Esempio n. 1
0
void GLSL::compileShader(const std::string & filePath, GLuint id)
{
	//Vertex and fragment shaders are successfully compiled.
	//Now time to link them together into a program.
	//Get a program object.
	_programID = glCreateProgram();

	//load shader code
	std::ifstream vertexFile(filePath);
	if (vertexFile.fail()) {
		fatalError("Failed to open " + filePath);
	}

	std::string fileContent = "";
	std::string line;

	while (std::getline(vertexFile, line)) {
		fileContent += line + "\n";
	}

	vertexFile.close();

	const char* contentsPtr = fileContent.c_str();
	glShaderSource(id, 1, &contentsPtr, nullptr);

	glCompileShader(id);

	//error checking of shader code
	GLint success = 0;
	glGetShaderiv(id, GL_COMPILE_STATUS, &success);


	GLint maxLength = 0;
	glGetShaderiv(id, GL_INFO_LOG_LENGTH, &maxLength);

	// The maxLength includes the NULL character
	std::vector<char> errorLog(maxLength);
	glGetShaderInfoLog(id, maxLength, &maxLength, &errorLog[0]);


	

	// Exit with failure.
	glDeleteShader(id); // Don't leak the shader.

	std::printf("%s\n", &(errorLog[0]));

	//Provide the infolog in whatever manor you deem best.
	fatalError("Shader "+ filePath+" failed to compile!");
}
Esempio n. 2
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void GLSProgram::compileShader(const std::string& filePath, GLuint id) {

	std::ifstream vertexFile(filePath);
	if (vertexFile.fail()) {
		perror(filePath.c_str());
		fatalError("Failed to open " + filePath);
	}

	std::string fileContents = "";
	std::string line;

	while (std::getline(vertexFile, line)) {
		// Will concat each line together with a new line and put it into fileContents
		fileContents += line + "\n";
	}

	vertexFile.close();

	const char* contentsPtr = fileContents.c_str();
	glShaderSource(id, 1, &contentsPtr, nullptr);

	glCompileShader(id);

	GLint success = 0;
	glGetShaderiv(id, GL_COMPILE_STATUS, &success);

	if (success == GL_FALSE) {

		GLint maxLength = 0;
		glGetShaderiv(id, GL_INFO_LOG_LENGTH, &maxLength);

		//The maxLength incledes the NULL charater
		std::vector<char> errorLog(maxLength);
		glGetShaderInfoLog(id, maxLength, &maxLength, &errorLog[0]);

		//Provide the infolog in whatever manor you deem best.
		//Exit with failure.
		glDeleteShader(id); //Don't leak the shader

		std::printf("%s\n", &(errorLog[0]));
		fatalError("Shader " + filePath + " failed to compile!");


	}

}
Esempio n. 3
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	void GLSLProgram :: compileShader(const std::string&FilePath,GLuint id)
	{
		std::ifstream vertexFile(FilePath);
		if(vertexFile.fail())
		{   perror(FilePath.c_str());
			fatalError("failed to open "+ FilePath);
		}

		//reading all data from file into one string variable, this very string variable will be compiled by opengl
		std:: string fileContents = "";
		std:: string line;

		while(std::getline(vertexFile,line))							//reading vertexfile and adding the whole line to string line variable
		{
			fileContents +=line +"\n";									//appending string file contents with line and adding new line at end since getLine() doesn't add new line
		}

		vertexFile.close();
		const char * contentsPointer = fileContents.c_str();			
		glShaderSource(id,												//passing shader id
			1,															//stands for number of string, in our case we've put all text in 1 string
			&contentsPointer,											//pointer to c string of the vertex file, opengl wants an array of c string
			nullptr);													//wants the pointer array of integers, length of each string.. but since we have only 1 string so passing null
	
		glCompileShader(id);											//finally passing the shader id for compilation
	
		//error checking for shader compilation
		GLint success = 0;
		glGetShaderiv(id,GL_COMPILE_STATUS,&success);					//returns true if compiled
		if(success == GL_FALSE)
		{
			GLint maxLength = 0;
			glGetShaderiv(id, GL_INFO_LOG_LENGTH, &maxLength);
			//the max length includes null character
			std::vector<char> errorLog(maxLength);
			glGetShaderInfoLog(id, maxLength, &maxLength, &errorLog[0]);

			//provides info log in whatever manner we want
			//exit with failure
			glDeleteShader(id);
			std::printf("%s\n",&(errorLog[0]));							//address of 1st element of error, that's like saying we want this to be interpreted as sting
			fatalError("shader"+FilePath+" failed to compile");
		}
	}
Esempio n. 4
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void GLSLProgram::compileShader(const std::string& filepath, GLuint id)
{
	std::ifstream vertexFile(filepath);
	if (vertexFile.fail())
	{
		std::printf("ERROR: Failed to open %s\n", filepath);
	}

	std::string fileContents = "";
	std::string line;

	while (std::getline(vertexFile, line))
	{
		fileContents += line + "\n";
	}

	vertexFile.close();


	const char* contentsPtr = fileContents.c_str();
	glShaderSource(id, 1, &contentsPtr, nullptr);
	glCompileShader(id);

	GLint success = 0;
	glGetShaderiv(id, GL_COMPILE_STATUS, &success);

	if (success == GL_FALSE)
	{
		GLint maxLength = 0;
		glGetShaderiv(id, GL_INFO_LOG_LENGTH, &maxLength);

		//The maxLength includes the NULL character
		std::vector<GLchar> errorLog(maxLength);
		glGetShaderInfoLog(id, maxLength, &maxLength, &errorLog[0]);

		//We don't need the shader anymore.
		glDeleteShader(id);

		std::printf("%s", &errorLog[0]);
		std::printf("Shader failed to compile: %s", filepath);
		return;
	}
}
Esempio n. 5
0
	void GLSLProgram::compileShader(const std::string& filePath, GLuint id) {
		//Read in the vertex shader into a string and create shader
		std::ifstream vertexFile(filePath);
		if (vertexFile.fail()) {
			perror(filePath.c_str());
			fatalError("Failed to open " + filePath);
		}

		std::string fileContents = "";
		std::string line;

		while (std::getline(vertexFile, line)) {
			fileContents += line + "\n";
		}
		vertexFile.close();

		const char* contentPtr = fileContents.c_str();
		glShaderSource(id, 1, &contentPtr, nullptr);

		glCompileShader(id);

		//Check if the shader compiled properly
		GLint success = 0;
		glGetShaderiv(id, GL_COMPILE_STATUS, &success);

		if (success == GL_FALSE) {
			GLint maxLength = 0;
			glGetShaderiv(id, GL_INFO_LOG_LENGTH, &maxLength);

			//The maxLength includes the null termination
			std::vector<char> errorLog(maxLength);
			glGetShaderInfoLog(id, maxLength, &maxLength, &errorLog[0]);

			//Show error log
			fatalError("Shader " + filePath + " failed to compile!\n");
			std::printf("%s\n", &errorLog[0]);

			//Exit
			glDeleteShader(id);
		}
	}
Esempio n. 6
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void plan(KoulesSetup& ks, double maxTime, const std::string& outputFile)
{
    if (ks.solve(maxTime))
    {
        std::ofstream out(outputFile.c_str());
        oc::PathControl path(ks.getSolutionPath());
        path.interpolate();
        if (!path.check())
            OMPL_ERROR("Path is invalid");
        writeParams(out);
        path.printAsMatrix(out);
        if (!ks.haveExactSolutionPath())
            OMPL_INFORM("Solution is approximate. Distance to actual goal is %g",
                ks.getProblemDefinition()->getSolutionDifference());
        OMPL_INFORM("Output saved in %s", outputFile.c_str());
    }

#if 0
    // Get the planner data, save the ship's (x,y) coordinates to one file and
    // the edge information to another file. This can be used for debugging
    // purposes; plotting the tree of states might give you some idea of
    // a planner's strategy.
    ob::PlannerData pd(ks.getSpaceInformation());
    ks.getPlannerData(pd);
    std::ofstream vertexFile((outputFile + "-vertices").c_str()), edgeFile((outputFile + "-edges").c_str());
    double* coords;
    unsigned numVerts = pd.numVertices();
    std::vector<unsigned int> edgeList;

    for (unsigned int i = 0; i < numVerts; ++i)
    {
        coords = pd.getVertex(i).getState()->as<KoulesStateSpace::StateType>()->values;
        vertexFile << coords[0] << ' ' << coords[1] << '\n';

        pd.getEdges(i, edgeList);
        for (unsigned int j = 0; j < edgeList.size(); ++j)
            edgeFile << i << ' ' << edgeList[j] << '\n';
    }
#endif
}
bool Engine::StaticCollisionMesh::LoadMeshDataFromFile(const char* i_path, HWND i_WindowHandle)
{
	bool wereThereErrors = false;
	DWORD usage = 0;
	// Our code will only ever write to the buffer
	usage |= D3DUSAGE_WRITEONLY;

	MeshData currentMesh;
	if (!fileExists(i_path))
	{
		MessageBox(i_WindowHandle, "Failed to Load Mesh File", "File not found", MB_OK | MB_ICONERROR);
		return false;
	}
	std::ifstream vertexFile(i_path, std::ifstream::binary);
	vertexFile.seekg(0, vertexFile.end);
	long size = static_cast<long>(vertexFile.tellg());
	vertexFile.seekg(0);

	//Allocate space for file
	char* buffer = new char[size];
	vertexFile.read(buffer, size);
	currentMesh.m_numberOfVertices = m_numberOfVertices= (reinterpret_cast<uint32_t*>(buffer))[0];
	currentMesh.m_vertexDataStart = reinterpret_cast<size_t*>(buffer + sizeof(uint32_t));
	if (m_numberOfVertices == 0)
		m_vertices = nullptr;
	else
		m_vertices = new Vector3[m_numberOfVertices];
	//Save vertex and index count
	m_numberOfVertices = currentMesh.m_numberOfVertices;
	
		
	memcpy(m_vertices, currentMesh.m_vertexDataStart, sizeof(sVertex)*currentMesh.m_numberOfVertices);
		
	

	
	return true;
}
Esempio n. 8
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	void GLSLProgram::compileShader(const std::string& filePath, GLuint id)
	{
		std::ifstream vertexFile(filePath);
		if (vertexFile.fail())
		{
			perror(filePath.c_str());
			fatalError("Failed to open " + filePath);
		}

		std::string fileContents = "";
		std::string line;

		while (std::getline(vertexFile, line))
		{
			fileContents += line + "\n";
		}

		vertexFile.close();

		const char* contentsPtr = fileContents.c_str();
		glShaderSource(id, 1, &contentsPtr, nullptr);
		glCompileShader(id);

		GLint isCompiled = 0;
		glGetShaderiv(id, GL_COMPILE_STATUS, &isCompiled);
		if (isCompiled == GL_FALSE)
		{
			GLint maxLength = 0;
			glGetShaderiv(id, GL_INFO_LOG_LENGTH, &maxLength);
			std::vector<GLchar> errorLog(maxLength);
			glGetShaderInfoLog(id, maxLength, &maxLength, &errorLog[0]);
			glDeleteShader(id);

			std::printf("%s\n", &errorLog[0]);
			fatalError("Shader" + filePath + " failed to compile.");
		}
	}
Esempio n. 9
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void TulipGraphSave::operator()(const Graph& graph,
                                const std::string nodeFile ) const {

  std::map<int,int> idToParentId;
  edge_iterator ei, ei_end;
  for( boost::tie(ei, ei_end) = boost::edges(graph); ei != ei_end; ++ei ) {
      idToParentId[boost::target(*ei, graph)] = boost::source(*ei, graph);
  }
  std::ofstream vertexFile(nodeFile.c_str());
  vertex_iterator vi, vi_end;
  vertexFile << ID << GRAPH_SEPARATOR << PARENT_ID << GRAPH_SEPARATOR << LABEL << GRAPH_SEPARATOR << LEVEL << GRAPH_SEPARATOR << CARDINALITY << GRAPH_SEPARATOR <<  POSITION << "\n";  // writes header
  for ( boost::tie(vi, vi_end) = boost::vertices(graph); vi != vi_end; ++vi ) {
    int vertex = *vi;
    vertexFile << graph[vertex].index << GRAPH_SEPARATOR
                  //-1 means the vertex doesn't have any parent.
               << ((idToParentId.count(graph[vertex].index) > 0) ? idToParentId[graph[vertex].index] : -1) << GRAPH_SEPARATOR
               << graph[vertex].getLabel() << GRAPH_SEPARATOR
               << graph[vertex].level << GRAPH_SEPARATOR
               << graph[vertex].variable.cardinality() << GRAPH_SEPARATOR
               << graph[vertex].position
               << std::endl;
  }
  vertexFile.close();
}
Esempio n. 10
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/**
 * @brief Load shaders.
 * @param aVertexShaderFilename Name of vertex shader.
 * @param aFragmentShaderFilename Name of fragment shader.
 */
void PCShaderSurface::LoadShaders(HashString const &aVertexShaderFilename, HashString const &aFragmentShaderFilename)
{
    mVertexShaderFileName = aVertexShaderFilename;
    mFragmentShaderFileName = aFragmentShaderFilename;

    HashString shaderKey = aVertexShaderFilename + aFragmentShaderFilename;

    if(GetManager()->ShaderDataExists(shaderKey))
    {
        mProgramID = GetManager()->GetShaderData(shaderKey).mProgramID;
        return;
    }

    std::ifstream vertexFile(Common::RelativePath("Shaders", aVertexShaderFilename.ToCharArray()).c_str());
    std::ifstream fragmentFile(Common::RelativePath("Shaders", aFragmentShaderFilename.ToCharArray()).c_str());
    if(vertexFile.is_open() && fragmentFile.is_open())
    {
        GLenum program = glCreateProgram();
        GLenum vertexShader = glCreateShader(GL_VERTEX_SHADER);
        GLenum fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
        GLint didCompile = 0;
        GLint isLinked = 0;

        HashString vertexFileContents = std::string((std::istreambuf_iterator<char>(vertexFile)), std::istreambuf_iterator<char>());
        const char* vertexContents = vertexFileContents.ToCharArray();

        // Compile
        glShaderSource(vertexShader, 1, &vertexContents, NULL);
        glCompileShader(vertexShader);
        glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &didCompile);
        if(didCompile == GL_FALSE)
        {
            DebugLogPrint("VERTEX SHADER %s READ:\n%s\n", aVertexShaderFilename.ToCharArray(), vertexContents);

            GLint maxLength = 0;
            glGetShaderiv(vertexShader, GL_INFO_LOG_LENGTH, &maxLength);

            //The maxLength includes the NULL character
            std::vector<char> infoLog(maxLength);
            glGetShaderInfoLog(vertexShader, maxLength, &maxLength, &infoLog[0]);

            DebugLogPrint("GLERROR %s: %s\n", aVertexShaderFilename.ToCharArray(), &infoLog[0]);

            //We don't need the shader anymore.
            glDeleteShader(vertexShader);
        }

        HashString fragmentFileContents = std::string((std::istreambuf_iterator<char>(fragmentFile)), std::istreambuf_iterator<char>());
        const char* fragmentContents = fragmentFileContents.ToCharArray();
        glShaderSource(fragmentShader, 1, &fragmentContents, NULL);
        glCompileShader(fragmentShader);
        glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &didCompile);
        if(didCompile == GL_FALSE)
        {
            DebugLogPrint("FRAGMENT SHADER %s READ:\n%s\n", aFragmentShaderFilename.ToCharArray(), fragmentContents);

            GLint maxLength = 0;
            glGetShaderiv(fragmentShader, GL_INFO_LOG_LENGTH, &maxLength);

            //The maxLength includes the NULL character
            std::vector<char> infoLog(maxLength);
            glGetShaderInfoLog(fragmentShader, maxLength, &maxLength, &infoLog[0]);

            DebugLogPrint("GLERROR %s: %s\n", aFragmentShaderFilename.ToCharArray(), &infoLog[0]);

            //We don't need the shader anymore.
            glDeleteShader(fragmentShader);
        }

        // Linking
        glAttachShader(program, vertexShader);
        glAttachShader(program, fragmentShader);
        glLinkProgram(program);
        glGetProgramiv(program, GL_LINK_STATUS, &isLinked);
        if(isLinked == GL_FALSE)
        {
            GLint maxLength = 0;
            glGetProgramiv(program, GL_INFO_LOG_LENGTH, &maxLength);

            //The maxLength includes the NULL character
            std::vector<GLchar> infoLog(maxLength);
            glGetProgramInfoLog(program, maxLength, &maxLength, &infoLog[0]);

            //We don't need the program anymore.
            glDeleteProgram(program);
            //Don't leak shaders either.
            glDeleteShader(vertexShader);
            glDeleteShader(fragmentShader);

            DebugLogPrint("GL LINK ERROR: %s\n", &infoLog[0]);
        }

        GetManager()->AddShaderPairing(shaderKey, ShaderData(program, vertexShader, fragmentShader, vertexContents, fragmentContents));

        mProgramID = program;
    }
    else
    {
        DebugLogPrint("No shader with name %s or %s found\n", aVertexShaderFilename.ToCharArray(), aFragmentShaderFilename.ToCharArray());
        assert(!"Shader file not found.");
    }
}
Esempio n. 11
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bool DXShader::Load(const String& vertexFileName, const String& pixelFileName)
{
	HRESULT hr = S_OK;

	String vertexFile("data/shaders/dx/");
	vertexFile.Append(vertexFileName);

	// create vertex shader
	void* vBuffer = nullptr;
	unsigned vSize = load_binary_file(&vBuffer, vertexFile.Data());
	hr = _Device->CreateVertexShader(vBuffer, vSize, NULL, &vertexShader);
	if(FAILED(hr))
	{
		delete[] vBuffer;
		LOG_ISSUE("DIRECTX ERROR: %s - failed to load vertex shader: %s",
			hresult_text(hr).Data(), vertexFileName.Data());
		return false;
	}

	// create input layout
	const D3D11_INPUT_ELEMENT_DESC basicVertexLayoutDesc[] =
	{
		{ "POSITION", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
		{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT,    0, 16, D3D11_INPUT_PER_VERTEX_DATA, 0 }
	};
	const D3D11_INPUT_ELEMENT_DESC particleVertexLayoutDesc[] =
	{
		{ "POSITION", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 0,	D3D11_INPUT_PER_VERTEX_DATA, 0 },
		{ "COLOR",	  0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 16, D3D11_INPUT_PER_VERTEX_DATA, 0 },
		{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT,		 0, 32, D3D11_INPUT_PER_VERTEX_DATA, 0 }
	};

	const D3D11_INPUT_ELEMENT_DESC* inputLayoutDesc = (layoutType == 0) ? basicVertexLayoutDesc : particleVertexLayoutDesc;
	unsigned inputDescSize = (layoutType == 0) ? ARRAYSIZE(basicVertexLayoutDesc) : ARRAYSIZE(particleVertexLayoutDesc);

	hr = _Device->CreateInputLayout(inputLayoutDesc, inputDescSize, vBuffer, vSize, &inputLayout);
	delete[] vBuffer;
	if(FAILED(hr))
	{
		LOG_ISSUE("DIRECTX ERROR: %s - failed to create input layout "
			"for vertex shader: %s", hresult_text(hr).Data(), vertexFileName.Data());
		return false;
	}

	// create pixel shader
	String pixelFile("shaders/dx/");
	pixelFile.Append(pixelFileName);

	void* psBuffer = nullptr;
	unsigned psSize = load_binary_file(&psBuffer, pixelFile.Data());
	hr = _Device->CreatePixelShader(psBuffer, psSize, NULL, &pixelShader);
	delete[] psBuffer;
	if(FAILED(hr))
	{
		LOG_ISSUE("DIRECTX ERROR: %s - failed to load pixel shader: %s",
			hresult_text(hr).Data(), pixelFileName.Data());
		return false;
	}

	// initialize constants
	numVertexConstants = 3;
	vertexConstants[0].name = "model";
	vertexConstants[0].type = ShaderConstant::MAT4X4;
	vertexConstants[1].name = "view";
	vertexConstants[1].type = ShaderConstant::MAT4X4;
	vertexConstants[2].name = "projection";
	vertexConstants[2].type = ShaderConstant::MAT4X4;
	
	numPixelConstants = 1;
	pixelConstants[0].name = "color";
	pixelConstants[0].type = ShaderConstant::VEC4;

	int count = 0;
	for(int i = 0; i < numVertexConstants; i++)
	{
		vertexConstants[i].location = count;
		count += vertexConstants[i].GetSize();
	}
	count = 0;
	for(int i = 0; i < numPixelConstants; i++)
	{
		pixelConstants[i].location = count;
		count += pixelConstants[i].GetSize();
	}

	// create constant buffers
	int vertexConstantBufferSize = 0;
	for(int i = 0; i < numVertexConstants; i++)
		vertexConstantBufferSize += vertexConstants[i].GetSize();

	D3D11_BUFFER_DESC constantBufferDesc = {0};
	constantBufferDesc.ByteWidth = sizeof(float) * vertexConstantBufferSize;
	constantBufferDesc.Usage = D3D11_USAGE_DYNAMIC;
	constantBufferDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
	constantBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
	_Device->CreateBuffer(&constantBufferDesc, nullptr, &vertCB);
	if(FAILED(hr))
	{
		LOG_ISSUE("DIRECTX ERROR: %s - failed to create constant buffer "
			"for shaders: %s and %s", hresult_text(hr).Data(), vertexFileName.Data(),
			pixelFileName.Data());
		return false;
	}

	int pixelConstantBufferSize = 0;
	for(int i = 0; i < numPixelConstants; i++)
		pixelConstantBufferSize += pixelConstants[i].GetSize();

	D3D11_BUFFER_DESC pixelCBDesc = {0};
	pixelCBDesc.ByteWidth = sizeof(float) * pixelConstantBufferSize;
	pixelCBDesc.Usage = D3D11_USAGE_DYNAMIC;
	pixelCBDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
	pixelCBDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
	_Device->CreateBuffer(&pixelCBDesc, nullptr, &pixelCB);
	if(FAILED(hr))
	{
		LOG_ISSUE("DIRECTX ERROR: %s - failed to create pixel constant buffer "
			"for shaders: %s and %s", hresult_text(hr).Data(), vertexFileName.Data(),
			pixelFileName.Data());
		return false;
	}
	return true;
}
Esempio n. 12
0
/** BN vertex file: see SINGLE format.
 *  BN distribution file: see above.
 */
void BayesGraphLoad::operator()( std::shared_ptr<Graph> graph,
                                 const std::string labPosFileName,
                                 const std::string vertexFileName,
                                 const std::string distributionFileName,
                                 const std::string cndDataFileName,
                                 const std::string dataFileName
                                ) const {

  BOOST_LOG_TRIVIAL(trace) << "begin loading label..." << std::endl;
  LabPosMap labPosMap = readLabPos(labPosFileName);
  BOOST_LOG_TRIVIAL(trace) << "end loading label..." << std::endl;
  std::ifstream vertexFile(vertexFileName.c_str()), distributionFile(distributionFileName.c_str()), dataFile(dataFileName.c_str());
  CSVIterator<std::string> vertexLine(vertexFile); ++vertexLine; // skips header.
  BOOST_LOG_TRIVIAL(trace) << "begin loading vertices\n";

  for( ; vertexLine != CSVIterator<std::string>(); ++vertexLine ) {
    size_t id = boost::lexical_cast<size_t>( (*vertexLine)[0] );
    int level =  boost::lexical_cast<int>( (*vertexLine)[2] );
    int cardinality = boost::lexical_cast<int>( (*vertexLine)[3] );
    // printf("id: %lu, level: %d, card: %d, label: %s, pos: %d", id, level, cardinality, label.c_str(), position);
    std::string label = labPosMap[id].first;
    int position = labPosMap[id].second;
    create_graph_node( graph, cardinality, label, position, level );
  }

  Graph& graphRef = *graph;
  BOOST_LOG_TRIVIAL(trace)  << "end loading vertices: " << boost::num_vertices(graphRef) <<  "\n\n";
  BOOST_LOG_TRIVIAL(trace)  << "begin loading dist\n";

  CSVIterator<std::string> distributionLine(distributionFile);
  while ( distributionLine != CSVIterator<std::string>() ) {
    plVariablesConjunction variables; // holds child variables
    plComputableObjectList jointDistri;
    size_t latentId =  boost::lexical_cast<size_t>( (*distributionLine)[BN_LATENT_ID] );
    size_t nbrChildren = boost::lexical_cast<size_t>( (*distributionLine)[NBR_CHILDREN] );
    Node& latentNode = graphRef[ latentId ]; ++distributionLine; // reads next line.

    std::vector< plProbValue > probValuesZ;
    for ( size_t latentVal = 0; latentVal < latentNode.variable.cardinality(); ++latentVal) { // loads probability table for the latent var
      probValuesZ.push_back( boost::lexical_cast<plProbValue>( (*distributionLine)[latentVal] ) );
    }
    const plProbTable probTabZ(latentNode.variable, probValuesZ); ++distributionLine;
    for ( size_t child = 0; child < nbrChildren; ++child ) {
      size_t childId = boost::lexical_cast<size_t>( (*distributionLine)[BN_LATENT_ID] ); ++distributionLine;
      Node& childNode = graphRef[ childId ]; variables ^= childNode.variable;
      plDistributionTable distTab_Xi_Z ( childNode.variable, latentNode.variable );

      for ( size_t latentVal = 0; latentVal < latentNode.variable.cardinality(); ++latentVal ) {
        std::vector< plProbValue > probValuesXiZ_vals;
        for ( size_t childVal = 0; childVal < childNode.variable.cardinality(); ++childVal ) {
          probValuesXiZ_vals.push_back( boost::lexical_cast<plProbValue>( (*distributionLine)[childVal] ) );
        }
        distTab_Xi_Z.push( plProbTable( childNode.variable, probValuesXiZ_vals), (int)latentVal );
        ++distributionLine;
      }
      jointDistri *= distTab_Xi_Z; // adds the conditional table to result
      boost::add_edge( latentId, childId, graphRef );
    }

    auto jd = ( probTabZ * jointDistri );

    ++distributionLine;
    latentNode.set_joint_distribution(
        plJointDistribution(latentNode.variable ^ variables, probTabZ * jointDistri) );
  }
  distributionFile.close();
  vertexFile.close();

  set_data(*graph, cndDataFileName, dataFileName);
}
Esempio n. 13
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/** vertex file: see SINGLE format.
*  distribution file: see above.
*/
void BayesGraphSave::operator()( const Graph& graph,
                                 const std::string vertexFileName,
                                 const std::string distFileName ) const {

  std::ofstream distFile(distFileName.c_str()), vertexFile(vertexFileName.c_str());
  vertex_iterator vi, vi_end;
  Label2Index label2Index;
  vertexFile << ID << GRAPH_SEPARATOR << LATENT << GRAPH_SEPARATOR
             << LEVEL << GRAPH_SEPARATOR << CARDINALITY << GRAPH_SEPARATOR << "label" << "\n";  // writes header
 BOOST_LOG_TRIVIAL(trace) << "saving vertices...\n";
  for ( boost::tie(vi, vi_end) = boost::vertices(graph); vi != vi_end; ++vi ) {
    int vertex = *vi;
    vertexFile << graph[vertex].index << GRAPH_SEPARATOR
               << !(graph[vertex].is_leaf()) << GRAPH_SEPARATOR
               << graph[vertex].level << GRAPH_SEPARATOR
               << graph[vertex].variable.cardinality() << GRAPH_SEPARATOR
               << graph[vertex].getLabel() << std::endl;
    label2Index[graph[vertex].getLabel()] = graph[vertex].index;
  }
  vertexFile.close();
  BOOST_LOG_TRIVIAL(trace) << "saving joint distribution...\n";

  for ( boost::tie(vi, vi_end) = boost::vertices(graph); vi != vi_end; ++vi ) {
    const Node& node = graph[*vi];
    if ( !node.is_leaf() ) {
      auto latentVar = node.variable;
      // plJointDistribution distribution = node.jointDistribution;
      // plVariablesConjunction all_variables = distribution.get_variables(); // all variables (latent variable and its children)
      plVariablesConjunction childVars = node.get_children_variables(); // child childVars
      // for (size_t i = 1; i <  all_variables.size(); ++i)
      //   childVars ^=  all_variables[i]; // initializes child conjunction.
      // plSymbol latentVar =  all_variables[0]; // latent variable
      distFile << node.index << GRAPH_SEPARATOR <<  childVars.size() << std::endl;

      // plComputableObjectList objLists = distribution.get_computable_object_list();
      // plComputableObject probTableZ = objLists.get_distribution_over(latentVar); // distribution table for the latent variable
      auto probTableZ = node.marginalDist; int val;

      for ( val = 0; val < latentVar.cardinality() - 1 ; ++val ) {
        distFile << std::fixed << std::setprecision(30)
                 << probTableZ->compute( plValues().add(latentVar, val) )
                 << GRAPH_SEPARATOR; // P(latentVar = val)
      }

      distFile << std::fixed << std::setprecision(15)
               << probTableZ->compute( plValues().add(latentVar, val) )
               << std::endl; // writes last probability value

      for ( size_t i = 0; i < childVars.size(); ++i ) {

        plSymbol varX = childVars[ i ]; // retrieves the child variable
        distFile << label2Index[varX.name()] << std::endl; // writes child variable's id.
        auto distTableXZ = node.cndChildrenDists.at(i);  //objLists.get_distribution_over(varX); // conditional distribution P(X_i | Z)
        // plDistributionTable& distTableXZ =
        //     static_cast<plDistributionTable&>( compTableXZ ); // casting P(X_i | Z) to derived class

        for ( val = 0; val < latentVar.cardinality(); ++val ) {
          int childVal;
          for ( childVal = 0; childVal < varX.cardinality() - 1; ++childVal ) { // for each value x of the child variable            
            distFile << std::fixed << std::setprecision(15)
                     << distTableXZ->compute( plValues().add(latentVar, val).add(varX, childVal) )
                     << GRAPH_SEPARATOR; // p(X_i = childVal | Z = val)
          }
          distFile << std::fixed << std::setprecision(15)
                   << distTableXZ->compute( plValues().add(latentVar, val).add(varX, childVal) ) << std::endl;
       }
      }
      distFile << std::endl; // breaks the line, moves to the next latent variable.
    }
  }

  distFile.close();
}
Esempio n. 14
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bool Engine::Mesh::LoadMeshDataFromFile(const char* i_path, HWND i_WindowHandle, IDirect3DDevice9* i_D3DDevice, IDirect3DVertexDeclaration9* i_VertexDeclaration, D3DVERTEXELEMENT9* i_vertexElements)
{
	bool wereThereErrors = false;
	DWORD usage = 0;
	// Our code will only ever write to the buffer
	usage |= D3DUSAGE_WRITEONLY;

	MeshData currentMesh;
	if (!fileExists(i_path))
	{
		MessageBox(i_WindowHandle, "Failed to Load Mesh File", "File not found", MB_OK | MB_ICONERROR);
		return false;
	}
	std::ifstream vertexFile(i_path, std::ifstream::binary);
	vertexFile.seekg(0, vertexFile.end);
	long size = static_cast<long>(vertexFile.tellg());
	vertexFile.seekg(0);

	//Allocate space for file
	char* buffer = new char[size];
	vertexFile.read(buffer, size);
	currentMesh.m_numberOfVertices = reinterpret_cast<uint32_t*>(buffer)[0];
	currentMesh.m_numberOfIndices = reinterpret_cast<uint32_t*>(buffer)[1];
	currentMesh.m_vertexDataStart = reinterpret_cast<size_t*>(buffer + 2 * sizeof(uint32_t));
	currentMesh.m_indexDataStart = reinterpret_cast<size_t*>(buffer + 2 * sizeof(uint32_t)+currentMesh.m_numberOfVertices*sizeof(sVertex));

	//Save vertex and index count
	m_VertexCount = currentMesh.m_numberOfVertices;
	m_IndexCount = currentMesh.m_numberOfIndices;
	// Initialize the vertex format
	HRESULT result = i_D3DDevice->CreateVertexDeclaration(i_vertexElements, &i_VertexDeclaration);
	if (SUCCEEDED(result))
	{
		result = i_D3DDevice->SetVertexDeclaration(i_VertexDeclaration);
		if (FAILED(result))
		{
			MessageBox(i_WindowHandle, "DirectX failed to set the vertex declaration", "No Vertex Declaration", MB_OK | MB_ICONERROR);
			return false;
		}
	}
	else
	{
		MessageBox(i_WindowHandle, "DirectX failed to create a Direct3D9 vertex declaration", "No Vertex Declaration", MB_OK | MB_ICONERROR);
		return false;
	}

	// Create a vertex buffer for the cube
	{
		const unsigned int bufferSize = currentMesh.m_numberOfVertices * sizeof(sVertex);
		// We will define our own vertex format
		const DWORD useSeparateVertexDeclaration = 0;
		// Place the vertex buffer into memory that Direct3D thinks is the most appropriate
		const D3DPOOL useDefaultPool = D3DPOOL_DEFAULT;
		HANDLE* const notUsed = NULL;

		result = i_D3DDevice->CreateVertexBuffer(bufferSize, usage, useSeparateVertexDeclaration, useDefaultPool,
			&m_BufferData.m_VertexBuffer, notUsed);
		if (FAILED(result))
		{
			MessageBox(i_WindowHandle, "DirectX failed to create a vertex buffer", "No Vertex Buffer", MB_OK | MB_ICONERROR);
			return false;
		}
	}
	// Fill the vertex buffer with the rectangle's vertices
	{
		// Before the vertex buffer can be changed it must be "locked"
		sVertex* vertexData;
		{
			const unsigned int lockEntireBuffer = 0;
			const DWORD useDefaultLockingBehavior = 0;
			result = m_BufferData.m_VertexBuffer->Lock(lockEntireBuffer, lockEntireBuffer,
				reinterpret_cast<void**>(&vertexData), useDefaultLockingBehavior);
			if (FAILED(result))
			{
				MessageBox(i_WindowHandle, "DirectX failed to lock the vertex buffer", "No Vertex Buffer", MB_OK | MB_ICONERROR);
				return false;
			}
		}
		// Fill the buffer
		{

			memcpy(vertexData, currentMesh.m_vertexDataStart, sizeof(sVertex)*currentMesh.m_numberOfVertices);

			// The buffer must be "unlocked" before it can be used
			{
				result = m_BufferData.m_VertexBuffer->Unlock();
				if (FAILED(result))
				{
					MessageBox(i_WindowHandle, "DirectX failed to unlock the vertex buffer", "No Vertex Buffer", MB_OK | MB_ICONERROR);
					return false;
				}
			}
		}
	}
	// Create an index buffer
	{
		// We'll use 32-bit indices in this class to keep things simple
		D3DFORMAT format = D3DFMT_INDEX32;
		unsigned int bufferLength;
		{
			bufferLength = currentMesh.m_numberOfIndices * sizeof(uint32_t);
		}
		D3DPOOL useDefaultPool = D3DPOOL_DEFAULT;
		HANDLE* notUsed = NULL;

		HRESULT result = i_D3DDevice->CreateIndexBuffer(bufferLength, usage, format, useDefaultPool,
			&m_BufferData.m_IndexBuffer, notUsed);
		if (FAILED(result))
		{
			MessageBox(i_WindowHandle, "DirectX failed to create an index buffer", "No Index Buffer", MB_OK | MB_ICONERROR);
			return false;
		}
	}
	// Fill the index buffer with the rectangle's triangles' indices
	{
		// Before the index buffer can be changed it must be "locked"
		uint32_t* indices;
		{
			const unsigned int lockEntireBuffer = 0;
			const DWORD useDefaultLockingBehavior = 0;
			const HRESULT result = m_BufferData.m_IndexBuffer->Lock(lockEntireBuffer, lockEntireBuffer,
				reinterpret_cast<void**>(&indices), useDefaultLockingBehavior);
			if (FAILED(result))
			{
				MessageBox(i_WindowHandle, "DirectX failed to lock the index buffer", "No Index Buffer", MB_OK | MB_ICONERROR);
				return false;
			}
		}
		// Fill the buffer
		{
			memcpy(indices, currentMesh.m_indexDataStart, sizeof(uint32_t)*currentMesh.m_numberOfIndices);
		}
		// The buffer must be "unlocked" before it can be used
		{
			const HRESULT result = m_BufferData.m_IndexBuffer->Unlock();
			if (FAILED(result))
			{
				MessageBox(i_WindowHandle, "DirectX failed to unlock the index buffer", "No Index Buffer", MB_OK | MB_ICONERROR);
				return false;
			}
		}
	}
	return true;
}