Beispiel #1
0
bool Shape::CombineWith(Shape* otherShape, D2D1_COMBINE_MODE mode)
{
	Microsoft::WRL::ComPtr<ID2D1GeometrySink> sink;
	Microsoft::WRL::ComPtr<ID2D1PathGeometry> path;
	HRESULT hr = Canvas::c_D2DFactory->CreatePathGeometry(path.GetAddressOf());
	if (FAILED(hr)) return false;

	hr = path->Open(sink.GetAddressOf());
	if (FAILED(hr)) return false;

	if (otherShape)
	{
		hr = m_Shape->CombineWithGeometry(
			otherShape->m_Shape.Get(),
			mode,
			otherShape->GetShapeMatrix(),
			sink.Get());
		if (FAILED(hr)) return false;

		sink->Close();

		hr = path.CopyTo(m_Shape.ReleaseAndGetAddressOf());
		if (FAILED(hr)) return false;

		return true;
	}

	static const D2D1_RECT_F rect = { 0.0f, 0.0f, 0.0f, 0.0f };
	Microsoft::WRL::ComPtr<ID2D1RectangleGeometry> emptyShape;
	hr = Canvas::c_D2DFactory->CreateRectangleGeometry(rect, emptyShape.GetAddressOf());
	if (FAILED(hr)) return false;

	hr = emptyShape->CombineWithGeometry(m_Shape.Get(), mode, GetShapeMatrix(), sink.Get());

	sink->Close();

	if (FAILED(hr)) return false;

	hr = path.CopyTo(m_Shape.ReleaseAndGetAddressOf());
	if (FAILED(hr)) return false;

	m_Rotation = 0.0f;
	m_RotationAnchor = D2D1::Point2F();
	m_RotationAnchorDefined = false;
	m_Scale = D2D1::SizeF(1.0f, 1.0f);
	m_ScaleAnchor = D2D1::Point2F();
	m_ScaleAnchorDefined = false;
	m_Skew = D2D1::Point2F();
	m_SkewAnchor = D2D1::Point2F();
	m_SkewAnchorDefined = false;
	m_Offset = D2D1::SizeF(0.0f, 0.0f);

	return true;
}
Beispiel #2
0
Arc::Arc(FLOAT x1, FLOAT y1, FLOAT x2, FLOAT y2, FLOAT xRadius, FLOAT yRadius, FLOAT angle,
	D2D1_SWEEP_DIRECTION sweep, D2D1_ARC_SIZE size, D2D1_FIGURE_END ending) : Shape(ShapeType::Arc),
	m_StartPoint(D2D1::Point2F(x1, y1)),
	m_ArcSegment(D2D1::ArcSegment(
		D2D1::Point2F(x2, y2),
		D2D1::SizeF(xRadius, yRadius),
		angle,
		sweep,
		size)),
	m_ShapeEnding(ending)
{
	Microsoft::WRL::ComPtr<ID2D1GeometrySink> sink;
	Microsoft::WRL::ComPtr<ID2D1PathGeometry> path;
	HRESULT hr = Canvas::c_D2DFactory->CreatePathGeometry(path.GetAddressOf());
	if (SUCCEEDED(hr))
	{
		hr = path->Open(sink.GetAddressOf());
		if (SUCCEEDED(hr))
		{
			sink->BeginFigure(m_StartPoint, D2D1_FIGURE_BEGIN_FILLED);
			sink->AddArc(m_ArcSegment);
			sink->EndFigure(m_ShapeEnding);
			sink->Close();

			hr = path.CopyTo(m_Shape.GetAddressOf());
			if (SUCCEEDED(hr)) return;
		}
	}

	LogErrorF(L"Could not create arc object. X1=%i, Y1=%i, X2=%i, Y2=%i, XRadius=%i, YRadius=%i, Angle=%i",
		(int)x1, (int)y1, (int)x2, (int)y2, (int)xRadius, (int)yRadius, (int)angle);
}
Beispiel #3
0
void Model::Create()
{
	CreateRootSignature();
	CreatePipelineState();

	Microsoft::WRL::ComPtr<ID3D12CommandAllocator> CommandAllocator;
	Microsoft::WRL::ComPtr<ID3D12GraphicsCommandList> CommandList;
	Microsoft::WRL::ComPtr<ID3D12Resource> VertexUploadResource;
	Microsoft::WRL::ComPtr<ID3D12Resource> IndexUploadResource;
	GPUFence Fence;

	Fence.Initialize(DeviceContext.GetDevice());
	Utility::ThrowOnFail(DeviceContext.GetDevice()->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&CommandAllocator)));
	Utility::ThrowOnFail(DeviceContext.GetDevice()->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, CommandAllocator.Get(), nullptr, IID_PPV_ARGS(&CommandList)));
	
	UploadVertices(CommandList, VertexUploadResource);
	UploadIndices(CommandList, IndexUploadResource);

	Utility::ThrowOnFail(CommandList->Close());

	ID3D12CommandList * CommandListPointer = CommandList.Get();
	DeviceContext.GetCommandQueue()->ExecuteCommandLists(1, &CommandListPointer);

	Fence.SetAndWait(DeviceContext.GetCommandQueue());
}
Beispiel #4
0
void TextureManager::LoadTextures(const std::vector<std::string>& TexturesLocation)
{
  for (std::string TextureLoc : TexturesLocation)
  {
    const std::string &fixed = "..\\examples\\assets\\" + TextureLoc.substr(0, TextureLoc.find_last_of('.')) + ".DDS";
    std::ifstream DDSFile(fixed, std::ifstream::binary);
    irr::video::CImageLoaderDDS DDSPic(DDSFile);
#ifdef GLBUILD
    WrapperResource *res = (WrapperResource*)malloc(sizeof(WrapperResource));
    // TODO : clean it
    GLTexture *tmptexture = new GLTexture(DDSPic.getLoadedImage());
    res->GLValue.Resource = tmptexture->Id;
    res->GLValue.Type = GL_TEXTURE_2D;
#endif

#ifdef DXBUILD
    D3DTexture TextureInRam(DDSPic.getLoadedImage());
    WrapperResource *res = (WrapperResource*)malloc(sizeof(WrapperResource));

    HRESULT hr = Context::getInstance()->dev->CreateCommittedResource(
      &CD3D12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_DEFAULT),
      D3D12_HEAP_MISC_NONE,
      &CD3D12_RESOURCE_DESC::Tex2D(TextureInRam.getFormat(), (UINT)TextureInRam.getWidth(), (UINT)TextureInRam.getHeight(), 1, (UINT16)TextureInRam.getMipLevelsCount()),
      D3D12_RESOURCE_USAGE_GENERIC_READ,
      nullptr,
      IID_PPV_ARGS(&res->D3DValue.resource)
      );

    Microsoft::WRL::ComPtr<ID3D12CommandAllocator> cmdalloc;
    Context::getInstance()->dev->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&cmdalloc));
    Microsoft::WRL::ComPtr<ID3D12GraphicsCommandList> cmdlist;
    Context::getInstance()->dev->CreateCommandList(1, D3D12_COMMAND_LIST_TYPE_DIRECT, cmdalloc.Get(), nullptr, IID_PPV_ARGS(&cmdlist));

    TextureInRam.CreateUploadCommandToResourceInDefaultHeap(cmdlist.Get(), res->D3DValue.resource);

    cmdlist->Close();
    Context::getInstance()->cmdqueue->ExecuteCommandLists(1, (ID3D12CommandList**)cmdlist.GetAddressOf());
    HANDLE handle = getCPUSyncHandle(Context::getInstance()->cmdqueue.Get());
    res->D3DValue.description.TextureView.SRV = TextureInRam.getResourceViewDesc();

    WaitForSingleObject(handle, INFINITE);
    CloseHandle(handle);
#endif
    textureSet.emplace(TextureLoc, res);
  }
}