Example #1
0
    IZ_BOOL Udp::connectTo(const IPv4Endpoint& remoteEp)
    {
        VRETURN(isValidSocket(m_socket));

        IZ_BOOL result = IZ_FALSE;

        // 通信ポート・アドレスの設定
        sockaddr_in destAddr;
        {
            memset(&destAddr, 0, sizeof(destAddr));

            destAddr.sin_family = AF_INET;
            destAddr.sin_port = htons(remoteEp.getPort());

            auto address = remoteEp.getAddress();
            
            result = !address.isAny();
            VGOTO(result, __EXIT__);

            char ip[64];
            address.toString(ip, COUNTOF(ip));

            setIp(destAddr, inet_addr(ip));
        }

        // 接続
        result = (connect(m_socket, (const sockaddr*)&destAddr, sizeof(destAddr)) >= 0);
        
        if (result) {
            if (!m_isBindAddr) {
                // ホスト名取得
                sockaddr_in inAddr;
                int32_t inAddrSize = sizeof(inAddr);
                result = (getsockname(m_socket, (sockaddr*)&inAddr, &inAddrSize) >= 0);
                VGOTO(result, __EXIT__);

                m_isBindAddr = IZ_TRUE;
                m_host.set(inAddr);
            }
        }

    __EXIT__:
        if (!result) {
            IZ_ASSERT(IZ_FALSE);

            stop();
        }

        return result;
    }
Example #2
0
    // 初期化.
    IZ_BOOL CMonitor::Init()
    {
        IZ_BOOL ret = IZ_FALSE;

        ret = m_LockMutex.Open();
        VGOTO(ret, __EXIT__);

        ret = m_WaitCond.Init();
        VGOTO(ret, __EXIT__);

    __EXIT__:
        if (!ret) {
            Destroy();
        }
        return ret;
    }
Example #3
0
    CShaderConstTableLite* CShaderConstTableLite::CreateShaderConstTableLite(
        IMemoryAllocator* allocator,
        IZ_PCSTR path)
    {
        void *buf = ALLOC(allocator, sizeof(CShaderConstTableLite));
        VRETURN_NULL(buf != IZ_NULL);

        IZ_BOOL result = IZ_TRUE;

        CShaderConstTableLite* instance = new(buf) CShaderConstTableLite;
        {
            instance->AddRef();
            instance->m_Allocator = allocator;

            izanagi::CFileInputStream input;
            result = input.Open(path);
            VGOTO(result, __EXIT__);

            void* program = ALLOC(allocator, (size_t)input.GetSize());
            result = (program != IZ_NULL);
            VGOTO(result, __EXIT__);

            input.Read(program, 0, (size_t)input.GetSize());

            // シェーダ定数テーブル取得
            HRESULT hr = D3DXGetShaderConstantTable(
                    (const DWORD*)program,
                    &instance->m_ConstTable);
            result = SUCCEEDED(hr);

            result = (instance->m_ConstTable != IZ_NULL);
            IZ_ASSERT(result);

            FREE(allocator, program);
        }

__EXIT__:
        if (!result) {
            SAFE_RELEASE(instance);
        }
        return instance;
    }
Example #4
0
// 開始
IZ_BOOL CStateBevelShader::Enter(
    izanagi::IMemoryAllocator* allocator,
    izanagi::graph::CGraphicsDevice* device,
    izanagi::CValue& arg)
{
    IZ_BOOL result = IZ_TRUE;

    // シェーダ
    {
        izanagi::CFileInputStream in;
        VRETURN(in.Open("data/BevelShader.shd"));

        m_Shader = izanagi::shader::CShaderBasic::CreateShader<izanagi::shader::CShaderBasic>(
                       allocator,
                       device,
                       &in);
        VGOTO(result = (m_Shader != IZ_NULL), __EXIT__);
    }

    // メッシュ
    {
        IZ_UINT flag = izanagi::E_DEBUG_MESH_VTX_FORM_POS
                       | izanagi::E_DEBUG_MESH_VTX_FORM_NORMAL;

        m_Mesh = BevelShaderMesh::Create(
                     allocator,
                     device,
                     flag,
                     IZ_COLOR_RGBA(0xff, 0xff, 0xff, 0xff),
                     5.0f, 5.0f, 5.0f);
        VGOTO(result = (m_Mesh != IZ_NULL), __EXIT__);
    }

__EXIT__:
    if (!result) {
        Leave();
    }

    return result;
}
Example #5
0
    /**
    * インスタンス作成
    */
    CGraphicsDevice* CGraphicsDevice::CreateGraphicsDevice(IMemoryAllocator* allocator)
    {
        if (s_Instance != IZ_NULL) {
            // 作成済みなので何もしない
            return s_Instance;
        }

        IZ_ASSERT(allocator != IZ_NULL);

        IZ_BOOL result = IZ_TRUE;
        IZ_UINT8* buf = IZ_NULL;
        CGraphicsDeviceGLES2* instance = IZ_NULL;

        // メモリ確保
        buf = (IZ_UINT8*)ALLOC_ZERO(allocator, sizeof(CGraphicsDeviceGLES2));
        VGOTO(buf != IZ_NULL, __EXIT__);

        // インスタンス作成
        instance = new(buf) CGraphicsDeviceGLES2;
        {
            instance->m_Allocator = allocator;
            instance->AddRef();
        }

        if (!result) {
            goto __EXIT__;
        }

        s_Instance = instance;
    
    __EXIT__:
        if (!result) {
            if (instance != IZ_NULL) {
                SAFE_RELEASE(instance);
            }
            else if (buf != IZ_NULL) {
                allocator->Free(buf);
            }
        }

        return instance;
    }
Example #6
0
IZ_BOOL LoadTextureJob::OnRun()
{
#if 0
    if (!m_TargetItem->IsShown()) {
        return IZ_FALSE;
    }
#endif

    // Open file.
    izanagi::CFileInputStream input;
    //VRETURN(input.Open(m_Path));
    if (!input.Open(m_Path)) {
        return IZ_FALSE;
    }

    // Read to memory.
    IZ_UINT8* buf = (IZ_UINT8*)ALLOC(m_InternalAllocator, input.GetSize());
    size_t size = input.GetSize();
    VRETURN(buf != IZ_NULL);
    input.Read(buf, 0, size);
    input.Close();

    // Read jpeg.
    jpeg_decompress_struct cinfo;
    jpeg_error_mgr jerror;
    
    cinfo.err = jpeg_std_error(&jerror);
    jpeg_create_decompress(&cinfo);

    jpeg_mem_src(&cinfo, buf, size);

    jpeg_read_header(&cinfo, IZ_TRUE);

    jpeg_start_decompress(&cinfo);

    // Alloc buffer to store line data.
    IZ_UINT pitch = cinfo.output_width * cinfo.output_components;
    IZ_UINT8* lineData = (IZ_UINT8*)ALLOC(m_InternalAllocator, pitch + 10);
    VGOTO(lineData != IZ_NULL, __EXIT__);

    // Convert to RGBA8 format.
    const IZ_UINT bpp = izanagi::graph::CGraphUtil::GetBPP(izanagi::graph::E_GRAPH_PIXEL_FMT_RGBA8);
    const IZ_UINT stride = bpp * cinfo.output_width;

    // Alloc buffer to store rgba data.
    IZ_UINT bytes = cinfo.output_width * cinfo.output_height * bpp;
    m_PixelData = (IZ_UINT8*)ALLOC(m_InternalAllocator, bytes);
    VGOTO(m_PixelData != IZ_NULL, __EXIT__);

    IZ_BOOL ret = IZ_TRUE;
    IZ_UINT8* dst = m_PixelData;

    while(cinfo.output_scanline < cinfo.output_height) {
        IZ_UINT8* buffer[1];
        buffer[0] = (IZ_UINT8*)lineData;

        jpeg_read_scanlines(&cinfo, buffer, 1);

        // Convert to rgba.
        for (IZ_UINT i = 0; i < cinfo.output_width; i++) {
            dst[i * 4 + 0] = lineData[i * 3 + 2];
            dst[i * 4 + 1] = lineData[i * 3 + 1];
            dst[i * 4 + 2] = lineData[i * 3 + 0];
            dst[i * 4 + 3] = 0xff;
        }

        dst += stride;
    }

    // Keep image size.
    m_TexWidth = cinfo.output_width;
    m_TexHeight = cinfo.output_height;

__EXIT__:
    jpeg_finish_decompress(&cinfo);
    jpeg_destroy_decompress(&cinfo);

    FREE(m_InternalAllocator, buf);
    FREE(m_InternalAllocator, lineData);

    // If this job is canceld...
    if (IsCanceled()) {
        ret = IZ_FALSE;
    }

    return ret;
}
Example #7
0
// 初期化.
IZ_BOOL CMotionBindApp::InitInternal(
    izanagi::IMemoryAllocator* allocator,
    izanagi::graph::CGraphicsDevice* device,
    izanagi::sample::CSampleCamera& camera)
{
    IZ_BOOL result = IZ_TRUE;

    // Texture
    {
        izanagi::CFileInputStream in;
        VRETURN(in.Open("data/MikuImage.img"));

        m_Img = izanagi::CImage::CreateImage(
                    allocator,
                    device,
                    &in);

        VGOTO(result = (m_Img != IZ_NULL), __EXIT__);
    }

    // Animation
    for (IZ_UINT i = 0; i < COUNTOF(ANM_FILE_NAME); i++)
    {
        izanagi::CFileInputStream in;
        VRETURN(in.Open(ANM_FILE_NAME[i]));

        m_Anm[i] = izanagi::CAnimation::CreateAnimation(
                    allocator,
                    &in);

        VGOTO(result = (m_Anm[i] != IZ_NULL), __EXIT__);
    }

    // Mesh
    {
        izanagi::CFileInputStream in;
        VRETURN(in.Open(MSH_FILE_NAME));

        m_Msh = izanagi::CMesh::CreateMesh(
                    allocator,
                    device,
                    &in);
        
        VGOTO(result = (m_Msh != IZ_NULL), __EXIT__);
    }

    // Skelton
    {
        izanagi::CFileInputStream in;
        VRETURN(in.Open(SKL_FILE_NAME));

        m_Skl = izanagi::CSkeleton::CreateSkeleton(
                    allocator,
                    &in);

        VGOTO(result = (m_Skl != IZ_NULL), __EXIT__);
    }

    // 独自の補間計算を設定
    izanagi::CAnimation::SetUserFuncInterpScalar(CCustomInterp::InterpScalar);
    izanagi::CAnimation::SetUserFuncInterpVector(CCustomInterp::InterpVector);

    // アニメーションバインド
    {
        m_AnmBinder = izanagi::CAnimationBinder::CreateAnimationBinder(
            allocator,
            m_Skl);
        IZ_ASSERT(m_AnmBinder != IZ_NULL);

        for (IZ_UINT i = 0; i < COUNTOF(UpperBodyIdx); i++)
        {
            m_AnmBinder->BindByIdx(UpperBodyIdx[i], m_Anm[1]);
        }
        for (IZ_UINT i = 0; i < COUNTOF(LowerBodyIdx); i++)
        {
            m_AnmBinder->BindByIdx(LowerBodyIdx[i], m_Anm[0]);
        }
    }

    // Timeline
    {
        m_Timeline.Init(
            m_AnmBinder->GetAnimationTime(),
            0.0f);
        m_Timeline.EnableLoop(IZ_TRUE);
        m_Timeline.AutoReverse(IZ_FALSE);
        m_Timeline.Start();
        m_Timeline.Reset();
    }

    // Shader
    {
        izanagi::CFileInputStream in;
        VRETURN(in.Open("data/SkinShader.shd"));

        m_Shd = izanagi::shader::CShaderBasic::CreateShader<izanagi::shader::CShaderBasic>(
                    allocator,
                    device,
                    &in);

        VGOTO(result = (m_Shd != IZ_NULL), __EXIT__);

        // ジョイントマトリクスを描画時に設定するためのハンドラ
        s_MdlRenderHandler = izanagi::IMshRenderHandler::CreateMshRenderHandler<izanagi::sample::CSampleMdlRenderHandler>(allocator);
        s_MdlRenderHandler->SetShader(m_Shd);
        VGOTO(result = (s_MdlRenderHandler != IZ_NULL), __EXIT__);
    }

    // Model
    {
        m_Mdl = izanagi::CModel::CreateModel(
                    allocator,
                    m_Msh,
                    m_Skl,
                    s_MdlRenderHandler);

        VGOTO(result = (m_Mdl != IZ_NULL), __EXIT__);
    }

    // Material
    {
        izanagi::CFileInputStream in;
        IZ_CHAR tmp[32];

        for (IZ_UINT i = 0; i < COUNTOF(m_Mtrl); i++)
        {
            IZ_SPRINTF(tmp, sizeof(tmp), "data/miku_%d.mtrl\0", i);

            VRETURN(in.Open(tmp));

            m_Mtrl[i] = izanagi::CMaterial::CreateMaterial(allocator, &in);
            VGOTO((result = m_Mtrl[i] != IZ_NULL), __EXIT__);

            in.Finalize();
        }

        // シェーダ名を強制的に設定
        m_Shd->SetName("DefaultShader");

        for (IZ_UINT i = 0; i < COUNTOF(m_Mtrl); i++)
        {
            IZ_UINT num = m_Mtrl[i]->GetTexNum();

            IZ_PCSTR name = m_Mtrl[i]->GetTexInfoByIdx(num > 1 ? 1 : 0)->name.GetString();

            IZ_BOOL isToon = (::strncmp(name, "toon", 4) == 0);

            m_Mtrl[i]->SetTexture(name, m_Img->GetTexture(isToon ? 0 : 1));
            m_Mtrl[i]->SetShader(m_Shd);

            m_Mdl->SetMaterial(0, m_Mtrl[i]);
        }
    }

    // レンダーグラフ
    m_RenderGraph = izanagi::CRenderGraph::CreateRenderGraph(allocator, 5);
    VGOTO(result = (m_RenderGraph != IZ_NULL), __EXIT__);

    // レンダラ
    m_Renderer = izanagi::CSceneRenderer::CreateSceneRenderer(allocator);
    VGOTO(result = (m_Renderer != IZ_NULL), __EXIT__);

    // カメラ
    camera.Init(
        izanagi::math::CVector4(0.0f, 5.0f, CAMERA_Z, 1.0f),
        izanagi::math::CVector4(0.0f, 5.0f, 0.0f, 1.0f),
        izanagi::math::CVector4(0.0f, 1.0f, 0.0f, 1.0f),
        1.0f,
        500.0f,
        izanagi::math::CMath::Deg2Rad(60.0f),
        (IZ_FLOAT)device->GetBackBufferWidth() / device->GetBackBufferHeight());
    camera.Update();

__EXIT__:
    if (!result) {
        ReleaseInternal();
    }

    return IZ_TRUE;
}
Example #8
0
// 初期化.
IZ_BOOL FoveatedRenderingApp::InitInternal(
    izanagi::IMemoryAllocator* allocator,
    izanagi::graph::CGraphicsDevice* device,
    izanagi::sample::CSampleCamera& camera)
{
    IZ_BOOL result = IZ_TRUE;

    IZ_UINT flag = izanagi::E_DEBUG_MESH_VTX_FORM_POS;

    // Cube
    {
        m_Cube = izanagi::sample::CSampleEnvBox::CreateSampleEnvBox(
            allocator,
            device);
        VGOTO(result = (m_Cube != IZ_NULL), __EXIT__);
    }

    // テクスチャ
    {
        izanagi::CFileInputStream in;
        VGOTO(result = in.Open("data/EnvMap.img"), __EXIT__);

        m_Img = izanagi::CImage::CreateImage(
                    allocator,
                    device,
                    &in);
        VGOTO(result = (m_Img != IZ_NULL), __EXIT__);
    }

    // FBO.
    {
        m_rt = device->CreateRenderTarget(
            SCREEN_WIDTH, SCREEN_HEIGHT,
            izanagi::graph::E_GRAPH_PIXEL_FMT_RGBA8);

        m_depth = device->CreateRenderTarget(
            SCREEN_WIDTH, SCREEN_HEIGHT,
            izanagi::graph::E_GRAPH_PIXEL_FMT_D24S8);

        m_mask = device->CreateRenderTarget(
            SCREEN_WIDTH, SCREEN_HEIGHT,
            izanagi::graph::E_GRAPH_PIXEL_FMT_RGBA8);
    }

    m_shdDrawCube.Init(
        device,
        "shader/vs_equirect.glsl",
        "shader/fs_equirect.glsl");
    m_shdMakeMask.Init(
        device,
        "shader/vs_2dscreen.glsl",
        "shader/fs_radicaldensitymask.glsl");
    m_shdFilter.Init(
        device,
        "shader/vs_2dscreen.glsl",
        "shader/fs_filter.glsl");

    IZ_FLOAT aspect = (IZ_FLOAT)SCREEN_WIDTH / SCREEN_HEIGHT;
    IZ_FLOAT verticalFOV = izanagi::math::CMath::Deg2Rad(60.0f);

    // カメラ
    camera.Init(
        izanagi::math::CVector4(0.0f, 0.0f,  0.0f, 1.0f),
        izanagi::math::CVector4(0.0f, 0.0f,  1.0f, 1.0f),
        izanagi::math::CVector4(0.0f, 1.0f,  0.0f, 1.0f),
        1.0f,
        500.0f,
        verticalFOV,
        aspect);
    camera.Update();

__EXIT__:
    if (!result) {
        ReleaseInternal();
    }

    return IZ_TRUE;
}
Example #9
0
// 初期化.
IZ_BOOL StereoCameraApp::InitInternal(
    izanagi::IMemoryAllocator* allocator,
    izanagi::graph::CGraphicsDevice* device,
    izanagi::sample::CSampleCamera& camera)
{
    IZ_BOOL result = IZ_TRUE;

    IZ_UINT flag = izanagi::E_DEBUG_MESH_VTX_FORM_POS;

    // Cube
    {
        m_Cube = izanagi::sample::CSampleEnvBox::CreateSampleEnvBox(
            allocator,
            device);
        VGOTO(result = (m_Cube != IZ_NULL), __EXIT__);
    }

    // テクスチャ
    {
        izanagi::CFileInputStream in;
        VGOTO(result = in.Open("data/EnvMap.img"), __EXIT__);

        m_Img = izanagi::CImage::CreateImage(
                    allocator,
                    device,
                    &in);
        VGOTO(result = (m_Img != IZ_NULL), __EXIT__);
    }

    // シェーダ
    {
        izanagi::CFileInputStream in;
        VGOTO(result = in.Open("shader/vs_equirect.glsl"), __EXIT__);

        std::vector<uint8_t> buf(in.GetSize() + 1);
        in.Read(&buf[0], 0, in.GetSize());

        m_vs = device->CreateVertexShader(&buf[0]);

        VGOTO(result = (m_vs != IZ_NULL), __EXIT__);
    }
    {
        izanagi::CFileInputStream in;
        VGOTO(result = in.Open("shader/fs_equirect.glsl"), __EXIT__);

        std::vector<uint8_t> buf(in.GetSize() + 1);
        in.Read(&buf[0], 0, in.GetSize());

        m_fs = device->CreatePixelShader(&buf[0]);

        VGOTO(result = (m_fs != IZ_NULL), __EXIT__);
    }
    {
        m_shd = device->CreateShaderProgram();
        m_shd->AttachVertexShader(m_vs);
        m_shd->AttachPixelShader(m_fs);
    }

    // カメラ
    camera.Init(
        izanagi::math::CVector4(0.0f, 0.0f,  0.0f, 1.0f),
        izanagi::math::CVector4(0.0f, 0.0f,  1.0f, 1.0f),
        izanagi::math::CVector4(0.0f, 1.0f,  0.0f, 1.0f),
        0.01f,
        5.0f,
        izanagi::math::CMath::Deg2Rad(90.0f),
        (IZ_FLOAT)device->GetBackBufferWidth() / device->GetBackBufferHeight());
    camera.Update();

__EXIT__:
    if (!result) {
        ReleaseInternal();
    }

    return IZ_TRUE;
}
Example #10
0
// 初期化.
IZ_BOOL CMouseHit::InitInternal(
    izanagi::IMemoryAllocator* allocator,
    izanagi::graph::CGraphicsDevice* device,
    izanagi::sample::CSampleCamera& camera)
{
    IZ_BOOL result = IZ_TRUE;

    static const izanagi::math::SVector4 triPoint[3] =
    {
        { -10.0f, 0.0f,  0.0f, 1.0f },
        { -10.0f, 0.0f, 20.0f, 1.0f },
        {  10.0f, 0.0f, 20.0f, 1.0f },
    };

    static const izanagi::graph::SVertexElement vtxElem[] =
    {
        {0,  0, izanagi::graph::E_GRAPH_VTX_DECL_TYPE_FLOAT4, izanagi::graph::E_GRAPH_VTX_DECL_USAGE_POSITION, 0},    // 座標
        {0, 16, izanagi::graph::E_GRAPH_VTX_DECL_TYPE_COLOR, izanagi::graph::E_GRAPH_VTX_DECL_USAGE_COLOR, 0},        // 色
    };

    {
        izanagi::math::SMatrix44::SetUnit(m_Triangles.mtx);
        m_Triangles.tri.Set(triPoint);

        m_Triangles.vb = device->CreateVertexBuffer(
            sizeof(SVertex),
            3,
            izanagi::graph::E_GRAPH_RSC_TYPE_STATIC);

        SVertex* data = IZ_NULL;
        m_Triangles.vb->Lock(0, 0, (void**)&data, IZ_FALSE);
        {
            for (IZ_UINT i = 0; i < 3; i++)
            {
                izanagi::math::SVector4::Copy(data[i].pos, triPoint[i]);
                data[i].color = 0xffffffff;
            }
        }
        m_Triangles.vb->Unlock();

        m_VD = device->CreateVertexDeclaration(vtxElem, COUNTOF(vtxElem));
    }

    // シェーダ
    {
        izanagi::CFileInputStream in;
        VGOTO(result = in.Open("data/BasicShader.shd"), __EXIT__);

        m_Shader = izanagi::CShaderBasic::CreateShader<izanagi::CShaderBasic>(
                    allocator,
                    device,
                    &in);
        VGOTO(result = (m_Shader != IZ_NULL), __EXIT__);
    }

    // カメラ
    camera.Init(
        izanagi::math::CVector4(0.0f, 5.0f, -30.0f, 1.0f),
        izanagi::math::CVector4(0.0f, 5.0f, 0.0f, 1.0f),
        izanagi::math::CVector4(0.0f, 1.0f, 0.0f, 1.0f),
        1.0f,
        500.0f,
        izanagi::math::CMath::Deg2Rad(60.0f),
        (IZ_FLOAT)SCREEN_WIDTH / SCREEN_HEIGHT);
    camera.Update();

__EXIT__:
    if (!result) {
        ReleaseInternal();
    }

    return IZ_TRUE;
}
Example #11
0
// 初期化.
IZ_BOOL CResourceManagerApp::InitInternal(
    izanagi::IMemoryAllocator* allocator,
    izanagi::graph::CGraphicsDevice* device,
    izanagi::sample::CSampleCamera& camera)
{
    IZ_BOOL result = IZ_TRUE;

    m_RscMgr = izanagi::resource::CResourceManager::CreateResourceManager(allocator);
    IZ_ASSERT(m_RscMgr != IZ_NULL);

    izanagi::CMesh* msh = IZ_NULL;
    izanagi::CSkeleton* skl = IZ_NULL;

    // Texture
    {
        izanagi::CFileInputStream in;
        VRETURN(in.Open("data/ModelImage.img"));

        izanagi::CImage* img = izanagi::CImage::CreateImage(
            allocator,
            device,
            &in);


        VGOTO(result = (img != IZ_NULL), __EXIT__);

        m_RscMgr->Add(
            img,
            IZ_CC3('i', 'm', 'g'),
            izanagi::CKey("ModelImage.img"));

        // ResourceManagerに登録したのでもういらない
        SAFE_RELEASE(img);
    }

    // Mesh
    {
        izanagi::CFileInputStream in;
        VRETURN(in.Open("data/Seymour.msh"));

        msh = izanagi::CMesh::CreateMesh(
            allocator,
            device,
            &in);
        
        VGOTO(result = (msh != IZ_NULL), __EXIT__);
    }

    // Skelton
    {
        izanagi::CFileInputStream in;
        VRETURN(in.Open("data/Seymour.skl"));

        skl = izanagi::CSkeleton::CreateSkeleton(
            allocator,
            &in);

        VGOTO(result = (skl != IZ_NULL), __EXIT__);
    }

    // Shader
    {
        izanagi::CFileInputStream in;
        VRETURN(in.Open("data/SkinShader.shd"));

        izanagi::shader::CShaderBasic* shd = izanagi::shader::CShaderBasic::CreateShader<izanagi::shader::CShaderBasic>(
                    allocator,
                    device,
                    &in);

        VGOTO(result = (shd != IZ_NULL), __EXIT__);

        // ジョイントマトリクスを描画時に設定するためのハンドラ
        s_MdlRenderHandler = izanagi::IMshRenderHandler::CreateMshRenderHandler<izanagi::sample::CSampleMdlRenderHandler>(allocator);
        s_MdlRenderHandler->SetShader(shd);
        VGOTO(result = (s_MdlRenderHandler != IZ_NULL), __EXIT__);

        m_RscMgr->Add(
            shd,
            IZ_CC3('s', 'h', 'd'),
            izanagi::CKey("SkinShader.shd"));

        // ResourceManagerに登録したのでもういらない
        SAFE_RELEASE(shd);
    }

    // Model
    {
        izanagi::CModel* mdl = izanagi::CModel::CreateModel(
            allocator,
            msh,
            skl,
            s_MdlRenderHandler);

        VGOTO(result = (mdl != IZ_NULL), __EXIT__);

        // Modelに登録したのでもういらない
        SAFE_RELEASE(msh);
        SAFE_RELEASE(skl);

        m_RscMgr->Add(
            mdl,
            IZ_CC3('m', 'd', 'l'),
            izanagi::CKey("Seymour.mdl"));

        // ResourceManagerに登録したのでもういらない
        SAFE_RELEASE(mdl);
    }

    // カメラ
    camera.Init(
        izanagi::math::CVector4(0.0f, 5.0f, 30.0f, 1.0f),
        izanagi::math::CVector4(0.0f, 5.0f, 0.0f, 1.0f),
        izanagi::math::CVector4(0.0f, 1.0f, 0.0f, 1.0f),
        1.0f,
        500.0f,
        izanagi::math::CMath::Deg2Rad(60.0f),
        (IZ_FLOAT)device->GetBackBufferWidth() / device->GetBackBufferHeight());
    camera.Update();

__EXIT__:
    if (!result) {
        ReleaseInternal();
    }

    return IZ_TRUE;
}
Example #12
0
IZ_BOOL CMdlExporter::Export(
    IZ_UINT maxJointMtxNum,
    IZ_PCSTR lpszOutFile,
    IImporter* pImporter)
{
    IZ_BOOL ret = IZ_TRUE;

    VRETURN(m_Out.Open(lpszOutFile));

    izanagi::S_MDL_HEADER sHeader;
    {
        FILL_ZERO(&sHeader, sizeof(sHeader));

        sHeader.sizeHeader = sizeof(sHeader);
    }

    // Blank for file's header.
    izanagi::tool::CIoStreamSeekHelper cSeekHelper(&m_Out);
    VGOTO(ret = cSeekHelper.Skip(sizeof(sHeader)), __EXIT__);

#if 0
#if 1
    // geometry chunk
    ret = CGeometryChunk::GetInstance().Export(
            &m_Out,
            pImporter);
    CGeometryChunk::GetInstance().Clear();
    VGOTO(ret, __EXIT__);
#endif

#if 1
    // joint chunk
    ret = CJointChunk::Export(
            &m_Out,
            pImporter);
    VGOTO(ret, __EXIT__);
#endif

    // Export terminater.
    {
        izanagi::S_MDL_CHUNK_HEADER sChunkHeader;
        sChunkHeader.magicChunk = izanagi::MDL_CHUNK_MAGIC_TERMINATE;
        IZ_OUTPUT_WRITE_VRETURN(&m_Out, &sChunkHeader, 0, sizeof(sChunkHeader));
    }

    // Export files's header.
    {
        sHeader.sizeFile = m_Out.GetCurPos();

        const izanagi::math::SVector4& vMin = CGeometryChunk::GetInstance().GetMin();
        const izanagi::math::SVector4& vMax = CGeometryChunk::GetInstance().GetMax();

        sHeader.minVtx[0] = vMin.x;
        sHeader.minVtx[1] = vMin.y;
        sHeader.minVtx[2] = vMin.z;

        sHeader.maxVtx[0] = vMax.x;
        sHeader.maxVtx[1] = vMax.y;
        sHeader.maxVtx[2] = vMax.z;

        VRETURN(cSeekHelper.Return());
        IZ_OUTPUT_WRITE_VRETURN(&m_Out, &sHeader, 0, sizeof(sHeader));
    }
#else
    // Mesh chunk.
    {
        izanagi::S_MDL_CHUNK_HEADER sChunkHeader;
        sChunkHeader.magicChunk = izanagi::MDL_CHUNK_MAGIC_MESH;
        ret = IZ_OUTPUT_WRITE(&m_Out, &sChunkHeader, 0, sizeof(sChunkHeader));
        VGOTO(ret, __EXIT__);

        ret = CGeometryChunk::GetInstance().Export(
                maxJointMtxNum,
                &m_Out,
                pImporter);
    }

    // Skeleton chunk.
    {
        izanagi::S_MDL_CHUNK_HEADER sChunkHeader;
        sChunkHeader.magicChunk = izanagi::MDL_CHUNK_MAGIC_SKELETON;
        ret = IZ_OUTPUT_WRITE(&m_Out, &sChunkHeader, 0, sizeof(sChunkHeader));
        VGOTO(ret, __EXIT__);

        ret = CJointChunk::Export(
                &m_Out,
                pImporter);
    }

    // Export terminater.
    {
        izanagi::S_MDL_CHUNK_HEADER sChunkHeader;
        sChunkHeader.magicChunk = izanagi::MDL_CHUNK_MAGIC_TERMINATE;
        ret = IZ_OUTPUT_WRITE(&m_Out, &sChunkHeader, 0, sizeof(sChunkHeader));
        VGOTO(ret, __EXIT__);
    }

    // Export files's header.
    {
        sHeader.sizeFile = m_Out.GetCurPos();

        VGOTO(ret = cSeekHelper.Return(), __EXIT__);
        ret = IZ_OUTPUT_WRITE(&m_Out, &sHeader, 0, sizeof(sHeader));
        VGOTO(ret, __EXIT__);
    }
#endif

__EXIT__:
    m_Out.Finalize();

    return ret;
}
Example #13
0
IZ_BOOL UnityChanApp::initModel(
    izanagi::IMemoryAllocator* allocator,
    izanagi::graph::CGraphicsDevice* device)
{
    IZ_BOOL result = IZ_FALSE;

    static const char* imgPath = "data/UnityChanImg.img";
    static const char* mshPath = "data/unitychan.msh";
    static const char* sklPath = "data/unitychan.skl";
    static const char* shdPath = "data/SkinShader.shd";

    // Texture
    {
        izanagi::CFileInputStream in;
        VRETURN(in.Open(imgPath));

        m_Img = izanagi::CImage::CreateImage(
            allocator,
            device,
            &in);

        VGOTO(result = (m_Img != IZ_NULL), __EXIT__);
    }

    // Mesh
    {
        izanagi::CFileInputStream in;
        VRETURN(in.Open(mshPath));

        m_Msh = izanagi::CMesh::CreateMesh(
            allocator,
            device,
            &in);

        VGOTO(result = (m_Msh != IZ_NULL), __EXIT__);
    }

    // Skelton
    {
        izanagi::CFileInputStream in;
        VRETURN(in.Open(sklPath));

        m_Skl = izanagi::CSkeleton::CreateSkeleton(
            allocator,
            &in);

        VGOTO(result = (m_Skl != IZ_NULL), __EXIT__);
    }

    // Shader
    {
        izanagi::CFileInputStream in;
        VRETURN(in.Open(shdPath));

        m_Shd = izanagi::shader::CShaderBasic::CreateShader<izanagi::shader::CShaderBasic>(
            allocator,
            device,
            &in);

        VGOTO(result = (m_Shd != IZ_NULL), __EXIT__);

        // ジョイントマトリクスを描画時に設定するためのハンドラ
        m_MdlRenderHandler = izanagi::IMshRenderHandler::CreateMshRenderHandler<izanagi::sample::CSampleMdlRenderHandler>(allocator);
        m_MdlRenderHandler->SetShader(m_Shd);
        VGOTO(result = (m_MdlRenderHandler != IZ_NULL), __EXIT__);
    }

    // Model
    {
        m_Mdl = izanagi::CModel::CreateModel(
            allocator,
            m_Msh,
            m_Skl,
            m_MdlRenderHandler);

        VGOTO(result = (m_Mdl != IZ_NULL), __EXIT__);
    }

    // レンダーグラフ
    m_RenderGraph = izanagi::CRenderGraph::CreateRenderGraph(allocator, 5);
    VGOTO(result = (m_RenderGraph != IZ_NULL), __EXIT__);

    // レンダラ
    m_Renderer = izanagi::CSceneRenderer::CreateSceneRenderer(allocator);
    VGOTO(result = (m_Renderer != IZ_NULL), __EXIT__);

    CreateMaterial(allocator);

__EXIT__:

    return result;
}