if (!result)
{
Logger::Get().Log("Failed to initialize the vertex and pixel shaders", __FILE__, __LINE__);
return false;
}
Logger::Get().Log("Successfully initialized CelShadingShader", __FILE__, __LINE__, Logger::LogLevel::Initialize);
return true;
}
void CelShadingShader::Shutdown()
{
// Shutdown the vertex and pixel shaders as well as the related objects.
ShutdownShader();
}
bool CelShadingShader::Render(ID3D11DeviceContext* deviceContext, int indexCount, XMMATRIX worldMatrix, XMMATRIX viewMatrix, XMMATRIX projectionMatrix,
ID3D11ShaderResourceView* texture, XMFLOAT3 lightDirection, XMFLOAT4 diffuseColor, XMFLOAT3 lightPosition)
{
bool result;
// Set the shader parameters that it will use for rendering.
result = SetShaderParameters(deviceContext, worldMatrix, viewMatrix, projectionMatrix, texture, lightDirection, diffuseColor, lightPosition);
if (!result)
{
Logger::Get().Log("CelShading Error", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
// Now render the prepared buffers with the shader.
RenderShader(deviceContext, indexCount);
return true;
}
bool CelShadingShader::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR* vsFilename, WCHAR* psFilename)
{
HRESULT result;
ID3D10Blob* errorMessage = nullptr;
ID3D10Blob* vertexShaderBuffer = nullptr;
ID3D10Blob* pixelShaderBuffer = nullptr;
D3D11_INPUT_ELEMENT_DESC polygonLayout[3];
unsigned int numElements;
D3D11_BUFFER_DESC matrixBufferDesc;
D3D11_SAMPLER_DESC samplerDesc;
D3D11_BUFFER_DESC lightBufferDesc;
// Compile the vertex shader code.
result = D3DCompileFromFile(vsFilename, nullptr, nullptr, "CelShadingVertexShader", "vs_5_0", D3D10_SHADER_ENABLE_STRICTNESS, 0, &vertexShaderBuffer, &errorMessage);
if (FAILED(result))
{
// If the shader failed to compile it should have written something to the error message.
if (errorMessage)
{
OutputShaderErrorMessage(errorMessage, hwnd, vsFilename);
}
// If there was nothing in the error message then it simply could not find the shader file itself.
else
{
MessageBox(hwnd, vsFilename, L"Missing Shader File", MB_OK);
}
return false;
}
// Compile the pixel shader code.
result = D3DCompileFromFile(psFilename, nullptr, nullptr, "CelShadingPixelShader", "ps_5_0", D3D10_SHADER_ENABLE_STRICTNESS, 0, &pixelShaderBuffer, &errorMessage);
if (FAILED(result))
{
// If the shader failed to compile it should have written something to the error message.
if (errorMessage)
{
OutputShaderErrorMessage(errorMessage, hwnd, psFilename);
}
// If there was nothing in the error message then it simply could not find the file itself.
else
{
MessageBox(hwnd, psFilename, L"Missing Shader File", MB_OK);
}
return false;
}
// Create the vertex shader from the buffer.
result = device->CreateVertexShader(vertexShaderBuffer->GetBufferPointer(), vertexShaderBuffer->GetBufferSize(), nullptr, &m_vertexShader);
if (FAILED(result))
{
return false;
}
// Create the pixel shader from the buffer.
result = device->CreatePixelShader(pixelShaderBuffer->GetBufferPointer(), pixelShaderBuffer->GetBufferSize(), nullptr, &m_pixelShader);
if (FAILED(result))
{
return false;
}
// Create the vertex input layout description.
// This setup needs to match the VertexType structure in the ModelClass and in the shader.
polygonLayout[0].SemanticName = "POSITION";
polygonLayout[0].SemanticIndex = 0;
polygonLayout[0].Format = DXGI_FORMAT_R32G32B32A32_FLOAT;
polygonLayout[0].InputSlot = 0;
polygonLayout[0].AlignedByteOffset = 0;
polygonLayout[0].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
polygonLayout[0].InstanceDataStepRate = 0;
polygonLayout[1].SemanticName = "NORMAL";
polygonLayout[1].SemanticIndex = 0;
polygonLayout[1].Format = DXGI_FORMAT_R32G32B32_FLOAT;
polygonLayout[1].InputSlot = 0;
polygonLayout[1].AlignedByteOffset = D3D11_APPEND_ALIGNED_ELEMENT;
polygonLayout[1].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
polygonLayout[1].InstanceDataStepRate = 0;
polygonLayout[2].SemanticName = "TEXCOORD";
polygonLayout[2].SemanticIndex = 0;
polygonLayout[2].Format = DXGI_FORMAT_R32G32_FLOAT;
polygonLayout[2].InputSlot = 0;
polygonLayout[2].AlignedByteOffset = D3D11_APPEND_ALIGNED_ELEMENT;
polygonLayout[2].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
polygonLayout[2].InstanceDataStepRate = 0;
// Get a count of the elements in the layout.
numElements = sizeof(polygonLayout) / sizeof(polygonLayout[0]);
// Create the vertex input layout.
result = device->CreateInputLayout(polygonLayout, numElements, vertexShaderBuffer->GetBufferPointer(), vertexShaderBuffer->GetBufferSize(), &m_layout);
if (FAILED(result))
{
return false;
}
// Release the vertex shader buffer and pixel shader buffer since they are no longer needed.
vertexShaderBuffer->Release();
vertexShaderBuffer = nullptr;
pixelShaderBuffer->Release();
pixelShaderBuffer = nullptr;
// Setup the description of the dynamic matrix constant buffer that is in the vertex shader.
matrixBufferDesc.Usage = D3D11_USAGE_DYNAMIC;
matrixBufferDesc.ByteWidth = sizeof(MatrixBufferType);
matrixBufferDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
matrixBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
matrixBufferDesc.MiscFlags = 0;
matrixBufferDesc.StructureByteStride = 0;
// Create the constant buffer pointer so we can access the vertex shader constant buffer from within this class.
result = device->CreateBuffer(&matrixBufferDesc, nullptr, &m_matrixBuffer);
if (FAILED(result))
{
return false;
}
// Create a texture sampler state description.
samplerDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
samplerDesc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP;
samplerDesc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP;
samplerDesc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP;
samplerDesc.MipLODBias = 0.0f;
samplerDesc.MaxAnisotropy = 1;
samplerDesc.ComparisonFunc = D3D11_COMPARISON_ALWAYS;
samplerDesc.BorderColor[0] = 0;
samplerDesc.BorderColor[1] = 0;
samplerDesc.BorderColor[2] = 0;
samplerDesc.BorderColor[3] = 0;
samplerDesc.MinLOD = 0;
samplerDesc.MaxLOD = D3D11_FLOAT32_MAX;
// Create the texture sampler state.
result = device->CreateSamplerState(&samplerDesc, &m_sampleState);
if (FAILED(result))
{
return false;
}
// Setup the description of the light dynamic constant buffer that is in the pixel shader.
lightBufferDesc.Usage = D3D11_USAGE_DYNAMIC;
lightBufferDesc.ByteWidth = sizeof(LightBufferType);
lightBufferDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
lightBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
lightBufferDesc.MiscFlags = 0;
lightBufferDesc.StructureByteStride = 0;
// Create the constant buffer pointer so we can access the pixel shader constant buffer from within this class.
result = device->CreateBuffer(&lightBufferDesc, nullptr, &m_lightBuffer);
if (FAILED(result))
{
return false;
}
return true;
}
void CelShadingShader::ShutdownShader()
{
// Release the light constant buffer.
if (m_lightBuffer)
{
m_lightBuffer->Release();
m_lightBuffer = nullptr;
}
// Release the sampler state.
if (m_sampleState)
{
m_sampleState->Release();
m_sampleState = nullptr;
}
// Release the matrix constant buffer.
if (m_matrixBuffer)
{
m_matrixBuffer->Release();
m_matrixBuffer = nullptr;
}
// Release the layout.
if (m_layout)
{
m_layout->Release();
m_layout = nullptr;
}
// Release the pixel shader.
if (m_pixelShader)
{
m_pixelShader->Release();
m_pixelShader = nullptr;
}
// Release the vertex shader.
if (m_vertexShader)
{
m_vertexShader->Release();
m_vertexShader = nullptr;
}
}
void CelShadingShader::OutputShaderErrorMessage(ID3D10Blob* errorMessage, HWND hwnd, WCHAR* shaderFilename)
{
char* compileErrors;
unsigned long bufferSize, i;
std::ofstream fout;
// Get a pointer to the error message text buffer.
compileErrors = (char*)(errorMessage->GetBufferPointer());
// Get the length of the message.
bufferSize = errorMessage->GetBufferSize();
// Open a file to write the error message to.
fout.open("shader-error.txt");
// Write out the error message.
for (i = 0; i < bufferSize; i++)
{
fout << compileErrors[i];
}
// Close the file.
fout.close();
// Release the error message.
errorMessage->Release();
errorMessage = nullptr;
// Pop a message up on the screen to notify the user to check the text file for compile errors.
MessageBox(hwnd, L"Error compiling shader. Check shader-error.txt for message.", shaderFilename, MB_OK);
}
bool CelShadingShader::SetShaderParameters(ID3D11DeviceContext* deviceContext, XMMATRIX worldMatrix, XMMATRIX viewMatrix, XMMATRIX projectionMatrix,
ID3D11ShaderResourceView* texture, XMFLOAT3 lightDirection, XMFLOAT4 diffuseColor, XMFLOAT3 lightPosition)
{
HRESULT result;
D3D11_MAPPED_SUBRESOURCE mappedResource;
MatrixBufferType* dataPtr;
LightBufferType* dataPtr2;
unsigned int bufferNumber;
// Transpose the matrices to prepare them for the shader.
worldMatrix = XMMatrixTranspose(worldMatrix);
viewMatrix = XMMatrixTranspose(viewMatrix);
projectionMatrix = XMMatrixTranspose(projectionMatrix);
// Lock the constant buffer so it can be written to.
result = deviceContext->Map(m_matrixBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
if (FAILED(result))
{
return false;
}
// Get a pointer to the data in the constant buffer.
dataPtr = (MatrixBufferType*)mappedResource.pData;
// Copy the matrices into the constant buffer.
dataPtr->world = worldMatrix;
dataPtr->view = viewMatrix;
dataPtr->projection = projectionMatrix;
// Unlock the constant buffer.
deviceContext->Unmap(m_matrixBuffer, 0);
// Set the position of the constant buffer in the vertex shader.
bufferNumber = 0;
// Finally set the constant buffer in the vertex shader with the updated values.
deviceContext->VSSetConstantBuffers(bufferNumber, 1, &m_matrixBuffer);
// Lock the light constant buffer so it can be written to.
result = deviceContext->Map(m_lightBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
if (FAILED(result))
{
return false;
}
// Get a pointer to the data in the constant buffer.
dataPtr2 = (LightBufferType*)mappedResource.pData;
// Copy the lighting variables into the constant buffer.
dataPtr2->diffuseColor = diffuseColor;
dataPtr2->lightDirection = lightDirection;
dataPtr2->lightPosition = lightPosition;
dataPtr2->constantAttenuation = 0.5f; // Set your attenuation values here
dataPtr2->linearAttenuation = 0.1f;
dataPtr2->quadraticAttenuation = 0.01f;
// Unlock the constant buffer.
deviceContext->Unmap(m_lightBuffer, 0);
// Set the position of the light constant buffer in the pixel shader.
bufferNumber = 0;
// Finally set the light constant buffer in the pixel shader with the updated values.
deviceContext->PSSetConstantBuffers(bufferNumber, 1, &m_lightBuffer);
// Set shader texture resource in the pixel shader.
deviceContext->PSSetShaderResources(0, 1, &texture);
return true;
}
void CelShadingShader::RenderShader(ID3D11DeviceContext* deviceContext, int indexCount)
{
// Set the vertex input layout.
deviceContext->IASetInputLayout(m_layout);
// Set the vertex and pixel shaders that will be used to render this triangle.
deviceContext->VSSetShader(m_vertexShader, nullptr, 0);
deviceContext->PSSetShader(m_pixelShader, nullptr, 0);
// Set the sampler state in the pixel shader.
deviceContext->PSSetSamplers(0, 1, &m_sampleState);
// Render the triangle.
deviceContext->DrawIndexed(indexCount, 0, 0);
}

View File

@@ -0,0 +1,68 @@
#ifndef _CELSHADINGSHADER_H_
#define _CELSHADINGSHADER_H_
//////////////
// INCLUDES //
//////////////
#include "Logger.h"
#include <d3d11.h>
#include <d3dcompiler.h>
#include <directxmath.h>
#include <fstream>
using namespace DirectX;
using namespace std;
////////////////////////////////////////////////////////////////////////////////
// Class name: CelShadingShader
////////////////////////////////////////////////////////////////////////////////
class CelShadingShader
{
private:
struct MatrixBufferType
{
XMMATRIX world;
XMMATRIX view;
XMMATRIX projection;
};
struct LightBufferType
{
XMFLOAT4 diffuseColor;
XMFLOAT3 lightDirection;
float padding; // Padding to ensure the structure is a multiple of 16 bytes.
XMFLOAT3 lightPosition; // Add light position
float padding2; // Padding to ensure the structure is a multiple of 16 bytes.
float constantAttenuation;
float linearAttenuation;
float quadraticAttenuation;
float padding3; // Padding to ensure the structure is a multiple of 16 bytes.
};
public:
CelShadingShader();
CelShadingShader(const CelShadingShader&);
~CelShadingShader();
bool Initialize(ID3D11Device*, HWND);
void Shutdown();
bool Render(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, XMFLOAT3, XMFLOAT4, XMFLOAT3);
private:
bool InitializeShader(ID3D11Device*, HWND, WCHAR*, WCHAR*);
void ShutdownShader();
void OutputShaderErrorMessage(ID3D10Blob*, HWND, WCHAR*);
bool SetShaderParameters(ID3D11DeviceContext*, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, XMFLOAT3, XMFLOAT4, XMFLOAT3);
void RenderShader(ID3D11DeviceContext*, int);
private:
ID3D11VertexShader* m_vertexShader;
ID3D11PixelShader* m_pixelShader;
ID3D11InputLayout* m_layout;
ID3D11Buffer* m_matrixBuffer;
ID3D11SamplerState* m_sampleState;
ID3D11Buffer* m_lightBuffer;
};
#endif

View File

@@ -6,6 +6,16 @@ int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, PSTR pScmdline,
SystemClass* System;
bool result;
wchar_t path[MAX_PATH];
HMODULE hmodule = GetModuleHandle(NULL);
if (hmodule != NULL)
{
GetModuleFileName(hmodule, path, (sizeof(path) / sizeof(wchar_t)));
}
std::filesystem::path exePath(path);
std::filesystem::path WFolder = exePath.parent_path();
// Create the system object.
System = new SystemClass;
@@ -14,6 +24,7 @@ int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, PSTR pScmdline,
if (result)
{
Logger::Get().Log("System initialized", __FILE__, __LINE__, Logger::LogLevel::Initialize);
System->SendPath(path,WFolder);
System->Run();
}

View File

@@ -329,7 +329,7 @@ void SpriteClass::RenderBuffers(ID3D11DeviceContext* deviceContext)
bool SpriteClass::LoadTextures(ID3D11Device* device, ID3D11DeviceContext* deviceContext, char* filename)
{
std::string textureFilename;
std::string textureFilename(256, '0');
std::ifstream fin;
int i, j;
char input;

View File

@@ -9,34 +9,28 @@ SystemClass::SystemClass()
m_Input = 0;
m_Application = 0;
m_imguiManager = 0;
m_applicationName = 0;
m_hinstance = 0;
m_hwnd = 0;
m_initialWindowWidth = 0;
m_initialWindowHeight = 0;
m_isDirect3DInitialized = false;
}
SystemClass::SystemClass(const SystemClass& other)
{
}
SystemClass::~SystemClass()
{
}
bool SystemClass::Initialize()
{
int screenWidth, screenHeight;
int screenHeight, screenWidth = 0;
bool result;
Logger::Get().Log("Initializing system class", __FILE__, __LINE__, Logger::LogLevel::Initialize);
try
{
// Initialize the width and height of the screen to zero before sending the variables into the function.
screenWidth = 0;
screenHeight = 0;
m_initialWindowWidth = 0;
m_initialWindowHeight = 0;
m_isDirect3DInitialized = false;
// Initialize the windows api.
InitializeWindows(screenWidth, screenHeight);
@@ -149,6 +143,10 @@ void SystemClass::Run()
// Loop until there is a quit message from the window or the user.
done = false;
auto fixedUpdateInterval = std::chrono::milliseconds(16);
auto m_lastFixedUpdateTime = std::chrono::steady_clock::now();
while (!done)
{
// Handle the windows messages.
@@ -180,6 +178,13 @@ void SystemClass::Run()
Logger::Get().Log("Failed to process frame", __FILE__, __LINE__, Logger::LogLevel::Error);
done = true;
}
auto now = std::chrono::steady_clock::now();
if (now - m_lastFixedUpdateTime >= fixedUpdateInterval)
{
FixedUpdate();
m_lastFixedUpdateTime = now;
}
}
}
@@ -257,6 +262,8 @@ LRESULT CALLBACK SystemClass::MessageHandler(HWND hwnd, UINT umsg, WPARAM wparam
// If Direct3D is initialized, update the swap chain. Otherwise, store the window dimensions
if (m_isDirect3DInitialized && m_Application && m_Application->GetDirect3D())
{
m_Application->SetScreenWidth(newWidth);
m_Application->SetScreenHeight(newHeight);
m_Application->GetDirect3D()->ResizeSwapChain(newWidth, newHeight);
}
else
@@ -264,6 +271,7 @@ LRESULT CALLBACK SystemClass::MessageHandler(HWND hwnd, UINT umsg, WPARAM wparam
m_initialWindowWidth = newWidth;
m_initialWindowHeight = newHeight;
}
return 0;
}
case WM_ENTERSIZEMOVE:
{
@@ -463,3 +471,14 @@ LRESULT CALLBACK WndProc(HWND hwnd, UINT umessage, WPARAM wparam, LPARAM lparam)
}
}
}
void SystemClass::SendPath(wchar_t* path, std::filesystem::path WFolder)
{
m_Application->SetPath(path);
m_Application->SetWFolder(WFolder);
}
void SystemClass::FixedUpdate()
{
m_Application->GetPhysics()->Update();
}

Binary file not shown.

Before

Width:  |  Height:  |  Size: 1.0 MiB

View File

@@ -17,7 +17,6 @@ ApplicationClass::ApplicationClass() : m_ShouldQuit(false)
m_RenderCountString = 0;
m_ModelList = 0;
m_Position = 0;
m_Frustum = 0;
m_DisplayPlane = 0;
m_BathModel = 0;
m_WaterModel = 0;
@@ -25,14 +24,12 @@ ApplicationClass::ApplicationClass() : m_ShouldQuit(false)
m_RefractionTexture = 0;
m_ReflectionTexture = 0;
m_Physics = 0;
m_cubes.clear();
m_terrainChunk.clear();
m_object.clear();
m_RenderQueues.clear();
}
ApplicationClass::ApplicationClass(const ApplicationClass& other)
{
}
ApplicationClass::~ApplicationClass()
{
}
@@ -51,11 +48,20 @@ bool ApplicationClass::Initialize(int screenWidth, int screenHeight, HWND hwnd)
char spriteFilename[128];
char fpsString[32];
bool result;
std::vector<std::string> Filename;
HRESULT Hresult;
m_RenderQueues.push_back(std::ref(m_object));
m_RenderQueues.push_back(std::ref(m_cubes));
m_RenderQueues.push_back(std::ref(m_terrainChunk));
m_screenWidth = screenWidth;
m_screenHeight = screenHeight;
SetHwnd(hwnd);
SetWindowed(FULL_SCREEN);
SetScreenHeight(screenHeight);
SetScreenWidth(screenWidth);
// Create the Direct3D object.
m_Direct3D = new D3DClass;
if (!m_Direct3D)
@@ -127,6 +133,7 @@ bool ApplicationClass::Initialize(int screenWidth, int screenHeight, HWND hwnd)
// Set the sprite info file we will be using.
//
strcpy_s(spriteFilename, "sprite_data_01.txt");
// Create and initialize the sprite object.
@@ -159,7 +166,7 @@ bool ApplicationClass::Initialize(int screenWidth, int screenHeight, HWND hwnd)
}
// Set the file name of the bitmap file.
strcpy_s(bitmapFilename, "stone01.tga");
strcpy_s(bitmapFilename, "assets/Texture/stone01.tga");
// Create and initialize the bitmap object.
m_Bitmap = new BitmapClass;
@@ -172,20 +179,29 @@ bool ApplicationClass::Initialize(int screenWidth, int screenHeight, HWND hwnd)
}
// Set the file name of the model.
strcpy_s(modelFilename, "cube.txt");
strcpy_s(modelFilename, "assets/Model/TXT/cube.txt");
// Set the file name of the textures.
Filename.push_back("stone01.tga");
Filename.push_back("normal01.tga");
Filename.push_back("spec02.tga");
Filename.push_back("alpha01.tga");
Filename.push_back("light01.tga");
Filename.push_back("moss01.tga");
// Charger les textures
std::vector<std::wstring> textureFilenames = {
L"assets/Texture/stone01.png"
};
for (const auto& textureFilename : textureFilenames)
{
ID3D11ShaderResourceView* texture = nullptr;
Hresult = DirectX::CreateWICTextureFromFile(m_Direct3D->GetDevice(), m_Direct3D->GetDeviceContext(), textureFilename.c_str(), nullptr, &texture);
if (FAILED(Hresult))
{
Logger::Get().Log("Failed to load texture: " + std::string(textureFilename.begin(), textureFilename.end()), __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
textures.push_back(texture);
}
// Create and initialize the model object.
m_Model = new ModelClass;
result = m_Model->Initialize(m_Direct3D->GetDevice(), m_Direct3D->GetDeviceContext(), modelFilename, Filename);
result = m_Model->Initialize(m_Direct3D->GetDevice(), m_Direct3D->GetDeviceContext(), modelFilename, textures);
if (!result)
{
Logger::Get().Log("Could not initialize the model object", __FILE__, __LINE__, Logger::LogLevel::Error);
@@ -265,15 +281,31 @@ bool ApplicationClass::Initialize(int screenWidth, int screenHeight, HWND hwnd)
m_ModelList = new ModelListClass;
m_ModelList->Initialize(25);
// Set the file names of the bath model.
strcpy_s(modelFilename, "bath.txt");
// replace first element with the new filename
Filename[0] = "marble01.tga";
// Charger les textures initiales pour m_BathModel
std::vector<std::wstring> bathTextures = {
L"assets/Texture/marble01.png"
};
textures.clear();
for (const auto& textureFilename : bathTextures)
{
ID3D11ShaderResourceView* texture = nullptr;
Hresult = DirectX::CreateWICTextureFromFile(m_Direct3D->GetDevice(), m_Direct3D->GetDeviceContext(), textureFilename.c_str(), nullptr, &texture);
if (FAILED(Hresult))
{
Logger::Get().Log("Failed to load texture: " + std::string(textureFilename.begin(), textureFilename.end()), __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
textures.push_back(texture);
}
// Set the file name of the bath model.
strcpy_s(modelFilename, "assets/Model/TXT/bath.txt");
// Create and initialize the bath model object.
m_BathModel = new ModelClass;
result = m_BathModel->Initialize(m_Direct3D->GetDevice(), m_Direct3D->GetDeviceContext(), modelFilename, Filename);
result = m_BathModel->Initialize(m_Direct3D->GetDevice(), m_Direct3D->GetDeviceContext(), modelFilename, textures);
if (!result)
{
MessageBox(hwnd, L"Could not initialize the bath model object.", L"Error", MB_OK);
@@ -281,14 +313,29 @@ bool ApplicationClass::Initialize(int screenWidth, int screenHeight, HWND hwnd)
}
// Set the file names of the water model.
strcpy_s(modelFilename, "water.txt");
strcpy_s(modelFilename, "assets/Model/TXT/water.txt");
// replace first element with the new filename
Filename[1] = "water01.tga";
std::vector<std::wstring> waterTextures = {
L"assets/Texture/water01.png"
};
textures.clear();
for (const auto& textureFilename : waterTextures)
{
ID3D11ShaderResourceView* texture = nullptr;
Hresult = DirectX::CreateWICTextureFromFile(m_Direct3D->GetDevice(), m_Direct3D->GetDeviceContext(), textureFilename.c_str(), nullptr, &texture);
if (FAILED(Hresult))
{
Logger::Get().Log("Failed to load texture: " + std::string(textureFilename.begin(), textureFilename.end()), __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
textures.push_back(texture);
}
// Create and initialize the water model object.
m_WaterModel = new ModelClass;
result = m_WaterModel->Initialize(m_Direct3D->GetDevice(), m_Direct3D->GetDeviceContext(), modelFilename, Filename);
result = m_WaterModel->Initialize(m_Direct3D->GetDevice(), m_Direct3D->GetDeviceContext(), modelFilename, textures);
if (!result)
{
MessageBox(hwnd, L"Could not initialize the water model object.", L"Error", MB_OK);
@@ -334,9 +381,6 @@ bool ApplicationClass::Initialize(int screenWidth, int screenHeight, HWND hwnd)
// Create the position class object.
m_Position = new PositionClass;
// Create the frustum class object.
m_Frustum = new FrustumClass;
// Create and initialize the fps object.
m_Fps = new FpsClass();
@@ -355,6 +399,7 @@ bool ApplicationClass::Initialize(int screenWidth, int screenHeight, HWND hwnd)
Logger::Get().Log("Could not initialize the fps string", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
}
catch (const std::exception& e)
{
@@ -423,17 +468,6 @@ void ApplicationClass::Shutdown()
m_Physics = 0;
}
// Release the frustum class object.
if (m_Frustum)
{
Logger::Get().Log("Releasing the frustum class object", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
delete m_Frustum;
m_Frustum = 0;
Logger::Get().Log("Frustum class object released", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
}
// Release the display plane object.
if (m_DisplayPlane)
{
@@ -678,7 +712,7 @@ bool ApplicationClass::Frame(InputClass* Input)
m_Camera->SetRotation(rotationX, rotationY, 0.0f);
m_Camera->Render();
// Render the graphics scene.
// Render the static graphics scene.
result = Render(rotation, x, y, z, textureTranslation);
if (!result)
{
@@ -804,7 +838,7 @@ bool ApplicationClass::Frame(InputClass* Input)
position = position + object->GetVelocity() * frameTime;
object->SetPosition(position);
m_Physics->ApplyGravity(object, 1.0f, frameTime);
m_Physics->ApplyGravity(object, 1.0f);
// Check if the object has fallen below a certain position
if (XMVectorGetY(object->GetPosition()) < -30.0f)
@@ -868,9 +902,9 @@ bool ApplicationClass::RenderRefractionToTexture()
m_Camera->Render();
// Get the world, view, and projection matrices from the camera and d3d objects.
m_Direct3D->GetWorldMatrix(worldMatrix);
worldMatrix = m_Direct3D->GetWorldMatrix();
m_Camera->GetViewMatrix(viewMatrix);
m_Direct3D->GetProjectionMatrix(projectionMatrix);
projectionMatrix = m_Direct3D->GetProjectionMatrix();
// Get the light properties.
for (i = 0; i < m_numLights; i++)
@@ -923,8 +957,8 @@ bool ApplicationClass::RenderReflectionToTexture()
m_Camera->GetReflectionViewMatrix(reflectionViewMatrix);
// Get the world and projection matrices from the d3d object.
m_Direct3D->GetWorldMatrix(worldMatrix);
m_Direct3D->GetProjectionMatrix(projectionMatrix);
worldMatrix = m_Direct3D->GetWorldMatrix();
projectionMatrix = m_Direct3D->GetProjectionMatrix();
// Reset the render target back to the original back buffer and not the render to texture anymore. And reset the viewport back to the original.
@@ -947,7 +981,7 @@ bool ApplicationClass::RenderSceneToTexture(float rotation)
m_Camera->Render();
// Get the matrices.
m_Direct3D->GetWorldMatrix(worldMatrix);
worldMatrix = m_Direct3D->GetWorldMatrix();
m_Camera->GetViewMatrix(viewMatrix);
m_RenderTexture->GetProjectionMatrix(projectionMatrix);
@@ -988,10 +1022,10 @@ bool ApplicationClass::Render(float rotation, float x, float y, float z, float t
// Get the world, view, and projection matrices from the camera and d3d objects.
m_Direct3D->GetWorldMatrix(worldMatrix);
worldMatrix = m_Direct3D->GetWorldMatrix();
m_Camera->GetViewMatrix(viewMatrix);
m_Direct3D->GetProjectionMatrix(projectionMatrix);
m_Direct3D->GetOrthoMatrix(orthoMatrix);
projectionMatrix = m_Direct3D->GetProjectionMatrix();
orthoMatrix = m_Direct3D->GetOrthoMatrix();
// Get the light properties.
for (i = 0; i < m_numLights; i++)
@@ -1006,6 +1040,12 @@ bool ApplicationClass::Render(float rotation, float x, float y, float z, float t
ambientColor[i] = m_Lights[i]->GetPosition();
}
//Add the 3 first value of the first light position to the TrueLightPosition XMFLOAT3
positionX = lightPosition[0].x;
positionY = lightPosition[0].y;
positionZ = lightPosition[0].z;
XMFLOAT3 TrueLightPosition = XMFLOAT3(positionX, positionY, positionZ);
scaleMatrix = XMMatrixScaling(0.5f, 0.5f, 0.5f); // Build the scaling matrix.
rotateMatrix = XMMatrixRotationY(rotation); // Build the rotation matrix.
translateMatrix = XMMatrixTranslation(x, y, z); // Build the translation matrix.
@@ -1021,97 +1061,25 @@ bool ApplicationClass::Render(float rotation, float x, float y, float z, float t
result = m_ShaderManager->RenderlightShader(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix, m_Model->GetTexture(0),
diffuseColor, lightPosition, ambientColor);
for (auto cube : m_cubes)
{
scaleMatrix = cube->GetScaleMatrix();
if (cube->m_demoSpinning)
rotateMatrix = XMMatrixRotationY(rotation);
else
{
rotateMatrix = cube->GetRotateMatrix();
}
translateMatrix = cube->GetTranslateMatrix();
srMatrix = XMMatrixMultiply(scaleMatrix, rotateMatrix);
worldMatrix = XMMatrixMultiply(srMatrix, translateMatrix);
cube->Render(m_Direct3D->GetDeviceContext());
// render the texture using the texture shader.
result = m_ShaderManager->RenderTextureShader(m_Direct3D->GetDeviceContext(), cube->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix, cube->GetTexture(0));
// -------------------------------------------------------- //
// ------------ Render the object in the queue ------------ //
// -------------------------------------------------------- //
result = RenderPass(m_RenderQueues, diffuseColor, lightPosition, ambientColor, viewMatrix, projectionMatrix);
if (!result)
{
Logger::Get().Log("Could not render the cube model using the texture shader", __FILE__, __LINE__, Logger::LogLevel::Error);
Logger::Get().Log("Could not render the model using any shader", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
result = m_ShaderManager->RenderlightShader(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix, cube->GetTexture(0),
diffuseColor, lightPosition,ambientColor);
// Update the render count text.
result = UpdateRenderCountString(GetRenderCount());
if (!result)
{
Logger::Get().Log("Could not render the cube model using the light shader", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
}
for (auto& object : m_object)
{
scaleMatrix = object->GetScaleMatrix();
if (object->m_demoSpinning)
rotateMatrix = XMMatrixRotationY(rotation);
else
{
rotateMatrix = object->GetRotateMatrix();
}
translateMatrix = object->GetTranslateMatrix();
srMatrix = XMMatrixMultiply(scaleMatrix, rotateMatrix);
worldMatrix = XMMatrixMultiply(srMatrix, translateMatrix);
object->Render(m_Direct3D->GetDeviceContext());
// render the texture using the texture shader.
result = m_ShaderManager->RenderTextureShader(m_Direct3D->GetDeviceContext(), object->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix, object->GetTexture(0));
if (!result)
{
Logger::Get().Log("Could not render the cube model using the texture shader", __FILE__, __LINE__, Logger::LogLevel::Error);
Logger::Get().Log("Could not update the render count string", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
result = m_ShaderManager->RenderlightShader(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix, m_Model->GetTexture(0),
diffuseColor, lightPosition, ambientColor);
if (!result)
{
Logger::Get().Log("Could not render the object model using the light shader", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
}
// Render terrain
for (auto& chunk : m_terrainChunk)
{
scaleMatrix = chunk->GetScaleMatrix();
rotateMatrix = chunk->GetRotateMatrix();
translateMatrix = chunk->GetTranslateMatrix();
srMatrix = XMMatrixMultiply(scaleMatrix, rotateMatrix);
worldMatrix = XMMatrixMultiply(srMatrix, translateMatrix);
chunk->Render(m_Direct3D->GetDeviceContext());
result = m_ShaderManager->RenderlightShader(m_Direct3D->GetDeviceContext(), chunk->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix, chunk->GetTexture(5),
diffuseColor, lightPosition, ambientColor);
if (!result)
{
Logger::Get().Log("Could not render the terrain model using the light shader", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
}
// Translate to where the bath model will be rendered.
worldMatrix = XMMatrixTranslation(0.0f, -10.0f, 0.0f);
@@ -1120,15 +1088,15 @@ bool ApplicationClass::Render(float rotation, float x, float y, float z, float t
m_BathModel->Render(m_Direct3D->GetDeviceContext());
// Render the bath model using the light shader.
result = m_ShaderManager->RenderTextureShader(m_Direct3D->GetDeviceContext(), m_BathModel->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix,
m_BathModel->GetTexture(0));
result = m_ShaderManager->RenderlightShader(m_Direct3D->GetDeviceContext(), m_BathModel->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix,
m_BathModel->GetTexture(0), diffuseColor, lightPosition, ambientColor);
if (!result)
{
return false;
}
// Reset the world matrix.
m_Direct3D->GetWorldMatrix(worldMatrix);
worldMatrix = m_Direct3D->GetWorldMatrix();
// Get the camera reflection view matrix.
m_Camera->GetReflectionViewMatrix(reflectionMatrix);
@@ -1190,63 +1158,12 @@ bool ApplicationClass::Render(float rotation, float x, float y, float z, float t
return false;
}
// Construct the frustum.
m_Frustum->ConstructFrustum(viewMatrix, projectionMatrix, SCREEN_DEPTH);
// Get the number of models that will be rendered.
modelCount = m_ModelList->GetModelCount();
// Initialize the count of models that have been rendered.
renderCount = 0;
// Go through all the models and render them only if they can be seen by the camera view.
for (i = 0; i < modelCount; i++)
{
// Get the position and color of the sphere model at this index.
m_ModelList->GetData(i, positionX, positionY, positionZ);
// Set the radius of the sphere to 1.0 since this is already known.
radius = 1.0f;
// Check if the sphere model is in the view frustum.
renderModel = m_Frustum->CheckSphere(positionX, positionY, positionZ, radius);
// If it can be seen then render it, if not skip this model and check the next sphere.
if (renderModel)
{
// Move the model to the location it should be rendered at.
worldMatrix = XMMatrixTranslation(positionX, positionY, positionZ);
// Render the model using the light shader.
m_Model->Render(m_Direct3D->GetDeviceContext());
result = m_ShaderManager->RenderlightShader(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix, m_Model->GetTexture(0),
diffuseColor, lightPosition, ambientColor);
if (!result)
{
Logger::Get().Log("Could not render the model using the light shader", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
// Since this model was rendered then increase the count for this frame.
renderCount++;
}
}
// Update the render count text.
result = UpdateRenderCountString(renderCount);
if (!result)
{
Logger::Get().Log("Could not update the render count string", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
// Disable the Z buffer and enable alpha blending for 2D rendering.
m_Direct3D->TurnZBufferOff();
m_Direct3D->EnableAlphaBlending();
// Reset the world matrix.
m_Direct3D->GetWorldMatrix(worldMatrix);
worldMatrix = m_Direct3D->GetWorldMatrix();
// Render the render count text string using the font shader.
m_RenderCountString->Render(m_Direct3D->GetDeviceContext());
@@ -1491,7 +1408,7 @@ void ApplicationClass::GenerateTerrain()
Logger::Get().Log("Generating terrain", __FILE__, __LINE__);
char modelFilename[128];
std::vector<string> Filename;
bool result;
XMMATRIX scaleMatrix;
float scaleX, scaleY, scaleZ;
@@ -1503,29 +1420,60 @@ void ApplicationClass::GenerateTerrain()
scaleMatrix = XMMatrixScaling(scaleX, scaleY, scaleZ);
// Set the file name of the model.
strcpy_s(modelFilename, "plane.txt");
strcpy_s(modelFilename, "assets/Model/OBJ/plane.obj");
Filename.push_back("stone01.tga");
Filename.push_back("normal01.tga");
Filename.push_back("spec02.tga");
Filename.push_back("alpha01.tga");
Filename.push_back("light01.tga");
Filename.push_back("moss01.tga");
// Liste des fichiers de texture
std::vector<std::wstring> terrainTexture = {
L"assets/Texture/Bricks2K.png",
L"assets/Texture/BricksNRM2K.png",
L"assets/Texture/BricksGLOSS2K.png"
};
textures.clear();
for (const auto& textureFilename : terrainTexture)
{
ID3D11ShaderResourceView* texture = nullptr;
HRESULT result = DirectX::CreateWICTextureFromFile(m_Direct3D->GetDevice(), m_Direct3D->GetDeviceContext(), textureFilename.c_str(), nullptr, &texture);
if (FAILED(result))
{
// Utiliser _com_error pour obtenir des informations d<>taill<6C>es sur l'erreur
_com_error err(result);
LPCTSTR errMsg = err.ErrorMessage();
//convertie errMessage en std::wstring
std::wstring ws(errMsg);
std::string str(ws.begin(), ws.end());
Logger::Get().Log("Failed to load texture: " + std::string(textureFilename.begin(), textureFilename.end()) +
"\nError: " + std::to_string(result) +
"\nDescription: " + str,
__FILE__, __LINE__, Logger::LogLevel::Error);
return ; // Assurez-vous de retourner false ou de g<>rer l'erreur de mani<6E>re appropri<72>e
}
textures.push_back(texture);
// log success message
Logger::Get().Log("Texture loaded: " + std::string(textureFilename.begin(), textureFilename.end()), __FILE__, __LINE__, Logger::LogLevel::Initialize);
}
std::filesystem::path p(modelFilename);
std::string filenameWithoutExtension = p.stem().string();
// for loop to generate terrain chunks for a 10x10 grid
for (int i = 0; i < 10; i++)
for (int i = 0; i < 20; i++)
{
for (int j = 0; j < 10; j++)
for (int j = 0; j < 20; j++)
{
Object* newTerrain = new Object();
newTerrain->Initialize(m_Direct3D->GetDevice(), m_Direct3D->GetDeviceContext(), modelFilename, Filename);
newTerrain->Initialize(m_Direct3D->GetDevice(), m_Direct3D->GetDeviceContext(), modelFilename, textures);
newTerrain->SetScaleMatrix(scaleMatrix);
newTerrain->SetTranslateMatrix(XMMatrixTranslation(i / 2 * (scaleX * 2), -12.0f, j * (scaleZ * 2)));
newTerrain->SetTranslateMatrix(XMMatrixTranslation(i / 2 * scaleX , -12.0f, j * scaleZ));
newTerrain->SetName(filenameWithoutExtension);
@@ -1543,6 +1491,7 @@ void ApplicationClass::AddKobject(WCHAR* filepath)
char modelFilename[128];
vector<string> Filename;
HRESULT result;
filesystem::path p(filepath);
string filename = p.stem().string();
@@ -1550,17 +1499,44 @@ void ApplicationClass::AddKobject(WCHAR* filepath)
size_t convertedChars = 0;
wcstombs_s(&convertedChars, modelFilename, sizeof(modelFilename), filepath, _TRUNCATE);
filesystem::current_path(m_WFolder);
// Set the name of the texture file that we will be loading.
Filename.push_back("stone01.tga");
Filename.push_back("normal01.tga");
Filename.push_back("spec02.tga");
Filename.push_back("alpha01.tga");
Filename.push_back("light01.tga");
Filename.push_back("moss01.tga");
// Liste des fichiers de texture
std::vector<std::wstring> kobjTexture = {
L"assets/Texture/Bricks2K.png",
L"assets/Texture/EmptyTexture.png"
};
textures.clear();
for (const auto& textureFilename : kobjTexture)
{
ID3D11ShaderResourceView* texture = nullptr;
result = DirectX::CreateWICTextureFromFile(m_Direct3D->GetDevice(), m_Direct3D->GetDeviceContext(), textureFilename.c_str(), nullptr, &texture);
if (FAILED(result))
{
// Utiliser _com_error pour obtenir des informations d<>taill<6C>es sur l'erreur
_com_error err(result);
LPCTSTR errMsg = err.ErrorMessage();
//convertie errMessage en std::wstring
std::wstring ws(errMsg);
std::string str(ws.begin(), ws.end());
// Log the current working directory
std::filesystem::path cwd = std::filesystem::current_path();
Logger::Get().Log("Current working directory: " + cwd.string(), __FILE__, __LINE__, Logger::LogLevel::Error);
Logger::Get().Log("Failed to load texture: " + std::string(textureFilename.begin(), textureFilename.end()) +
"\nError: " + std::to_string(result) +
"\nDescription: " + str,
__FILE__, __LINE__, Logger::LogLevel::Error);
return; // Assurez-vous de retourner false ou de g<>rer l'erreur de mani<6E>re appropri<72>e
}
textures.push_back(texture);
}
Object* newObject = new Object();
newObject->Initialize(m_Direct3D->GetDevice(), m_Direct3D->GetDeviceContext(), modelFilename, Filename);
newObject->Initialize(m_Direct3D->GetDevice(), m_Direct3D->GetDeviceContext(), modelFilename, textures);
newObject->SetMass(1.0f);
newObject->SetTranslateMatrix(XMMatrixTranslation(0.0f, 50.0f, 0.0f));
newObject->SetName(filename);
@@ -1569,6 +1545,13 @@ void ApplicationClass::AddKobject(WCHAR* filepath)
m_ObjectId++;
m_object.push_back(newObject);
// V<>rifiez que l'objet a bien re<72>u les textures
if (newObject->GetTexture(0) == nullptr)
{
Logger::Get().Log("Object texture is null after initialization", __FILE__, __LINE__, Logger::LogLevel::Error);
}
}
void ApplicationClass::AddCube()
@@ -1577,27 +1560,39 @@ void ApplicationClass::AddCube()
Logger::Get().Log("Adding cube", __FILE__, __LINE__);
char modelFilename[128];
vector<string> Filename;
HRESULT result;
// Set the file name of the model.
strcpy_s(modelFilename, "cube.txt");
strcpy_s(modelFilename, "assets/Model/TXT/cube.txt");
// Set the name of the texture file that we will be loading.
Filename.push_back("stone01.tga");
Filename.push_back("normal01.tga");
Filename.push_back("spec02.tga");
Filename.push_back("alpha01.tga");
Filename.push_back("light01.tga");
Filename.push_back("moss01.tga");
// Liste des fichiers de texture
std::vector<std::wstring> cubeTexture = {
L"assets/Texture/Bricks2K.png"
};
textures.clear();
for (const auto& textureFilename : cubeTexture)
{
ID3D11ShaderResourceView* texture = nullptr;
result = DirectX::CreateWICTextureFromFile(m_Direct3D->GetDevice(), m_Direct3D->GetDeviceContext(), textureFilename.c_str(), nullptr, &texture);
if (FAILED(result))
{
Logger::Get().Log("Failed to load texture: " + std::string(textureFilename.begin(), textureFilename.end()), __FILE__, __LINE__, Logger::LogLevel::Error);
return;
}
textures.push_back(texture);
}
static int cubeCount = 0;
float position = cubeCount * 2.0f;
Object* newCube = new Object();
newCube->Initialize(m_Direct3D->GetDevice(), m_Direct3D->GetDeviceContext(), modelFilename, Filename);
newCube->Initialize(m_Direct3D->GetDevice(), m_Direct3D->GetDeviceContext(), modelFilename, textures);
newCube->SetTranslateMatrix(XMMatrixTranslation(position, 0.0f, 0.0f));
m_cubes.push_back(newCube);
}
void ApplicationClass::DeleteKobject(int index)
@@ -1812,3 +1807,153 @@ void ApplicationClass::SetLightPosition(int index, XMVECTOR position)
//set the position
m_Lights[index]->SetPosition(lightPosition.x, lightPosition.y, lightPosition.z);
}
void ApplicationClass::SetVsync(bool vsync)
{
VSYNC_ENABLED = vsync;
if (m_Direct3D)
{
Logger::Get().Log("Setting Vsync to " + std::to_string(vsync) + " with a screen width : " + std::to_string(GetScreenWidth()) + "and a screen height : " + std::to_string(GetScreenHeight()), __FILE__, __LINE__);
m_Direct3D->SetVsync(vsync);
}
}
HWND ApplicationClass::GetHwnd() const
{
return m_hwnd;
}
void ApplicationClass::SetHwnd(HWND hwnd)
{
m_hwnd = hwnd;
}
bool ApplicationClass::IsWindowed() const
{
return m_windowed;
}
void ApplicationClass::SetWindowed(bool windowed)
{
// log the new windowed mode
Logger::Get().Log("Setting windowed mode to " + std::to_string(windowed), __FILE__, __LINE__);
m_windowed = windowed;
}
void ApplicationClass::SetScreenHeight(int height)
{
// log the new screen height
Logger::Get().Log("Setting screen height to " + std::to_string(height), __FILE__, __LINE__);
m_screenHeight = height;
}
void ApplicationClass::SetScreenWidth(int width)
{
// log the new screen width
Logger::Get().Log("Setting screen width to " + std::to_string(width), __FILE__, __LINE__);
m_screenWidth = width;
}
bool ApplicationClass::RenderPass(const std::vector<std::reference_wrapper<std::vector<Object*>>>& RenderQueues, XMFLOAT4* diffuse, XMFLOAT4* position, XMFLOAT4* ambient, XMMATRIX view, XMMATRIX projection)
{
XMMATRIX worldMatrix, scaleMatrix, rotateMatrix, translateMatrix, srMatrix;
bool result;
int renderCount = 0;
ConstructFrustum();
for (const auto& RenderQueue : RenderQueues)
{
for (auto& object : RenderQueue.get())
{
if (object == nullptr)
{
Logger::Get().Log("Object is null", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
XMVECTOR objposition = object->GetPosition();
float x = XMVectorGetX(objposition);
float y = XMVectorGetY(objposition);
float z = XMVectorGetZ(objposition);
float radius = object->GetBoundingRadius();
// V<>rifie si l'objet est dans le frustum
if (!m_FrustumCulling.CheckCube(x, y, z, radius, GetFrustumTolerance()))
{
continue;
}
renderCount++;
scaleMatrix = object->GetScaleMatrix();
rotateMatrix = object->GetRotateMatrix();
translateMatrix = object->GetTranslateMatrix();
srMatrix = XMMatrixMultiply(scaleMatrix, rotateMatrix);
worldMatrix = XMMatrixMultiply(srMatrix, translateMatrix);
object->Render(m_Direct3D->GetDeviceContext());
// Utiliser l'enum ShaderType pour d<>terminer quel shader utiliser
switch (object->GetActiveShader())
{
case Object::CEL_SHADING:
result = m_ShaderManager->RenderCelShadingShader(m_Direct3D->GetDeviceContext(), object->GetIndexCount(), worldMatrix, view, projection, object->GetTexture(0),
m_Lights[0]->GetDirection(), m_Lights[0]->GetDiffuseColor(), TrueLightPosition);
if (!result)
{
Logger::Get().Log("Could not render the model using the cel shader", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
break;
case Object::NORMAL_MAPPING:
result = m_ShaderManager->RenderNormalMapShader(m_Direct3D->GetDeviceContext(), object->GetIndexCount(), worldMatrix, view, projection, object->GetTexture(0), object->GetTexture(1), m_Lights[0]->GetDirection(), m_Lights[0]->GetDiffuseColor());
if (!result)
{
Logger::Get().Log("Could not render the model using the normal map shader", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
break;
case Object::SPECULAR_MAPPING:
result = m_ShaderManager->RenderSpecMapShader(m_Direct3D->GetDeviceContext(), object->GetIndexCount(), worldMatrix, view, projection, object->GetTexture(0), object->GetTexture(1), object->GetTexture(2), m_Lights[0]->GetDirection(), m_Lights[0]->GetDiffuseColor(), m_Camera->GetPosition(), m_Lights[0]->GetSpecularColor(), m_Lights[0]->GetSpecularPower());
if (!result)
{
Logger::Get().Log("Could not render the model using the specular map shader", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
break;
case Object::LIGHTING:
default:
result = m_ShaderManager->RenderlightShader(m_Direct3D->GetDeviceContext(), object->GetIndexCount(), worldMatrix, view, projection,
object->GetTexture(0), diffuse, position, ambient);
if (!result)
{
Logger::Get().Log("Could not render the object model using the light shader", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
break;
}
}
}
SetRenderCount(renderCount);
return true;
}
void ApplicationClass::ConstructFrustum()
{
XMMATRIX projectionMatrix = m_Direct3D->GetProjectionMatrix();
XMMATRIX viewMatrix;
m_Camera->GetViewMatrix(viewMatrix);
m_FrustumCulling.ConstructFrustum(SCREEN_DEPTH, projectionMatrix, viewMatrix);
}

View File

@@ -29,13 +29,16 @@
#include "translateshaderclass.h"
#include "reflectionshaderclass.h"
#include "physics.h"
#include "frustum.h"
#include <WICTextureLoader.h>
#include <comdef.h> // Pour _com_error
/////////////
// GLOBALS //
/////////////
const bool FULL_SCREEN = false;
const bool VSYNC_ENABLED = true;
const float SCREEN_DEPTH = 1000.0f;
const float SCREEN_NEAR = 0.3f;
@@ -56,7 +59,9 @@ public:
bool Frame(InputClass*);
int GetScreenWidth() const;
void SetScreenWidth(int screenWidth);
int GetScreenHeight() const;
void SetScreenHeight(int screenHeight);
float GetSpeed() const { return m_speed; };
void SetSpeed(float speed) { this->m_speed = speed; };
@@ -69,6 +74,8 @@ public:
std::vector<Object*> GetTerrainCubes() const { return m_terrainChunk; };
std::vector<Object*> GetKobjects() const { return m_object; };
void AddKobject(WCHAR* filepath);
void SetPath(WCHAR* path) { m_path = path; };
void SetWFolder(std::filesystem::path WFolder) { m_WFolder = WFolder; };
void GenerateTerrain();
void DeleteTerrain();
@@ -83,14 +90,45 @@ public:
bool GetShouldQuit() const { return m_ShouldQuit; };
void SetShouldQuit(bool shouldQuit) { m_ShouldQuit = shouldQuit; };
void SetCelShading(bool enable) { m_enableCelShading = enable; };
std::vector<ID3D11ShaderResourceView*> textures;
void SetVsync(bool vsync);
bool GetVsync() const { return VSYNC_ENABLED; };
HWND GetHwnd() const;
void SetHwnd(HWND hwnd);
bool IsWindowed() const;
void SetWindowed(bool windowed);
Physics* GetPhysics() const { return m_Physics; };
// ----------------------------------- //
// ------------- Frustum ------------- //
// ----------------------------------- //
Frustum GetFrustum() const { return m_FrustumCulling; };
void SetFrustum(Frustum frustum) { m_FrustumCulling = frustum; };
void ConstructFrustum();
int GetRenderCount() const { return m_renderCount; };
void SetRenderCount(int renderCount) { m_renderCount = renderCount; };
float GetFrustumTolerance() const { return m_FrustumCullingTolerance; };
void SetFrustumTolerance(float frustumTolerance) { m_FrustumCullingTolerance = frustumTolerance; };
private:
bool Render(float, float, float, float, float);
bool RenderPhysics(float x, float y, float z);
bool UpdateMouseStrings(int, int, bool);
bool UpdateFps();
bool UpdateRenderCountString(int);
bool RenderSceneToTexture(float);
bool RenderRefractionToTexture();
bool RenderReflectionToTexture();
bool RenderPass(const std::vector<std::reference_wrapper<std::vector<Object*>>>& RenderQueues, XMFLOAT4* diffuse, XMFLOAT4* position, XMFLOAT4* ambient, XMMATRIX view, XMMATRIX projection);
private :
@@ -102,6 +140,10 @@ private :
IDXGISwapChain* m_swapChain;
ModelClass* m_Model,* m_GroundModel, * m_WallModel, * m_BathModel, * m_WaterModel;
ModelListClass* m_ModelList;
bool VSYNC_ENABLED = true;
HWND m_hwnd;
bool m_windowed;
// ------------------------------------- //
// ------------- RENDERING ------------- //
@@ -113,7 +155,6 @@ private :
int m_screenWidth, m_screenHeight;
CameraClass* m_Camera;
PositionClass* m_Position;
FrustumClass* m_Frustum;
// ------------------------------------ //
// ------------- OBJECTS -------------- //
@@ -125,6 +166,7 @@ private :
float m_speed = 0.1f; // speed for the demo spinning object
std::vector<Object*> m_object;
int m_ObjectId = 0;
std::vector<std::reference_wrapper<std::vector<Object*>>> m_RenderQueues;
// ----------------------------------- //
// ------------- LIGHTS -------------- //
@@ -134,6 +176,9 @@ private :
std::vector<LightClass*> m_Lights;
int m_numLights;
XMFLOAT3 TrueLightPosition;
ModelClass* m_LightModel;
// ----------------------------------- //
// ------------- SHADERS ------------- //
// ----------------------------------- //
@@ -143,11 +188,15 @@ private :
BitmapClass* m_Bitmap;
SpriteClass* m_Sprite;
bool m_enableCelShading;
// ----------------------------------- //
// ------------ VARIABLES ------------ //
// ----------------------------------- //
float m_waterHeight, m_waterTranslation;
wchar_t* m_path;
std::filesystem::path m_WFolder;
// ------------------------------------------------- //
// ------------- FPS AND INFO ON SCREEN ------------ //
@@ -169,6 +218,14 @@ private :
Physics* m_Physics;
float m_gravity;
XMVECTOR m_previousPosition;
// ------------------------------------------------- //
// ------------------- Frustum --------------------- //
// ------------------------------------------------- //
Frustum m_FrustumCulling;
int m_renderCount;
float m_FrustumCullingTolerance = 5.f;
};
#endif

View File

@@ -0,0 +1,16 @@
# Simple 2D plane in OBJ format
v -0.5 0.0 -0.5
v 0.5 0.0 -0.5
v -0.5 0.0 0.5
v 0.5 0.0 0.5
vt 0.0 0.0
vt 1.0 0.0
vt 0.0 1.0
vt 1.0 1.0
vn 0.0 1.0 0.0
f 1/1/1 4/4/1 2/2/1
f 1/1/1 3/3/1 4/4/1

View File

@@ -0,0 +1,24 @@
[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

Binary file not shown.

After

Width:  |  Height:  |  Size: 7.5 MiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 2.1 MiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 8.4 MiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 81 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 128 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 588 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 3.5 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 2.6 MiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 164 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 1.7 MiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 2.9 MiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 599 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 148 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 5.6 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 5.6 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 5.6 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 5.6 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 917 KiB

View File

Before

Width:  |  Height:  |  Size: 1.0 MiB

After

Width:  |  Height:  |  Size: 1.0 MiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 934 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 1.8 MiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 161 KiB

View File

@@ -0,0 +1,87 @@
cbuffer LightBuffer
{
float4 diffuseColor;
float3 lightDirection;
float padding; // Padding to ensure the structure is a multiple of 16 bytes.
float3 lightPosition; // Add light position
float padding2; // Padding to ensure the structure is a multiple of 16 bytes.
float constantAttenuation;
float linearAttenuation;
float quadraticAttenuation;
float padding3; // Padding to ensure the structure is a multiple of 16 bytes.
};
Texture2D shaderTexture;
SamplerState SampleType;
struct PixelInputType
{
float4 position : SV_POSITION;
float3 normal : NORMAL;
float2 tex : TEXCOORD0;
float3 worldPos : TEXCOORD1; // Add world position
};
float4 CelShadingPixelShader(PixelInputType input) : SV_TARGET
{
float4 textureColor;
float lightIntensity;
float4 finalColor;
// Sample the pixel color from the texture.
textureColor = shaderTexture.Sample(SampleType, input.tex);
float3 normal = normalize(input.normal);
// Calculate the light vector from the light position to the world position
float3 lightVector = normalize(lightPosition - input.worldPos);
// Calculate the light intensity based on the light direction.
float directionalLightIntensity = saturate(dot(normal, normalize(lightDirection)));
// Calculate the light intensity based on the light position.
float positionalLightIntensity = saturate(dot(normal, lightVector));
// Combine the directional and positional light intensities.
lightIntensity = max(directionalLightIntensity, positionalLightIntensity);
// Calculate the distance from the light to the fragment.
float distance = length(lightPosition - input.worldPos);
// Apply an attenuation factor based on the distance.
float attenuation = 1.0f / (constantAttenuation + linearAttenuation * distance + quadraticAttenuation * distance * distance);
// Combine the light intensity with the attenuation factor.
lightIntensity *= attenuation;
// Apply a step function to create the cel shading effect.
if (lightIntensity > 0.75f)
{
lightIntensity = 1.0f; // Brightest level
}
else if (lightIntensity > 0.5f)
{
lightIntensity = 0.7f; // Mid-bright level
}
else if (lightIntensity > 0.25f)
{
lightIntensity = 0.4f; // Mid-dark level
}
else
{
lightIntensity = 0.1f; // Darkest level
}
// Simple shadow calculation: if the fragment is behind the light source, it is in shadow.
float3 toLight = normalize(lightPosition - input.worldPos);
float shadow = saturate(dot(normal, toLight));
if (shadow < 0.1f)
{
lightIntensity *= 0.5f; // Darken the fragment if it is in shadow
}
// Calculate the final color by combining the texture color with the light intensity and diffuse color.
finalColor = textureColor * diffuseColor * lightIntensity;
return finalColor;
}

View File

@@ -0,0 +1,45 @@
cbuffer MatrixBuffer
{
matrix worldMatrix;
matrix viewMatrix;
matrix projectionMatrix;
};
struct VertexInputType
{
float4 position : POSITION;
float3 normal : NORMAL;
float2 tex : TEXCOORD0;
};
struct PixelInputType
{
float4 position : SV_POSITION;
float3 normal : NORMAL;
float2 tex : TEXCOORD0;
float3 worldPos : TEXCOORD1; // Add world position
};
PixelInputType CelShadingVertexShader(VertexInputType input)
{
PixelInputType output;
// Change the position vector to be 4 units for proper matrix calculations.
input.position.w = 1.0f;
// Calculate the position of the vertex against the world, view, and projection matrices.
float4 worldPosition = mul(input.position, worldMatrix);
output.position = mul(worldPosition, viewMatrix);
output.position = mul(output.position, projectionMatrix);
// Pass the normal to the pixel shader
output.normal = mul((float3x3)worldMatrix, input.normal);
// Pass the world position to the pixel shader
output.worldPos = worldPosition.xyz;
// Store the texture coordinates for the pixel shader.
output.tex = input.tex;
return output;
}

View File

@@ -565,28 +565,6 @@ ID3D11DeviceContext* D3DClass::GetDeviceContext()
return m_deviceContext;
}
XMMATRIX D3DClass::GetProjectionMatrix(XMMATRIX& projectionMatrix)
{
projectionMatrix = m_projectionMatrix;
return m_projectionMatrix;
}
void D3DClass::GetWorldMatrix(XMMATRIX& worldMatrix)
{
worldMatrix = m_worldMatrix;
return;
}
void D3DClass::GetOrthoMatrix(XMMATRIX& orthoMatrix)
{
orthoMatrix = m_orthoMatrix;
return;
}
void D3DClass::GetVideoCardInfo(char* cardName, int& memory)
{
strcpy_s(cardName, 128, m_videoCardDescription);
@@ -717,7 +695,8 @@ IDXGISwapChain* D3DClass::GetSwapChain()
void D3DClass::ResizeSwapChain(int newWidth, int newHeight)
{
Logger::Get().Log("Resizing swap chain", __FILE__, __LINE__);
// log the new width and height
Logger::Get().Log("Resizing swap chain to " + std::to_string(newWidth) + "x" + std::to_string(newHeight), __FILE__, __LINE__);
HRESULT result;
@@ -788,3 +767,8 @@ void D3DClass::DisableAlphaBlending()
return;
}
void D3DClass::SetVsync(bool vsync)
{
m_vsync_enabled = vsync;
}

View File

@@ -42,14 +42,16 @@ public:
ID3D11Device* GetDevice();
ID3D11DeviceContext* GetDeviceContext();
XMMATRIX GetProjectionMatrix(XMMATRIX& projectionMatrix);
//XMMATRIX GetProjectionMatrix(XMMATRIX& projectionMatrix);
IDXGISwapChain* m_swapChain;
IDXGISwapChain* GetSwapChain();
void ResizeSwapChain(int, int);
void SetVsync(bool vsync);
XMMATRIX GetProjectionMatrix();
void GetWorldMatrix(XMMATRIX&);
void GetOrthoMatrix(XMMATRIX&);
XMMATRIX GetProjectionMatrix() const { return m_projectionMatrix; };
XMMATRIX GetWorldMatrix() const { return m_worldMatrix;};
XMMATRIX GetOrthoMatrix() const { return m_orthoMatrix; };
void GetVideoCardInfo(char*, int&);

Binary file not shown.

Before

Width:  |  Height:  |  Size: 1.0 MiB

View File

@@ -23,8 +23,10 @@
<ClCompile Include="applicationclass.cpp" />
<ClCompile Include="bitmapclass.cpp" />
<ClCompile Include="Cameraclass.cpp" />
<ClCompile Include="CelShadingShader.cpp" />
<ClCompile Include="Colorshaderclass.cpp" />
<ClCompile Include="d3dclass.cpp" />
<ClCompile Include="frustum.cpp" />
<ClCompile Include="imguiManager.cpp" />
<ClCompile Include="include\backends\imgui_impl_dx11.cpp" />
<ClCompile Include="include\backends\imgui_impl_win32.cpp" />
@@ -38,6 +40,11 @@
<ClCompile Include="fontshaderclass.cpp" />
<ClCompile Include="fpsclass.cpp" />
<ClCompile Include="frustumclass.cpp" />
<ClCompile Include="include\Src\DDSTextureLoader.cpp" />
<ClCompile Include="include\Src\DirectXHelpers.cpp" />
<ClCompile Include="include\Src\pch.cpp" />
<ClCompile Include="include\Src\SimpleMath.cpp" />
<ClCompile Include="include\Src\WICTextureLoader.cpp" />
<ClCompile Include="inputclass.cpp" />
<ClCompile Include="Lightclass.cpp" />
<ClCompile Include="lightmapshaderclass.cpp" />
@@ -70,8 +77,10 @@
<ClInclude Include="applicationclass.h" />
<ClInclude Include="bitmapclass.h" />
<ClInclude Include="Cameraclass.h" />
<ClInclude Include="CelShadingShader.h" />
<ClInclude Include="Colorshaderclass.h" />
<ClInclude Include="d3dclass.h" />
<ClInclude Include="frustum.h" />
<ClInclude Include="imguiManager.h" />
<ClInclude Include="include\backends\imgui_impl_dx11.h" />
<ClInclude Include="include\backends\imgui_impl_win32.h" />
@@ -86,6 +95,11 @@
<ClInclude Include="fontshaderclass.h" />
<ClInclude Include="fpsclass.h" />
<ClInclude Include="frustumclass.h" />
<ClInclude Include="include\Src\CMO.h" />
<ClInclude Include="include\Src\DDS.h" />
<ClInclude Include="include\Src\LoaderHelpers.h" />
<ClInclude Include="include\Src\pch.h" />
<ClInclude Include="include\Src\PlatformHelpers.h" />
<ClInclude Include="inputclass.h" />
<ClInclude Include="lightclass.h" />
<ClInclude Include="lightmapshaderclass.h" />
@@ -154,6 +168,12 @@
<CopyFileToFolders Include="..\KhaoticDemo\water.ps">
<FileType>Document</FileType>
</CopyFileToFolders>
<CopyFileToFolders Include="celshading.ps">
<FileType>Document</FileType>
</CopyFileToFolders>
<CopyFileToFolders Include="celshading.vs">
<FileType>Document</FileType>
</CopyFileToFolders>
<None Include="packages.config" />
<CopyFileToFolders Include="reflection.ps">
<FileType>Document</FileType>
@@ -206,34 +226,98 @@
</CopyFileToFolders>
</ItemGroup>
<ItemGroup>
<CopyFileToFolders Include="alpha01.tga" />
<Image Include="dirt01.tga" />
<CopyFileToFolders Include="font01.tga" />
<CopyFileToFolders Include="assets\Texture\alpha01.png">
<DestinationFolders Condition="'$(Configuration)|$(Platform)'=='Release|x64'">$(OutDir)\assets\Texture\</DestinationFolders>
<DestinationFolders Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">$(OutDir)\assets\Texture\</DestinationFolders>
</CopyFileToFolders>
<CopyFileToFolders Include="assets\Texture\Bricks2K.png">
<DestinationFolders Condition="'$(Configuration)|$(Platform)'=='Release|x64'">$(OutDir)\assets\Texture\</DestinationFolders>
<DestinationFolders Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">$(OutDir)\assets\Texture\</DestinationFolders>
</CopyFileToFolders>
<CopyFileToFolders Include="assets\Texture\BricksGLOSS2K.png">
<DestinationFolders Condition="'$(Configuration)|$(Platform)'=='Release|x64'">$(OutDir)\assets\Texture\</DestinationFolders>
<DestinationFolders Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">$(OutDir)\assets\Texture\</DestinationFolders>
</CopyFileToFolders>
<CopyFileToFolders Include="assets\Texture\BricksNRM2K.png">
<DestinationFolders Condition="'$(Configuration)|$(Platform)'=='Release|x64'">$(OutDir)\assets\Texture\</DestinationFolders>
<DestinationFolders Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">$(OutDir)\assets\Texture\</DestinationFolders>
</CopyFileToFolders>
<CopyFileToFolders Include="assets\Texture\dirt01.png">
<DestinationFolders Condition="'$(Configuration)|$(Platform)'=='Release|x64'">$(OutDir)\assets\Texture\</DestinationFolders>
<DestinationFolders Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">$(OutDir)\assets\Texture\</DestinationFolders>
</CopyFileToFolders>
<CopyFileToFolders Include="assets\Texture\font01.png">
<DestinationFolders Condition="'$(Configuration)|$(Platform)'=='Release|x64'">$(OutDir)\assets\Texture\</DestinationFolders>
<DestinationFolders Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">$(OutDir)\assets\Texture\</DestinationFolders>
</CopyFileToFolders>
<CopyFileToFolders Include="assets\Texture\ground01.png">
<DestinationFolders Condition="'$(Configuration)|$(Platform)'=='Release|x64'">$(OutDir)\assets\Texture\</DestinationFolders>
<DestinationFolders Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">$(OutDir)\assets\Texture\</DestinationFolders>
</CopyFileToFolders>
<CopyFileToFolders Include="assets\Texture\light01.png">
<DestinationFolders Condition="'$(Configuration)|$(Platform)'=='Release|x64'">$(OutDir)\assets\Texture\</DestinationFolders>
<DestinationFolders Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">$(OutDir)\assets\Texture\</DestinationFolders>
</CopyFileToFolders>
<CopyFileToFolders Include="assets\Texture\marble01.png">
<DestinationFolders Condition="'$(Configuration)|$(Platform)'=='Release|x64'">$(OutDir)\assets\Texture\</DestinationFolders>
<DestinationFolders Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">$(OutDir)\assets\Texture\</DestinationFolders>
</CopyFileToFolders>
<CopyFileToFolders Include="assets\Texture\moss01.png">
<DestinationFolders Condition="'$(Configuration)|$(Platform)'=='Release|x64'">$(OutDir)\assets\Texture\</DestinationFolders>
<DestinationFolders Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">$(OutDir)\assets\Texture\</DestinationFolders>
</CopyFileToFolders>
<CopyFileToFolders Include="assets\Texture\normal01.png">
<DestinationFolders Condition="'$(Configuration)|$(Platform)'=='Release|x64'">$(OutDir)\assets\Texture\</DestinationFolders>
<DestinationFolders Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">$(OutDir)\assets\Texture\</DestinationFolders>
</CopyFileToFolders>
<CopyFileToFolders Include="assets\Texture\spec02.png">
<DestinationFolders Condition="'$(Configuration)|$(Platform)'=='Release|x64'">$(OutDir)\assets\Texture\</DestinationFolders>
<DestinationFolders Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">$(OutDir)\assets\Texture\</DestinationFolders>
</CopyFileToFolders>
<CopyFileToFolders Include="assets\Texture\sprite01.png">
<DestinationFolders Condition="'$(Configuration)|$(Platform)'=='Release|x64'">$(OutDir)\assets\Texture\</DestinationFolders>
<DestinationFolders Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">$(OutDir)\assets\Texture\</DestinationFolders>
</CopyFileToFolders>
<CopyFileToFolders Include="assets\Texture\sprite02.png">
<DestinationFolders Condition="'$(Configuration)|$(Platform)'=='Release|x64'">$(OutDir)\assets\Texture\</DestinationFolders>
<DestinationFolders Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">$(OutDir)\assets\Texture\</DestinationFolders>
</CopyFileToFolders>
<CopyFileToFolders Include="assets\Texture\sprite03.png">
<DestinationFolders Condition="'$(Configuration)|$(Platform)'=='Release|x64'">$(OutDir)\assets\Texture\</DestinationFolders>
<DestinationFolders Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">$(OutDir)\assets\Texture\</DestinationFolders>
</CopyFileToFolders>
<CopyFileToFolders Include="assets\Texture\sprite04.png">
<DestinationFolders Condition="'$(Configuration)|$(Platform)'=='Release|x64'">$(OutDir)\assets\Texture\</DestinationFolders>
</CopyFileToFolders>
<CopyFileToFolders Include="assets\Texture\stone01.png">
<DestinationFolders Condition="'$(Configuration)|$(Platform)'=='Release|x64'">$(OutDir)\assets\Texture\</DestinationFolders>
</CopyFileToFolders>
<CopyFileToFolders Include="assets\Texture\stone01.tga">
<DestinationFolders Condition="'$(Configuration)|$(Platform)'=='Release|x64'">$(OutDir)\assets\Texture\</DestinationFolders>
<DestinationFolders Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">$(OutDir)\assets\Texture\</DestinationFolders>
</CopyFileToFolders>
<CopyFileToFolders Include="assets\Texture\wall.png">
<DestinationFolders Condition="'$(Configuration)|$(Platform)'=='Release|x64'">$(OutDir)\assets\Texture\</DestinationFolders>
</CopyFileToFolders>
<CopyFileToFolders Include="assets\Texture\wall01.png">
<DestinationFolders Condition="'$(Configuration)|$(Platform)'=='Release|x64'">$(OutDir)\assets\Texture\</DestinationFolders>
</CopyFileToFolders>
<CopyFileToFolders Include="assets\Texture\water01.png">
<DestinationFolders Condition="'$(Configuration)|$(Platform)'=='Release|x64'">$(OutDir)\assets\Texture\</DestinationFolders>
</CopyFileToFolders>
<CopyFileToFolders Include="assets\Texture\EmptyTexture.png">
<DestinationFolders Condition="'$(Configuration)|$(Platform)'=='Release|x64'">$(OutDir)\assets\Texture\</DestinationFolders>
<DestinationFolders Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">$(OutDir)\assets\Texture\</DestinationFolders>
</CopyFileToFolders>
<Image Include="KhaoticIcon.ico" />
<CopyFileToFolders Include="light01.tga" />
<CopyFileToFolders Include="moss01.tga" />
<CopyFileToFolders Include="normal01.tga" />
<CopyFileToFolders Include="marble01.tga" />
<Image Include="papier.tga" />
<CopyFileToFolders Include="spec02.tga" />
<CopyFileToFolders Include="sprite01.tga" />
<CopyFileToFolders Include="sprite02.tga" />
<CopyFileToFolders Include="sprite03.tga" />
<CopyFileToFolders Include="sprite04.tga" />
<CopyFileToFolders Include="stone01.tga" />
<CopyFileToFolders Include="wall.tga" />
<CopyFileToFolders Include="water01.tga" />
</ItemGroup>
<ItemGroup>
<CopyFileToFolders Include="cube.txt" />
<CopyFileToFolders Include="font01.txt" />
<CopyFileToFolders Include="plane.txt" />
<CopyFileToFolders Include="bath.txt" />
<Text Include="chunk.txt" />
<Text Include="sphere.txt" />
<CopyFileToFolders Include="sprite_data_01.txt" />
<Text Include="square.txt" />
<CopyFileToFolders Include="water.txt" />
</ItemGroup>
<ItemGroup>
<CopyFileToFolders Include="translate.ps">
@@ -249,22 +333,79 @@
<ResourceCompile Include="resources.rc" />
</ItemGroup>
<ItemGroup>
<CopyFileToFolders Include="cone.obj">
<CopyFileToFolders Include="assets\Model\OBJ\86.obj">
<FileType>Document</FileType>
<DestinationFolders Condition="'$(Configuration)|$(Platform)'=='Release|x64'">$(OutDir)\assets\Model\OBJ\</DestinationFolders>
<DestinationFolders Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">$(OutDir)\assets\Model\OBJ\</DestinationFolders>
</CopyFileToFolders>
<CopyFileToFolders Include="isosphere.obj">
<CopyFileToFolders Include="assets\Model\OBJ\cone.obj">
<FileType>Document</FileType>
<DestinationFolders Condition="'$(Configuration)|$(Platform)'=='Release|x64'">$(OutDir)\assets\Model\OBJ\</DestinationFolders>
<DestinationFolders Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">$(OutDir)\assets\Model\OBJ\</DestinationFolders>
</CopyFileToFolders>
<CopyFileToFolders Include="monke.obj">
<CopyFileToFolders Include="assets\Model\OBJ\isosphere.obj">
<FileType>Document</FileType>
<DestinationFolders Condition="'$(Configuration)|$(Platform)'=='Release|x64'">$(OutDir)\assets\Model\OBJ\</DestinationFolders>
<DestinationFolders Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">$(OutDir)\assets\Model\OBJ\</DestinationFolders>
</CopyFileToFolders>
<CopyFileToFolders Include="vaisseau.obj">
<CopyFileToFolders Include="assets\Model\OBJ\monke.obj">
<FileType>Document</FileType>
<DestinationFolders Condition="'$(Configuration)|$(Platform)'=='Release|x64'">$(OutDir)\assets\Model\OBJ\</DestinationFolders>
<DestinationFolders Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">$(OutDir)\assets\Model\OBJ\</DestinationFolders>
</CopyFileToFolders>
<CopyFileToFolders Include="assets\Model\OBJ\vaisseau.obj">
<FileType>Document</FileType>
<DestinationFolders Condition="'$(Configuration)|$(Platform)'=='Release|x64'">$(OutDir)\assets\Model\OBJ\</DestinationFolders>
<DestinationFolders Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">$(OutDir)\assets\Model\OBJ\</DestinationFolders>
</CopyFileToFolders>
</ItemGroup>
<ItemGroup>
<CopyFileToFolders Include="86.obj">
<CopyFileToFolders Include="assets\Model\TXT\bath.txt">
<DestinationFolders Condition="'$(Configuration)|$(Platform)'=='Release|x64'">$(OutDir)\assets\Model\TXT\</DestinationFolders>
<DestinationFolders Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">$(OutDir)\assets\Model\TXT\</DestinationFolders>
</CopyFileToFolders>
<CopyFileToFolders Include="assets\Model\TXT\chunk.txt">
<FileType>Text</FileType>
<DestinationFolders Condition="'$(Configuration)|$(Platform)'=='Release|x64'">$(OutDir)\assets\Model\TXT\</DestinationFolders>
<DestinationFolders Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">$(OutDir)\assets\Model\TXT\</DestinationFolders>
</CopyFileToFolders>
<CopyFileToFolders Include="assets\Model\TXT\cube.txt">
<DestinationFolders Condition="'$(Configuration)|$(Platform)'=='Release|x64'">$(OutDir)\assets\Model\TXT\</DestinationFolders>
<DestinationFolders Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">$(OutDir)\assets\Model\TXT\</DestinationFolders>
</CopyFileToFolders>
<CopyFileToFolders Include="assets\Model\TXT\ground.txt">
<DestinationFolders Condition="'$(Configuration)|$(Platform)'=='Release|x64'">$(OutDir)\assets\Model\TXT\</DestinationFolders>
<DestinationFolders Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">$(OutDir)\assets\Model\TXT\</DestinationFolders>
</CopyFileToFolders>
<CopyFileToFolders Include="assets\Model\TXT\plane.txt">
<DestinationFolders Condition="'$(Configuration)|$(Platform)'=='Release|x64'">$(OutDir)\assets\Model\TXT\</DestinationFolders>
<DestinationFolders Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">$(OutDir)\assets\Model\TXT\</DestinationFolders>
</CopyFileToFolders>
<CopyFileToFolders Include="assets\Model\TXT\sphere.txt">
<DestinationFolders Condition="'$(Configuration)|$(Platform)'=='Release|x64'">$(OutDir)\assets\Model\TXT\</DestinationFolders>
<DestinationFolders Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">$(OutDir)\assets\Model\TXT\</DestinationFolders>
</CopyFileToFolders>
<CopyFileToFolders Include="assets\Model\TXT\square.txt">
<DestinationFolders Condition="'$(Configuration)|$(Platform)'=='Release|x64'">$(OutDir)\assets\Model\TXT\</DestinationFolders>
<DestinationFolders Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">$(OutDir)\assets\Model\TXT\</DestinationFolders>
</CopyFileToFolders>
<CopyFileToFolders Include="assets\Model\TXT\wall.txt">
<DestinationFolders Condition="'$(Configuration)|$(Platform)'=='Release|x64'">$(OutDir)\assets\Model\TXT\</DestinationFolders>
<DestinationFolders Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">$(OutDir)\assets\Model\TXT\</DestinationFolders>
</CopyFileToFolders>
<CopyFileToFolders Include="assets\Model\TXT\water.txt">
<DestinationFolders Condition="'$(Configuration)|$(Platform)'=='Release|x64'">$(OutDir)\assets\Model\TXT\</DestinationFolders>
<DestinationFolders Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">$(OutDir)\assets\Model\TXT\</DestinationFolders>
</CopyFileToFolders>
</ItemGroup>
<ItemGroup>
<CopyFileToFolders Include="sprite_data_01.txt" />
</ItemGroup>
<ItemGroup>
<CopyFileToFolders Include="assets\Model\OBJ\plane.obj">
<FileType>Document</FileType>
<DestinationFolders Condition="'$(Configuration)|$(Platform)'=='Release|x64'">$(OutDir)\assets\Model\OBJ\</DestinationFolders>
<DestinationFolders Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">$(OutDir)\assets\Model\OBJ\</DestinationFolders>
</CopyFileToFolders>
</ItemGroup>
<PropertyGroup Label="Globals">
@@ -272,6 +413,7 @@
<Keyword>Win32Proj</Keyword>
<ProjectGuid>{92cf56c4-76bb-40d4-8fe5-36c15f5f127a}</ProjectGuid>
<WindowsTargetPlatformVersion>10.0</WindowsTargetPlatformVersion>
<ProjectName>KhaoticCore</ProjectName>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
@@ -352,7 +494,7 @@
<SDLCheck>true</SDLCheck>
<PreprocessorDefinitions>_DEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ConformanceMode>true</ConformanceMode>
<AdditionalIncludeDirectories>$(SolutionDir)enginecustom\include\backends;$(SolutionDir)enginecustom\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<AdditionalIncludeDirectories>$(SolutionDir)enginecustom\include\backends;$(SolutionDir)enginecustom\include\Inc;$(SolutionDir)enginecustom\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<LanguageStandard>stdcpp17</LanguageStandard>
</ClCompile>
<Link>
@@ -369,7 +511,7 @@
<PreprocessorDefinitions>NDEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ConformanceMode>true</ConformanceMode>
<LanguageStandard>stdcpp17</LanguageStandard>
<AdditionalIncludeDirectories>$(SolutionDir)enginecustom\include\backends;$(SolutionDir)enginecustom\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<AdditionalIncludeDirectories>$(SolutionDir)enginecustom\include\backends;$(SolutionDir)enginecustom\include\Inc;$(SolutionDir)enginecustom\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
</ClCompile>
<Link>
<SubSystem>Windows</SubSystem>

View File

@@ -31,32 +31,41 @@
<Filter Include="Assets">
<UniqueIdentifier>{2978535b-193d-4876-83be-1c3c4470db62}</UniqueIdentifier>
</Filter>
<Filter Include="Fichiers sources\DirectX Tool Kit">
<UniqueIdentifier>{3bfbc604-3b39-4e49-bee2-b942fc5dce8c}</UniqueIdentifier>
</Filter>
<Filter Include="Fichiers d%27en-tête\DirectX Tool Kit">
<UniqueIdentifier>{d710c862-b37d-4ad5-aa92-2456f9745881}</UniqueIdentifier>
</Filter>
<Filter Include="Assets\Texture">
<UniqueIdentifier>{4873a73d-d11c-4d40-b847-b6d7fef4b23d}</UniqueIdentifier>
</Filter>
<Filter Include="Assets\Model">
<UniqueIdentifier>{3f3824c5-8a66-4f02-9845-1a9538336592}</UniqueIdentifier>
</Filter>
<Filter Include="Assets\Model\OBJ">
<UniqueIdentifier>{22651df1-90a4-4a19-8b97-5147b27d975a}</UniqueIdentifier>
</Filter>
<Filter Include="Assets\Model\TXT">
<UniqueIdentifier>{f67d85e0-106e-47a1-bb9c-a5ea9111509a}</UniqueIdentifier>
</Filter>
<Filter Include="Fichiers d%27en-tête\Shader">
<UniqueIdentifier>{e087647e-a306-4246-9320-bab0830bb634}</UniqueIdentifier>
</Filter>
<Filter Include="Fichiers d%27en-tête\System">
<UniqueIdentifier>{14b07251-cf6d-4391-9fca-ec94e08d4427}</UniqueIdentifier>
</Filter>
<Filter Include="Fichiers sources\Shader">
<UniqueIdentifier>{3c669b93-a9fd-4b74-813f-f9780413f76b}</UniqueIdentifier>
</Filter>
<Filter Include="Fichiers sources\System">
<UniqueIdentifier>{b2659b1e-695d-488e-9a1c-341691d312bc}</UniqueIdentifier>
</Filter>
</ItemGroup>
<ItemGroup>
<ClCompile Include="Main.cpp">
<Filter>Fichiers sources</Filter>
</ClCompile>
<ClCompile Include="Systemclass.cpp">
<Filter>Fichiers sources</Filter>
</ClCompile>
<ClCompile Include="inputclass.cpp">
<Filter>Fichiers sources</Filter>
</ClCompile>
<ClCompile Include="applicationclass.cpp">
<Filter>Fichiers sources</Filter>
</ClCompile>
<ClCompile Include="d3dclass.cpp">
<Filter>Fichiers sources</Filter>
</ClCompile>
<ClCompile Include="Colorshaderclass.cpp">
<Filter>Fichiers sources</Filter>
</ClCompile>
<ClCompile Include="modelclass.cpp">
<Filter>Fichiers sources</Filter>
</ClCompile>
<ClCompile Include="Cameraclass.cpp">
<Filter>Fichiers sources</Filter>
</ClCompile>
<ClCompile Include="include\imgui_demo.cpp">
<Filter>Fichiers sources\ImGui</Filter>
</ClCompile>
@@ -78,122 +87,146 @@
<ClCompile Include="include\imgui_widgets.cpp">
<Filter>Fichiers sources\ImGui</Filter>
</ClCompile>
<ClCompile Include="imguiManager.cpp">
<Filter>Fichiers sources</Filter>
</ClCompile>
<ClCompile Include="lightclass.cpp">
<Filter>Fichiers sources</Filter>
</ClCompile>
<ClCompile Include="lightshaderclass.cpp">
<Filter>Fichiers sources</Filter>
</ClCompile>
<ClCompile Include="object.cpp">
<Filter>Fichiers sources</Filter>
</ClCompile>
<ClCompile Include="textureclass.cpp">
<Filter>Fichiers sources</Filter>
</ClCompile>
<ClCompile Include="bitmapclass.cpp">
<Filter>Fichiers sources</Filter>
</ClCompile>
<ClCompile Include="fontclass.cpp">
<Filter>Fichiers sources</Filter>
</ClCompile>
<ClCompile Include="fontshaderclass.cpp">
<Filter>Fichiers sources</Filter>
</ClCompile>
<ClCompile Include="fpsclass.cpp">
<Filter>Fichiers sources</Filter>
</ClCompile>
<ClCompile Include="Spriteclass.cpp">
<Filter>Fichiers sources</Filter>
</ClCompile>
<ClCompile Include="Multitextureshaderclass.cpp">
<Filter>Fichiers sources</Filter>
</ClCompile>
<ClCompile Include="textclass.cpp">
<Filter>Fichiers sources</Filter>
</ClCompile>
<ClCompile Include="textureshaderclass.cpp">
<Filter>Fichiers sources</Filter>
</ClCompile>
<ClCompile Include="Timerclass.cpp">
<Filter>Fichiers sources</Filter>
</ClCompile>
<ClCompile Include="fpsclass.cpp">
<Filter>Fichiers sources</Filter>
</ClCompile>
<ClCompile Include="alphamapshaderclass.cpp">
<Filter>Fichiers sources</Filter>
</ClCompile>
<ClCompile Include="specmapshaderclass.cpp">
<Filter>Fichiers sources</Filter>
</ClCompile>
<ClCompile Include="frustumclass.cpp">
<Filter>Fichiers sources</Filter>
</ClCompile>
<ClCompile Include="modellistclass.cpp">
<Filter>Fichiers sources</Filter>
</ClCompile>
<ClCompile Include="positionclass.cpp">
<Filter>Fichiers sources</Filter>
</ClCompile>
<ClCompile Include="displayplaneclass.cpp">
<Filter>Fichiers sources</Filter>
</ClCompile>
<ClCompile Include="rendertextureclass.cpp">
<Filter>Fichiers sources</Filter>
<ClCompile Include="include\Src\DDSTextureLoader.cpp">
<Filter>Fichiers sources\DirectX Tool Kit</Filter>
</ClCompile>
<ClCompile Include="translateshaderclass.cpp">
<Filter>Fichiers sources</Filter>
<ClCompile Include="include\Src\DirectXHelpers.cpp">
<Filter>Fichiers sources\DirectX Tool Kit</Filter>
</ClCompile>
<ClCompile Include="reflectionshaderclass.cpp">
<Filter>Fichiers sources</Filter>
<ClCompile Include="include\Src\pch.cpp">
<Filter>Fichiers sources\DirectX Tool Kit</Filter>
</ClCompile>
<ClCompile Include="shadermanagerclass.cpp">
<Filter>Fichiers sources</Filter>
<ClCompile Include="include\Src\SimpleMath.cpp">
<Filter>Fichiers sources\DirectX Tool Kit</Filter>
</ClCompile>
<ClCompile Include="transparentshaderclass.cpp">
<Filter>Fichiers sources</Filter>
<ClCompile Include="include\Src\WICTextureLoader.cpp">
<Filter>Fichiers sources\DirectX Tool Kit</Filter>
</ClCompile>
<ClCompile Include="alphamapshaderclass.cpp">
<Filter>Fichiers sources\Shader</Filter>
</ClCompile>
<ClCompile Include="CelShadingShader.cpp">
<Filter>Fichiers sources\Shader</Filter>
</ClCompile>
<ClCompile Include="Colorshaderclass.cpp">
<Filter>Fichiers sources\Shader</Filter>
</ClCompile>
<ClCompile Include="fontshaderclass.cpp">
<Filter>Fichiers sources\Shader</Filter>
</ClCompile>
<ClCompile Include="lightmapshaderclass.cpp">
<Filter>Fichiers sources</Filter>
<Filter>Fichiers sources\Shader</Filter>
</ClCompile>
<ClCompile Include="watershaderclass.cpp">
<Filter>Fichiers sources</Filter>
<ClCompile Include="Lightshaderclass.cpp">
<Filter>Fichiers sources\Shader</Filter>
</ClCompile>
<ClCompile Include="refractionshaderclass.cpp">
<Filter>Fichiers sources</Filter>
</ClCompile>
<ClCompile Include="physics.cpp">
<Filter>Fichiers sources</Filter>
<ClCompile Include="Multitextureshaderclass.cpp">
<Filter>Fichiers sources\Shader</Filter>
</ClCompile>
<ClCompile Include="normalmapshaderclass.cpp">
<Filter>Fichiers sources</Filter>
<Filter>Fichiers sources\Shader</Filter>
</ClCompile>
<ClCompile Include="reflectionshaderclass.cpp">
<Filter>Fichiers sources\Shader</Filter>
</ClCompile>
<ClCompile Include="refractionshaderclass.cpp">
<Filter>Fichiers sources\Shader</Filter>
</ClCompile>
<ClCompile Include="shadermanagerclass.cpp">
<Filter>Fichiers sources\Shader</Filter>
</ClCompile>
<ClCompile Include="specmapshaderclass.cpp">
<Filter>Fichiers sources\Shader</Filter>
</ClCompile>
<ClCompile Include="watershaderclass.cpp">
<Filter>Fichiers sources\Shader</Filter>
</ClCompile>
<ClCompile Include="transparentshaderclass.cpp">
<Filter>Fichiers sources\Shader</Filter>
</ClCompile>
<ClCompile Include="translateshaderclass.cpp">
<Filter>Fichiers sources\Shader</Filter>
</ClCompile>
<ClCompile Include="textureshaderclass.cpp">
<Filter>Fichiers sources\Shader</Filter>
</ClCompile>
<ClCompile Include="applicationclass.cpp">
<Filter>Fichiers sources\System</Filter>
</ClCompile>
<ClCompile Include="Cameraclass.cpp">
<Filter>Fichiers sources\System</Filter>
</ClCompile>
<ClCompile Include="d3dclass.cpp">
<Filter>Fichiers sources\System</Filter>
</ClCompile>
<ClCompile Include="imguiManager.cpp">
<Filter>Fichiers sources\System</Filter>
</ClCompile>
<ClCompile Include="inputclass.cpp">
<Filter>Fichiers sources\System</Filter>
</ClCompile>
<ClCompile Include="Lightclass.cpp">
<Filter>Fichiers sources\System</Filter>
</ClCompile>
<ClCompile Include="object.cpp">
<Filter>Fichiers sources\System</Filter>
</ClCompile>
<ClCompile Include="physics.cpp">
<Filter>Fichiers sources\System</Filter>
</ClCompile>
<ClCompile Include="modelclass.cpp">
<Filter>Fichiers sources\System</Filter>
</ClCompile>
<ClCompile Include="positionclass.cpp">
<Filter>Fichiers sources\System</Filter>
</ClCompile>
<ClCompile Include="rendertextureclass.cpp">
<Filter>Fichiers sources\System</Filter>
</ClCompile>
<ClCompile Include="Systemclass.cpp">
<Filter>Fichiers sources\System</Filter>
</ClCompile>
<ClCompile Include="Timerclass.cpp">
<Filter>Fichiers sources\System</Filter>
</ClCompile>
<ClCompile Include="textureclass.cpp">
<Filter>Fichiers sources\System</Filter>
</ClCompile>
<ClCompile Include="frustum.cpp">
<Filter>Fichiers sources\System</Filter>
</ClCompile>
</ItemGroup>
<ItemGroup>
<ClInclude Include="systemclass.h">
<Filter>Fichiers d%27en-tête</Filter>
</ClInclude>
<ClInclude Include="inputclass.h">
<Filter>Fichiers d%27en-tête</Filter>
</ClInclude>
<ClInclude Include="applicationclass.h">
<Filter>Fichiers d%27en-tête</Filter>
</ClInclude>
<ClInclude Include="d3dclass.h">
<Filter>Fichiers d%27en-tête</Filter>
</ClInclude>
<ClInclude Include="Colorshaderclass.h">
<Filter>Fichiers d%27en-tête</Filter>
</ClInclude>
<ClInclude Include="modelclass.h">
<Filter>Fichiers d%27en-tête</Filter>
</ClInclude>
<ClInclude Include="Cameraclass.h">
<Filter>Fichiers d%27en-tête</Filter>
</ClInclude>
<ClInclude Include="include\imconfig.h">
<Filter>Fichiers d%27en-tête\ImGui</Filter>
</ClInclude>
@@ -218,113 +251,146 @@
<ClInclude Include="include\backends\imgui_impl_win32.h">
<Filter>Fichiers d%27en-tête\ImGui</Filter>
</ClInclude>
<ClInclude Include="imguiManager.h">
<Filter>Fichiers d%27en-tête</Filter>
</ClInclude>
<ClInclude Include="lightshaderclass.h">
<Filter>Fichiers d%27en-tête</Filter>
</ClInclude>
<ClInclude Include="object.h">
<Filter>Fichiers d%27en-tête</Filter>
</ClInclude>
<ClInclude Include="textureclass.h">
<Filter>Fichiers d%27en-tête</Filter>
</ClInclude>
<ClInclude Include="bitmapclass.h">
<Filter>Fichiers d%27en-tête</Filter>
</ClInclude>
<ClInclude Include="fontclass.h">
<Filter>Fichiers d%27en-tête</Filter>
</ClInclude>
<ClInclude Include="fontshaderclass.h">
<Filter>Fichiers d%27en-tête</Filter>
</ClInclude>
<ClInclude Include="fpsclass.h">
<Filter>Fichiers d%27en-tête</Filter>
</ClInclude>
<ClInclude Include="lightclass.h">
<Filter>Fichiers d%27en-tête</Filter>
</ClInclude>
<ClInclude Include="Multitextureshaderclass.h">
<Filter>Fichiers d%27en-tête</Filter>
</ClInclude>
<ClInclude Include="Spriteclass.h">
<Filter>Fichiers d%27en-tête</Filter>
</ClInclude>
<ClInclude Include="textclass.h">
<Filter>Fichiers d%27en-tête</Filter>
</ClInclude>
<ClInclude Include="textureshaderclass.h">
<Filter>Fichiers d%27en-tête</Filter>
</ClInclude>
<ClInclude Include="Timerclass.h">
<Filter>Fichiers d%27en-tête</Filter>
</ClInclude>
<ClInclude Include="fpsclass.h">
<Filter>Fichiers d%27en-tête</Filter>
</ClInclude>
<ClInclude Include="lightmapshaderclass.h">
<Filter>Fichiers d%27en-tête</Filter>
</ClInclude>
<ClInclude Include="alphamapshaderclass.h">
<Filter>Fichiers d%27en-tête</Filter>
</ClInclude>
<ClInclude Include="normalmapshaderclass.h">
<Filter>Fichiers d%27en-tête</Filter>
</ClInclude>
<ClInclude Include="specmapshaderclass.h">
<Filter>Fichiers d%27en-tête</Filter>
</ClInclude>
<ClInclude Include="frustumclass.h">
<Filter>Fichiers d%27en-tête</Filter>
</ClInclude>
<ClInclude Include="modellistclass.h">
<Filter>Fichiers d%27en-tête</Filter>
</ClInclude>
<ClInclude Include="positionclass.h">
<Filter>Fichiers d%27en-tête</Filter>
</ClInclude>
<ClInclude Include="displayplaneclass.h">
<Filter>Fichiers d%27en-tête</Filter>
</ClInclude>
<ClInclude Include="rendertextureclass.h">
<Filter>Fichiers d%27en-tête</Filter>
<ClInclude Include="include\Src\CMO.h">
<Filter>Fichiers d%27en-tête\DirectX Tool Kit</Filter>
</ClInclude>
<ClInclude Include="translateshaderclass.h">
<Filter>Fichiers d%27en-tête</Filter>
<ClInclude Include="include\Src\DDS.h">
<Filter>Fichiers d%27en-tête\DirectX Tool Kit</Filter>
</ClInclude>
<ClInclude Include="include\Src\LoaderHelpers.h">
<Filter>Fichiers d%27en-tête\DirectX Tool Kit</Filter>
</ClInclude>
<ClInclude Include="include\Src\pch.h">
<Filter>Fichiers d%27en-tête\DirectX Tool Kit</Filter>
</ClInclude>
<ClInclude Include="include\Src\PlatformHelpers.h">
<Filter>Fichiers d%27en-tête\DirectX Tool Kit</Filter>
</ClInclude>
<ClInclude Include="alphamapshaderclass.h">
<Filter>Fichiers d%27en-tête\Shader</Filter>
</ClInclude>
<ClInclude Include="CelShadingShader.h">
<Filter>Fichiers d%27en-tête\Shader</Filter>
</ClInclude>
<ClInclude Include="Colorshaderclass.h">
<Filter>Fichiers d%27en-tête\Shader</Filter>
</ClInclude>
<ClInclude Include="fontshaderclass.h">
<Filter>Fichiers d%27en-tête\Shader</Filter>
</ClInclude>
<ClInclude Include="lightmapshaderclass.h">
<Filter>Fichiers d%27en-tête\Shader</Filter>
</ClInclude>
<ClInclude Include="lightshaderclass.h">
<Filter>Fichiers d%27en-tête\Shader</Filter>
</ClInclude>
<ClInclude Include="Multitextureshaderclass.h">
<Filter>Fichiers d%27en-tête\Shader</Filter>
</ClInclude>
<ClInclude Include="normalmapshaderclass.h">
<Filter>Fichiers d%27en-tête\Shader</Filter>
</ClInclude>
<ClInclude Include="reflectionshaderclass.h">
<Filter>Fichiers d%27en-tête</Filter>
</ClInclude>
<ClInclude Include="resources.h">
<Filter>Fichiers d%27en-tête</Filter>
</ClInclude>
<ClInclude Include="shadermanagerclass.h">
<Filter>Fichiers d%27en-tête</Filter>
</ClInclude>
<ClInclude Include="transparentshaderclass.h">
<Filter>Fichiers d%27en-tête</Filter>
</ClInclude>
<ClInclude Include="Logger.h">
<Filter>Fichiers d%27en-tête</Filter>
</ClInclude>
<ClInclude Include="watershaderclass.h">
<Filter>Fichiers d%27en-tête</Filter>
<Filter>Fichiers d%27en-tête\Shader</Filter>
</ClInclude>
<ClInclude Include="refractionshaderclass.h">
<Filter>Fichiers d%27en-tête</Filter>
<Filter>Fichiers d%27en-tête\Shader</Filter>
</ClInclude>
<ClInclude Include="shadermanagerclass.h">
<Filter>Fichiers d%27en-tête\Shader</Filter>
</ClInclude>
<ClInclude Include="specmapshaderclass.h">
<Filter>Fichiers d%27en-tête\Shader</Filter>
</ClInclude>
<ClInclude Include="textureshaderclass.h">
<Filter>Fichiers d%27en-tête\Shader</Filter>
</ClInclude>
<ClInclude Include="translateshaderclass.h">
<Filter>Fichiers d%27en-tête\Shader</Filter>
</ClInclude>
<ClInclude Include="transparentshaderclass.h">
<Filter>Fichiers d%27en-tête\Shader</Filter>
</ClInclude>
<ClInclude Include="watershaderclass.h">
<Filter>Fichiers d%27en-tête\Shader</Filter>
</ClInclude>
<ClInclude Include="applicationclass.h">
<Filter>Fichiers d%27en-tête\System</Filter>
</ClInclude>
<ClInclude Include="d3dclass.h">
<Filter>Fichiers d%27en-tête\System</Filter>
</ClInclude>
<ClInclude Include="Cameraclass.h">
<Filter>Fichiers d%27en-tête\System</Filter>
</ClInclude>
<ClInclude Include="imguiManager.h">
<Filter>Fichiers d%27en-tête\System</Filter>
</ClInclude>
<ClInclude Include="Logger.h">
<Filter>Fichiers d%27en-tête\System</Filter>
</ClInclude>
<ClInclude Include="inputclass.h">
<Filter>Fichiers d%27en-tête\System</Filter>
</ClInclude>
<ClInclude Include="lightclass.h">
<Filter>Fichiers d%27en-tête\System</Filter>
</ClInclude>
<ClInclude Include="modelclass.h">
<Filter>Fichiers d%27en-tête\System</Filter>
</ClInclude>
<ClInclude Include="physics.h">
<Filter>Fichiers d%27en-tête</Filter>
<Filter>Fichiers d%27en-tête\System</Filter>
</ClInclude>
<ClInclude Include="Timerclass.h">
<Filter>Fichiers d%27en-tête\System</Filter>
</ClInclude>
<ClInclude Include="textureclass.h">
<Filter>Fichiers d%27en-tête\System</Filter>
</ClInclude>
<ClInclude Include="resources.h">
<Filter>Fichiers d%27en-tête\System</Filter>
</ClInclude>
<ClInclude Include="rendertextureclass.h">
<Filter>Fichiers d%27en-tête\System</Filter>
</ClInclude>
<ClInclude Include="positionclass.h">
<Filter>Fichiers d%27en-tête\System</Filter>
</ClInclude>
<ClInclude Include="object.h">
<Filter>Fichiers d%27en-tête\System</Filter>
</ClInclude>
<ClInclude Include="frustum.h">
<Filter>Fichiers d%27en-tête\System</Filter>
</ClInclude>
</ItemGroup>
<ItemGroup>
<Image Include="papier.tga">
<Filter>assets</Filter>
</Image>
<Image Include="dirt01.tga">
<Filter>assets</Filter>
</Image>
<Image Include="KhaoticIcon.ico">
<Filter>Assets</Filter>
</Image>
@@ -332,17 +398,6 @@
<ItemGroup>
<None Include="packages.config" />
</ItemGroup>
<ItemGroup>
<Text Include="sphere.txt">
<Filter>Assets</Filter>
</Text>
<Text Include="square.txt">
<Filter>assets</Filter>
</Text>
<Text Include="chunk.txt">
<Filter>Assets</Filter>
</Text>
</ItemGroup>
<ItemGroup>
<ResourceCompile Include="resources.rc">
<Filter>Fichiers de ressources</Filter>
@@ -367,39 +422,12 @@
<CopyFileToFolders Include="font01.tga">
<Filter>fonts</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="stone01.tga">
<Filter>assets</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="cube.txt">
<Filter>Assets</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="plane.txt">
<Filter>Assets</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="alpha01.tga">
<Filter>Assets</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="light01.tga">
<Filter>Assets</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="moss01.tga">
<Filter>Assets</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="normal01.tga">
<Filter>Assets</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="spec02.tga">
<Filter>Assets</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="sprite01.tga">
<Filter>Assets</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="sprite02.tga">
<Filter>Assets</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="sprite_data_01.txt">
<Filter>Assets</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="sprite03.tga">
<Filter>Assets</Filter>
</CopyFileToFolders>
@@ -478,35 +506,125 @@
<CopyFileToFolders Include="water.vs">
<Filter>shader</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="wall.tga">
<Filter>assets</Filter>
<CopyFileToFolders Include="celshading.vs">
<Filter>shader</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="water01.tga">
<CopyFileToFolders Include="celshading.ps">
<Filter>shader</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="assets\Model\TXT\bath.txt">
<Filter>Assets\Model\TXT</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="assets\Model\TXT\chunk.txt">
<Filter>Assets\Model\TXT</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="assets\Model\TXT\cube.txt">
<Filter>Assets\Model\TXT</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="assets\Model\TXT\ground.txt">
<Filter>Assets\Model\TXT</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="assets\Model\TXT\plane.txt">
<Filter>Assets\Model\TXT</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="assets\Model\TXT\sphere.txt">
<Filter>Assets\Model\TXT</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="assets\Model\TXT\square.txt">
<Filter>Assets\Model\TXT</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="assets\Model\TXT\wall.txt">
<Filter>Assets\Model\TXT</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="assets\Model\TXT\water.txt">
<Filter>Assets\Model\TXT</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="assets\Model\OBJ\vaisseau.obj">
<Filter>Assets\Model\OBJ</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="assets\Model\OBJ\monke.obj">
<Filter>Assets\Model\OBJ</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="assets\Model\OBJ\isosphere.obj">
<Filter>Assets\Model\OBJ</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="assets\Model\OBJ\cone.obj">
<Filter>Assets\Model\OBJ</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="assets\Model\OBJ\86.obj">
<Filter>Assets\Model\OBJ</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="sprite_data_01.txt">
<Filter>Assets</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="bath.txt">
<Filter>Assets</Filter>
<CopyFileToFolders Include="assets\Texture\stone01.tga">
<Filter>Assets\Texture</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="marble01.tga">
<Filter>Assets</Filter>
<CopyFileToFolders Include="assets\Texture\alpha01.png">
<Filter>Assets\Texture</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="water.txt">
<Filter>Assets</Filter>
<CopyFileToFolders Include="assets\Texture\Bricks2K.png">
<Filter>Assets\Texture</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="isosphere.obj">
<Filter>Assets</Filter>
<CopyFileToFolders Include="assets\Texture\BricksGLOSS2K.png">
<Filter>Assets\Texture</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="cone.obj">
<Filter>Assets</Filter>
<CopyFileToFolders Include="assets\Texture\BricksNRM2K.png">
<Filter>Assets\Texture</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="monke.obj">
<Filter>Assets</Filter>
<CopyFileToFolders Include="assets\Texture\dirt01.png">
<Filter>Assets\Texture</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="vaisseau.obj">
<Filter>Assets</Filter>
<CopyFileToFolders Include="assets\Texture\font01.png">
<Filter>Assets\Texture</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="86.obj">
<Filter>Assets</Filter>
<CopyFileToFolders Include="assets\Texture\ground01.png">
<Filter>Assets\Texture</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="assets\Texture\light01.png">
<Filter>Assets\Texture</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="assets\Texture\marble01.png">
<Filter>Assets\Texture</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="assets\Texture\moss01.png">
<Filter>Assets\Texture</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="assets\Texture\normal01.png">
<Filter>Assets\Texture</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="assets\Texture\spec02.png">
<Filter>Assets\Texture</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="assets\Texture\sprite01.png">
<Filter>Assets\Texture</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="assets\Texture\sprite02.png">
<Filter>Assets\Texture</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="assets\Texture\sprite03.png">
<Filter>Assets\Texture</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="assets\Texture\sprite04.png">
<Filter>Fichiers de ressources</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="assets\Texture\stone01.png">
<Filter>Fichiers de ressources</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="assets\Texture\wall.png">
<Filter>Fichiers de ressources</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="assets\Texture\wall01.png">
<Filter>Fichiers de ressources</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="assets\Texture\water01.png">
<Filter>Fichiers de ressources</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="assets\Model\OBJ\plane.obj">
<Filter>Assets\Model\OBJ</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="assets\Texture\EmptyTexture.png">
<Filter>Assets\Texture</Filter>
</CopyFileToFolders>
</ItemGroup>
</Project>

88
enginecustom/frustum.cpp Normal file
View File

@@ -0,0 +1,88 @@
#include "frustum.h"
void Frustum::ConstructFrustum(float screenDepth, XMMATRIX projectionMatrix, XMMATRIX viewMatrix)
{
XMMATRIX matrix;
XMVECTOR planes[6];
// Calculate the minimum Z distance in the frustum.
float zMinimum = -projectionMatrix.r[3].m128_f32[2] / projectionMatrix.r[2].m128_f32[2];
float r = screenDepth / (screenDepth - zMinimum);
projectionMatrix.r[2].m128_f32[2] = r;
projectionMatrix.r[3].m128_f32[2] = -r * zMinimum;
// Create the frustum matrix from the view matrix and updated projection matrix.
matrix = XMMatrixMultiply(viewMatrix, projectionMatrix);
// Calculate near plane of frustum.
planes[0] = XMPlaneNormalize(XMVectorSet(matrix.r[0].m128_f32[3] + matrix.r[0].m128_f32[2],
matrix.r[1].m128_f32[3] + matrix.r[1].m128_f32[2],
matrix.r[2].m128_f32[3] + matrix.r[2].m128_f32[2],
matrix.r[3].m128_f32[3] + matrix.r[3].m128_f32[2]));
// Calculate far plane of frustum.
planes[1] = XMPlaneNormalize(XMVectorSet(matrix.r[0].m128_f32[3] - matrix.r[0].m128_f32[2],
matrix.r[1].m128_f32[3] - matrix.r[1].m128_f32[2],
matrix.r[2].m128_f32[3] - matrix.r[2].m128_f32[2],
matrix.r[3].m128_f32[3] - matrix.r[3].m128_f32[2]));
// Calculate left plane of frustum.
planes[2] = XMPlaneNormalize(XMVectorSet(matrix.r[0].m128_f32[3] + matrix.r[0].m128_f32[0],
matrix.r[1].m128_f32[3] + matrix.r[1].m128_f32[0],
matrix.r[2].m128_f32[3] + matrix.r[2].m128_f32[0],
matrix.r[3].m128_f32[3] + matrix.r[3].m128_f32[0]));
// Calculate right plane of frustum.
planes[3] = XMPlaneNormalize(XMVectorSet(matrix.r[0].m128_f32[3] - matrix.r[0].m128_f32[0],
matrix.r[1].m128_f32[3] - matrix.r[1].m128_f32[0],
matrix.r[2].m128_f32[3] - matrix.r[2].m128_f32[0],
matrix.r[3].m128_f32[3] - matrix.r[3].m128_f32[0]));
// Calculate top plane of frustum.
planes[4] = XMPlaneNormalize(XMVectorSet(matrix.r[0].m128_f32[3] - matrix.r[0].m128_f32[1],
matrix.r[1].m128_f32[3] - matrix.r[1].m128_f32[1],
matrix.r[2].m128_f32[3] - matrix.r[2].m128_f32[1],
matrix.r[3].m128_f32[3] - matrix.r[3].m128_f32[1]));
// Calculate bottom plane of frustum.
planes[5] = XMPlaneNormalize(XMVectorSet(matrix.r[0].m128_f32[3] + matrix.r[0].m128_f32[1],
matrix.r[1].m128_f32[3] + matrix.r[1].m128_f32[1],
matrix.r[2].m128_f32[3] + matrix.r[2].m128_f32[1],
matrix.r[3].m128_f32[3] + matrix.r[3].m128_f32[1]));
for (int i = 0; i < 6; i++)
{
m_planes[i] = planes[i];
}
}
bool Frustum::CheckCube(float xCenter, float yCenter, float zCenter, float radius, float tolerance)
{
// V<>rifiez chaque plan du frustum pour voir si le cube est <20> l'int<6E>rieur
for (int i = 0; i < 6; i++)
{
XMVECTOR plane = m_planes[i];
if (XMVectorGetX(plane) * (xCenter - radius) + XMVectorGetY(plane) * (yCenter - radius) + XMVectorGetZ(plane) * (zCenter - radius) + XMVectorGetW(plane) > -tolerance)
continue;
if (XMVectorGetX(plane) * (xCenter + radius) + XMVectorGetY(plane) * (yCenter - radius) + XMVectorGetZ(plane) * (zCenter - radius) + XMVectorGetW(plane) > -tolerance)
continue;
if (XMVectorGetX(plane) * (xCenter - radius) + XMVectorGetY(plane) * (yCenter + radius) + XMVectorGetZ(plane) * (zCenter - radius) + XMVectorGetW(plane) > -tolerance)
continue;
if (XMVectorGetX(plane) * (xCenter + radius) + XMVectorGetY(plane) * (yCenter + radius) + XMVectorGetZ(plane) * (zCenter - radius) + XMVectorGetW(plane) > -tolerance)
continue;
if (XMVectorGetX(plane) * (xCenter - radius) + XMVectorGetY(plane) * (yCenter - radius) + XMVectorGetZ(plane) * (zCenter + radius) + XMVectorGetW(plane) > -tolerance)
continue;
if (XMVectorGetX(plane) * (xCenter + radius) + XMVectorGetY(plane) * (yCenter - radius) + XMVectorGetZ(plane) * (zCenter + radius) + XMVectorGetW(plane) > -tolerance)
continue;
if (XMVectorGetX(plane) * (xCenter - radius) + XMVectorGetY(plane) * (yCenter + radius) + XMVectorGetZ(plane) * (zCenter + radius) + XMVectorGetW(plane) > -tolerance)
continue;
if (XMVectorGetX(plane) * (xCenter + radius) + XMVectorGetY(plane) * (yCenter + radius) + XMVectorGetZ(plane) * (zCenter + radius) + XMVectorGetW(plane) > -tolerance)
continue;
// Si le cube est en dehors de l'un des plans, il n'est pas dans le frustum
return false;
}
// Si le cube est <20> l'int<6E>rieur de tous les plans, il est dans le frustum
return true;
}

12
enginecustom/frustum.h Normal file
View File

@@ -0,0 +1,12 @@
#include <DirectXMath.h>
using namespace DirectX;
class Frustum
{
public:
void ConstructFrustum(float screenDepth, XMMATRIX projectionMatrix, XMMATRIX viewMatrix);
bool CheckCube(float xCenter, float yCenter, float zCenter, float radius, float tolerance);
private:
XMVECTOR m_planes[6];
};

View File

@@ -3,18 +3,26 @@ Pos=60,60
Size=400,400
[Window][Khaotic Engine]
Pos=429,57
Size=392,218
Pos=1143,44
Size=392,273
[Window][Objects]
Pos=39,222
Size=589,294
Pos=934,36
Size=457,294
[Window][Terrain]
Pos=60,60
Pos=58,62
Size=342,82
[Window][Light]
Pos=95,296
Size=345,230
Pos=1548,17
Size=358,535
[Window][Shader Manager]
Pos=471,90
Size=180,79
[Window][Engine Settings]
Pos=106,212
Size=407,81

View File

@@ -111,6 +111,17 @@ void imguiManager::WidgetAddObject(ApplicationClass* app)
}
}
void imguiManager::WidgetShaderWindow(ApplicationClass* app)
{
ImGui::Begin("Shader Manager");
// Checkbox for toggling cel shading globally in the application class by calling the SetCelShading function in the application class when the checkbox state changes
ImGui::Checkbox("Enable Cel Shading", &m_EnableCelShading);
app->SetCelShading(m_EnableCelShading);
ImGui::End();
}
void imguiManager::WidgetObjectWindow(ApplicationClass* app)
{
ImGui::Begin("Objects", &showObjectWindow);
@@ -150,10 +161,16 @@ void imguiManager::WidgetObjectWindow(ApplicationClass* app)
// Texture
// add all texture category names to a vector
std::vector<std::string> textureCategories = { "Diffuse", "Normal", "Specular", "Alpha", "Light", "Change Me" };
std::vector<std::string> textureCategories = {
"Diffuse",
"Normal",
"Specular",
"Reflection",
"Refraction"
};
for (int count = 0; count < 6; count++)
for (int count = 0; count < 1; count++)
{
std::string textureLabel = "Texture##" + std::to_string(index);
ID3D11ShaderResourceView* texture = object->GetTexture(count);
@@ -174,7 +191,7 @@ void imguiManager::WidgetObjectWindow(ApplicationClass* app)
}
// Display all images
for (int count = 0; count < 6; count++)
for (int count = 0; count < 1; count++)
{
std::string textureLabel = "Texture##" + std::to_string(index);
ID3D11ShaderResourceView* texture = object->GetTexture(count);
@@ -194,7 +211,7 @@ void imguiManager::WidgetObjectWindow(ApplicationClass* app)
ofn.lpstrFile = szFile;
ofn.lpstrFile[0] = '\0';
ofn.nMaxFile = sizeof(szFile);
ofn.lpstrFilter = L"Texture\0*.tga\0";
ofn.lpstrFilter = L"Texture\0*.png\0";
ofn.nFilterIndex = 1;
ofn.lpstrFileTitle = NULL;
ofn.nMaxFileTitle = 0;
@@ -233,6 +250,34 @@ void imguiManager::WidgetObjectWindow(ApplicationClass* app)
app->DeleteKobject(index);
}
// Shader selection
std::string shaderLabel = "Shader##" + std::to_string(index);
// Radio buttons for shader options
Object::ShaderType activeShader = object->GetActiveShader();
if (ImGui::RadioButton("Enable Lighting", activeShader == Object::LIGHTING))
{
object->SetActiveShader(Object::LIGHTING);
}
if (ImGui::RadioButton("Enable Cel Shading", activeShader == Object::CEL_SHADING))
{
object->SetActiveShader(Object::CEL_SHADING);
}
if (ImGui::RadioButton("Enable Normal Mapping", activeShader == Object::NORMAL_MAPPING))
{
object->SetActiveShader(Object::NORMAL_MAPPING);
}
if (ImGui::RadioButton("Enable Specular Mapping", activeShader == Object::SPECULAR_MAPPING))
{
object->SetActiveShader(Object::SPECULAR_MAPPING);
}
ImGui::Separator();
// Demo spinning
@@ -300,6 +345,16 @@ bool imguiManager::ImGuiWidgetRenderer(ApplicationClass* app)
showLightWindow = true;
}
if (ImGui::Button("Open Shader Window"))
{
showShaderWindow = true;
}
if (ImGui::Button("Open Engine Settings Window"))
{
showEngineSettingsWindow = true;
}
ImGui::End();
// Show windows if their corresponding variables are true
@@ -318,6 +373,16 @@ bool imguiManager::ImGuiWidgetRenderer(ApplicationClass* app)
WidgetLightWindow(app);
}
if (showShaderWindow)
{
WidgetShaderWindow(app);
}
if (showEngineSettingsWindow)
{
WidgetEngineSettingsWindow(app);
}
//render imgui
Render();
@@ -352,10 +417,30 @@ void imguiManager::WidgetLightWindow(ApplicationClass* app)
app->SetLightColor(index, XMVectorSet(col[0], col[1], col[2], 0.0f));
}
ImGui::Separator();
}
index++;
};
ImGui::End();
}
void imguiManager::WidgetEngineSettingsWindow(ApplicationClass* app)
{
ImGui::Begin("Engine Settings", &showEngineSettingsWindow);
// Checkbox for toggling vsync globally in the application class by calling the SetVsync function in the application class when the checkbox state changes
bool vsync = app->GetVsync();
if (ImGui::Checkbox("Vsync", &vsync))
{
app->SetVsync(vsync);
}
// float input for frustum tolerance
float frustumTolerance = app->GetFrustumTolerance();
if (ImGui::DragFloat("Frustum Tolerance", &frustumTolerance, 0.1f, 0.0f, 100.0f))
{
app->SetFrustumTolerance(frustumTolerance);
}
ImGui::End();
}

View File

@@ -31,13 +31,21 @@ public:
void WidgetObjectWindow(ApplicationClass* app);
void WidgetTerrainWindow(ApplicationClass* app);
void WidgetLightWindow(ApplicationClass* app);
void WidgetShaderWindow(ApplicationClass* app);
void WidgetEngineSettingsWindow(ApplicationClass* app);
bool ImGuiWidgetRenderer(ApplicationClass* app);
// Shader toggles
bool m_EnableCelShading;
private :
bool showObjectWindow = false;
bool showTerrainWindow = false;
bool showLightWindow = false;
bool showShaderWindow = false;
bool showEngineSettingsWindow = false;
private:
ImGuiIO* io;

View File

@@ -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
}

View File

@@ -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;
};
}

View File

@@ -0,0 +1,72 @@
//--------------------------------------------------------------------------------------
// 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;
};
}
}

View File

@@ -0,0 +1,182 @@
//--------------------------------------------------------------------------------------
// 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
}

View File

@@ -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);
}
}

File diff suppressed because it is too large Load Diff

View File

@@ -0,0 +1,329 @@
//--------------------------------------------------------------------------------------
// File: GamePad.h
//
// 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
#if !defined(USING_XINPUT) && !defined(USING_GAMEINPUT) && !defined(USING_WINDOWS_GAMING_INPUT)
#ifdef _GAMING_DESKTOP
#include <grdk.h>
#endif
#if (defined(WINAPI_FAMILY) && (WINAPI_FAMILY == WINAPI_FAMILY_GAMES)) || (defined(_GAMING_DESKTOP) && (_GRDK_EDITION >= 220600))
#define USING_GAMEINPUT
#elif (_WIN32_WINNT >= 0x0A00 /*_WIN32_WINNT_WIN10*/) && !defined(_GAMING_DESKTOP) && !defined(__MINGW32__)
#define USING_WINDOWS_GAMING_INPUT
#elif !defined(_XBOX_ONE)
#define USING_XINPUT
#endif
#endif // !USING_XINPUT && !USING_GAMEINPUT && !USING_WINDOWS_GAMING_INPUT
#ifdef USING_GAMEINPUT
#include <GameInput.h>
#if !defined(_GAMING_XBOX) && defined(_MSC_VER)
#pragma comment(lib,"gameinput.lib")
#endif
#elif defined(USING_WINDOWS_GAMING_INPUT)
#ifdef _MSC_VER
#pragma comment(lib,"runtimeobject.lib")
#endif
#include <string>
#elif defined(_XBOX_ONE)
// Legacy Xbox One XDK uses Windows::Xbox::Input
#elif defined(USING_XINPUT)
#ifdef _MSC_VER
#if (_WIN32_WINNT >= 0x0602 /*_WIN32_WINNT_WIN8*/ )
#pragma comment(lib,"xinput.lib")
#else
#pragma comment(lib,"xinput9_1_0.lib")
#endif
#endif
#endif
#include <cstdint>
#include <memory>
#ifdef __clang__
#pragma clang diagnostic push
#pragma clang diagnostic ignored "-Wunknown-pragmas"
#endif
namespace DirectX
{
class GamePad
{
public:
GamePad() noexcept(false);
GamePad(GamePad&&) noexcept;
GamePad& operator= (GamePad&&) noexcept;
GamePad(GamePad const&) = delete;
GamePad& operator=(GamePad const&) = delete;
virtual ~GamePad();
#if defined(USING_GAMEINPUT) || defined(USING_WINDOWS_GAMING_INPUT) || defined(_XBOX_ONE)
static constexpr int MAX_PLAYER_COUNT = 8;
#else
static constexpr int MAX_PLAYER_COUNT = 4;
#endif
static constexpr int c_MostRecent = -1;
#ifdef USING_GAMEINPUT
static constexpr int c_MergedInput = -2;
#endif
enum DeadZone
{
DEAD_ZONE_INDEPENDENT_AXES = 0,
DEAD_ZONE_CIRCULAR,
DEAD_ZONE_NONE,
};
struct Buttons
{
bool a;
bool b;
bool x;
bool y;
bool leftStick;
bool rightStick;
bool leftShoulder;
bool rightShoulder;
union
{
bool back;
bool view;
};
union
{
bool start;
bool menu;
};
};
struct DPad
{
bool up;
bool down;
bool right;
bool left;
};
struct ThumbSticks
{
float leftX;
float leftY;
float rightX;
float rightY;
};
struct Triggers
{
float left;
float right;
};
struct State
{
bool connected;
uint64_t packet;
Buttons buttons;
DPad dpad;
ThumbSticks thumbSticks;
Triggers triggers;
bool __cdecl IsConnected() const noexcept { return connected; }
// Is the button pressed currently?
bool __cdecl IsAPressed() const noexcept { return buttons.a; }
bool __cdecl IsBPressed() const noexcept { return buttons.b; }
bool __cdecl IsXPressed() const noexcept { return buttons.x; }
bool __cdecl IsYPressed() const noexcept { return buttons.y; }
bool __cdecl IsLeftStickPressed() const noexcept { return buttons.leftStick; }
bool __cdecl IsRightStickPressed() const noexcept { return buttons.rightStick; }
bool __cdecl IsLeftShoulderPressed() const noexcept { return buttons.leftShoulder; }
bool __cdecl IsRightShoulderPressed() const noexcept { return buttons.rightShoulder; }
bool __cdecl IsBackPressed() const noexcept { return buttons.back; }
bool __cdecl IsViewPressed() const noexcept { return buttons.view; }
bool __cdecl IsStartPressed() const noexcept { return buttons.start; }
bool __cdecl IsMenuPressed() const noexcept { return buttons.menu; }
bool __cdecl IsDPadDownPressed() const noexcept { return dpad.down; }
bool __cdecl IsDPadUpPressed() const noexcept { return dpad.up; }
bool __cdecl IsDPadLeftPressed() const noexcept { return dpad.left; }
bool __cdecl IsDPadRightPressed() const noexcept { return dpad.right; }
bool __cdecl IsLeftThumbStickUp() const noexcept { return (thumbSticks.leftY > 0.5f) != 0; }
bool __cdecl IsLeftThumbStickDown() const noexcept { return (thumbSticks.leftY < -0.5f) != 0; }
bool __cdecl IsLeftThumbStickLeft() const noexcept { return (thumbSticks.leftX < -0.5f) != 0; }
bool __cdecl IsLeftThumbStickRight() const noexcept { return (thumbSticks.leftX > 0.5f) != 0; }
bool __cdecl IsRightThumbStickUp() const noexcept { return (thumbSticks.rightY > 0.5f) != 0; }
bool __cdecl IsRightThumbStickDown() const noexcept { return (thumbSticks.rightY < -0.5f) != 0; }
bool __cdecl IsRightThumbStickLeft() const noexcept { return (thumbSticks.rightX < -0.5f) != 0; }
bool __cdecl IsRightThumbStickRight() const noexcept { return (thumbSticks.rightX > 0.5f) != 0; }
bool __cdecl IsLeftTriggerPressed() const noexcept { return (triggers.left > 0.5f) != 0; }
bool __cdecl IsRightTriggerPressed() const noexcept { return (triggers.right > 0.5f) != 0; }
};
struct Capabilities
{
enum Type
{
UNKNOWN = 0,
GAMEPAD,
WHEEL,
ARCADE_STICK,
FLIGHT_STICK,
DANCE_PAD,
GUITAR,
GUITAR_ALTERNATE,
DRUM_KIT,
GUITAR_BASS = 11,
ARCADE_PAD = 19,
};
bool connected;
Type gamepadType;
#ifdef USING_GAMEINPUT
APP_LOCAL_DEVICE_ID id;
#elif defined(USING_WINDOWS_GAMING_INPUT)
std::wstring id;
#else
uint64_t id;
#endif
uint16_t vid;
uint16_t pid;
Capabilities() noexcept : connected(false), gamepadType(UNKNOWN), id{}, vid(0), pid(0) {}
bool __cdecl IsConnected() const noexcept { return connected; }
};
class ButtonStateTracker
{
public:
enum ButtonState
{
UP = 0, // Button is up
HELD = 1, // Button is held down
RELEASED = 2, // Button was just released
PRESSED = 3, // Buton was just pressed
};
ButtonState a;
ButtonState b;
ButtonState x;
ButtonState y;
ButtonState leftStick;
ButtonState rightStick;
ButtonState leftShoulder;
ButtonState rightShoulder;
union
{
ButtonState back;
ButtonState view;
};
union
{
ButtonState start;
ButtonState menu;
};
ButtonState dpadUp;
ButtonState dpadDown;
ButtonState dpadLeft;
ButtonState dpadRight;
ButtonState leftStickUp;
ButtonState leftStickDown;
ButtonState leftStickLeft;
ButtonState leftStickRight;
ButtonState rightStickUp;
ButtonState rightStickDown;
ButtonState rightStickLeft;
ButtonState rightStickRight;
ButtonState leftTrigger;
ButtonState rightTrigger;
#ifdef _PREFAST_
#pragma prefast(push)
#pragma prefast(disable : 26495, "Reset() performs the initialization")
#endif
ButtonStateTracker() noexcept { Reset(); }
#ifdef _PREFAST_
#pragma prefast(pop)
#endif
void __cdecl Update(const State& state) noexcept;
void __cdecl Reset() noexcept;
State __cdecl GetLastState() const noexcept { return lastState; }
private:
State lastState;
};
// Retrieve the current state of the gamepad of the associated player index
State __cdecl GetState(int player, DeadZone deadZoneMode = DEAD_ZONE_INDEPENDENT_AXES);
// Retrieve the current capabilities of the gamepad of the associated player index
Capabilities __cdecl GetCapabilities(int player);
// Set the vibration motor speeds of the gamepad
bool __cdecl SetVibration(int player, float leftMotor, float rightMotor, float leftTrigger = 0.f, float rightTrigger = 0.f) noexcept;
// Handle suspending/resuming
void __cdecl Suspend() noexcept;
void __cdecl Resume() noexcept;
#ifdef USING_GAMEINPUT
void __cdecl RegisterEvents(void* ctrlChanged) noexcept;
// Underlying device access
_Success_(return)
bool __cdecl GetDevice(int player, _Outptr_ IGameInputDevice * *device) noexcept;
#elif defined(USING_WINDOWS_GAMING_INPUT) || defined(_XBOX_ONE)
void __cdecl RegisterEvents(void* ctrlChanged, void* userChanged) noexcept;
#endif
// Singleton
static GamePad& __cdecl Get();
private:
// Private implementation.
class Impl;
std::unique_ptr<Impl> pImpl;
};
}
#ifdef __clang__
#pragma clang diagnostic pop
#endif

View File

@@ -0,0 +1,111 @@
//--------------------------------------------------------------------------------------
// File: GeometricPrimitive.h
//
// Copyright (c) Microsoft Corporation.
// Licensed under the MIT License.
//
// http://go.microsoft.com/fwlink/?LinkId=248929
//--------------------------------------------------------------------------------------
#pragma once
#include "VertexTypes.h"
#include <cstddef>
#include <cstdint>
#include <functional>
#include <memory>
#include <vector>
#include <DirectXColors.h>
namespace DirectX
{
inline namespace DX11
{
class IEffect;
class GeometricPrimitive
{
public:
GeometricPrimitive(GeometricPrimitive&&) = default;
GeometricPrimitive& operator= (GeometricPrimitive&&) = default;
GeometricPrimitive(GeometricPrimitive const&) = delete;
GeometricPrimitive& operator= (GeometricPrimitive const&) = delete;
using VertexType = VertexPositionNormalTexture;
using VertexCollection = std::vector<VertexType>;
using IndexCollection = std::vector<uint16_t>;
virtual ~GeometricPrimitive();
// Factory methods.
static std::unique_ptr<GeometricPrimitive> __cdecl CreateCube(_In_ ID3D11DeviceContext* deviceContext, float size = 1, bool rhcoords = true);
static std::unique_ptr<GeometricPrimitive> __cdecl CreateBox(_In_ ID3D11DeviceContext* deviceContext, const XMFLOAT3& size, bool rhcoords = true, bool invertn = false);
static std::unique_ptr<GeometricPrimitive> __cdecl CreateSphere(_In_ ID3D11DeviceContext* deviceContext, float diameter = 1, size_t tessellation = 16, bool rhcoords = true, bool invertn = false);
static std::unique_ptr<GeometricPrimitive> __cdecl CreateGeoSphere(_In_ ID3D11DeviceContext* deviceContext, float diameter = 1, size_t tessellation = 3, bool rhcoords = true);
static std::unique_ptr<GeometricPrimitive> __cdecl CreateCylinder(_In_ ID3D11DeviceContext* deviceContext, float height = 1, float diameter = 1, size_t tessellation = 32, bool rhcoords = true);
static std::unique_ptr<GeometricPrimitive> __cdecl CreateCone(_In_ ID3D11DeviceContext* deviceContext, float diameter = 1, float height = 1, size_t tessellation = 32, bool rhcoords = true);
static std::unique_ptr<GeometricPrimitive> __cdecl CreateTorus(_In_ ID3D11DeviceContext* deviceContext, float diameter = 1, float thickness = 0.333f, size_t tessellation = 32, bool rhcoords = true);
static std::unique_ptr<GeometricPrimitive> __cdecl CreateTetrahedron(_In_ ID3D11DeviceContext* deviceContext, float size = 1, bool rhcoords = true);
static std::unique_ptr<GeometricPrimitive> __cdecl CreateOctahedron(_In_ ID3D11DeviceContext* deviceContext, float size = 1, bool rhcoords = true);
static std::unique_ptr<GeometricPrimitive> __cdecl CreateDodecahedron(_In_ ID3D11DeviceContext* deviceContext, float size = 1, bool rhcoords = true);
static std::unique_ptr<GeometricPrimitive> __cdecl CreateIcosahedron(_In_ ID3D11DeviceContext* deviceContext, float size = 1, bool rhcoords = true);
static std::unique_ptr<GeometricPrimitive> __cdecl CreateTeapot(_In_ ID3D11DeviceContext* deviceContext, float size = 1, size_t tessellation = 8, bool rhcoords = true);
static std::unique_ptr<GeometricPrimitive> __cdecl CreateCustom(_In_ ID3D11DeviceContext* deviceContext, const VertexCollection& vertices, const IndexCollection& indices);
static void __cdecl CreateCube(VertexCollection& vertices, IndexCollection& indices, float size = 1, bool rhcoords = true);
static void __cdecl CreateBox(VertexCollection& vertices, IndexCollection& indices, const XMFLOAT3& size, bool rhcoords = true, bool invertn = false);
static void __cdecl CreateSphere(VertexCollection& vertices, IndexCollection& indices, float diameter = 1, size_t tessellation = 16, bool rhcoords = true, bool invertn = false);
static void __cdecl CreateGeoSphere(VertexCollection& vertices, IndexCollection& indices, float diameter = 1, size_t tessellation = 3, bool rhcoords = true);
static void __cdecl CreateCylinder(VertexCollection& vertices, IndexCollection& indices, float height = 1, float diameter = 1, size_t tessellation = 32, bool rhcoords = true);
static void __cdecl CreateCone(VertexCollection& vertices, IndexCollection& indices, float diameter = 1, float height = 1, size_t tessellation = 32, bool rhcoords = true);
static void __cdecl CreateTorus(VertexCollection& vertices, IndexCollection& indices, float diameter = 1, float thickness = 0.333f, size_t tessellation = 32, bool rhcoords = true);
static void __cdecl CreateTetrahedron(VertexCollection& vertices, IndexCollection& indices, float size = 1, bool rhcoords = true);
static void __cdecl CreateOctahedron(VertexCollection& vertices, IndexCollection& indices, float size = 1, bool rhcoords = true);
static void __cdecl CreateDodecahedron(VertexCollection& vertices, IndexCollection& indices, float size = 1, bool rhcoords = true);
static void __cdecl CreateIcosahedron(VertexCollection& vertices, IndexCollection& indices, float size = 1, bool rhcoords = true);
static void __cdecl CreateTeapot(VertexCollection& vertices, IndexCollection& indices, float size = 1, size_t tessellation = 8, bool rhcoords = true);
// Draw the primitive.
void XM_CALLCONV Draw(FXMMATRIX world, CXMMATRIX view, CXMMATRIX projection,
FXMVECTOR color = Colors::White,
_In_opt_ ID3D11ShaderResourceView* texture = nullptr,
bool wireframe = false,
_In_ std::function<void __cdecl()> setCustomState = nullptr) const;
// Draw the primitive using a custom effect.
void __cdecl Draw(_In_ IEffect* effect,
_In_ ID3D11InputLayout* inputLayout,
bool alpha = false, bool wireframe = false,
_In_ std::function<void __cdecl()> setCustomState = nullptr) const;
void __cdecl DrawInstanced(_In_ IEffect* effect,
_In_ ID3D11InputLayout* inputLayout,
uint32_t instanceCount,
bool alpha = false, bool wireframe = false,
uint32_t startInstanceLocation = 0,
_In_ std::function<void __cdecl()> setCustomState = nullptr) const;
// Create input layout for drawing with a custom effect.
void __cdecl CreateInputLayout(_In_ IEffect* effect, _Outptr_ ID3D11InputLayout** inputLayout) const;
static void SetDepthBufferMode(bool reverseZ)
{
s_reversez = reverseZ;
}
private:
static bool s_reversez;
GeometricPrimitive() noexcept(false);
// Private implementation.
class Impl;
std::unique_ptr<Impl> pImpl;
};
}
}

View File

@@ -0,0 +1,57 @@
//--------------------------------------------------------------------------------------
// File: GraphicsMemory.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 <cstddef>
#include <memory>
namespace DirectX
{
inline namespace DX11
{
class GraphicsMemory
{
public:
#if defined(_XBOX_ONE) && defined(_TITLE)
GraphicsMemory(_In_ ID3D11DeviceX* device, unsigned int backBufferCount = 2);
#else
GraphicsMemory(_In_ ID3D11Device* device, unsigned int backBufferCount = 2);
#endif
GraphicsMemory(GraphicsMemory&&) noexcept;
GraphicsMemory& operator= (GraphicsMemory&&) noexcept;
GraphicsMemory(GraphicsMemory const&) = delete;
GraphicsMemory& operator=(GraphicsMemory const&) = delete;
virtual ~GraphicsMemory();
void* __cdecl Allocate(_In_opt_ ID3D11DeviceContext* context, size_t size, int alignment);
void __cdecl Commit();
// Singleton
static GraphicsMemory& __cdecl Get();
private:
// Private implementation.
class Impl;
std::unique_ptr<Impl> pImpl;
};
}
}

View File

@@ -0,0 +1,532 @@
//--------------------------------------------------------------------------------------
// File: Keyboard.h
//
// 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
#if !defined(USING_XINPUT) && !defined(USING_GAMEINPUT) && !defined(USING_COREWINDOW)
#ifdef _GAMING_DESKTOP
#include <grdk.h>
#endif
#if (defined(WINAPI_FAMILY) && (WINAPI_FAMILY == WINAPI_FAMILY_GAMES)) || (defined(_GAMING_DESKTOP) && (_GRDK_EDITION >= 220600))
#define USING_GAMEINPUT
#elif (defined(WINAPI_FAMILY) && (WINAPI_FAMILY == WINAPI_FAMILY_APP)) || (defined(_XBOX_ONE) && defined(_TITLE))
#define USING_COREWINDOW
#endif
#endif // !USING_XINPUT && !USING_GAMEINPUT && !USING_WINDOWS_GAMING_INPUT
#if defined(USING_GAMEINPUT) && !defined(_GAMING_XBOX) && defined(_MSC_VER)
#pragma comment(lib,"gameinput.lib")
#endif
#include <cstdint>
#include <memory>
#ifdef USING_COREWINDOW
namespace ABI { namespace Windows { namespace UI { namespace Core { struct ICoreWindow; } } } }
#endif
#ifdef __clang__
#pragma clang diagnostic push
#pragma clang diagnostic ignored "-Wunknown-pragmas"
#endif
namespace DirectX
{
class Keyboard
{
public:
Keyboard() noexcept(false);
Keyboard(Keyboard&&) noexcept;
Keyboard& operator= (Keyboard&&) noexcept;
Keyboard(Keyboard const&) = delete;
Keyboard& operator=(Keyboard const&) = delete;
virtual ~Keyboard();
enum Keys : unsigned char
{
None = 0,
Back = 0x8,
Tab = 0x9,
Enter = 0xd,
Pause = 0x13,
CapsLock = 0x14,
Kana = 0x15,
ImeOn = 0x16,
Kanji = 0x19,
ImeOff = 0x1a,
Escape = 0x1b,
ImeConvert = 0x1c,
ImeNoConvert = 0x1d,
Space = 0x20,
PageUp = 0x21,
PageDown = 0x22,
End = 0x23,
Home = 0x24,
Left = 0x25,
Up = 0x26,
Right = 0x27,
Down = 0x28,
Select = 0x29,
Print = 0x2a,
Execute = 0x2b,
PrintScreen = 0x2c,
Insert = 0x2d,
Delete = 0x2e,
Help = 0x2f,
D0 = 0x30,
D1 = 0x31,
D2 = 0x32,
D3 = 0x33,
D4 = 0x34,
D5 = 0x35,
D6 = 0x36,
D7 = 0x37,
D8 = 0x38,
D9 = 0x39,
A = 0x41,
B = 0x42,
C = 0x43,
D = 0x44,
E = 0x45,
F = 0x46,
G = 0x47,
H = 0x48,
I = 0x49,
J = 0x4a,
K = 0x4b,
L = 0x4c,
M = 0x4d,
N = 0x4e,
O = 0x4f,
P = 0x50,
Q = 0x51,
R = 0x52,
S = 0x53,
T = 0x54,
U = 0x55,
V = 0x56,
W = 0x57,
X = 0x58,
Y = 0x59,
Z = 0x5a,
LeftWindows = 0x5b,
RightWindows = 0x5c,
Apps = 0x5d,
Sleep = 0x5f,
NumPad0 = 0x60,
NumPad1 = 0x61,
NumPad2 = 0x62,
NumPad3 = 0x63,
NumPad4 = 0x64,
NumPad5 = 0x65,
NumPad6 = 0x66,
NumPad7 = 0x67,
NumPad8 = 0x68,
NumPad9 = 0x69,
Multiply = 0x6a,
Add = 0x6b,
Separator = 0x6c,
Subtract = 0x6d,
Decimal = 0x6e,
Divide = 0x6f,
F1 = 0x70,
F2 = 0x71,
F3 = 0x72,
F4 = 0x73,
F5 = 0x74,
F6 = 0x75,
F7 = 0x76,
F8 = 0x77,
F9 = 0x78,
F10 = 0x79,
F11 = 0x7a,
F12 = 0x7b,
F13 = 0x7c,
F14 = 0x7d,
F15 = 0x7e,
F16 = 0x7f,
F17 = 0x80,
F18 = 0x81,
F19 = 0x82,
F20 = 0x83,
F21 = 0x84,
F22 = 0x85,
F23 = 0x86,
F24 = 0x87,
NumLock = 0x90,
Scroll = 0x91,
LeftShift = 0xa0,
RightShift = 0xa1,
LeftControl = 0xa2,
RightControl = 0xa3,
LeftAlt = 0xa4,
RightAlt = 0xa5,
BrowserBack = 0xa6,
BrowserForward = 0xa7,
BrowserRefresh = 0xa8,
BrowserStop = 0xa9,
BrowserSearch = 0xaa,
BrowserFavorites = 0xab,
BrowserHome = 0xac,
VolumeMute = 0xad,
VolumeDown = 0xae,
VolumeUp = 0xaf,
MediaNextTrack = 0xb0,
MediaPreviousTrack = 0xb1,
MediaStop = 0xb2,
MediaPlayPause = 0xb3,
LaunchMail = 0xb4,
SelectMedia = 0xb5,
LaunchApplication1 = 0xb6,
LaunchApplication2 = 0xb7,
OemSemicolon = 0xba,
OemPlus = 0xbb,
OemComma = 0xbc,
OemMinus = 0xbd,
OemPeriod = 0xbe,
OemQuestion = 0xbf,
OemTilde = 0xc0,
OemOpenBrackets = 0xdb,
OemPipe = 0xdc,
OemCloseBrackets = 0xdd,
OemQuotes = 0xde,
Oem8 = 0xdf,
OemBackslash = 0xe2,
ProcessKey = 0xe5,
OemCopy = 0xf2,
OemAuto = 0xf3,
OemEnlW = 0xf4,
Attn = 0xf6,
Crsel = 0xf7,
Exsel = 0xf8,
EraseEof = 0xf9,
Play = 0xfa,
Zoom = 0xfb,
Pa1 = 0xfd,
OemClear = 0xfe,
};
struct State
{
bool Reserved0 : 8;
bool Back : 1; // VK_BACK, 0x8
bool Tab : 1; // VK_TAB, 0x9
bool Reserved1 : 3;
bool Enter : 1; // VK_RETURN, 0xD
bool Reserved2 : 2;
bool Reserved3 : 3;
bool Pause : 1; // VK_PAUSE, 0x13
bool CapsLock : 1; // VK_CAPITAL, 0x14
bool Kana : 1; // VK_KANA, 0x15
bool ImeOn : 1; // VK_IME_ON, 0x16
bool Reserved4 : 1;
bool Reserved5 : 1;
bool Kanji : 1; // VK_KANJI, 0x19
bool ImeOff : 1; // VK_IME_OFF, 0X1A
bool Escape : 1; // VK_ESCAPE, 0x1B
bool ImeConvert : 1; // VK_CONVERT, 0x1C
bool ImeNoConvert : 1; // VK_NONCONVERT, 0x1D
bool Reserved7 : 2;
bool Space : 1; // VK_SPACE, 0x20
bool PageUp : 1; // VK_PRIOR, 0x21
bool PageDown : 1; // VK_NEXT, 0x22
bool End : 1; // VK_END, 0x23
bool Home : 1; // VK_HOME, 0x24
bool Left : 1; // VK_LEFT, 0x25
bool Up : 1; // VK_UP, 0x26
bool Right : 1; // VK_RIGHT, 0x27
bool Down : 1; // VK_DOWN, 0x28
bool Select : 1; // VK_SELECT, 0x29
bool Print : 1; // VK_PRINT, 0x2A
bool Execute : 1; // VK_EXECUTE, 0x2B
bool PrintScreen : 1; // VK_SNAPSHOT, 0x2C
bool Insert : 1; // VK_INSERT, 0x2D
bool Delete : 1; // VK_DELETE, 0x2E
bool Help : 1; // VK_HELP, 0x2F
bool D0 : 1; // 0x30
bool D1 : 1; // 0x31
bool D2 : 1; // 0x32
bool D3 : 1; // 0x33
bool D4 : 1; // 0x34
bool D5 : 1; // 0x35
bool D6 : 1; // 0x36
bool D7 : 1; // 0x37
bool D8 : 1; // 0x38
bool D9 : 1; // 0x39
bool Reserved8 : 6;
bool Reserved9 : 1;
bool A : 1; // 0x41
bool B : 1; // 0x42
bool C : 1; // 0x43
bool D : 1; // 0x44
bool E : 1; // 0x45
bool F : 1; // 0x46
bool G : 1; // 0x47
bool H : 1; // 0x48
bool I : 1; // 0x49
bool J : 1; // 0x4A
bool K : 1; // 0x4B
bool L : 1; // 0x4C
bool M : 1; // 0x4D
bool N : 1; // 0x4E
bool O : 1; // 0x4F
bool P : 1; // 0x50
bool Q : 1; // 0x51
bool R : 1; // 0x52
bool S : 1; // 0x53
bool T : 1; // 0x54
bool U : 1; // 0x55
bool V : 1; // 0x56
bool W : 1; // 0x57
bool X : 1; // 0x58
bool Y : 1; // 0x59
bool Z : 1; // 0x5A
bool LeftWindows : 1; // VK_LWIN, 0x5B
bool RightWindows : 1; // VK_RWIN, 0x5C
bool Apps : 1; // VK_APPS, 0x5D
bool Reserved10 : 1;
bool Sleep : 1; // VK_SLEEP, 0x5F
bool NumPad0 : 1; // VK_NUMPAD0, 0x60
bool NumPad1 : 1; // VK_NUMPAD1, 0x61
bool NumPad2 : 1; // VK_NUMPAD2, 0x62
bool NumPad3 : 1; // VK_NUMPAD3, 0x63
bool NumPad4 : 1; // VK_NUMPAD4, 0x64
bool NumPad5 : 1; // VK_NUMPAD5, 0x65
bool NumPad6 : 1; // VK_NUMPAD6, 0x66
bool NumPad7 : 1; // VK_NUMPAD7, 0x67
bool NumPad8 : 1; // VK_NUMPAD8, 0x68
bool NumPad9 : 1; // VK_NUMPAD9, 0x69
bool Multiply : 1; // VK_MULTIPLY, 0x6A
bool Add : 1; // VK_ADD, 0x6B
bool Separator : 1; // VK_SEPARATOR, 0x6C
bool Subtract : 1; // VK_SUBTRACT, 0x6D
bool Decimal : 1; // VK_DECIMANL, 0x6E
bool Divide : 1; // VK_DIVIDE, 0x6F
bool F1 : 1; // VK_F1, 0x70
bool F2 : 1; // VK_F2, 0x71
bool F3 : 1; // VK_F3, 0x72
bool F4 : 1; // VK_F4, 0x73
bool F5 : 1; // VK_F5, 0x74
bool F6 : 1; // VK_F6, 0x75
bool F7 : 1; // VK_F7, 0x76
bool F8 : 1; // VK_F8, 0x77
bool F9 : 1; // VK_F9, 0x78
bool F10 : 1; // VK_F10, 0x79
bool F11 : 1; // VK_F11, 0x7A
bool F12 : 1; // VK_F12, 0x7B
bool F13 : 1; // VK_F13, 0x7C
bool F14 : 1; // VK_F14, 0x7D
bool F15 : 1; // VK_F15, 0x7E
bool F16 : 1; // VK_F16, 0x7F
bool F17 : 1; // VK_F17, 0x80
bool F18 : 1; // VK_F18, 0x81
bool F19 : 1; // VK_F19, 0x82
bool F20 : 1; // VK_F20, 0x83
bool F21 : 1; // VK_F21, 0x84
bool F22 : 1; // VK_F22, 0x85
bool F23 : 1; // VK_F23, 0x86
bool F24 : 1; // VK_F24, 0x87
bool Reserved11 : 8;
bool NumLock : 1; // VK_NUMLOCK, 0x90
bool Scroll : 1; // VK_SCROLL, 0x91
bool Reserved12 : 6;
bool Reserved13 : 8;
bool LeftShift : 1; // VK_LSHIFT, 0xA0
bool RightShift : 1; // VK_RSHIFT, 0xA1
bool LeftControl : 1; // VK_LCONTROL, 0xA2
bool RightControl : 1; // VK_RCONTROL, 0xA3
bool LeftAlt : 1; // VK_LMENU, 0xA4
bool RightAlt : 1; // VK_RMENU, 0xA5
bool BrowserBack : 1; // VK_BROWSER_BACK, 0xA6
bool BrowserForward : 1; // VK_BROWSER_FORWARD, 0xA7
bool BrowserRefresh : 1; // VK_BROWSER_REFRESH, 0xA8
bool BrowserStop : 1; // VK_BROWSER_STOP, 0xA9
bool BrowserSearch : 1; // VK_BROWSER_SEARCH, 0xAA
bool BrowserFavorites : 1; // VK_BROWSER_FAVORITES, 0xAB
bool BrowserHome : 1; // VK_BROWSER_HOME, 0xAC
bool VolumeMute : 1; // VK_VOLUME_MUTE, 0xAD
bool VolumeDown : 1; // VK_VOLUME_DOWN, 0xAE
bool VolumeUp : 1; // VK_VOLUME_UP, 0xAF
bool MediaNextTrack : 1; // VK_MEDIA_NEXT_TRACK, 0xB0
bool MediaPreviousTrack : 1;// VK_MEDIA_PREV_TRACK, 0xB1
bool MediaStop : 1; // VK_MEDIA_STOP, 0xB2
bool MediaPlayPause : 1; // VK_MEDIA_PLAY_PAUSE, 0xB3
bool LaunchMail : 1; // VK_LAUNCH_MAIL, 0xB4
bool SelectMedia : 1; // VK_LAUNCH_MEDIA_SELECT, 0xB5
bool LaunchApplication1 : 1;// VK_LAUNCH_APP1, 0xB6
bool LaunchApplication2 : 1;// VK_LAUNCH_APP2, 0xB7
bool Reserved14 : 2;
bool OemSemicolon : 1; // VK_OEM_1, 0xBA
bool OemPlus : 1; // VK_OEM_PLUS, 0xBB
bool OemComma : 1; // VK_OEM_COMMA, 0xBC
bool OemMinus : 1; // VK_OEM_MINUS, 0xBD
bool OemPeriod : 1; // VK_OEM_PERIOD, 0xBE
bool OemQuestion : 1; // VK_OEM_2, 0xBF
bool OemTilde : 1; // VK_OEM_3, 0xC0
bool Reserved15 : 7;
bool Reserved16 : 8;
bool Reserved17 : 8;
bool Reserved18 : 3;
bool OemOpenBrackets : 1; // VK_OEM_4, 0xDB
bool OemPipe : 1; // VK_OEM_5, 0xDC
bool OemCloseBrackets : 1; // VK_OEM_6, 0xDD
bool OemQuotes : 1; // VK_OEM_7, 0xDE
bool Oem8 : 1; // VK_OEM_8, 0xDF
bool Reserved19 : 2;
bool OemBackslash : 1; // VK_OEM_102, 0xE2
bool Reserved20 : 2;
bool ProcessKey : 1; // VK_PROCESSKEY, 0xE5
bool Reserved21 : 2;
bool Reserved22 : 8;
bool Reserved23 : 2;
bool OemCopy : 1; // 0XF2
bool OemAuto : 1; // 0xF3
bool OemEnlW : 1; // 0xF4
bool Reserved24 : 1;
bool Attn : 1; // VK_ATTN, 0xF6
bool Crsel : 1; // VK_CRSEL, 0xF7
bool Exsel : 1; // VK_EXSEL, 0xF8
bool EraseEof : 1; // VK_EREOF, 0xF9
bool Play : 1; // VK_PLAY, 0xFA
bool Zoom : 1; // VK_ZOOM, 0xFB
bool Reserved25 : 1;
bool Pa1 : 1; // VK_PA1, 0xFD
bool OemClear : 1; // VK_OEM_CLEAR, 0xFE
bool Reserved26 : 1;
#ifdef __clang__
#pragma clang diagnostic push
#pragma clang diagnostic ignored "-Wunknown-warning-option"
#pragma clang diagnostic ignored "-Wunsafe-buffer-usage"
#endif
bool __cdecl IsKeyDown(Keys key) const noexcept
{
if (key <= 0xfe)
{
auto ptr = reinterpret_cast<const uint32_t*>(this);
const unsigned int bf = 1u << (key & 0x1f);
return (ptr[(key >> 5)] & bf) != 0;
}
return false;
}
bool __cdecl IsKeyUp(Keys key) const noexcept
{
if (key <= 0xfe)
{
auto ptr = reinterpret_cast<const uint32_t*>(this);
const unsigned int bf = 1u << (key & 0x1f);
return (ptr[(key >> 5)] & bf) == 0;
}
return false;
}
#ifdef __clang__
#pragma clang diagnostic pop
#endif
};
class KeyboardStateTracker
{
public:
State released;
State pressed;
#ifdef _PREFAST_
#pragma prefast(push)
#pragma prefast(disable : 26495, "Reset() performs the initialization")
#endif
KeyboardStateTracker() noexcept { Reset(); }
#ifdef _PREFAST_
#pragma prefast(pop)
#endif
void __cdecl Update(const State& state) noexcept;
void __cdecl Reset() noexcept;
bool __cdecl IsKeyPressed(Keys key) const noexcept { return pressed.IsKeyDown(key); }
bool __cdecl IsKeyReleased(Keys key) const noexcept { return released.IsKeyDown(key); }
State __cdecl GetLastState() const noexcept { return lastState; }
public:
State lastState;
};
// Retrieve the current state of the keyboard
State __cdecl GetState() const;
// Reset the keyboard state
void __cdecl Reset() noexcept;
// Feature detection
bool __cdecl IsConnected() const;
#ifdef USING_COREWINDOW
void __cdecl SetWindow(ABI::Windows::UI::Core::ICoreWindow* window);
#ifdef __cplusplus_winrt
void __cdecl SetWindow(Windows::UI::Core::CoreWindow^ window)
{
// See https://msdn.microsoft.com/en-us/library/hh755802.aspx
SetWindow(reinterpret_cast<ABI::Windows::UI::Core::ICoreWindow*>(window));
}
#endif
#ifdef CPPWINRT_VERSION
void __cdecl SetWindow(winrt::Windows::UI::Core::CoreWindow window)
{
// See https://docs.microsoft.com/en-us/windows/uwp/cpp-and-winrt-apis/interop-winrt-abi
SetWindow(reinterpret_cast<ABI::Windows::UI::Core::ICoreWindow*>(winrt::get_abi(window)));
}
#endif
#elif defined(WM_USER)
static void __cdecl ProcessMessage(UINT message, WPARAM wParam, LPARAM lParam);
#endif
// Singleton
static Keyboard& __cdecl Get();
private:
// Private implementation.
class Impl;
std::unique_ptr<Impl> pImpl;
};
}
#ifdef __clang__
#pragma clang diagnostic pop
#endif

View File

@@ -0,0 +1,372 @@
//--------------------------------------------------------------------------------------
// File: Model.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>
#include <dxgiformat.h>
#endif
#include <cstddef>
#include <cstdint>
#include <functional>
#include <memory>
#include <new>
#include <set>
#include <string>
#include <vector>
#include <malloc.h>
#include <wrl\client.h>
#include <DirectXMath.h>
#include <DirectXCollision.h>
namespace DirectX
{
inline namespace DX11
{
class IEffect;
class IEffectFactory;
class CommonStates;
class ModelMesh;
//------------------------------------------------------------------------------
// Model loading options
enum ModelLoaderFlags : uint32_t
{
ModelLoader_Clockwise = 0x0,
ModelLoader_CounterClockwise = 0x1,
ModelLoader_PremultipledAlpha = 0x2,
ModelLoader_MaterialColorsSRGB = 0x4,
ModelLoader_AllowLargeModels = 0x8,
ModelLoader_IncludeBones = 0x10,
ModelLoader_DisableSkinning = 0x20,
};
//------------------------------------------------------------------------------
// Frame hierarchy for rigid body and skeletal animation
struct ModelBone
{
ModelBone() noexcept :
parentIndex(c_Invalid),
childIndex(c_Invalid),
siblingIndex(c_Invalid)
{
}
ModelBone(uint32_t parent, uint32_t child, uint32_t sibling) noexcept :
parentIndex(parent),
childIndex(child),
siblingIndex(sibling)
{
}
uint32_t parentIndex;
uint32_t childIndex;
uint32_t siblingIndex;
std::wstring name;
using Collection = std::vector<ModelBone>;
static constexpr uint32_t c_Invalid = uint32_t(-1);
struct aligned_deleter { void operator()(void* p) noexcept { _aligned_free(p); } };
using TransformArray = std::unique_ptr<XMMATRIX[], aligned_deleter>;
static TransformArray MakeArray(size_t count)
{
void* temp = _aligned_malloc(sizeof(XMMATRIX) * count, 16);
if (!temp)
throw std::bad_alloc();
return TransformArray(static_cast<XMMATRIX*>(temp));
}
};
//------------------------------------------------------------------------------
// Each mesh part is a submesh with a single effect
class ModelMeshPart
{
public:
ModelMeshPart() noexcept;
ModelMeshPart(ModelMeshPart&&) = default;
ModelMeshPart& operator= (ModelMeshPart&&) = default;
ModelMeshPart(ModelMeshPart const&) = default;
ModelMeshPart& operator= (ModelMeshPart const&) = default;
virtual ~ModelMeshPart();
using Collection = std::vector<std::unique_ptr<ModelMeshPart>>;
using InputLayoutCollection = std::vector<D3D11_INPUT_ELEMENT_DESC>;
uint32_t indexCount;
uint32_t startIndex;
int32_t vertexOffset;
uint32_t vertexStride;
D3D_PRIMITIVE_TOPOLOGY primitiveType;
DXGI_FORMAT indexFormat;
Microsoft::WRL::ComPtr<ID3D11InputLayout> inputLayout;
Microsoft::WRL::ComPtr<ID3D11Buffer> indexBuffer;
Microsoft::WRL::ComPtr<ID3D11Buffer> vertexBuffer;
std::shared_ptr<IEffect> effect;
std::shared_ptr<InputLayoutCollection> vbDecl;
bool isAlpha;
// Draw mesh part with custom effect
void __cdecl Draw(
_In_ ID3D11DeviceContext* deviceContext,
_In_ IEffect* ieffect,
_In_ ID3D11InputLayout* iinputLayout,
_In_ std::function<void __cdecl()> setCustomState = nullptr) const;
void __cdecl DrawInstanced(
_In_ ID3D11DeviceContext* deviceContext,
_In_ IEffect* ieffect,
_In_ ID3D11InputLayout* iinputLayout,
uint32_t instanceCount,
uint32_t startInstanceLocation = 0,
_In_ std::function<void __cdecl()> setCustomState = nullptr) const;
// Create input layout for drawing with a custom effect.
void __cdecl CreateInputLayout(_In_ ID3D11Device* device, _In_ IEffect* ieffect, _Outptr_ ID3D11InputLayout** iinputLayout) const;
// Change effect used by part and regenerate input layout (be sure to call Model::Modified as well)
void __cdecl ModifyEffect(_In_ ID3D11Device* device, _In_ const std::shared_ptr<IEffect>& ieffect, bool isalpha = false);
};
//------------------------------------------------------------------------------
// A mesh consists of one or more model mesh parts
class ModelMesh
{
public:
ModelMesh() noexcept;
ModelMesh(ModelMesh&&) = default;
ModelMesh& operator= (ModelMesh&&) = default;
ModelMesh(ModelMesh const&) = default;
ModelMesh& operator= (ModelMesh const&) = default;
virtual ~ModelMesh();
BoundingSphere boundingSphere;
BoundingBox boundingBox;
ModelMeshPart::Collection meshParts;
uint32_t boneIndex;
std::vector<uint32_t> boneInfluences;
std::wstring name;
bool ccw;
bool pmalpha;
using Collection = std::vector<std::shared_ptr<ModelMesh>>;
// Setup states for drawing mesh
void __cdecl PrepareForRendering(
_In_ ID3D11DeviceContext* deviceContext,
const CommonStates& states,
bool alpha = false,
bool wireframe = false) const;
// Draw the mesh
void XM_CALLCONV Draw(
_In_ ID3D11DeviceContext* deviceContext,
FXMMATRIX world, CXMMATRIX view, CXMMATRIX projection,
bool alpha = false,
_In_ std::function<void __cdecl()> setCustomState = nullptr) const;
// Draw the mesh using model bones
void XM_CALLCONV Draw(
_In_ ID3D11DeviceContext* deviceContext,
size_t nbones, _In_reads_(nbones) const XMMATRIX* boneTransforms,
FXMMATRIX world, CXMMATRIX view, CXMMATRIX projection,
bool alpha = false,
_In_ std::function<void __cdecl()> setCustomState = nullptr) const;
// Draw the mesh using skinning
void XM_CALLCONV DrawSkinned(
_In_ ID3D11DeviceContext* deviceContext,
size_t nbones, _In_reads_(nbones) const XMMATRIX* boneTransforms,
FXMMATRIX world, CXMMATRIX view, CXMMATRIX projection,
bool alpha = false,
_In_ std::function<void __cdecl()> setCustomState = nullptr) const;
static void SetDepthBufferMode(bool reverseZ)
{
s_reversez = reverseZ;
}
private:
static bool s_reversez;
};
//------------------------------------------------------------------------------
// A model consists of one or more meshes
class Model
{
public:
Model() = default;
Model(Model&&) = default;
Model& operator= (Model&&) = default;
Model(Model const& other);
Model& operator= (Model const& rhs);
virtual ~Model();
ModelMesh::Collection meshes;
ModelBone::Collection bones;
ModelBone::TransformArray boneMatrices;
ModelBone::TransformArray invBindPoseMatrices;
std::wstring name;
// Draw all the meshes in the model
void XM_CALLCONV Draw(
_In_ ID3D11DeviceContext* deviceContext,
const CommonStates& states,
FXMMATRIX world, CXMMATRIX view, CXMMATRIX projection,
bool wireframe = false,
_In_ std::function<void __cdecl()> setCustomState = nullptr) const;
// Draw all the meshes using model bones
void XM_CALLCONV Draw(
_In_ ID3D11DeviceContext* deviceContext,
const CommonStates& states,
size_t nbones, _In_reads_(nbones) const XMMATRIX* boneTransforms,
FXMMATRIX world, CXMMATRIX view, CXMMATRIX projection,
bool wireframe = false,
_In_ std::function<void __cdecl()> setCustomState = nullptr) const;
// Draw all the meshes using skinning
void XM_CALLCONV DrawSkinned(
_In_ ID3D11DeviceContext* deviceContext,
const CommonStates& states,
size_t nbones, _In_reads_(nbones) const XMMATRIX* boneTransforms,
FXMMATRIX world, CXMMATRIX view, CXMMATRIX projection,
bool wireframe = false,
_In_ std::function<void __cdecl()> setCustomState = nullptr) const;
// Compute bone positions based on heirarchy and transform matrices
void __cdecl CopyAbsoluteBoneTransformsTo(
size_t nbones,
_Out_writes_(nbones) XMMATRIX* boneTransforms) const;
void __cdecl CopyAbsoluteBoneTransforms(
size_t nbones,
_In_reads_(nbones) const XMMATRIX* inBoneTransforms,
_Out_writes_(nbones) XMMATRIX* outBoneTransforms) const;
// Set bone matrices to a set of relative tansforms
void __cdecl CopyBoneTransformsFrom(
size_t nbones,
_In_reads_(nbones) const XMMATRIX* boneTransforms);
// Copies the relative bone matrices to a transform array
void __cdecl CopyBoneTransformsTo(
size_t nbones,
_Out_writes_(nbones) XMMATRIX* boneTransforms) const;
// Notify model that effects, parts list, or mesh list has changed
void __cdecl Modified() noexcept { mEffectCache.clear(); }
// Update all effects used by the model
void __cdecl UpdateEffects(_In_ std::function<void __cdecl(IEffect*)> setEffect);
// Loads a model from a Visual Studio Starter Kit .CMO file
static std::unique_ptr<Model> __cdecl CreateFromCMO(
_In_ ID3D11Device* device,
_In_reads_bytes_(dataSize) const uint8_t* meshData, size_t dataSize,
_In_ IEffectFactory& fxFactory,
ModelLoaderFlags flags = ModelLoader_CounterClockwise,
_Out_opt_ size_t* animsOffset = nullptr);
static std::unique_ptr<Model> __cdecl CreateFromCMO(
_In_ ID3D11Device* device,
_In_z_ const wchar_t* szFileName,
_In_ IEffectFactory& fxFactory,
ModelLoaderFlags flags = ModelLoader_CounterClockwise,
_Out_opt_ size_t* animsOffset = nullptr);
// Loads a model from a DirectX SDK .SDKMESH file
static std::unique_ptr<Model> __cdecl CreateFromSDKMESH(
_In_ ID3D11Device* device,
_In_reads_bytes_(dataSize) const uint8_t* meshData, _In_ size_t dataSize,
_In_ IEffectFactory& fxFactory,
ModelLoaderFlags flags = ModelLoader_Clockwise);
static std::unique_ptr<Model> __cdecl CreateFromSDKMESH(
_In_ ID3D11Device* device,
_In_z_ const wchar_t* szFileName,
_In_ IEffectFactory& fxFactory,
ModelLoaderFlags flags = ModelLoader_Clockwise);
// Loads a model from a .VBO file
static std::unique_ptr<Model> __cdecl CreateFromVBO(
_In_ ID3D11Device* device,
_In_reads_bytes_(dataSize) const uint8_t* meshData, _In_ size_t dataSize,
_In_ std::shared_ptr<IEffect> ieffect = nullptr,
ModelLoaderFlags flags = ModelLoader_Clockwise);
static std::unique_ptr<Model> __cdecl CreateFromVBO(
_In_ ID3D11Device* device,
_In_z_ const wchar_t* szFileName,
_In_ std::shared_ptr<IEffect> ieffect = nullptr,
ModelLoaderFlags flags = ModelLoader_Clockwise);
#if defined(_MSC_VER) && !defined(_NATIVE_WCHAR_T_DEFINED)
static std::unique_ptr<Model> __cdecl CreateFromCMO(
_In_ ID3D11Device* device,
_In_z_ const __wchar_t* szFileName,
_In_ IEffectFactory& fxFactory,
ModelLoaderFlags flags = ModelLoader_CounterClockwise,
_Out_opt_ size_t* animsOffset = nullptr);
static std::unique_ptr<Model> __cdecl CreateFromSDKMESH(
_In_ ID3D11Device* device,
_In_z_ const __wchar_t* szFileName,
_In_ IEffectFactory& fxFactory,
ModelLoaderFlags flags = ModelLoader_Clockwise);
static std::unique_ptr<Model> __cdecl CreateFromVBO(
_In_ ID3D11Device* device,
_In_z_ const __wchar_t* szFileName,
_In_ std::shared_ptr<IEffect> ieffect = nullptr,
ModelLoaderFlags flags = ModelLoader_Clockwise);
#endif // !_NATIVE_WCHAR_T_DEFINED
private:
std::set<IEffect*> mEffectCache;
void __cdecl ComputeAbsolute(uint32_t index,
CXMMATRIX local, size_t nbones,
_In_reads_(nbones) const XMMATRIX* inBoneTransforms,
_Inout_updates_(nbones) XMMATRIX* outBoneTransforms,
size_t& visited) const;
};
#ifdef __clang__
#pragma clang diagnostic push
#pragma clang diagnostic ignored "-Wdeprecated-dynamic-exception-spec"
#endif
DEFINE_ENUM_FLAG_OPERATORS(ModelLoaderFlags);
#ifdef __clang__
#pragma clang diagnostic pop
#endif
}
}

View File

@@ -0,0 +1,172 @@
//--------------------------------------------------------------------------------------
// File: Mouse.h
//
// 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
#if !defined(USING_XINPUT) && !defined(USING_GAMEINPUT) && !defined(USING_COREWINDOW)
#ifdef _GAMING_DESKTOP
#include <grdk.h>
#endif
#if (defined(WINAPI_FAMILY) && (WINAPI_FAMILY == WINAPI_FAMILY_GAMES)) || (defined(_GAMING_DESKTOP) && (_GRDK_EDITION >= 220600))
#define USING_GAMEINPUT
#elif (defined(WINAPI_FAMILY) && (WINAPI_FAMILY == WINAPI_FAMILY_APP)) || (defined(_XBOX_ONE) && defined(_TITLE))
#define USING_COREWINDOW
#endif
#endif // !USING_XINPUT && !USING_GAMEINPUT && !USING_WINDOWS_GAMING_INPUT
#if defined(USING_GAMEINPUT) && !defined(_GAMING_XBOX) && defined(_MSC_VER)
#pragma comment(lib,"gameinput.lib")
#endif
#include <memory>
#ifdef USING_COREWINDOW
namespace ABI { namespace Windows { namespace UI { namespace Core { struct ICoreWindow; } } } }
#endif
#ifdef __clang__
#pragma clang diagnostic push
#pragma clang diagnostic ignored "-Wunknown-pragmas"
#endif
namespace DirectX
{
class Mouse
{
public:
Mouse() noexcept(false);
Mouse(Mouse&&) noexcept;
Mouse& operator= (Mouse&&) noexcept;
Mouse(Mouse const&) = delete;
Mouse& operator=(Mouse const&) = delete;
virtual ~Mouse();
enum Mode
{
MODE_ABSOLUTE = 0,
MODE_RELATIVE,
};
struct State
{
bool leftButton;
bool middleButton;
bool rightButton;
bool xButton1;
bool xButton2;
int x;
int y;
int scrollWheelValue;
Mode positionMode;
};
class ButtonStateTracker
{
public:
enum ButtonState
{
UP = 0, // Button is up
HELD = 1, // Button is held down
RELEASED = 2, // Button was just released
PRESSED = 3, // Buton was just pressed
};
ButtonState leftButton;
ButtonState middleButton;
ButtonState rightButton;
ButtonState xButton1;
ButtonState xButton2;
#ifdef _PREFAST_
#pragma prefast(push)
#pragma prefast(disable : 26495, "Reset() performs the initialization")
#endif
ButtonStateTracker() noexcept { Reset(); }
#ifdef _PREFAST_
#pragma prefast(pop)
#endif
void __cdecl Update(const State& state) noexcept;
void __cdecl Reset() noexcept;
State __cdecl GetLastState() const noexcept { return lastState; }
private:
State lastState;
};
// Retrieve the current state of the mouse
State __cdecl GetState() const;
// Resets the accumulated scroll wheel value
void __cdecl ResetScrollWheelValue() noexcept;
// Sets mouse mode (defaults to absolute)
void __cdecl SetMode(Mode mode);
// Signals the end of frame (recommended, but optional)
void __cdecl EndOfInputFrame() noexcept;
// Feature detection
bool __cdecl IsConnected() const;
// Cursor visibility
bool __cdecl IsVisible() const noexcept;
void __cdecl SetVisible(bool visible);
#ifdef USING_COREWINDOW
void __cdecl SetWindow(ABI::Windows::UI::Core::ICoreWindow* window);
#ifdef __cplusplus_winrt
void __cdecl SetWindow(Windows::UI::Core::CoreWindow^ window)
{
// See https://msdn.microsoft.com/en-us/library/hh755802.aspx
SetWindow(reinterpret_cast<ABI::Windows::UI::Core::ICoreWindow*>(window));
}
#endif
#ifdef CPPWINRT_VERSION
void __cdecl SetWindow(winrt::Windows::UI::Core::CoreWindow window)
{
// See https://docs.microsoft.com/en-us/windows/uwp/cpp-and-winrt-apis/interop-winrt-abi
SetWindow(reinterpret_cast<ABI::Windows::UI::Core::ICoreWindow*>(winrt::get_abi(window)));
}
#endif
static void __cdecl SetDpi(float dpi);
#elif defined(WM_USER)
void __cdecl SetWindow(HWND window);
static void __cdecl ProcessMessage(UINT message, WPARAM wParam, LPARAM lParam);
#ifdef _GAMING_XBOX
static void __cdecl SetResolution(float scale);
#endif
#endif
// Singleton
static Mouse& __cdecl Get();
private:
// Private implementation.
class Impl;
std::unique_ptr<Impl> pImpl;
};
}
#ifdef __clang__
#pragma clang diagnostic pop
#endif

View File

@@ -0,0 +1,227 @@
//--------------------------------------------------------------------------------------
// File: PostProcess.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>
#include <functional>
#include <DirectXMath.h>
namespace DirectX
{
inline namespace DX11
{
//------------------------------------------------------------------------------
// Abstract interface representing a post-process pass
class IPostProcess
{
public:
virtual ~IPostProcess() = default;
IPostProcess(const IPostProcess&) = delete;
IPostProcess& operator=(const IPostProcess&) = delete;
virtual void __cdecl Process(_In_ ID3D11DeviceContext* deviceContext,
_In_ std::function<void __cdecl()> setCustomState = nullptr) = 0;
protected:
IPostProcess() = default;
IPostProcess(IPostProcess&&) = default;
IPostProcess& operator=(IPostProcess&&) = default;
};
//------------------------------------------------------------------------------
// Basic post-process
class BasicPostProcess : public IPostProcess
{
public:
enum Effect : unsigned int
{
Copy,
Monochrome,
Sepia,
DownScale_2x2,
DownScale_4x4,
GaussianBlur_5x5,
BloomExtract,
BloomBlur,
Effect_Max
};
explicit BasicPostProcess(_In_ ID3D11Device* device);
BasicPostProcess(BasicPostProcess&&) noexcept;
BasicPostProcess& operator= (BasicPostProcess&&) noexcept;
BasicPostProcess(BasicPostProcess const&) = delete;
BasicPostProcess& operator= (BasicPostProcess const&) = delete;
~BasicPostProcess() override;
// IPostProcess methods.
void __cdecl Process(
_In_ ID3D11DeviceContext* deviceContext,
_In_ std::function<void __cdecl()> setCustomState = nullptr) override;
// Shader control
void __cdecl SetEffect(Effect fx);
// Properties
void __cdecl SetSourceTexture(_In_opt_ ID3D11ShaderResourceView* value);
// Sets multiplier for GaussianBlur_5x5
void __cdecl SetGaussianParameter(float multiplier);
// Sets parameters for BloomExtract
void __cdecl SetBloomExtractParameter(float threshold);
// Sets parameters for BloomBlur
void __cdecl SetBloomBlurParameters(bool horizontal, float size, float brightness);
private:
// Private implementation.
class Impl;
std::unique_ptr<Impl> pImpl;
};
//------------------------------------------------------------------------------
// Dual-texure post-process
class DualPostProcess : public IPostProcess
{
public:
enum Effect : unsigned int
{
Merge,
BloomCombine,
Effect_Max
};
explicit DualPostProcess(_In_ ID3D11Device* device);
DualPostProcess(DualPostProcess&&) noexcept;
DualPostProcess& operator= (DualPostProcess&&) noexcept;
DualPostProcess(DualPostProcess const&) = delete;
DualPostProcess& operator= (DualPostProcess const&) = delete;
~DualPostProcess() override;
// IPostProcess methods.
void __cdecl Process(_In_ ID3D11DeviceContext* deviceContext,
_In_ std::function<void __cdecl()> setCustomState = nullptr) override;
// Shader control
void __cdecl SetEffect(Effect fx);
// Properties
void __cdecl SetSourceTexture(_In_opt_ ID3D11ShaderResourceView* value);
void __cdecl SetSourceTexture2(_In_opt_ ID3D11ShaderResourceView* value);
// Sets parameters for Merge
void __cdecl SetMergeParameters(float weight1, float weight2);
// Sets parameters for BloomCombine
void __cdecl SetBloomCombineParameters(float bloom, float base, float bloomSaturation, float baseSaturation);
private:
// Private implementation.
class Impl;
std::unique_ptr<Impl> pImpl;
};
//------------------------------------------------------------------------------
// Tone-map post-process
class ToneMapPostProcess : public IPostProcess
{
public:
// Tone-mapping operator
enum Operator : unsigned int
{
None, // Pass-through
Saturate, // Clamp [0,1]
Reinhard, // x/(1+x)
ACESFilmic,
Operator_Max
};
// Electro-Optical Transfer Function (EOTF)
enum TransferFunction : unsigned int
{
Linear, // Pass-through
SRGB, // sRGB (Rec.709 and approximate sRGB display curve)
ST2084, // HDR10 (Rec.2020 color primaries and ST.2084 display curve)
TransferFunction_Max
};
// Color Rotation Transform for HDR10
enum ColorPrimaryRotation : unsigned int
{
HDTV_to_UHDTV, // Rec.709 to Rec.2020
DCI_P3_D65_to_UHDTV, // DCI-P3-D65 (a.k.a Display P3 or P3D65) to Rec.2020
HDTV_to_DCI_P3_D65, // Rec.709 to DCI-P3-D65 (a.k.a Display P3 or P3D65)
};
explicit ToneMapPostProcess(_In_ ID3D11Device* device);
ToneMapPostProcess(ToneMapPostProcess&&) noexcept;
ToneMapPostProcess& operator= (ToneMapPostProcess&&) noexcept;
ToneMapPostProcess(ToneMapPostProcess const&) = delete;
ToneMapPostProcess& operator= (ToneMapPostProcess const&) = delete;
~ToneMapPostProcess() override;
// IPostProcess methods.
void __cdecl Process(_In_ ID3D11DeviceContext* deviceContext,
_In_ std::function<void __cdecl()> setCustomState = nullptr) override;
// Shader control
void __cdecl SetOperator(Operator op);
void __cdecl SetTransferFunction(TransferFunction func);
#if defined(_XBOX_ONE) && defined(_TITLE)
// Uses Multiple Render Targets to generate both HDR10 and GameDVR SDR signals
void __cdecl SetMRTOutput(bool value = true);
#endif
// Properties
void __cdecl SetHDRSourceTexture(_In_opt_ ID3D11ShaderResourceView* value);
// Sets the Color Rotation Transform for HDR10 signal output
void __cdecl SetColorRotation(ColorPrimaryRotation value);
void __cdecl SetColorRotation(CXMMATRIX value);
// Sets exposure value for LDR tonemap operators
void __cdecl SetExposure(float exposureValue);
// Sets ST.2084 parameter for how bright white should be in nits
void __cdecl SetST2084Parameter(float paperWhiteNits);
private:
// Private implementation.
class Impl;
std::unique_ptr<Impl> pImpl;
};
}
}

View File

@@ -0,0 +1,140 @@
//--------------------------------------------------------------------------------------
// File: PrimitiveBatch.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 <cstddef>
#include <cstdint>
#include <cstring>
#include <memory>
#include <utility>
namespace DirectX
{
inline namespace DX11
{
namespace Private
{
// Base class, not to be used directly: clients should access this via the derived PrimitiveBatch<T>.
class PrimitiveBatchBase
{
protected:
PrimitiveBatchBase(_In_ ID3D11DeviceContext* deviceContext, size_t maxIndices, size_t maxVertices, size_t vertexSize);
PrimitiveBatchBase(PrimitiveBatchBase&&) noexcept;
PrimitiveBatchBase& operator= (PrimitiveBatchBase&&) noexcept;
PrimitiveBatchBase(PrimitiveBatchBase const&) = delete;
PrimitiveBatchBase& operator= (PrimitiveBatchBase const&) = delete;
virtual ~PrimitiveBatchBase();
public:
// Begin/End a batch of primitive drawing operations.
void __cdecl Begin();
void __cdecl End();
protected:
// Internal, untyped drawing method.
void __cdecl Draw(D3D11_PRIMITIVE_TOPOLOGY topology, bool isIndexed, _In_opt_count_(indexCount) uint16_t const* indices, size_t indexCount, size_t vertexCount, _Out_ void** pMappedVertices);
private:
// Private implementation.
class Impl;
std::unique_ptr<Impl> pImpl;
};
}
// Template makes the API typesafe, eg. PrimitiveBatch<VertexPositionColor>.
template<typename TVertex>
class PrimitiveBatch : public Private::PrimitiveBatchBase
{
static constexpr size_t DefaultBatchSize = 2048;
public:
explicit PrimitiveBatch(_In_ ID3D11DeviceContext* deviceContext, size_t maxIndices = DefaultBatchSize * 3, size_t maxVertices = DefaultBatchSize)
: PrimitiveBatchBase(deviceContext, maxIndices, maxVertices, sizeof(TVertex))
{
}
PrimitiveBatch(PrimitiveBatch&&) = default;
PrimitiveBatch& operator= (PrimitiveBatch&&) = default;
PrimitiveBatch(PrimitiveBatch const&) = delete;
PrimitiveBatch& operator= (PrimitiveBatch const&) = delete;
// Similar to the D3D9 API DrawPrimitiveUP.
void Draw(D3D11_PRIMITIVE_TOPOLOGY topology, _In_reads_(vertexCount) TVertex const* vertices, size_t vertexCount)
{
void* mappedVertices;
PrimitiveBatchBase::Draw(topology, false, nullptr, 0, vertexCount, &mappedVertices);
memcpy(mappedVertices, vertices, vertexCount * sizeof(TVertex));
}
// Similar to the D3D9 API DrawIndexedPrimitiveUP.
void DrawIndexed(D3D11_PRIMITIVE_TOPOLOGY topology, _In_reads_(indexCount) uint16_t const* indices, size_t indexCount, _In_reads_(vertexCount) TVertex const* vertices, size_t vertexCount)
{
void* mappedVertices;
PrimitiveBatchBase::Draw(topology, true, indices, indexCount, vertexCount, &mappedVertices);
memcpy(mappedVertices, vertices, vertexCount * sizeof(TVertex));
}
void DrawLine(TVertex const& v1, TVertex const& v2)
{
TVertex* mappedVertices;
PrimitiveBatchBase::Draw(D3D11_PRIMITIVE_TOPOLOGY_LINELIST, false, nullptr, 0, 2, reinterpret_cast<void**>(&mappedVertices));
mappedVertices[0] = v1;
mappedVertices[1] = v2;
}
void DrawTriangle(TVertex const& v1, TVertex const& v2, TVertex const& v3)
{
TVertex* mappedVertices;
PrimitiveBatchBase::Draw(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST, false, nullptr, 0, 3, reinterpret_cast<void**>(&mappedVertices));
mappedVertices[0] = v1;
mappedVertices[1] = v2;
mappedVertices[2] = v3;
}
void DrawQuad(TVertex const& v1, TVertex const& v2, TVertex const& v3, TVertex const& v4)
{
static const uint16_t quadIndices[] = { 0, 1, 2, 0, 2, 3 };
TVertex* mappedVertices;
PrimitiveBatchBase::Draw(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST, true, quadIndices, 6, 4, reinterpret_cast<void**>(&mappedVertices));
mappedVertices[0] = v1;
mappedVertices[1] = v2;
mappedVertices[2] = v3;
mappedVertices[3] = v4;
}
};
}
}

View File

@@ -0,0 +1,54 @@
//--------------------------------------------------------------------------------------
// File: ScreenGrab.h
//
// Function for capturing a 2D texture and saving it to a file (aka a 'screenshot'
// when used on a Direct3D Render Target).
//
// Note these functions are useful as a light-weight runtime screen grabber. For
// full-featured texture capture, DDS 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 <functional>
#if defined(NTDDI_WIN10_FE) || defined(__MINGW32__)
#include <ocidl.h>
#else
#include <OCIdl.h>
#endif
#ifdef _MSC_VER
#pragma comment(lib,"uuid.lib")
#endif
namespace DirectX
{
HRESULT __cdecl SaveDDSTextureToFile(
_In_ ID3D11DeviceContext* pContext,
_In_ ID3D11Resource* pSource,
_In_z_ const wchar_t* fileName) noexcept;
HRESULT __cdecl SaveWICTextureToFile(
_In_ ID3D11DeviceContext* pContext,
_In_ ID3D11Resource* pSource,
_In_ REFGUID guidContainerFormat,
_In_z_ const wchar_t* fileName,
_In_opt_ const GUID* targetFormat = nullptr,
_In_ std::function<void __cdecl(IPropertyBag2*)> setCustomProps = nullptr,
_In_ bool forceSRGB = false);
}

File diff suppressed because it is too large Load Diff

File diff suppressed because it is too large Load Diff

View File

@@ -0,0 +1,102 @@
//--------------------------------------------------------------------------------------
// File: SpriteBatch.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>
#include <dxgi1_2.h>
#endif
#include <cstdint>
#include <functional>
#include <memory>
#include <DirectXMath.h>
#include <DirectXColors.h>
namespace DirectX
{
inline namespace DX11
{
enum SpriteSortMode
{
SpriteSortMode_Deferred,
SpriteSortMode_Immediate,
SpriteSortMode_Texture,
SpriteSortMode_BackToFront,
SpriteSortMode_FrontToBack,
};
enum SpriteEffects : uint32_t
{
SpriteEffects_None = 0,
SpriteEffects_FlipHorizontally = 1,
SpriteEffects_FlipVertically = 2,
SpriteEffects_FlipBoth = SpriteEffects_FlipHorizontally | SpriteEffects_FlipVertically,
};
class SpriteBatch
{
public:
explicit SpriteBatch(_In_ ID3D11DeviceContext* deviceContext);
SpriteBatch(SpriteBatch&&) noexcept;
SpriteBatch& operator= (SpriteBatch&&) noexcept;
SpriteBatch(SpriteBatch const&) = delete;
SpriteBatch& operator= (SpriteBatch const&) = delete;
virtual ~SpriteBatch();
// Begin/End a batch of sprite drawing operations.
void XM_CALLCONV Begin(SpriteSortMode sortMode = SpriteSortMode_Deferred,
_In_opt_ ID3D11BlendState* blendState = nullptr,
_In_opt_ ID3D11SamplerState* samplerState = nullptr,
_In_opt_ ID3D11DepthStencilState* depthStencilState = nullptr,
_In_opt_ ID3D11RasterizerState* rasterizerState = nullptr,
_In_ std::function<void __cdecl()> setCustomShaders = nullptr,
FXMMATRIX transformMatrix = MatrixIdentity);
void __cdecl End();
// Draw overloads specifying position, origin and scale as XMFLOAT2.
void XM_CALLCONV Draw(_In_ ID3D11ShaderResourceView* texture, XMFLOAT2 const& position, FXMVECTOR color = Colors::White);
void XM_CALLCONV Draw(_In_ ID3D11ShaderResourceView* texture, XMFLOAT2 const& position, _In_opt_ RECT const* sourceRectangle, FXMVECTOR color = Colors::White, float rotation = 0, XMFLOAT2 const& origin = Float2Zero, float scale = 1, SpriteEffects effects = SpriteEffects_None, float layerDepth = 0);
void XM_CALLCONV Draw(_In_ ID3D11ShaderResourceView* texture, XMFLOAT2 const& position, _In_opt_ RECT const* sourceRectangle, FXMVECTOR color, float rotation, XMFLOAT2 const& origin, XMFLOAT2 const& scale, SpriteEffects effects = SpriteEffects_None, float layerDepth = 0);
// Draw overloads specifying position, origin and scale via the first two components of an XMVECTOR.
void XM_CALLCONV Draw(_In_ ID3D11ShaderResourceView* texture, FXMVECTOR position, FXMVECTOR color = Colors::White);
void XM_CALLCONV Draw(_In_ ID3D11ShaderResourceView* texture, FXMVECTOR position, _In_opt_ RECT const* sourceRectangle, FXMVECTOR color = Colors::White, float rotation = 0, FXMVECTOR origin = g_XMZero, float scale = 1, SpriteEffects effects = SpriteEffects_None, float layerDepth = 0);
void XM_CALLCONV Draw(_In_ ID3D11ShaderResourceView* texture, FXMVECTOR position, _In_opt_ RECT const* sourceRectangle, FXMVECTOR color, float rotation, FXMVECTOR origin, GXMVECTOR scale, SpriteEffects effects = SpriteEffects_None, float layerDepth = 0);
// Draw overloads specifying position as a RECT.
void XM_CALLCONV Draw(_In_ ID3D11ShaderResourceView* texture, RECT const& destinationRectangle, FXMVECTOR color = Colors::White);
void XM_CALLCONV Draw(_In_ ID3D11ShaderResourceView* texture, RECT const& destinationRectangle, _In_opt_ RECT const* sourceRectangle, FXMVECTOR color = Colors::White, float rotation = 0, XMFLOAT2 const& origin = Float2Zero, SpriteEffects effects = SpriteEffects_None, float layerDepth = 0);
// Rotation mode to be applied to the sprite transformation
void __cdecl SetRotation(DXGI_MODE_ROTATION mode);
DXGI_MODE_ROTATION __cdecl GetRotation() const noexcept;
// Set viewport for sprite transformation
void __cdecl SetViewport(const D3D11_VIEWPORT& viewPort);
private:
// Private implementation.
struct Impl;
std::unique_ptr<Impl> pImpl;
static const XMMATRIX MatrixIdentity;
static const XMFLOAT2 Float2Zero;
};
}
}

View File

@@ -0,0 +1,116 @@
//--------------------------------------------------------------------------------------
// File: SpriteFont.h
//
// Copyright (c) Microsoft Corporation.
// Licensed under the MIT License.
//
// http://go.microsoft.com/fwlink/?LinkId=248929
//--------------------------------------------------------------------------------------
#pragma once
#include "SpriteBatch.h"
#include <cstddef>
#include <cstdint>
#include <memory>
namespace DirectX
{
inline namespace DX11
{
class SpriteFont
{
public:
struct Glyph;
SpriteFont(_In_ ID3D11Device* device, _In_z_ wchar_t const* fileName, bool forceSRGB = false);
SpriteFont(_In_ ID3D11Device* device, _In_reads_bytes_(dataSize) uint8_t const* dataBlob, _In_ size_t dataSize, bool forceSRGB = false);
SpriteFont(_In_ ID3D11ShaderResourceView* texture, _In_reads_(glyphCount) Glyph const* glyphs, _In_ size_t glyphCount, _In_ float lineSpacing);
SpriteFont(SpriteFont&&) noexcept;
SpriteFont& operator= (SpriteFont&&) noexcept;
SpriteFont(SpriteFont const&) = delete;
SpriteFont& operator= (SpriteFont const&) = delete;
virtual ~SpriteFont();
// Wide-character / UTF-16LE
void XM_CALLCONV DrawString(_In_ SpriteBatch* spriteBatch, _In_z_ wchar_t const* text, XMFLOAT2 const& position, FXMVECTOR color = Colors::White, float rotation = 0, XMFLOAT2 const& origin = Float2Zero, float scale = 1, SpriteEffects effects = SpriteEffects_None, float layerDepth = 0) const;
void XM_CALLCONV DrawString(_In_ SpriteBatch* spriteBatch, _In_z_ wchar_t const* text, XMFLOAT2 const& position, FXMVECTOR color, float rotation, XMFLOAT2 const& origin, XMFLOAT2 const& scale, SpriteEffects effects = SpriteEffects_None, float layerDepth = 0) const;
void XM_CALLCONV DrawString(_In_ SpriteBatch* spriteBatch, _In_z_ wchar_t const* text, FXMVECTOR position, FXMVECTOR color = Colors::White, float rotation = 0, FXMVECTOR origin = g_XMZero, float scale = 1, SpriteEffects effects = SpriteEffects_None, float layerDepth = 0) const;
void XM_CALLCONV DrawString(_In_ SpriteBatch* spriteBatch, _In_z_ wchar_t const* text, FXMVECTOR position, FXMVECTOR color, float rotation, FXMVECTOR origin, GXMVECTOR scale, SpriteEffects effects = SpriteEffects_None, float layerDepth = 0) const;
XMVECTOR XM_CALLCONV MeasureString(_In_z_ wchar_t const* text, bool ignoreWhitespace = true) const;
RECT __cdecl MeasureDrawBounds(_In_z_ wchar_t const* text, XMFLOAT2 const& position, bool ignoreWhitespace = true) const;
RECT XM_CALLCONV MeasureDrawBounds(_In_z_ wchar_t const* text, FXMVECTOR position, bool ignoreWhitespace = true) const;
// UTF-8
void XM_CALLCONV DrawString(_In_ SpriteBatch* spriteBatch, _In_z_ char const* text, XMFLOAT2 const& position, FXMVECTOR color = Colors::White, float rotation = 0, XMFLOAT2 const& origin = Float2Zero, float scale = 1, SpriteEffects effects = SpriteEffects_None, float layerDepth = 0) const;
void XM_CALLCONV DrawString(_In_ SpriteBatch* spriteBatch, _In_z_ char const* text, XMFLOAT2 const& position, FXMVECTOR color, float rotation, XMFLOAT2 const& origin, XMFLOAT2 const& scale, SpriteEffects effects = SpriteEffects_None, float layerDepth = 0) const;
void XM_CALLCONV DrawString(_In_ SpriteBatch* spriteBatch, _In_z_ char const* text, FXMVECTOR position, FXMVECTOR color = Colors::White, float rotation = 0, FXMVECTOR origin = g_XMZero, float scale = 1, SpriteEffects effects = SpriteEffects_None, float layerDepth = 0) const;
void XM_CALLCONV DrawString(_In_ SpriteBatch* spriteBatch, _In_z_ char const* text, FXMVECTOR position, FXMVECTOR color, float rotation, FXMVECTOR origin, GXMVECTOR scale, SpriteEffects effects = SpriteEffects_None, float layerDepth = 0) const;
XMVECTOR XM_CALLCONV MeasureString(_In_z_ char const* text, bool ignoreWhitespace = true) const;
RECT __cdecl MeasureDrawBounds(_In_z_ char const* text, XMFLOAT2 const& position, bool ignoreWhitespace = true) const;
RECT XM_CALLCONV MeasureDrawBounds(_In_z_ char const* text, FXMVECTOR position, bool ignoreWhitespace = true) const;
// Spacing properties
float __cdecl GetLineSpacing() const noexcept;
void __cdecl SetLineSpacing(float spacing);
// Font properties
wchar_t __cdecl GetDefaultCharacter() const noexcept;
void __cdecl SetDefaultCharacter(wchar_t character);
bool __cdecl ContainsCharacter(wchar_t character) const;
// Custom layout/rendering
Glyph const* __cdecl FindGlyph(wchar_t character) const;
void __cdecl GetSpriteSheet(ID3D11ShaderResourceView** texture) const;
// Describes a single character glyph.
struct Glyph
{
uint32_t Character;
RECT Subrect;
float XOffset;
float YOffset;
float XAdvance;
};
#if defined(_MSC_VER) && !defined(_NATIVE_WCHAR_T_DEFINED)
SpriteFont(_In_ ID3D11Device* device, _In_z_ __wchar_t const* fileName, bool forceSRGB = false);
void XM_CALLCONV DrawString(_In_ SpriteBatch* spriteBatch, _In_z_ __wchar_t const* text, XMFLOAT2 const& position, FXMVECTOR color = Colors::White, float rotation = 0, XMFLOAT2 const& origin = Float2Zero, float scale = 1, SpriteEffects effects = SpriteEffects_None, float layerDepth = 0) const;
void XM_CALLCONV DrawString(_In_ SpriteBatch* spriteBatch, _In_z_ __wchar_t const* text, XMFLOAT2 const& position, FXMVECTOR color, float rotation, XMFLOAT2 const& origin, XMFLOAT2 const& scale, SpriteEffects effects = SpriteEffects_None, float layerDepth = 0) const;
void XM_CALLCONV DrawString(_In_ SpriteBatch* spriteBatch, _In_z_ __wchar_t const* text, FXMVECTOR position, FXMVECTOR color = Colors::White, float rotation = 0, FXMVECTOR origin = g_XMZero, float scale = 1, SpriteEffects effects = SpriteEffects_None, float layerDepth = 0) const;
void XM_CALLCONV DrawString(_In_ SpriteBatch* spriteBatch, _In_z_ __wchar_t const* text, FXMVECTOR position, FXMVECTOR color, float rotation, FXMVECTOR origin, GXMVECTOR scale, SpriteEffects effects = SpriteEffects_None, float layerDepth = 0) const;
XMVECTOR XM_CALLCONV MeasureString(_In_z_ __wchar_t const* text, bool ignoreWhitespace = true) const;
RECT __cdecl MeasureDrawBounds(_In_z_ __wchar_t const* text, XMFLOAT2 const& position, bool ignoreWhitespace = true) const;
RECT XM_CALLCONV MeasureDrawBounds(_In_z_ __wchar_t const* text, FXMVECTOR position, bool ignoreWhitespace = true) const;
void __cdecl SetDefaultCharacter(__wchar_t character);
bool __cdecl ContainsCharacter(__wchar_t character) const;
Glyph const* __cdecl FindGlyph(__wchar_t character) const;
#endif // !_NATIVE_WCHAR_T_DEFINED
private:
// Private implementation.
class Impl;
std::unique_ptr<Impl> pImpl;
static const XMFLOAT2 Float2Zero;
};
}
}

View File

@@ -0,0 +1,504 @@
//--------------------------------------------------------------------------------------
// File: VertexTypes.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 <cstdint>
#include <DirectXMath.h>
namespace DirectX
{
inline namespace DX11
{
// Vertex struct holding position information.
struct VertexPosition
{
VertexPosition() = default;
VertexPosition(const VertexPosition&) = default;
VertexPosition& operator=(const VertexPosition&) = default;
VertexPosition(VertexPosition&&) = default;
VertexPosition& operator=(VertexPosition&&) = default;
VertexPosition(XMFLOAT3 const& iposition) noexcept
: position(iposition)
{
}
VertexPosition(FXMVECTOR iposition) noexcept
{
XMStoreFloat3(&this->position, iposition);
}
XMFLOAT3 position;
static constexpr unsigned int InputElementCount = 1;
static const D3D11_INPUT_ELEMENT_DESC InputElements[InputElementCount];
};
// Vertex struct holding position and color information.
struct VertexPositionColor
{
VertexPositionColor() = default;
VertexPositionColor(const VertexPositionColor&) = default;
VertexPositionColor& operator=(const VertexPositionColor&) = default;
VertexPositionColor(VertexPositionColor&&) = default;
VertexPositionColor& operator=(VertexPositionColor&&) = default;
VertexPositionColor(XMFLOAT3 const& iposition, XMFLOAT4 const& icolor) noexcept
: position(iposition),
color(icolor)
{
}
VertexPositionColor(FXMVECTOR iposition, FXMVECTOR icolor) noexcept
{
XMStoreFloat3(&this->position, iposition);
XMStoreFloat4(&this->color, icolor);
}
XMFLOAT3 position;
XMFLOAT4 color;
static constexpr unsigned int InputElementCount = 2;
static const D3D11_INPUT_ELEMENT_DESC InputElements[InputElementCount];
};
// Vertex struct holding position and texture mapping information.
struct VertexPositionTexture
{
VertexPositionTexture() = default;
VertexPositionTexture(const VertexPositionTexture&) = default;
VertexPositionTexture& operator=(const VertexPositionTexture&) = default;
VertexPositionTexture(VertexPositionTexture&&) = default;
VertexPositionTexture& operator=(VertexPositionTexture&&) = default;
VertexPositionTexture(XMFLOAT3 const& iposition, XMFLOAT2 const& itextureCoordinate) noexcept
: position(iposition),
textureCoordinate(itextureCoordinate)
{
}
VertexPositionTexture(FXMVECTOR iposition, FXMVECTOR itextureCoordinate) noexcept
{
XMStoreFloat3(&this->position, iposition);
XMStoreFloat2(&this->textureCoordinate, itextureCoordinate);
}
XMFLOAT3 position;
XMFLOAT2 textureCoordinate;
static constexpr unsigned int InputElementCount = 2;
static const D3D11_INPUT_ELEMENT_DESC InputElements[InputElementCount];
};
// Vertex struct holding position and dual texture mapping information.
struct VertexPositionDualTexture
{
VertexPositionDualTexture() = default;
VertexPositionDualTexture(const VertexPositionDualTexture&) = default;
VertexPositionDualTexture& operator=(const VertexPositionDualTexture&) = default;
VertexPositionDualTexture(VertexPositionDualTexture&&) = default;
VertexPositionDualTexture& operator=(VertexPositionDualTexture&&) = default;
VertexPositionDualTexture(
XMFLOAT3 const& iposition,
XMFLOAT2 const& itextureCoordinate0,
XMFLOAT2 const& itextureCoordinate1) noexcept
: position(iposition),
textureCoordinate0(itextureCoordinate0),
textureCoordinate1(itextureCoordinate1)
{
}
VertexPositionDualTexture(
FXMVECTOR iposition,
FXMVECTOR itextureCoordinate0,
FXMVECTOR itextureCoordinate1) noexcept
{
XMStoreFloat3(&this->position, iposition);
XMStoreFloat2(&this->textureCoordinate0, itextureCoordinate0);
XMStoreFloat2(&this->textureCoordinate1, itextureCoordinate1);
}
XMFLOAT3 position;
XMFLOAT2 textureCoordinate0;
XMFLOAT2 textureCoordinate1;
static constexpr unsigned int InputElementCount = 3;
static const D3D11_INPUT_ELEMENT_DESC InputElements[InputElementCount];
};
// Vertex struct holding position and normal vector.
struct VertexPositionNormal
{
VertexPositionNormal() = default;
VertexPositionNormal(const VertexPositionNormal&) = default;
VertexPositionNormal& operator=(const VertexPositionNormal&) = default;
VertexPositionNormal(VertexPositionNormal&&) = default;
VertexPositionNormal& operator=(VertexPositionNormal&&) = default;
VertexPositionNormal(XMFLOAT3 const& iposition, XMFLOAT3 const& inormal) noexcept
: position(iposition),
normal(inormal)
{
}
VertexPositionNormal(FXMVECTOR iposition, FXMVECTOR inormal) noexcept
{
XMStoreFloat3(&this->position, iposition);
XMStoreFloat3(&this->normal, inormal);
}
XMFLOAT3 position;
XMFLOAT3 normal;
static constexpr unsigned int InputElementCount = 2;
static const D3D11_INPUT_ELEMENT_DESC InputElements[InputElementCount];
};
// Vertex struct holding position, color, and texture mapping information.
struct VertexPositionColorTexture
{
VertexPositionColorTexture() = default;
VertexPositionColorTexture(const VertexPositionColorTexture&) = default;
VertexPositionColorTexture& operator=(const VertexPositionColorTexture&) = default;
VertexPositionColorTexture(VertexPositionColorTexture&&) = default;
VertexPositionColorTexture& operator=(VertexPositionColorTexture&&) = default;
VertexPositionColorTexture(XMFLOAT3 const& iposition, XMFLOAT4 const& icolor, XMFLOAT2 const& itextureCoordinate) noexcept
: position(iposition),
color(icolor),
textureCoordinate(itextureCoordinate)
{
}
VertexPositionColorTexture(FXMVECTOR iposition, FXMVECTOR icolor, FXMVECTOR itextureCoordinate) noexcept
{
XMStoreFloat3(&this->position, iposition);
XMStoreFloat4(&this->color, icolor);
XMStoreFloat2(&this->textureCoordinate, itextureCoordinate);
}
XMFLOAT3 position;
XMFLOAT4 color;
XMFLOAT2 textureCoordinate;
static constexpr unsigned int InputElementCount = 3;
static const D3D11_INPUT_ELEMENT_DESC InputElements[InputElementCount];
};
// Vertex struct holding position, normal vector, and color information.
struct VertexPositionNormalColor
{
VertexPositionNormalColor() = default;
VertexPositionNormalColor(const VertexPositionNormalColor&) = default;
VertexPositionNormalColor& operator=(const VertexPositionNormalColor&) = default;
VertexPositionNormalColor(VertexPositionNormalColor&&) = default;
VertexPositionNormalColor& operator=(VertexPositionNormalColor&&) = default;
VertexPositionNormalColor(XMFLOAT3 const& iposition, XMFLOAT3 const& inormal, XMFLOAT4 const& icolor) noexcept
: position(iposition),
normal(inormal),
color(icolor)
{
}
VertexPositionNormalColor(FXMVECTOR iposition, FXMVECTOR inormal, FXMVECTOR icolor) noexcept
{
XMStoreFloat3(&this->position, iposition);
XMStoreFloat3(&this->normal, inormal);
XMStoreFloat4(&this->color, icolor);
}
XMFLOAT3 position;
XMFLOAT3 normal;
XMFLOAT4 color;
static constexpr unsigned int InputElementCount = 3;
static const D3D11_INPUT_ELEMENT_DESC InputElements[InputElementCount];
};
// Vertex struct holding position, normal vector, and texture mapping information.
struct VertexPositionNormalTexture
{
VertexPositionNormalTexture() = default;
VertexPositionNormalTexture(const VertexPositionNormalTexture&) = default;
VertexPositionNormalTexture& operator=(const VertexPositionNormalTexture&) = default;
VertexPositionNormalTexture(VertexPositionNormalTexture&&) = default;
VertexPositionNormalTexture& operator=(VertexPositionNormalTexture&&) = default;
VertexPositionNormalTexture(XMFLOAT3 const& iposition, XMFLOAT3 const& inormal, XMFLOAT2 const& itextureCoordinate) noexcept
: position(iposition),
normal(inormal),
textureCoordinate(itextureCoordinate)
{
}
VertexPositionNormalTexture(FXMVECTOR iposition, FXMVECTOR inormal, FXMVECTOR itextureCoordinate) noexcept
{
XMStoreFloat3(&this->position, iposition);
XMStoreFloat3(&this->normal, inormal);
XMStoreFloat2(&this->textureCoordinate, itextureCoordinate);
}
XMFLOAT3 position;
XMFLOAT3 normal;
XMFLOAT2 textureCoordinate;
static constexpr unsigned int InputElementCount = 3;
static const D3D11_INPUT_ELEMENT_DESC InputElements[InputElementCount];
};
// Vertex struct holding position, normal vector, color, and texture mapping information.
struct VertexPositionNormalColorTexture
{
VertexPositionNormalColorTexture() = default;
VertexPositionNormalColorTexture(const VertexPositionNormalColorTexture&) = default;
VertexPositionNormalColorTexture& operator=(const VertexPositionNormalColorTexture&) = default;
VertexPositionNormalColorTexture(VertexPositionNormalColorTexture&&) = default;
VertexPositionNormalColorTexture& operator=(VertexPositionNormalColorTexture&&) = default;
VertexPositionNormalColorTexture(
XMFLOAT3 const& iposition,
XMFLOAT3 const& inormal,
XMFLOAT4 const& icolor,
XMFLOAT2 const& itextureCoordinate) noexcept
: position(iposition),
normal(inormal),
color(icolor),
textureCoordinate(itextureCoordinate)
{
}
VertexPositionNormalColorTexture(FXMVECTOR iposition, FXMVECTOR inormal, FXMVECTOR icolor, CXMVECTOR itextureCoordinate) noexcept
{
XMStoreFloat3(&this->position, iposition);
XMStoreFloat3(&this->normal, inormal);
XMStoreFloat4(&this->color, icolor);
XMStoreFloat2(&this->textureCoordinate, itextureCoordinate);
}
XMFLOAT3 position;
XMFLOAT3 normal;
XMFLOAT4 color;
XMFLOAT2 textureCoordinate;
static constexpr unsigned int InputElementCount = 4;
static const D3D11_INPUT_ELEMENT_DESC InputElements[InputElementCount];
};
// Vertex struct for Visual Studio Shader Designer (DGSL) holding position, normal,
// tangent, color (RGBA), and texture mapping information
struct VertexPositionNormalTangentColorTexture
{
VertexPositionNormalTangentColorTexture() = default;
VertexPositionNormalTangentColorTexture(const VertexPositionNormalTangentColorTexture&) = default;
VertexPositionNormalTangentColorTexture& operator=(const VertexPositionNormalTangentColorTexture&) = default;
VertexPositionNormalTangentColorTexture(VertexPositionNormalTangentColorTexture&&) = default;
VertexPositionNormalTangentColorTexture& operator=(VertexPositionNormalTangentColorTexture&&) = default;
XMFLOAT3 position;
XMFLOAT3 normal;
XMFLOAT4 tangent;
uint32_t color;
XMFLOAT2 textureCoordinate;
VertexPositionNormalTangentColorTexture(
XMFLOAT3 const& iposition,
XMFLOAT3 const& inormal,
XMFLOAT4 const& itangent,
uint32_t irgba,
XMFLOAT2 const& itextureCoordinate) noexcept
: position(iposition),
normal(inormal),
tangent(itangent),
color(irgba),
textureCoordinate(itextureCoordinate)
{
}
VertexPositionNormalTangentColorTexture(
FXMVECTOR iposition,
FXMVECTOR inormal,
FXMVECTOR itangent,
uint32_t irgba,
CXMVECTOR itextureCoordinate) noexcept
: color(irgba)
{
XMStoreFloat3(&this->position, iposition);
XMStoreFloat3(&this->normal, inormal);
XMStoreFloat4(&this->tangent, itangent);
XMStoreFloat2(&this->textureCoordinate, itextureCoordinate);
}
VertexPositionNormalTangentColorTexture(
XMFLOAT3 const& iposition,
XMFLOAT3 const& inormal,
XMFLOAT4 const& itangent,
XMFLOAT4 const& icolor,
XMFLOAT2 const& itextureCoordinate) noexcept
: position(iposition),
normal(inormal),
tangent(itangent),
color{},
textureCoordinate(itextureCoordinate)
{
SetColor(icolor);
}
VertexPositionNormalTangentColorTexture(
FXMVECTOR iposition,
FXMVECTOR inormal,
FXMVECTOR itangent,
CXMVECTOR icolor,
CXMVECTOR itextureCoordinate) noexcept
: color{}
{
XMStoreFloat3(&this->position, iposition);
XMStoreFloat3(&this->normal, inormal);
XMStoreFloat4(&this->tangent, itangent);
XMStoreFloat2(&this->textureCoordinate, itextureCoordinate);
SetColor(icolor);
}
void __cdecl SetColor(XMFLOAT4 const& icolor) noexcept { SetColor(XMLoadFloat4(&icolor)); }
void XM_CALLCONV SetColor(FXMVECTOR icolor) noexcept;
static constexpr unsigned int InputElementCount = 5;
static const D3D11_INPUT_ELEMENT_DESC InputElements[InputElementCount];
};
// Vertex struct for Visual Studio Shader Designer (DGSL) holding position, normal,
// tangent, color (RGBA), texture mapping information, and skinning weights
struct VertexPositionNormalTangentColorTextureSkinning : public VertexPositionNormalTangentColorTexture
{
VertexPositionNormalTangentColorTextureSkinning() = default;
VertexPositionNormalTangentColorTextureSkinning(const VertexPositionNormalTangentColorTextureSkinning&) = default;
VertexPositionNormalTangentColorTextureSkinning& operator=(const VertexPositionNormalTangentColorTextureSkinning&) = default;
VertexPositionNormalTangentColorTextureSkinning(VertexPositionNormalTangentColorTextureSkinning&&) = default;
VertexPositionNormalTangentColorTextureSkinning& operator=(VertexPositionNormalTangentColorTextureSkinning&&) = default;
uint32_t indices;
uint32_t weights;
VertexPositionNormalTangentColorTextureSkinning(
XMFLOAT3 const& iposition,
XMFLOAT3 const& inormal,
XMFLOAT4 const& itangent,
uint32_t irgba,
XMFLOAT2 const& itextureCoordinate,
XMUINT4 const& iindices,
XMFLOAT4 const& iweights) noexcept
: VertexPositionNormalTangentColorTexture(iposition, inormal, itangent, irgba, itextureCoordinate),
indices{},
weights{}
{
SetBlendIndices(iindices);
SetBlendWeights(iweights);
}
VertexPositionNormalTangentColorTextureSkinning(
FXMVECTOR iposition,
FXMVECTOR inormal,
FXMVECTOR itangent,
uint32_t irgba,
CXMVECTOR itextureCoordinate,
XMUINT4 const& iindices,
CXMVECTOR iweights) noexcept
: VertexPositionNormalTangentColorTexture(iposition, inormal, itangent, irgba, itextureCoordinate),
indices{},
weights{}
{
SetBlendIndices(iindices);
SetBlendWeights(iweights);
}
VertexPositionNormalTangentColorTextureSkinning(
XMFLOAT3 const& iposition,
XMFLOAT3 const& inormal,
XMFLOAT4 const& itangent,
XMFLOAT4 const& icolor,
XMFLOAT2 const& itextureCoordinate,
XMUINT4 const& iindices,
XMFLOAT4 const& iweights) noexcept
: VertexPositionNormalTangentColorTexture(iposition, inormal, itangent, icolor, itextureCoordinate),
indices{},
weights{}
{
SetBlendIndices(iindices);
SetBlendWeights(iweights);
}
VertexPositionNormalTangentColorTextureSkinning(
FXMVECTOR iposition,
FXMVECTOR inormal,
FXMVECTOR itangent,
CXMVECTOR icolor,
CXMVECTOR itextureCoordinate,
XMUINT4 const& iindices,
CXMVECTOR iweights) noexcept
: VertexPositionNormalTangentColorTexture(iposition, inormal, itangent, icolor, itextureCoordinate),
indices{},
weights{}
{
SetBlendIndices(iindices);
SetBlendWeights(iweights);
}
void __cdecl SetBlendIndices(XMUINT4 const& iindices) noexcept;
void __cdecl SetBlendWeights(XMFLOAT4 const& iweights) noexcept { SetBlendWeights(XMLoadFloat4(&iweights)); }
void XM_CALLCONV SetBlendWeights(FXMVECTOR iweights) noexcept;
static constexpr unsigned int InputElementCount = 7;
static const D3D11_INPUT_ELEMENT_DESC InputElements[InputElementCount];
};
}
}

View File

@@ -0,0 +1,177 @@
//--------------------------------------------------------------------------------------
// File: WICTextureLoader.h
//
// Function for loading a WIC image and creating a Direct3D runtime texture for it
// (auto-generating mipmaps if possible)
//
// Note: Assumes application has already called CoInitializeEx
//
// Warning: CreateWICTexture* functions are not thread-safe if given a d3dContext instance for
// auto-gen mipmap support.
//
// Note these functions are useful for images created as simple 2D textures. For
// more complex resources, DDSTextureLoader is an excellent light-weight runtime loader.
// 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>
#ifdef _MSC_VER
#pragma comment(lib,"uuid.lib")
#endif
namespace DirectX
{
inline namespace DX11
{
enum WIC_LOADER_FLAGS : uint32_t
{
WIC_LOADER_DEFAULT = 0,
WIC_LOADER_FORCE_SRGB = 0x1,
WIC_LOADER_IGNORE_SRGB = 0x2,
WIC_LOADER_SRGB_DEFAULT = 0x4,
WIC_LOADER_FIT_POW2 = 0x20,
WIC_LOADER_MAKE_SQUARE = 0x40,
WIC_LOADER_FORCE_RGBA32 = 0x80,
};
}
// Standard version
HRESULT __cdecl CreateWICTextureFromMemory(
_In_ ID3D11Device* d3dDevice,
_In_reads_bytes_(wicDataSize) const uint8_t* wicData,
_In_ size_t wicDataSize,
_Outptr_opt_ ID3D11Resource** texture,
_Outptr_opt_ ID3D11ShaderResourceView** textureView,
_In_ size_t maxsize = 0) noexcept;
HRESULT __cdecl CreateWICTextureFromFile(
_In_ ID3D11Device* d3dDevice,
_In_z_ const wchar_t* szFileName,
_Outptr_opt_ ID3D11Resource** texture,
_Outptr_opt_ ID3D11ShaderResourceView** textureView,
_In_ size_t maxsize = 0) noexcept;
// Standard version with optional auto-gen mipmap support
HRESULT __cdecl CreateWICTextureFromMemory(
#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_(wicDataSize) const uint8_t* wicData,
_In_ size_t wicDataSize,
_Outptr_opt_ ID3D11Resource** texture,
_Outptr_opt_ ID3D11ShaderResourceView** textureView,
_In_ size_t maxsize = 0) noexcept;
HRESULT __cdecl CreateWICTextureFromFile(
#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) noexcept;
// Extended version
HRESULT __cdecl CreateWICTextureFromMemoryEx(
_In_ ID3D11Device* d3dDevice,
_In_reads_bytes_(wicDataSize) const uint8_t* wicData,
_In_ size_t wicDataSize,
_In_ size_t maxsize,
_In_ D3D11_USAGE usage,
_In_ unsigned int bindFlags,
_In_ unsigned int cpuAccessFlags,
_In_ unsigned int miscFlags,
_In_ WIC_LOADER_FLAGS loadFlags,
_Outptr_opt_ ID3D11Resource** texture,
_Outptr_opt_ ID3D11ShaderResourceView** textureView) noexcept;
HRESULT __cdecl CreateWICTextureFromFileEx(
_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_ WIC_LOADER_FLAGS loadFlags,
_Outptr_opt_ ID3D11Resource** texture,
_Outptr_opt_ ID3D11ShaderResourceView** textureView) noexcept;
// Extended version with optional auto-gen mipmap support
HRESULT __cdecl CreateWICTextureFromMemoryEx(
#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_(wicDataSize) const uint8_t* wicData,
_In_ size_t wicDataSize,
_In_ size_t maxsize,
_In_ D3D11_USAGE usage,
_In_ unsigned int bindFlags,
_In_ unsigned int cpuAccessFlags,
_In_ unsigned int miscFlags,
_In_ WIC_LOADER_FLAGS loadFlags,
_Outptr_opt_ ID3D11Resource** texture,
_Outptr_opt_ ID3D11ShaderResourceView** textureView) noexcept;
HRESULT __cdecl CreateWICTextureFromFileEx(
#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_ WIC_LOADER_FLAGS loadFlags,
_Outptr_opt_ ID3D11Resource** texture,
_Outptr_opt_ ID3D11ShaderResourceView** textureView) noexcept;
#ifdef __clang__
#pragma clang diagnostic push
#pragma clang diagnostic ignored "-Wdeprecated-dynamic-exception-spec"
#endif
inline namespace DX11
{
DEFINE_ENUM_FLAG_OPERATORS(WIC_LOADER_FLAGS);
}
#ifdef __clang__
#pragma clang diagnostic pop
#endif
}

View File

@@ -0,0 +1,67 @@
//--------------------------------------------------------------------------------------
// File: XboxDDSTextureLoader.h
//
// Functions for loading a DDS texture using the XBOX extended header and creating a
// Direct3D11.X runtime resource for it via the CreatePlacement APIs
//
// Note these functions will not load standard DDS files. Use the DDSTextureLoader
// module in the DirectXTex package or as part of the DirectXTK library to load
// these files which use standard Direct3D resource creation APIs.
//
// 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)
#error This module only supports Xbox One exclusive apps
#endif
#include <d3d11_x.h>
#include <cstddef>
#include <cstdint>
#ifndef DDS_ALPHA_MODE_DEFINED
#define DDS_ALPHA_MODE_DEFINED
namespace DirectX
{
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
namespace Xbox
{
using DirectX::DDS_ALPHA_MODE;
HRESULT __cdecl CreateDDSTextureFromMemory(
_In_ ID3D11DeviceX* d3dDevice,
_In_reads_bytes_(ddsDataSize) const uint8_t* ddsData,
_In_ size_t ddsDataSize,
_Outptr_opt_ ID3D11Resource** texture,
_Outptr_opt_ ID3D11ShaderResourceView** textureView,
_Outptr_ void** grfxMemory,
_Out_opt_ DDS_ALPHA_MODE* alphaMode = nullptr,
_In_ bool forceSRGB = false) noexcept;
HRESULT __cdecl CreateDDSTextureFromFile( _In_ ID3D11DeviceX* d3dDevice,
_In_z_ const wchar_t* szFileName,
_Outptr_opt_ ID3D11Resource** texture,
_Outptr_opt_ ID3D11ShaderResourceView** textureView,
_Outptr_ void** grfxMemory,
_Out_opt_ DDS_ALPHA_MODE* alphaMode = nullptr,
_In_ bool forceSRGB = false) noexcept;
void FreeDDSTextureMemory( _In_opt_ void* grfxMemory ) noexcept;
}

View File

@@ -0,0 +1,181 @@
//--------------------------------------------------------------------------------------
// File: CMO.h
//
// .CMO files are built by Visual Studio's MeshContentTask and an example renderer was
// provided in the VS Direct3D Starter Kit
// https://devblogs.microsoft.com/cppblog/developing-an-app-with-the-visual-studio-3d-starter-kit-part-1-of-3/
// https://devblogs.microsoft.com/cppblog/developing-an-app-with-the-visual-studio-3d-starter-kit-part-2-of-3/
// https://devblogs.microsoft.com/cppblog/developing-an-app-with-the-visual-studio-3d-starter-kit-part-3-of-3/
//
// 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 <DirectXMath.h>
#include <cstdint>
namespace VSD3DStarter
{
// .CMO files
// UINT - Mesh count
// { [Mesh count]
// UINT - Length of name
// wchar_t[] - Name of mesh (if length > 0)
// UINT - Material count
// { [Material count]
// UINT - Length of material name
// wchar_t[] - Name of material (if length > 0)
// Material structure
// UINT - Length of pixel shader name
// wchar_t[] - Name of pixel shader (if length > 0)
// { [8]
// UINT - Length of texture name
// wchar_t[] - Name of texture (if length > 0)
// }
// }
// BYTE - 1 if there is skeletal animation data present
// UINT - SubMesh count
// { [SubMesh count]
// SubMesh structure
// }
// UINT - IB Count
// { [IB Count]
// UINT - Number of USHORTs in IB
// USHORT[] - Array of indices
// }
// UINT - VB Count
// { [VB Count]
// UINT - Number of verts in VB
// Vertex[] - Array of vertices
// }
// UINT - Skinning VB Count
// { [Skinning VB Count]
// UINT - Number of verts in Skinning VB
// SkinningVertex[] - Array of skinning verts
// }
// MeshExtents structure
// [If skeleton animation data is not present, file ends here]
// UINT - Bone count
// { [Bone count]
// UINT - Length of bone name
// wchar_t[] - Bone name (if length > 0)
// Bone structure
// }
// UINT - Animation clip count
// { [Animation clip count]
// UINT - Length of clip name
// wchar_t[] - Clip name (if length > 0)
// float - Start time
// float - End time
// UINT - Keyframe count
// { [Keyframe count]
// Keyframe structure
// }
// }
// }
#pragma pack(push,1)
struct Material
{
DirectX::XMFLOAT4 Ambient;
DirectX::XMFLOAT4 Diffuse;
DirectX::XMFLOAT4 Specular;
float SpecularPower;
DirectX::XMFLOAT4 Emissive;
DirectX::XMFLOAT4X4 UVTransform;
};
constexpr uint32_t MAX_TEXTURE = 8;
struct SubMesh
{
uint32_t MaterialIndex;
uint32_t IndexBufferIndex;
uint32_t VertexBufferIndex;
uint32_t StartIndex;
uint32_t PrimCount;
};
constexpr uint32_t NUM_BONE_INFLUENCES = 4;
// Vertex struct for Visual Studio Shader Designer (DGSL) holding position, normal,
// tangent, color (RGBA), and texture mapping information
struct VertexPositionNormalTangentColorTexture
{
DirectX::XMFLOAT3 position;
DirectX::XMFLOAT3 normal;
DirectX::XMFLOAT4 tangent;
uint32_t color;
DirectX::XMFLOAT2 textureCoordinate;
};
struct SkinningVertex
{
uint32_t boneIndex[NUM_BONE_INFLUENCES];
float boneWeight[NUM_BONE_INFLUENCES];
};
struct MeshExtents
{
float CenterX, CenterY, CenterZ;
float Radius;
float MinX, MinY, MinZ;
float MaxX, MaxY, MaxZ;
};
struct Bone
{
int32_t ParentIndex;
DirectX::XMFLOAT4X4 InvBindPos;
DirectX::XMFLOAT4X4 BindPos;
DirectX::XMFLOAT4X4 LocalTransform;
};
struct Clip
{
float StartTime;
float EndTime;
uint32_t keys;
};
struct Keyframe
{
uint32_t BoneIndex;
float Time;
DirectX::XMFLOAT4X4 Transform;
};
#pragma pack(pop)
const Material s_defMaterial =
{
{ 0.2f, 0.2f, 0.2f, 1.f },
{ 0.8f, 0.8f, 0.8f, 1.f },
{ 0.0f, 0.0f, 0.0f, 1.f },
1.f,
{ 0.0f, 0.0f, 0.0f, 1.0f },
{ 1.f, 0.f, 0.f, 0.f,
0.f, 1.f, 0.f, 0.f,
0.f, 0.f, 1.f, 0.f,
0.f, 0.f, 0.f, 1.f },
};
} // namespace
static_assert(sizeof(VSD3DStarter::Material) == 132, "CMO Mesh structure size incorrect");
static_assert(sizeof(VSD3DStarter::SubMesh) == 20, "CMO Mesh structure size incorrect");
static_assert(sizeof(VSD3DStarter::VertexPositionNormalTangentColorTexture) == 52, "CMO Mesh structure size incorrect");
static_assert(sizeof(VSD3DStarter::SkinningVertex) == 32, "CMO Mesh structure size incorrect");
static_assert(sizeof(VSD3DStarter::MeshExtents) == 40, "CMO Mesh structure size incorrect");
static_assert(sizeof(VSD3DStarter::Bone) == 196, "CMO Mesh structure size incorrect");
static_assert(sizeof(VSD3DStarter::Clip) == 12, "CMO Mesh structure size incorrect");
static_assert(sizeof(VSD3DStarter::Keyframe) == 72, "CMO Mesh structure size incorrect");

View File

@@ -0,0 +1,330 @@
//--------------------------------------------------------------------------------------
// DDS.h
//
// This header defines constants and structures that are useful when parsing
// DDS files. DDS files were originally designed to use several structures
// and constants that are native to DirectDraw and are defined in ddraw.h,
// such as DDSURFACEDESC2 and DDSCAPS2. This file defines similar
// (compatible) constants and structures so that one can use DDS files
// without needing to include ddraw.h.
//
// Copyright (c) Microsoft Corporation.
// Licensed under the MIT License.
//
// http://go.microsoft.com/fwlink/?LinkId=248926
// http://go.microsoft.com/fwlink/?LinkId=248929
// http://go.microsoft.com/fwlink/?LinkID=615561
//--------------------------------------------------------------------------------------
#pragma once
#include <cstdint>
namespace DirectX
{
#pragma pack(push,1)
constexpr uint32_t DDS_MAGIC = 0x20534444; // "DDS "
struct DDS_PIXELFORMAT
{
uint32_t size;
uint32_t flags;
uint32_t fourCC;
uint32_t RGBBitCount;
uint32_t RBitMask;
uint32_t GBitMask;
uint32_t BBitMask;
uint32_t ABitMask;
};
#define DDS_FOURCC 0x00000004 // DDPF_FOURCC
#define DDS_RGB 0x00000040 // DDPF_RGB
#define DDS_RGBA 0x00000041 // DDPF_RGB | DDPF_ALPHAPIXELS
#define DDS_LUMINANCE 0x00020000 // DDPF_LUMINANCE
#define DDS_LUMINANCEA 0x00020001 // DDPF_LUMINANCE | DDPF_ALPHAPIXELS
#define DDS_ALPHAPIXELS 0x00000001 // DDPF_ALPHAPIXELS
#define DDS_ALPHA 0x00000002 // DDPF_ALPHA
#define DDS_PAL8 0x00000020 // DDPF_PALETTEINDEXED8
#define DDS_PAL8A 0x00000021 // DDPF_PALETTEINDEXED8 | DDPF_ALPHAPIXELS
#define DDS_BUMPLUMINANCE 0x00040000 // DDPF_BUMPLUMINANCE
#define DDS_BUMPDUDV 0x00080000 // DDPF_BUMPDUDV
#define DDS_BUMPDUDVA 0x00080001 // DDPF_BUMPDUDV | DDPF_ALPHAPIXELS
#ifndef MAKEFOURCC
#define MAKEFOURCC(ch0, ch1, ch2, ch3) \
(static_cast<uint32_t>(static_cast<uint8_t>(ch0)) \
| (static_cast<uint32_t>(static_cast<uint8_t>(ch1)) << 8) \
| (static_cast<uint32_t>(static_cast<uint8_t>(ch2)) << 16) \
| (static_cast<uint32_t>(static_cast<uint8_t>(ch3)) << 24))
#endif /* MAKEFOURCC */
#ifndef DDSGLOBALCONST
#if defined(__GNUC__) && !defined(__MINGW32__)
#define DDSGLOBALCONST extern const __attribute__((weak))
#else
#define DDSGLOBALCONST extern const __declspec(selectany)
#endif
#endif /* DDSGLOBALCONST */
DDSGLOBALCONST DDS_PIXELFORMAT DDSPF_DXT1 =
{ sizeof(DDS_PIXELFORMAT), DDS_FOURCC, MAKEFOURCC('D','X','T','1'), 0, 0, 0, 0, 0 };
DDSGLOBALCONST DDS_PIXELFORMAT DDSPF_DXT2 =
{ sizeof(DDS_PIXELFORMAT), DDS_FOURCC, MAKEFOURCC('D','X','T','2'), 0, 0, 0, 0, 0 };
DDSGLOBALCONST DDS_PIXELFORMAT DDSPF_DXT3 =
{ sizeof(DDS_PIXELFORMAT), DDS_FOURCC, MAKEFOURCC('D','X','T','3'), 0, 0, 0, 0, 0 };
DDSGLOBALCONST DDS_PIXELFORMAT DDSPF_DXT4 =
{ sizeof(DDS_PIXELFORMAT), DDS_FOURCC, MAKEFOURCC('D','X','T','4'), 0, 0, 0, 0, 0 };
DDSGLOBALCONST DDS_PIXELFORMAT DDSPF_DXT5 =
{ sizeof(DDS_PIXELFORMAT), DDS_FOURCC, MAKEFOURCC('D','X','T','5'), 0, 0, 0, 0, 0 };
DDSGLOBALCONST DDS_PIXELFORMAT DDSPF_BC4_UNORM =
{ sizeof(DDS_PIXELFORMAT), DDS_FOURCC, MAKEFOURCC('B','C','4','U'), 0, 0, 0, 0, 0 };
DDSGLOBALCONST DDS_PIXELFORMAT DDSPF_BC4_SNORM =
{ sizeof(DDS_PIXELFORMAT), DDS_FOURCC, MAKEFOURCC('B','C','4','S'), 0, 0, 0, 0, 0 };
DDSGLOBALCONST DDS_PIXELFORMAT DDSPF_BC5_UNORM =
{ sizeof(DDS_PIXELFORMAT), DDS_FOURCC, MAKEFOURCC('B','C','5','U'), 0, 0, 0, 0, 0 };
DDSGLOBALCONST DDS_PIXELFORMAT DDSPF_BC5_SNORM =
{ sizeof(DDS_PIXELFORMAT), DDS_FOURCC, MAKEFOURCC('B','C','5','S'), 0, 0, 0, 0, 0 };
DDSGLOBALCONST DDS_PIXELFORMAT DDSPF_R8G8_B8G8 =
{ sizeof(DDS_PIXELFORMAT), DDS_FOURCC, MAKEFOURCC('R','G','B','G'), 0, 0, 0, 0, 0 };
DDSGLOBALCONST DDS_PIXELFORMAT DDSPF_G8R8_G8B8 =
{ sizeof(DDS_PIXELFORMAT), DDS_FOURCC, MAKEFOURCC('G','R','G','B'), 0, 0, 0, 0, 0 };
DDSGLOBALCONST DDS_PIXELFORMAT DDSPF_YUY2 =
{ sizeof(DDS_PIXELFORMAT), DDS_FOURCC, MAKEFOURCC('Y','U','Y','2'), 0, 0, 0, 0, 0 };
DDSGLOBALCONST DDS_PIXELFORMAT DDSPF_UYVY =
{ sizeof(DDS_PIXELFORMAT), DDS_FOURCC, MAKEFOURCC('U','Y','V','Y'), 0, 0, 0, 0, 0 };
DDSGLOBALCONST DDS_PIXELFORMAT DDSPF_A8R8G8B8 =
{ sizeof(DDS_PIXELFORMAT), DDS_RGBA, 0, 32, 0x00ff0000, 0x0000ff00, 0x000000ff, 0xff000000 };
DDSGLOBALCONST DDS_PIXELFORMAT DDSPF_X8R8G8B8 =
{ sizeof(DDS_PIXELFORMAT), DDS_RGB, 0, 32, 0x00ff0000, 0x0000ff00, 0x000000ff, 0 };
DDSGLOBALCONST DDS_PIXELFORMAT DDSPF_A8B8G8R8 =
{ sizeof(DDS_PIXELFORMAT), DDS_RGBA, 0, 32, 0x000000ff, 0x0000ff00, 0x00ff0000, 0xff000000 };
DDSGLOBALCONST DDS_PIXELFORMAT DDSPF_X8B8G8R8 =
{ sizeof(DDS_PIXELFORMAT), DDS_RGB, 0, 32, 0x000000ff, 0x0000ff00, 0x00ff0000, 0 };
DDSGLOBALCONST DDS_PIXELFORMAT DDSPF_G16R16 =
{ sizeof(DDS_PIXELFORMAT), DDS_RGB, 0, 32, 0x0000ffff, 0xffff0000, 0, 0 };
DDSGLOBALCONST DDS_PIXELFORMAT DDSPF_R5G6B5 =
{ sizeof(DDS_PIXELFORMAT), DDS_RGB, 0, 16, 0xf800, 0x07e0, 0x001f, 0 };
DDSGLOBALCONST DDS_PIXELFORMAT DDSPF_A1R5G5B5 =
{ sizeof(DDS_PIXELFORMAT), DDS_RGBA, 0, 16, 0x7c00, 0x03e0, 0x001f, 0x8000 };
DDSGLOBALCONST DDS_PIXELFORMAT DDSPF_X1R5G5B5 =
{ sizeof(DDS_PIXELFORMAT), DDS_RGB, 0, 16, 0x7c00, 0x03e0, 0x001f, 0 };
DDSGLOBALCONST DDS_PIXELFORMAT DDSPF_A4R4G4B4 =
{ sizeof(DDS_PIXELFORMAT), DDS_RGBA, 0, 16, 0x0f00, 0x00f0, 0x000f, 0xf000 };
DDSGLOBALCONST DDS_PIXELFORMAT DDSPF_X4R4G4B4 =
{ sizeof(DDS_PIXELFORMAT), DDS_RGB, 0, 16, 0x0f00, 0x00f0, 0x000f, 0 };
DDSGLOBALCONST DDS_PIXELFORMAT DDSPF_R8G8B8 =
{ sizeof(DDS_PIXELFORMAT), DDS_RGB, 0, 24, 0xff0000, 0x00ff00, 0x0000ff, 0 };
DDSGLOBALCONST DDS_PIXELFORMAT DDSPF_A8R3G3B2 =
{ sizeof(DDS_PIXELFORMAT), DDS_RGBA, 0, 16, 0x00e0, 0x001c, 0x0003, 0xff00 };
DDSGLOBALCONST DDS_PIXELFORMAT DDSPF_R3G3B2 =
{ sizeof(DDS_PIXELFORMAT), DDS_RGB, 0, 8, 0xe0, 0x1c, 0x03, 0 };
DDSGLOBALCONST DDS_PIXELFORMAT DDSPF_A4L4 =
{ sizeof(DDS_PIXELFORMAT), DDS_LUMINANCEA, 0, 8, 0x0f, 0, 0, 0xf0 };
DDSGLOBALCONST DDS_PIXELFORMAT DDSPF_L8 =
{ sizeof(DDS_PIXELFORMAT), DDS_LUMINANCE, 0, 8, 0xff, 0, 0, 0 };
DDSGLOBALCONST DDS_PIXELFORMAT DDSPF_L16 =
{ sizeof(DDS_PIXELFORMAT), DDS_LUMINANCE, 0, 16, 0xffff, 0, 0, 0 };
DDSGLOBALCONST DDS_PIXELFORMAT DDSPF_A8L8 =
{ sizeof(DDS_PIXELFORMAT), DDS_LUMINANCEA, 0, 16, 0x00ff, 0, 0, 0xff00 };
DDSGLOBALCONST DDS_PIXELFORMAT DDSPF_A8L8_ALT =
{ sizeof(DDS_PIXELFORMAT), DDS_LUMINANCEA, 0, 8, 0x00ff, 0, 0, 0xff00 };
DDSGLOBALCONST DDS_PIXELFORMAT DDSPF_L8_NVTT1 =
{ sizeof(DDS_PIXELFORMAT), DDS_RGB, 0, 8, 0xff, 0, 0, 0 };
DDSGLOBALCONST DDS_PIXELFORMAT DDSPF_L16_NVTT1 =
{ sizeof(DDS_PIXELFORMAT), DDS_RGB, 0, 16, 0xffff, 0, 0, 0 };
DDSGLOBALCONST DDS_PIXELFORMAT DDSPF_A8L8_NVTT1 =
{ sizeof(DDS_PIXELFORMAT), DDS_RGBA, 0, 16, 0x00ff, 0, 0, 0xff00 };
DDSGLOBALCONST DDS_PIXELFORMAT DDSPF_A8 =
{ sizeof(DDS_PIXELFORMAT), DDS_ALPHA, 0, 8, 0, 0, 0, 0xff };
DDSGLOBALCONST DDS_PIXELFORMAT DDSPF_V8U8 =
{ sizeof(DDS_PIXELFORMAT), DDS_BUMPDUDV, 0, 16, 0x00ff, 0xff00, 0, 0 };
DDSGLOBALCONST DDS_PIXELFORMAT DDSPF_Q8W8V8U8 =
{ sizeof(DDS_PIXELFORMAT), DDS_BUMPDUDV, 0, 32, 0x000000ff, 0x0000ff00, 0x00ff0000, 0xff000000 };
DDSGLOBALCONST DDS_PIXELFORMAT DDSPF_V16U16 =
{ sizeof(DDS_PIXELFORMAT), DDS_BUMPDUDV, 0, 32, 0x0000ffff, 0xffff0000, 0, 0 };
// D3DFMT_A2R10G10B10/D3DFMT_A2B10G10R10 should be written using DX10 extension to avoid D3DX 10:10:10:2 reversal issue
DDSGLOBALCONST DDS_PIXELFORMAT DDSPF_A2R10G10B10 =
{ sizeof(DDS_PIXELFORMAT), DDS_RGBA, 0, 32, 0x000003ff, 0x000ffc00, 0x3ff00000, 0xc0000000 };
DDSGLOBALCONST DDS_PIXELFORMAT DDSPF_A2B10G10R10 =
{ sizeof(DDS_PIXELFORMAT), DDS_RGBA, 0, 32, 0x3ff00000, 0x000ffc00, 0x000003ff, 0xc0000000 };
// The following legacy Direct3D 9 formats use 'mixed' signed & unsigned channels so requires special handling
DDSGLOBALCONST DDS_PIXELFORMAT DDSPF_A2W10V10U10 =
{ sizeof(DDS_PIXELFORMAT), DDS_BUMPDUDVA, 0, 32, 0x3ff00000, 0x000ffc00, 0x000003ff, 0xc0000000 };
DDSGLOBALCONST DDS_PIXELFORMAT DDSPF_L6V5U5 =
{ sizeof(DDS_PIXELFORMAT), DDS_BUMPLUMINANCE, 0, 16, 0x001f, 0x03e0, 0xfc00, 0 };
DDSGLOBALCONST DDS_PIXELFORMAT DDSPF_X8L8V8U8 =
{ sizeof(DDS_PIXELFORMAT), DDS_BUMPLUMINANCE, 0, 32, 0x000000ff, 0x0000ff00, 0x00ff0000, 0 };
// This indicates the DDS_HEADER_DXT10 extension is present (the format is in dxgiFormat)
DDSGLOBALCONST DDS_PIXELFORMAT DDSPF_DX10 =
{ sizeof(DDS_PIXELFORMAT), DDS_FOURCC, MAKEFOURCC('D','X','1','0'), 0, 0, 0, 0, 0 };
#define DDS_HEADER_FLAGS_TEXTURE 0x00001007 // DDSD_CAPS | DDSD_HEIGHT | DDSD_WIDTH | DDSD_PIXELFORMAT
#define DDS_HEADER_FLAGS_MIPMAP 0x00020000 // DDSD_MIPMAPCOUNT
#define DDS_HEADER_FLAGS_VOLUME 0x00800000 // DDSD_DEPTH
#define DDS_HEADER_FLAGS_PITCH 0x00000008 // DDSD_PITCH
#define DDS_HEADER_FLAGS_LINEARSIZE 0x00080000 // DDSD_LINEARSIZE
#define DDS_HEIGHT 0x00000002 // DDSD_HEIGHT
#define DDS_WIDTH 0x00000004 // DDSD_WIDTH
#define DDS_SURFACE_FLAGS_TEXTURE 0x00001000 // DDSCAPS_TEXTURE
#define DDS_SURFACE_FLAGS_MIPMAP 0x00400008 // DDSCAPS_COMPLEX | DDSCAPS_MIPMAP
#define DDS_SURFACE_FLAGS_CUBEMAP 0x00000008 // DDSCAPS_COMPLEX
#define DDS_CUBEMAP_POSITIVEX 0x00000600 // DDSCAPS2_CUBEMAP | DDSCAPS2_CUBEMAP_POSITIVEX
#define DDS_CUBEMAP_NEGATIVEX 0x00000a00 // DDSCAPS2_CUBEMAP | DDSCAPS2_CUBEMAP_NEGATIVEX
#define DDS_CUBEMAP_POSITIVEY 0x00001200 // DDSCAPS2_CUBEMAP | DDSCAPS2_CUBEMAP_POSITIVEY
#define DDS_CUBEMAP_NEGATIVEY 0x00002200 // DDSCAPS2_CUBEMAP | DDSCAPS2_CUBEMAP_NEGATIVEY
#define DDS_CUBEMAP_POSITIVEZ 0x00004200 // DDSCAPS2_CUBEMAP | DDSCAPS2_CUBEMAP_POSITIVEZ
#define DDS_CUBEMAP_NEGATIVEZ 0x00008200 // DDSCAPS2_CUBEMAP | DDSCAPS2_CUBEMAP_NEGATIVEZ
#define DDS_CUBEMAP_ALLFACES ( DDS_CUBEMAP_POSITIVEX | DDS_CUBEMAP_NEGATIVEX |\
DDS_CUBEMAP_POSITIVEY | DDS_CUBEMAP_NEGATIVEY |\
DDS_CUBEMAP_POSITIVEZ | DDS_CUBEMAP_NEGATIVEZ )
#define DDS_CUBEMAP 0x00000200 // DDSCAPS2_CUBEMAP
#define DDS_FLAGS_VOLUME 0x00200000 // DDSCAPS2_VOLUME
// Subset here matches D3D10_RESOURCE_DIMENSION and D3D11_RESOURCE_DIMENSION
enum DDS_RESOURCE_DIMENSION : uint32_t
{
DDS_DIMENSION_TEXTURE1D = 2,
DDS_DIMENSION_TEXTURE2D = 3,
DDS_DIMENSION_TEXTURE3D = 4,
};
// Subset here matches D3D10_RESOURCE_MISC_FLAG and D3D11_RESOURCE_MISC_FLAG
enum DDS_RESOURCE_MISC_FLAG : uint32_t
{
DDS_RESOURCE_MISC_TEXTURECUBE = 0x4L,
};
enum DDS_MISC_FLAGS2 : uint32_t
{
DDS_MISC_FLAGS2_ALPHA_MODE_MASK = 0x7L,
};
#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
struct DDS_HEADER
{
uint32_t size;
uint32_t flags;
uint32_t height;
uint32_t width;
uint32_t pitchOrLinearSize;
uint32_t depth; // only if DDS_HEADER_FLAGS_VOLUME is set in flags
uint32_t mipMapCount;
uint32_t reserved1[11];
DDS_PIXELFORMAT ddspf;
uint32_t caps;
uint32_t caps2;
uint32_t caps3;
uint32_t caps4;
uint32_t reserved2;
};
struct DDS_HEADER_DXT10
{
DXGI_FORMAT dxgiFormat;
uint32_t resourceDimension;
uint32_t miscFlag; // see D3D11_RESOURCE_MISC_FLAG
uint32_t arraySize;
uint32_t miscFlags2; // see DDS_MISC_FLAGS2
};
#pragma pack(pop)
static_assert(sizeof(DDS_PIXELFORMAT) == 32, "DDS pixel format size mismatch");
static_assert(sizeof(DDS_HEADER) == 124, "DDS Header size mismatch");
static_assert(sizeof(DDS_HEADER_DXT10) == 20, "DDS DX10 Extended Header size mismatch");
constexpr size_t DDS_MIN_HEADER_SIZE = sizeof(uint32_t) + sizeof(DDS_HEADER);
constexpr size_t DDS_DX10_HEADER_SIZE = sizeof(uint32_t) + sizeof(DDS_HEADER) + sizeof(DDS_HEADER_DXT10);
static_assert(DDS_DX10_HEADER_SIZE > DDS_MIN_HEADER_SIZE, "DDS DX10 Header should be larger than standard header");
} // namespace
namespace Xbox
{
DDSGLOBALCONST DirectX::DDS_PIXELFORMAT DDSPF_XBOX =
{ sizeof(DirectX::DDS_PIXELFORMAT), DDS_FOURCC, MAKEFOURCC('X','B','O','X'), 0, 0, 0, 0, 0 };
#pragma pack(push,1)
struct DDS_HEADER_XBOX
// Must match structure in XboxDDSTextureLoader module
{
DXGI_FORMAT dxgiFormat;
uint32_t resourceDimension;
uint32_t miscFlag; // see DDS_RESOURCE_MISC_FLAG
uint32_t arraySize;
uint32_t miscFlags2; // see DDS_MISC_FLAGS2
uint32_t tileMode; // see XG_TILE_MODE / XG_SWIZZLE_MODE
uint32_t baseAlignment;
uint32_t dataSize;
uint32_t xdkVer; // matching _XDK_VER / _GXDK_VER
};
#pragma pack(pop)
static_assert(sizeof(DDS_HEADER_XBOX) == 36, "DDS XBOX Header size mismatch");
static_assert(sizeof(DDS_HEADER_XBOX) > sizeof(DirectX::DDS_HEADER_DXT10), "DDS XBOX Header should be larger than DX10 header");
constexpr size_t DDS_XBOX_HEADER_SIZE = sizeof(uint32_t) + sizeof(DirectX::DDS_HEADER) + sizeof(DDS_HEADER_XBOX);
constexpr uint32_t XBOX_TILEMODE_SCARLETT = 0x1000000;
} // namespace

File diff suppressed because it is too large Load Diff

View File

@@ -0,0 +1,54 @@
//--------------------------------------------------------------------------------------
// File: DirectXHelpers.cpp
//
// Copyright (c) Microsoft Corporation.
// Licensed under the MIT License.
//
// http://go.microsoft.com/fwlink/?LinkId=248929
//--------------------------------------------------------------------------------------
#include "pch.h"
#include "DirectXHelpers.h"
#include "Effects.h"
#include "PlatformHelpers.h"
using namespace DirectX;
_Use_decl_annotations_
HRESULT DirectX::CreateInputLayoutFromEffect(
ID3D11Device* device,
IEffect* effect,
const D3D11_INPUT_ELEMENT_DESC* desc,
size_t count,
ID3D11InputLayout** pInputLayout) noexcept
{
if (!pInputLayout)
return E_INVALIDARG;
*pInputLayout = nullptr;
if (!device || !effect || !desc || !count)
return E_INVALIDARG;
void const* shaderByteCode;
size_t byteCodeLength;
try
{
effect->GetVertexShaderBytecode(&shaderByteCode, &byteCodeLength);
}
catch (com_exception e)
{
return e.get_result();
}
catch (...)
{
return E_FAIL;
}
return device->CreateInputLayout(
desc, static_cast<UINT>(count),
shaderByteCode, byteCodeLength,
pInputLayout);
}

File diff suppressed because it is too large Load Diff

View File

@@ -0,0 +1,94 @@
//--------------------------------------------------------------------------------------
// File: PlatformHelpers.h
//
// 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
#ifdef _MSC_VER
#pragma warning(disable : 4324)
#endif
#include <exception>
#include <memory>
#ifndef MAKEFOURCC
#define MAKEFOURCC(ch0, ch1, ch2, ch3) \
(static_cast<uint32_t>(static_cast<uint8_t>(ch0)) \
| (static_cast<uint32_t>(static_cast<uint8_t>(ch1)) << 8) \
| (static_cast<uint32_t>(static_cast<uint8_t>(ch2)) << 16) \
| (static_cast<uint32_t>(static_cast<uint8_t>(ch3)) << 24))
#endif /* defined(MAKEFOURCC) */
// See https://walbourn.github.io/modern-c++-bitmask-types/
#ifndef ENUM_FLAGS_CONSTEXPR
#if defined(NTDDI_WIN10_RS1) && !defined(__MINGW32__)
#define ENUM_FLAGS_CONSTEXPR constexpr
#else
#define ENUM_FLAGS_CONSTEXPR const
#endif
#endif
namespace DirectX
{
// Helper class for COM exceptions
class com_exception : public std::exception
{
public:
com_exception(HRESULT hr) noexcept : result(hr) {}
const char* what() const noexcept override
{
static char s_str[64] = {};
sprintf_s(s_str, "Failure with HRESULT of %08X", static_cast<unsigned int>(result));
return s_str;
}
HRESULT get_result() const noexcept { return result; }
private:
HRESULT result;
};
// Helper utility converts D3D API failures into exceptions.
inline void ThrowIfFailed(HRESULT hr) noexcept(false)
{
if (FAILED(hr))
{
throw com_exception(hr);
}
}
// Helper for output debug tracing
inline void DebugTrace(_In_z_ _Printf_format_string_ const char* format, ...) noexcept
{
#ifdef _DEBUG
va_list args;
va_start(args, format);
char buff[1024] = {};
vsprintf_s(buff, format, args);
OutputDebugStringA(buff);
va_end(args);
#else
UNREFERENCED_PARAMETER(format);
#endif
}
// Helper smart-pointers
#if (_WIN32_WINNT >= _WIN32_WINNT_WIN10) || (defined(_XBOX_ONE) && defined(_TITLE)) || !defined(WINAPI_FAMILY) || (WINAPI_FAMILY == WINAPI_FAMILY_DESKTOP_APP)
struct virtual_deleter { void operator()(void* p) noexcept { if (p) VirtualFree(p, 0, MEM_RELEASE); } };
#endif
struct handle_closer { void operator()(HANDLE h) noexcept { if (h) CloseHandle(h); } };
using ScopedHandle = std::unique_ptr<void, handle_closer>;
inline HANDLE safe_handle(HANDLE h) noexcept { return (h == INVALID_HANDLE_VALUE) ? nullptr : h; }
}

View File

@@ -0,0 +1,247 @@
//-------------------------------------------------------------------------------------
// SimpleMath.cpp -- Simplified C++ Math wrapper for DirectXMath
//
// Copyright (c) Microsoft Corporation.
// Licensed under the MIT License.
//
// http://go.microsoft.com/fwlink/?LinkId=248929
// http://go.microsoft.com/fwlink/?LinkID=615561
//-------------------------------------------------------------------------------------
#include "pch.h"
#include "SimpleMath.h"
/****************************************************************************
*
* Constants
*
****************************************************************************/
namespace DirectX
{
namespace SimpleMath
{
const Vector2 Vector2::Zero = { 0.f, 0.f };
const Vector2 Vector2::One = { 1.f, 1.f };
const Vector2 Vector2::UnitX = { 1.f, 0.f };
const Vector2 Vector2::UnitY = { 0.f, 1.f };
const Vector3 Vector3::Zero = { 0.f, 0.f, 0.f };
const Vector3 Vector3::One = { 1.f, 1.f, 1.f };
const Vector3 Vector3::UnitX = { 1.f, 0.f, 0.f };
const Vector3 Vector3::UnitY = { 0.f, 1.f, 0.f };
const Vector3 Vector3::UnitZ = { 0.f, 0.f, 1.f };
const Vector3 Vector3::Up = { 0.f, 1.f, 0.f };
const Vector3 Vector3::Down = { 0.f, -1.f, 0.f };
const Vector3 Vector3::Right = { 1.f, 0.f, 0.f };
const Vector3 Vector3::Left = { -1.f, 0.f, 0.f };
const Vector3 Vector3::Forward = { 0.f, 0.f, -1.f };
const Vector3 Vector3::Backward = { 0.f, 0.f, 1.f };
const Vector4 Vector4::Zero = { 0.f, 0.f, 0.f, 0.f };
const Vector4 Vector4::One = { 1.f, 1.f, 1.f, 1.f };
const Vector4 Vector4::UnitX = { 1.f, 0.f, 0.f, 0.f };
const Vector4 Vector4::UnitY = { 0.f, 1.f, 0.f, 0.f };
const Vector4 Vector4::UnitZ = { 0.f, 0.f, 1.f, 0.f };
const Vector4 Vector4::UnitW = { 0.f, 0.f, 0.f, 1.f };
const Matrix Matrix::Identity = { 1.f, 0.f, 0.f, 0.f,
0.f, 1.f, 0.f, 0.f,
0.f, 0.f, 1.f, 0.f,
0.f, 0.f, 0.f, 1.f };
const Quaternion Quaternion::Identity = { 0.f, 0.f, 0.f, 1.f };
}
}
using namespace DirectX;
using namespace DirectX::SimpleMath;
/****************************************************************************
*
* Quaternion
*
****************************************************************************/
void Quaternion::RotateTowards(const Quaternion& target, float maxAngle, Quaternion& result) const noexcept
{
const XMVECTOR T = XMLoadFloat4(this);
// We can use the conjugate here instead of inverse assuming q1 & q2 are normalized.
const XMVECTOR R = XMQuaternionMultiply(XMQuaternionConjugate(T), target);
const float rs = XMVectorGetW(R);
const XMVECTOR L = XMVector3Length(R);
const float angle = 2.f * atan2f(XMVectorGetX(L), rs);
if (angle > maxAngle)
{
const XMVECTOR delta = XMQuaternionRotationAxis(R, maxAngle);
const XMVECTOR Q = XMQuaternionMultiply(delta, T);
XMStoreFloat4(&result, Q);
}
else
{
// Don't overshoot.
result = target;
}
}
void Quaternion::FromToRotation(const Vector3& fromDir, const Vector3& toDir, Quaternion& result) noexcept
{
// Melax, "The Shortest Arc Quaternion", Game Programming Gems, Charles River Media (2000).
const XMVECTOR F = XMVector3Normalize(fromDir);
const XMVECTOR T = XMVector3Normalize(toDir);
const float dot = XMVectorGetX(XMVector3Dot(F, T));
if (dot >= 1.f)
{
result = Identity;
}
else if (dot <= -1.f)
{
XMVECTOR axis = XMVector3Cross(F, Vector3::Right);
if (XMVector3NearEqual(XMVector3LengthSq(axis), g_XMZero, g_XMEpsilon))
{
axis = XMVector3Cross(F, Vector3::Up);
}
const XMVECTOR Q = XMQuaternionRotationAxis(axis, XM_PI);
XMStoreFloat4(&result, Q);
}
else
{
const XMVECTOR C = XMVector3Cross(F, T);
XMStoreFloat4(&result, C);
const float s = sqrtf((1.f + dot) * 2.f);
result.x /= s;
result.y /= s;
result.z /= s;
result.w = s * 0.5f;
}
}
void Quaternion::LookRotation(const Vector3& forward, const Vector3& up, Quaternion& result) noexcept
{
Quaternion q1;
FromToRotation(Vector3::Forward, forward, q1);
const XMVECTOR C = XMVector3Cross(forward, up);
if (XMVector3NearEqual(XMVector3LengthSq(C), g_XMZero, g_XMEpsilon))
{
// forward and up are co-linear
result = q1;
return;
}
const XMVECTOR U = XMQuaternionMultiply(q1, Vector3::Up);
Quaternion q2;
FromToRotation(U, up, q2);
XMStoreFloat4(&result, XMQuaternionMultiply(q2, q1));
}
/****************************************************************************
*
* Viewport
*
****************************************************************************/
#if defined(__d3d11_h__) || defined(__d3d11_x_h__)
static_assert(sizeof(DirectX::SimpleMath::Viewport) == sizeof(D3D11_VIEWPORT), "Size mismatch");
static_assert(offsetof(DirectX::SimpleMath::Viewport, x) == offsetof(D3D11_VIEWPORT, TopLeftX), "Layout mismatch");
static_assert(offsetof(DirectX::SimpleMath::Viewport, y) == offsetof(D3D11_VIEWPORT, TopLeftY), "Layout mismatch");
static_assert(offsetof(DirectX::SimpleMath::Viewport, width) == offsetof(D3D11_VIEWPORT, Width), "Layout mismatch");
static_assert(offsetof(DirectX::SimpleMath::Viewport, height) == offsetof(D3D11_VIEWPORT, Height), "Layout mismatch");
static_assert(offsetof(DirectX::SimpleMath::Viewport, minDepth) == offsetof(D3D11_VIEWPORT, MinDepth), "Layout mismatch");
static_assert(offsetof(DirectX::SimpleMath::Viewport, maxDepth) == offsetof(D3D11_VIEWPORT, MaxDepth), "Layout mismatch");
#endif
#if defined(__d3d12_h__) || defined(__d3d12_x_h__) || defined(__XBOX_D3D12_X__)
static_assert(sizeof(DirectX::SimpleMath::Viewport) == sizeof(D3D12_VIEWPORT), "Size mismatch");
static_assert(offsetof(DirectX::SimpleMath::Viewport, x) == offsetof(D3D12_VIEWPORT, TopLeftX), "Layout mismatch");
static_assert(offsetof(DirectX::SimpleMath::Viewport, y) == offsetof(D3D12_VIEWPORT, TopLeftY), "Layout mismatch");
static_assert(offsetof(DirectX::SimpleMath::Viewport, width) == offsetof(D3D12_VIEWPORT, Width), "Layout mismatch");
static_assert(offsetof(DirectX::SimpleMath::Viewport, height) == offsetof(D3D12_VIEWPORT, Height), "Layout mismatch");
static_assert(offsetof(DirectX::SimpleMath::Viewport, minDepth) == offsetof(D3D12_VIEWPORT, MinDepth), "Layout mismatch");
static_assert(offsetof(DirectX::SimpleMath::Viewport, maxDepth) == offsetof(D3D12_VIEWPORT, MaxDepth), "Layout mismatch");
#endif
#if defined(__dxgi1_2_h__) || defined(__d3d11_x_h__) || defined(__d3d12_x_h__) || defined(__XBOX_D3D12_X__)
RECT Viewport::ComputeDisplayArea(DXGI_SCALING scaling, UINT backBufferWidth, UINT backBufferHeight, int outputWidth, int outputHeight) noexcept
{
RECT rct = {};
switch (int(scaling))
{
case DXGI_SCALING_STRETCH:
// Output fills the entire window area
rct.top = 0;
rct.left = 0;
rct.right = outputWidth;
rct.bottom = outputHeight;
break;
case 2 /*DXGI_SCALING_ASPECT_RATIO_STRETCH*/:
// Output fills the window area but respects the original aspect ratio, using pillar boxing or letter boxing as required
// Note: This scaling option is not supported for legacy Win32 windows swap chains
{
assert(backBufferHeight > 0);
const float aspectRatio = float(backBufferWidth) / float(backBufferHeight);
// Horizontal fill
float scaledWidth = float(outputWidth);
float scaledHeight = float(outputWidth) / aspectRatio;
if (scaledHeight >= float(outputHeight))
{
// Do vertical fill
scaledWidth = float(outputHeight) * aspectRatio;
scaledHeight = float(outputHeight);
}
const float offsetX = (float(outputWidth) - scaledWidth) * 0.5f;
const float offsetY = (float(outputHeight) - scaledHeight) * 0.5f;
rct.left = static_cast<LONG>(offsetX);
rct.top = static_cast<LONG>(offsetY);
rct.right = static_cast<LONG>(offsetX + scaledWidth);
rct.bottom = static_cast<LONG>(offsetY + scaledHeight);
// Clip to display window
rct.left = std::max<LONG>(0, rct.left);
rct.top = std::max<LONG>(0, rct.top);
rct.right = std::min<LONG>(outputWidth, rct.right);
rct.bottom = std::min<LONG>(outputHeight, rct.bottom);
}
break;
case DXGI_SCALING_NONE:
default:
// Output is displayed in the upper left corner of the window area
rct.top = 0;
rct.left = 0;
rct.right = std::min<LONG>(static_cast<LONG>(backBufferWidth), outputWidth);
rct.bottom = std::min<LONG>(static_cast<LONG>(backBufferHeight), outputHeight);
break;
}
return rct;
}
#endif
RECT Viewport::ComputeTitleSafeArea(UINT backBufferWidth, UINT backBufferHeight) noexcept
{
const float safew = (float(backBufferWidth) + 19.f) / 20.f;
const float safeh = (float(backBufferHeight) + 19.f) / 20.f;
RECT rct;
rct.left = static_cast<LONG>(safew);
rct.top = static_cast<LONG>(safeh);
rct.right = static_cast<LONG>(float(backBufferWidth) - safew + 0.5f);
rct.bottom = static_cast<LONG>(float(backBufferHeight) - safeh + 0.5f);
return rct;
}

File diff suppressed because it is too large Load Diff

View File

@@ -0,0 +1,10 @@
//--------------------------------------------------------------------------------------
// File: pch.cpp
//
// Copyright (c) Microsoft Corporation.
// Licensed under the MIT License.
//
// http://go.microsoft.com/fwlink/?LinkId=248929
//--------------------------------------------------------------------------------------
#include "pch.h"

View File

@@ -0,0 +1,193 @@
//--------------------------------------------------------------------------------------
// File: pch.h
//
// Copyright (c) Microsoft Corporation.
// Licensed under the MIT License.
//
// http://go.microsoft.com/fwlink/?LinkId=248929
//--------------------------------------------------------------------------------------
#pragma once
#ifdef _MSC_VER
// Off by default warnings
#pragma warning(disable : 4619 4616 4061 4265 4365 4571 4623 4625 4626 4628 4668 4710 4711 4746 4774 4820 4987 5026 5027 5031 5032 5039 5045 5219 5264 26812)
// C4619/4616 #pragma warning warnings
// C4061 enumerator 'X' in switch of enum 'X' is not explicitly handled by a case label
// C4265 class has virtual functions, but destructor is not virtual
// C4365 signed/unsigned mismatch
// C4571 behavior change
// C4623 default constructor was implicitly defined as deleted
// C4625 copy constructor was implicitly defined as deleted
// C4626 assignment operator was implicitly defined as deleted
// C4628 digraphs not supported
// C4668 not defined as a preprocessor macro
// C4710 function not inlined
// C4711 selected for automatic inline expansion
// C4746 volatile access of '<expression>' is subject to /volatile:<iso|ms> setting
// C4774 format string expected in argument 3 is not a string literal
// C4820 padding added after data member
// C4987 nonstandard extension used
// C5026 move constructor was implicitly defined as deleted
// C5027 move assignment operator was implicitly defined as deleted
// C5031/5032 push/pop mismatches in windows headers
// C5039 pointer or reference to potentially throwing function passed to extern C function under - EHc
// C5045 Spectre mitigation warning
// C5219 implicit conversion from 'int' to 'float', possible loss of data
// C5264 'const' variable is not used
// 26812: The enum type 'x' is unscoped. Prefer 'enum class' over 'enum' (Enum.3).
#if defined(_XBOX_ONE) && defined(_TITLE)
// Xbox One XDK related Off by default warnings
#pragma warning(disable : 4471 4643 4917 4986 5029 5038 5040 5043 5204 5246 5256 5262 5267)
// C4471 forward declaration of an unscoped enumeration must have an underlying type
// C4643 Forward declaring in namespace std is not permitted by the C++ Standard
// C4917 a GUID can only be associated with a class, interface or namespace
// C4986 exception specification does not match previous declaration
// C5029 nonstandard extension used
// C5038 data member 'X' will be initialized after data member 'Y'
// C5040 dynamic exception specifications are valid only in C++14 and earlier; treating as noexcept(false)
// C5043 exception specification does not match previous declaration
// C5204 class has virtual functions, but its trivial destructor is not virtual; instances of objects derived from this class may not be destructed correctly
// C5246 'anonymous struct or union': the initialization of a subobject should be wrapped in braces
// C5256 a non-defining declaration of an enumeration with a fixed underlying type is only permitted as a standalone declaration
// C5262 implicit fall-through occurs here; are you missing a break statement?
// C5267 definition of implicit copy constructor for 'X' is deprecated because it has a user-provided assignment operator
#endif // _XBOX_ONE && _TITLE
#endif // _MSC_VER
#ifdef __INTEL_COMPILER
#pragma warning(disable : 161 2960 3280)
// warning #161: unrecognized #pragma
// message #2960: allocation may not satisfy the type's alignment; consider using <aligned_new> header
// message #3280: declaration hides member
#endif
#ifdef __clang__
#pragma clang diagnostic ignored "-Wc++98-compat"
#pragma clang diagnostic ignored "-Wc++98-compat-pedantic"
#pragma clang diagnostic ignored "-Wc++98-compat-local-type-template-args"
#pragma clang diagnostic ignored "-Wcovered-switch-default"
#pragma clang diagnostic ignored "-Wexit-time-destructors"
#pragma clang diagnostic ignored "-Wfloat-equal"
#pragma clang diagnostic ignored "-Wglobal-constructors"
#pragma clang diagnostic ignored "-Wgnu-anonymous-struct"
#pragma clang diagnostic ignored "-Wlanguage-extension-token"
#pragma clang diagnostic ignored "-Wmissing-variable-declarations"
#pragma clang diagnostic ignored "-Wmicrosoft-include"
#pragma clang diagnostic ignored "-Wnested-anon-types"
#pragma clang diagnostic ignored "-Wreserved-id-macro"
#pragma clang diagnostic ignored "-Wswitch-enum"
#pragma clang diagnostic ignored "-Wunknown-pragmas"
#pragma clang diagnostic ignored "-Wunused-const-variable"
#pragma clang diagnostic ignored "-Wunused-member-function"
#pragma clang diagnostic ignored "-Wunknown-warning-option"
#pragma clang diagnostic ignored "-Wunsafe-buffer-usage"
#endif
#ifndef WIN32_LEAN_AND_MEAN
#define WIN32_LEAN_AND_MEAN
#endif
#pragma warning(push)
#pragma warning(disable : 4005)
#define NOMINMAX 1
#define NODRAWTEXT
#define NOGDI
#define NOBITMAP
#define NOMCX
#define NOSERVICE
#define NOHELP
#pragma warning(pop)
#include <Windows.h>
#ifndef _WIN32_WINNT_WIN10
#define _WIN32_WINNT_WIN10 0x0A00
#endif
#ifndef WINAPI_FAMILY_GAMES
#define WINAPI_FAMILY_GAMES 6
#endif
#ifdef _GAMING_XBOX
#error This version of DirectX Tool Kit not supported for GDKX
#elif defined(_XBOX_ONE) && defined(_TITLE)
#include <xdk.h>
#if _XDK_VER < 0x42EE13B6 /* XDK Edition 180704 */
#error DirectX Tool Kit for Direct3D 11 requires the July 2018 QFE4 XDK or later
#endif
#include <d3d11_x.h>
#else
#include <d3d11_1.h>
#endif
#define _USE_MATH_DEFINES
#include <algorithm>
#include <array>
#include <cassert>
#include <cmath>
#include <cstddef>
#include <cstdint>
#include <cstdlib>
#include <cstring>
#include <cwchar>
#include <exception>
#include <iterator>
#include <list>
#include <map>
#include <memory>
#include <new>
#include <set>
#include <stdexcept>
#include <string>
#include <system_error>
#include <tuple>
#include <type_traits>
#include <utility>
#include <vector>
#pragma warning(push)
#pragma warning(disable : 4702)
#include <functional>
#pragma warning(pop)
#include <malloc.h>
#define _XM_NO_XMVECTOR_OVERLOADS_
#include <DirectXMath.h>
#include <DirectXPackedVector.h>
#include <DirectXCollision.h>
#if (DIRECTX_MATH_VERSION < 315)
#define XM_ALIGNED_STRUCT(x) __declspec(align(x)) struct
#endif
#pragma warning(push)
#pragma warning(disable : 4467 4986 5038 5204 5220 6101)
#ifdef __MINGW32__
#include <wrl/client.h>
#else
#include <wrl.h>
#endif
#pragma warning(pop)
#include <wincodec.h>
#if defined(NTDDI_WIN10_FE) || defined(__MINGW32__)
#include <ocidl.h>
#else
#include <OCIdl.h>
#endif
#if (defined(WINAPI_FAMILY) && (WINAPI_FAMILY == WINAPI_FAMILY_APP)) || (defined(_XBOX_ONE) && defined(_TITLE))
#pragma warning(push)
#pragma warning(disable: 4471 5204 5256)
#include <Windows.UI.Core.h>
#pragma warning(pop)
#endif
#include <mutex>

Binary file not shown.

Before

Width:  |  Height:  |  Size: 1.0 MiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 4.0 MiB

View File

@@ -5,7 +5,6 @@ ModelClass::ModelClass()
{
m_vertexBuffer = 0;
m_indexBuffer = 0;
m_Textures = 0;
m_model = 0;
}
@@ -19,16 +18,14 @@ ModelClass::~ModelClass()
{
}
bool ModelClass::Initialize(ID3D11Device* device, ID3D11DeviceContext* deviceContext, char* modelFilename, vector<string> filename)
{
Logger::Get().Log("Initializing model class", __FILE__, __LINE__, Logger::LogLevel::Initialize);
bool ModelClass::Initialize(ID3D11Device* device, ID3D11DeviceContext* deviceContext, char* modelFilename, std::vector<ID3D11ShaderResourceView*> textures) {
Logger::Get().Log("Initializing model class with preloaded textures", __FILE__, __LINE__, Logger::LogLevel::Initialize);
bool result;
// Load in the model data.
result = LoadModel(modelFilename);
if (!result)
{
if (!result) {
Logger::Get().Log("Failed to load model data", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
@@ -38,20 +35,14 @@ bool ModelClass::Initialize(ID3D11Device* device, ID3D11DeviceContext* deviceCon
// Initialize the vertex and index buffers.
result = InitializeBuffers(device);
if (!result)
{
if (!result) {
Logger::Get().Log("Failed to initialize buffers", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
// Load the textures for this model.
result = LoadTextures(device, deviceContext, filename);
if (!result)
{
Logger::Get().Log("Failed to load textures", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
Logger::Get().Log("Model class initialized", __FILE__, __LINE__, Logger::LogLevel::Initialize);
m_Textures = textures;
Logger::Get().Log("Model class initialized with preloaded textures", __FILE__, __LINE__, Logger::LogLevel::Initialize);
return true;
}
@@ -86,12 +77,13 @@ int ModelClass::GetIndexCount()
return m_indexCount;
}
ID3D11ShaderResourceView* ModelClass::GetTexture(int index)
{
return m_Textures[index].GetTexture();
ID3D11ShaderResourceView* ModelClass::GetTexture(int index) const {
if (index >= 0 && index < m_Textures.size()) {
return m_Textures[index];
}
return nullptr; // Retourne nullptr si l'index est hors limites
}
bool ModelClass::InitializeBuffers(ID3D11Device* device)
{
Logger::Get().Log("Initializing buffers", __FILE__, __LINE__, Logger::LogLevel::Initialize);
@@ -221,52 +213,23 @@ void ModelClass::RenderBuffers(ID3D11DeviceContext* deviceContext)
return;
}
bool ModelClass::LoadTextures(ID3D11Device* device, ID3D11DeviceContext* deviceContext, vector<string> textureFile)
{
Logger::Get().Log("Loading textures", __FILE__, __LINE__);
bool result;
// Create and initialize the texture object array.
m_Textures = new TextureClass[textureFile.size()];
for (int i = 0; i < textureFile.size(); i++)
{
result = m_Textures[i].Initialize(device, deviceContext, textureFile[i]);
if (!result)
{
Logger::Get().Log("Failed to initialize texture", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
}
Logger::Get().Log("Textures loaded", __FILE__, __LINE__);
return true;
}
void ModelClass::ReleaseTextures()
{
Logger::Get().Log("Releasing textures", __FILE__, __LINE__);
// Release the texture object array.
if (m_Textures)
for (auto& texture : m_Textures)
{
m_Textures[0].Shutdown();
m_Textures[1].Shutdown();
m_Textures[2].Shutdown();
m_Textures[3].Shutdown();
m_Textures[4].Shutdown();
m_Textures[5].Shutdown();
delete[] m_Textures;
m_Textures = 0;
if (texture)
{
texture->Release();
texture = nullptr;
}
}
Logger::Get().Log("Textures released", __FILE__, __LINE__);
m_Textures.clear();
return;
Logger::Get().Log("Textures released", __FILE__, __LINE__);
}
bool ModelClass::LoadModel(char* filename)
@@ -590,23 +553,39 @@ void ModelClass::ReleaseModel()
bool ModelClass::ChangeTexture(ID3D11Device* device, ID3D11DeviceContext* deviceContext, std::wstring filename, int index)
{
bool result;
Logger::Get().Log("Changing texture", __FILE__, __LINE__, Logger::LogLevel::Initialize);
// convert wstring to string
std::string str(filename.begin(), filename.end());
HRESULT result;
ID3D11ShaderResourceView* newTexture = nullptr;
// Release the old texture object.
m_Textures[index].Shutdown();
// Initialize the new texture object.
result = m_Textures[index].Initialize(device, deviceContext, str);
if (!result)
// Load the new texture using WICTextureLoader.
result = DirectX::CreateWICTextureFromFile(device, deviceContext, filename.c_str(), nullptr, &newTexture);
if (FAILED(result))
{
Logger::Get().Log("Failed to initialize texture", __FILE__, __LINE__, Logger::LogLevel::Error);
Logger::Get().Log("Failed to load new texture", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
Logger::Get().Log("Texture changed", __FILE__, __LINE__, Logger::LogLevel::Debug);
// Release the old texture if it exists.
if (index >= 0 && index < m_Textures.size() && m_Textures[index])
{
m_Textures[index]->Release();
m_Textures[index] = nullptr;
}
// Assign the new texture to the specified index.
if (index >= 0 && index < m_Textures.size())
{
m_Textures[index] = newTexture;
}
else
{
// If the index is out of range, log an error and release the new texture.
Logger::Get().Log("Texture index out of range", __FILE__, __LINE__, Logger::LogLevel::Error);
newTexture->Release();
return false;
}
Logger::Get().Log("Texture changed successfully", __FILE__, __LINE__, Logger::LogLevel::Initialize);
return true;
}

View File

@@ -13,6 +13,7 @@
#include <sstream>
#include <vector>
#include <string>
#include <WICTextureLoader.h>
using namespace DirectX;
using namespace std;
@@ -82,12 +83,13 @@ public:
ModelClass(const ModelClass&);
~ModelClass();
bool Initialize(ID3D11Device*, ID3D11DeviceContext*, char*, vector<string>);
bool Initialize(ID3D11Device*, ID3D11DeviceContext*, char*, std::vector<ID3D11ShaderResourceView*>);
void Shutdown();
void Render(ID3D11DeviceContext*);
int GetIndexCount();
ID3D11ShaderResourceView* GetTexture(int);
ID3D11ShaderResourceView* GetTexture(int index) const;
bool ChangeTexture(ID3D11Device*, ID3D11DeviceContext*, std::wstring filename, int index);
private:
@@ -108,7 +110,7 @@ private:
private:
ID3D11Buffer* m_vertexBuffer, * m_indexBuffer;
int m_vertexCount, m_indexCount;
TextureClass* m_Textures;
std::vector<ID3D11ShaderResourceView*> m_Textures;
ModelType* m_model;
};

Binary file not shown.

Before

Width:  |  Height:  |  Size: 4.0 MiB

Some files were not shown because too many files have changed in this diff Show More