/// Initialize application configuration settings. /// /// @return True if initialization was successful, false if not. bool ConfigInitialization::Initialize() { Config& rConfig = Config::GetStaticInstance(); GameObjectLoader* pObjectLoader = GameObjectLoader::GetStaticInstance(); HELIUM_ASSERT( pObjectLoader ); HELIUM_TRACE( TRACE_INFO, TXT( "Loading configuration settings.\n" ) ); rConfig.BeginLoad(); while( !rConfig.TryFinishLoad() ) { pObjectLoader->Tick(); } HELIUM_TRACE( TRACE_DEBUG, TXT( "Configuration settings loaded.\n" ) ); return true; }
/// Initialize all resources provided by this manager. /// /// @see Shutdown(), PostConfigUpdate() void RenderResourceManager::Initialize() { // Release any existing resources. Shutdown(); // Get the renderer and graphics configuration. Renderer* pRenderer = Renderer::GetStaticInstance(); if( !pRenderer ) { return; } Config& rConfig = Config::GetStaticInstance(); StrongPtr< GraphicsConfig > spGraphicsConfig( rConfig.GetConfigObject< GraphicsConfig >( Name( TXT( "GraphicsConfig" ) ) ) ); if( !spGraphicsConfig ) { HELIUM_TRACE( TRACE_ERROR, TXT( "RenderResourceManager::Initialize(): Initialization failed; missing GraphicsConfig.\n" ) ); return; } // Create the standard rasterizer states. RRasterizerState::Description rasterizerStateDesc; rasterizerStateDesc.fillMode = RENDERER_FILL_MODE_SOLID; rasterizerStateDesc.cullMode = RENDERER_CULL_MODE_BACK; rasterizerStateDesc.winding = RENDERER_WINDING_CLOCKWISE; rasterizerStateDesc.depthBias = 0; rasterizerStateDesc.slopeScaledDepthBias = 0.0f; m_rasterizerStates[ RASTERIZER_STATE_DEFAULT ] = pRenderer->CreateRasterizerState( rasterizerStateDesc ); HELIUM_ASSERT( m_rasterizerStates[ RASTERIZER_STATE_DEFAULT ] ); rasterizerStateDesc.cullMode = RENDERER_CULL_MODE_NONE; m_rasterizerStates[ RASTERIZER_STATE_DOUBLE_SIDED ] = pRenderer->CreateRasterizerState( rasterizerStateDesc ); HELIUM_ASSERT( m_rasterizerStates[ RASTERIZER_STATE_DOUBLE_SIDED ] ); rasterizerStateDesc.depthBias = 1; rasterizerStateDesc.slopeScaledDepthBias = 2.0f; m_rasterizerStates[ RASTERIZER_STATE_SHADOW_DEPTH ] = pRenderer->CreateRasterizerState( rasterizerStateDesc ); HELIUM_ASSERT( m_rasterizerStates[ RASTERIZER_STATE_SHADOW_DEPTH ] ); rasterizerStateDesc.depthBias = 0; rasterizerStateDesc.slopeScaledDepthBias = 0.0f; rasterizerStateDesc.fillMode = RENDERER_FILL_MODE_WIREFRAME; m_rasterizerStates[ RASTERIZER_STATE_WIREFRAME_DOUBLE_SIDED ] = pRenderer->CreateRasterizerState( rasterizerStateDesc ); HELIUM_ASSERT( m_rasterizerStates[ RASTERIZER_STATE_WIREFRAME_DOUBLE_SIDED ] ); rasterizerStateDesc.cullMode = RENDERER_CULL_MODE_BACK; m_rasterizerStates[ RASTERIZER_STATE_WIREFRAME ] = pRenderer->CreateRasterizerState( rasterizerStateDesc ); HELIUM_ASSERT( m_rasterizerStates[ RASTERIZER_STATE_WIREFRAME ] ); // Create the standard blend states. RBlendState::Description blendStateDesc; blendStateDesc.bBlendEnable = false; m_blendStates[ BLEND_STATE_OPAQUE ] = pRenderer->CreateBlendState( blendStateDesc ); HELIUM_ASSERT( m_blendStates[ BLEND_STATE_OPAQUE ] ); blendStateDesc.colorWriteMask = 0; m_blendStates[ BLEND_STATE_NO_COLOR ] = pRenderer->CreateBlendState( blendStateDesc ); HELIUM_ASSERT( m_blendStates[ BLEND_STATE_NO_COLOR ] ); blendStateDesc.colorWriteMask = RENDERER_COLOR_WRITE_MASK_FLAG_ALL; blendStateDesc.bBlendEnable = true; blendStateDesc.sourceFactor = RENDERER_BLEND_FACTOR_SRC_ALPHA; blendStateDesc.destinationFactor = RENDERER_BLEND_FACTOR_INV_SRC_ALPHA; blendStateDesc.function = RENDERER_BLEND_FUNCTION_ADD; m_blendStates[ BLEND_STATE_TRANSPARENT ] = pRenderer->CreateBlendState( blendStateDesc ); HELIUM_ASSERT( m_blendStates[ BLEND_STATE_TRANSPARENT ] ); blendStateDesc.sourceFactor = RENDERER_BLEND_FACTOR_ONE; blendStateDesc.destinationFactor = RENDERER_BLEND_FACTOR_ONE; m_blendStates[ BLEND_STATE_ADDITIVE ] = pRenderer->CreateBlendState( blendStateDesc ); HELIUM_ASSERT( m_blendStates[ BLEND_STATE_ADDITIVE ] ); blendStateDesc.function = RENDERER_BLEND_FUNCTION_REVERSE_SUBTRACT; m_blendStates[ BLEND_STATE_SUBTRACTIVE ] = pRenderer->CreateBlendState( blendStateDesc ); HELIUM_ASSERT( m_blendStates[ BLEND_STATE_SUBTRACTIVE ] ); blendStateDesc.sourceFactor = RENDERER_BLEND_FACTOR_DEST_COLOR; blendStateDesc.destinationFactor = RENDERER_BLEND_FACTOR_ZERO; blendStateDesc.function = RENDERER_BLEND_FUNCTION_ADD; m_blendStates[ BLEND_STATE_MODULATE ] = pRenderer->CreateBlendState( blendStateDesc ); HELIUM_ASSERT( m_blendStates[ BLEND_STATE_MODULATE ] ); // Create the standard depth/stencil states. RDepthStencilState::Description depthStateDesc; depthStateDesc.stencilWriteMask = 0; depthStateDesc.bStencilTestEnable = false; depthStateDesc.depthFunction = RENDERER_COMPARE_FUNCTION_LESS_EQUAL; depthStateDesc.bDepthTestEnable = true; depthStateDesc.bDepthWriteEnable = true; m_depthStencilStates[ DEPTH_STENCIL_STATE_DEFAULT ] = pRenderer->CreateDepthStencilState( depthStateDesc ); HELIUM_ASSERT( m_depthStencilStates[ DEPTH_STENCIL_STATE_DEFAULT ] ); depthStateDesc.bDepthWriteEnable = false; m_depthStencilStates[ DEPTH_STENCIL_STATE_TEST_ONLY ] = pRenderer->CreateDepthStencilState( depthStateDesc ); HELIUM_ASSERT( m_depthStencilStates[ DEPTH_STENCIL_STATE_TEST_ONLY ] ); depthStateDesc.bDepthTestEnable = false; m_depthStencilStates[ DEPTH_STENCIL_STATE_NONE ] = pRenderer->CreateDepthStencilState( depthStateDesc ); HELIUM_ASSERT( m_depthStencilStates[ DEPTH_STENCIL_STATE_NONE ] ); // Create the standard sampler states that are not dependent on configuration settings. RSamplerState::Description samplerStateDesc; samplerStateDesc.filter = RENDERER_TEXTURE_FILTER_MIN_POINT_MAG_POINT_MIP_POINT; samplerStateDesc.addressModeW = RENDERER_TEXTURE_ADDRESS_MODE_CLAMP; samplerStateDesc.mipLodBias = 0; samplerStateDesc.maxAnisotropy = spGraphicsConfig->GetMaxAnisotropy(); for( size_t addressModeIndex = 0; addressModeIndex < RENDERER_TEXTURE_ADDRESS_MODE_MAX; ++addressModeIndex ) { ERendererTextureAddressMode addressMode = static_cast< ERendererTextureAddressMode >( addressModeIndex ); samplerStateDesc.addressModeU = addressMode; samplerStateDesc.addressModeV = addressMode; samplerStateDesc.addressModeW = addressMode; m_samplerStates[ TEXTURE_FILTER_POINT ][ addressModeIndex ] = pRenderer->CreateSamplerState( samplerStateDesc ); HELIUM_ASSERT( m_samplerStates[ TEXTURE_FILTER_POINT ][ addressModeIndex ] ); } // Create the standard set of mesh vertex descriptions. RVertexDescription::Element vertexElements[ 6 ]; vertexElements[ 0 ].type = RENDERER_VERTEX_DATA_TYPE_FLOAT32_3; vertexElements[ 0 ].semantic = RENDERER_VERTEX_SEMANTIC_POSITION; vertexElements[ 0 ].semanticIndex = 0; vertexElements[ 0 ].bufferIndex = 0; vertexElements[ 1 ].type = RENDERER_VERTEX_DATA_TYPE_UINT8_4_NORM; vertexElements[ 1 ].semantic = RENDERER_VERTEX_SEMANTIC_COLOR; vertexElements[ 1 ].semanticIndex = 0; vertexElements[ 1 ].bufferIndex = 0; vertexElements[ 2 ].type = RENDERER_VERTEX_DATA_TYPE_FLOAT16_2; vertexElements[ 2 ].semantic = RENDERER_VERTEX_SEMANTIC_TEXCOORD; vertexElements[ 2 ].semanticIndex = 0; vertexElements[ 2 ].bufferIndex = 0; vertexElements[ 3 ].type = RENDERER_VERTEX_DATA_TYPE_FLOAT32_2; vertexElements[ 3 ].semantic = RENDERER_VERTEX_SEMANTIC_TEXCOORD; vertexElements[ 3 ].semanticIndex = 1; vertexElements[ 3 ].bufferIndex = 0; m_spSimpleVertexDescription = pRenderer->CreateVertexDescription( vertexElements, 2 ); HELIUM_ASSERT( m_spSimpleVertexDescription ); m_spSimpleTexturedVertexDescription = pRenderer->CreateVertexDescription( vertexElements, 3 ); HELIUM_ASSERT( m_spSimpleTexturedVertexDescription ); m_spProjectedVertexDescription = pRenderer->CreateVertexDescription( vertexElements, 4 ); HELIUM_ASSERT( m_spProjectedVertexDescription ); vertexElements[ 1 ].type = RENDERER_VERTEX_DATA_TYPE_UINT8_4_NORM; vertexElements[ 1 ].semantic = RENDERER_VERTEX_SEMANTIC_NORMAL; vertexElements[ 1 ].semanticIndex = 0; vertexElements[ 1 ].bufferIndex = 0; vertexElements[ 2 ].type = RENDERER_VERTEX_DATA_TYPE_UINT8_4_NORM; vertexElements[ 2 ].semantic = RENDERER_VERTEX_SEMANTIC_TANGENT; vertexElements[ 2 ].semanticIndex = 0; vertexElements[ 2 ].bufferIndex = 0; vertexElements[ 3 ].type = RENDERER_VERTEX_DATA_TYPE_UINT8_4_NORM; vertexElements[ 3 ].semantic = RENDERER_VERTEX_SEMANTIC_COLOR; vertexElements[ 3 ].semanticIndex = 0; vertexElements[ 3 ].bufferIndex = 0; vertexElements[ 4 ].type = RENDERER_VERTEX_DATA_TYPE_FLOAT16_2; vertexElements[ 4 ].semantic = RENDERER_VERTEX_SEMANTIC_TEXCOORD; vertexElements[ 4 ].semanticIndex = 0; vertexElements[ 4 ].bufferIndex = 0; vertexElements[ 5 ].type = RENDERER_VERTEX_DATA_TYPE_FLOAT16_2; vertexElements[ 5 ].semantic = RENDERER_VERTEX_SEMANTIC_TEXCOORD; vertexElements[ 5 ].semanticIndex = 1; vertexElements[ 5 ].bufferIndex = 0; m_staticMeshVertexDescriptions[ 0 ] = pRenderer->CreateVertexDescription( vertexElements, 5 ); HELIUM_ASSERT( m_staticMeshVertexDescriptions[ 0 ] ); m_staticMeshVertexDescriptions[ 1 ] = pRenderer->CreateVertexDescription( vertexElements, 6 ); HELIUM_ASSERT( m_staticMeshVertexDescriptions[ 1 ] ); vertexElements[ 1 ].type = RENDERER_VERTEX_DATA_TYPE_UINT8_4_NORM; vertexElements[ 1 ].semantic = RENDERER_VERTEX_SEMANTIC_BLENDWEIGHT; vertexElements[ 1 ].semanticIndex = 0; vertexElements[ 1 ].bufferIndex = 0; vertexElements[ 2 ].type = RENDERER_VERTEX_DATA_TYPE_UINT8_4; vertexElements[ 2 ].semantic = RENDERER_VERTEX_SEMANTIC_BLENDINDICES; vertexElements[ 2 ].semanticIndex = 0; vertexElements[ 2 ].bufferIndex = 0; vertexElements[ 3 ].type = RENDERER_VERTEX_DATA_TYPE_UINT8_4_NORM; vertexElements[ 3 ].semantic = RENDERER_VERTEX_SEMANTIC_NORMAL; vertexElements[ 3 ].semanticIndex = 0; vertexElements[ 3 ].bufferIndex = 0; vertexElements[ 4 ].type = RENDERER_VERTEX_DATA_TYPE_UINT8_4_NORM; vertexElements[ 4 ].semantic = RENDERER_VERTEX_SEMANTIC_TANGENT; vertexElements[ 4 ].semanticIndex = 0; vertexElements[ 4 ].bufferIndex = 0; vertexElements[ 5 ].type = RENDERER_VERTEX_DATA_TYPE_FLOAT16_2; vertexElements[ 5 ].semantic = RENDERER_VERTEX_SEMANTIC_TEXCOORD; vertexElements[ 5 ].semanticIndex = 0; vertexElements[ 5 ].bufferIndex = 0; m_spSkinnedMeshVertexDescription = pRenderer->CreateVertexDescription( vertexElements, 6 ); HELIUM_ASSERT( m_spSkinnedMeshVertexDescription ); vertexElements[ 0 ].type = RENDERER_VERTEX_DATA_TYPE_FLOAT32_2; vertexElements[ 0 ].semantic = RENDERER_VERTEX_SEMANTIC_POSITION; vertexElements[ 0 ].semanticIndex = 0; vertexElements[ 0 ].bufferIndex = 0; vertexElements[ 1 ].type = RENDERER_VERTEX_DATA_TYPE_UINT8_4_NORM; vertexElements[ 1 ].semantic = RENDERER_VERTEX_SEMANTIC_COLOR; vertexElements[ 1 ].semanticIndex = 0; vertexElements[ 1 ].bufferIndex = 0; vertexElements[ 2 ].type = RENDERER_VERTEX_DATA_TYPE_FLOAT16_2; vertexElements[ 2 ].semantic = RENDERER_VERTEX_SEMANTIC_TEXCOORD; vertexElements[ 2 ].semanticIndex = 0; vertexElements[ 2 ].bufferIndex = 0; m_spScreenVertexDescription = pRenderer->CreateVertexDescription( vertexElements, 3 ); HELIUM_ASSERT( m_spScreenVertexDescription ); // Create configuration-dependent render resources. PostConfigUpdate(); // Attempt to load the depth-only pre-pass shader. #pragma TODO( "XXX TMC: Migrate to a more data-driven solution." ) GameObjectLoader* pObjectLoader = GameObjectLoader::GetStaticInstance(); HELIUM_ASSERT( pObjectLoader ); GameObjectPath prePassShaderPath; HELIUM_VERIFY( prePassShaderPath.Set( HELIUM_PACKAGE_PATH_CHAR_STRING TXT( "Shaders" ) HELIUM_OBJECT_PATH_CHAR_STRING TXT( "PrePass.hlsl" ) ) ); GameObjectPtr spPrePassShader; HELIUM_VERIFY( pObjectLoader->LoadObject( prePassShaderPath, spPrePassShader ) ); Shader* pPrePassShader = Reflect::SafeCast< Shader >( spPrePassShader.Get() ); HELIUM_ASSERT( pPrePassShader ); if( pPrePassShader ) { size_t loadId = pPrePassShader->BeginLoadVariant( RShader::TYPE_VERTEX, 0 ); HELIUM_ASSERT( IsValid( loadId ) ); if( IsValid( loadId ) ) { while( !pPrePassShader->TryFinishLoadVariant( loadId, m_spPrePassVertexShader ) ) { pObjectLoader->Tick(); } } } // Attempt to load the simple world-space, simple screen-space, and screen-space text shaders. #pragma TODO( "XXX TMC: Migrate to a more data-driven solution." ) GameObjectPath shaderPath; GameObjectPtr spShader; Shader* pShader; HELIUM_VERIFY( shaderPath.Set( HELIUM_PACKAGE_PATH_CHAR_STRING TXT( "Shaders" ) HELIUM_OBJECT_PATH_CHAR_STRING TXT( "Simple.hlsl" ) ) ); HELIUM_VERIFY( pObjectLoader->LoadObject( shaderPath, spShader ) ); pShader = Reflect::SafeCast< Shader >( spShader.Get() ); HELIUM_ASSERT( pShader ); if( pShader ) { size_t loadId = pShader->BeginLoadVariant( RShader::TYPE_VERTEX, 0 ); HELIUM_ASSERT( IsValid( loadId ) ); if( IsValid( loadId ) ) { while( !pShader->TryFinishLoadVariant( loadId, m_spSimpleWorldSpaceVertexShader ) ) { pObjectLoader->Tick(); } } loadId = pShader->BeginLoadVariant( RShader::TYPE_PIXEL, 0 ); HELIUM_ASSERT( IsValid( loadId ) ); if( IsValid( loadId ) ) { while( !pShader->TryFinishLoadVariant( loadId, m_spSimpleWorldSpacePixelShader ) ) { pObjectLoader->Tick(); } } } HELIUM_VERIFY( shaderPath.Set( HELIUM_PACKAGE_PATH_CHAR_STRING TXT( "Shaders" ) HELIUM_OBJECT_PATH_CHAR_STRING TXT( "ScreenSpaceTexture.hlsl" ) ) ); HELIUM_VERIFY( pObjectLoader->LoadObject( shaderPath, spShader ) ); pShader = Reflect::SafeCast< Shader >( spShader.Get() ); HELIUM_ASSERT( pShader ); if( pShader ) { size_t loadId = pShader->BeginLoadVariant( RShader::TYPE_VERTEX, 0 ); HELIUM_ASSERT( IsValid( loadId ) ); if( IsValid( loadId ) ) { while( !pShader->TryFinishLoadVariant( loadId, m_spSimpleScreenSpaceVertexShader ) ) { pObjectLoader->Tick(); } } loadId = pShader->BeginLoadVariant( RShader::TYPE_PIXEL, 0 ); HELIUM_ASSERT( IsValid( loadId ) ); if( IsValid( loadId ) ) { while( !pShader->TryFinishLoadVariant( loadId, m_spSimpleScreenSpacePixelShader ) ) { pObjectLoader->Tick(); } } } HELIUM_VERIFY( shaderPath.Set( HELIUM_PACKAGE_PATH_CHAR_STRING TXT( "Shaders" ) HELIUM_OBJECT_PATH_CHAR_STRING TXT( "ScreenText.hlsl" ) ) ); HELIUM_VERIFY( pObjectLoader->LoadObject( shaderPath, spShader ) ); pShader = Reflect::SafeCast< Shader >( spShader.Get() ); HELIUM_ASSERT( pShader ); if( pShader ) { size_t loadId = pShader->BeginLoadVariant( RShader::TYPE_VERTEX, 0 ); HELIUM_ASSERT( IsValid( loadId ) ); if( IsValid( loadId ) ) { while( !pShader->TryFinishLoadVariant( loadId, m_spScreenTextVertexShader ) ) { pObjectLoader->Tick(); } } loadId = pShader->BeginLoadVariant( RShader::TYPE_PIXEL, 0 ); HELIUM_ASSERT( IsValid( loadId ) ); if( IsValid( loadId ) ) { while( !pShader->TryFinishLoadVariant( loadId, m_spScreenTextPixelShader ) ) { pObjectLoader->Tick(); } } } // Attempt to load the debug fonts. #pragma TODO( "XXX TMC: Migrate to a more data-driven solution." ) GameObjectPath fontPath; GameObjectPtr spFont; HELIUM_VERIFY( fontPath.Set( HELIUM_PACKAGE_PATH_CHAR_STRING TXT( "Fonts" ) HELIUM_OBJECT_PATH_CHAR_STRING TXT( "DebugSmall" ) ) ); HELIUM_VERIFY( pObjectLoader->LoadObject( fontPath, spFont ) ); m_debugFonts[ DEBUG_FONT_SIZE_SMALL ] = Reflect::SafeCast< Font >( spFont.Get() ); spFont.Release(); HELIUM_VERIFY( fontPath.Set( HELIUM_PACKAGE_PATH_CHAR_STRING TXT( "Fonts" ) HELIUM_OBJECT_PATH_CHAR_STRING TXT( "DebugMedium" ) ) ); HELIUM_VERIFY( pObjectLoader->LoadObject( fontPath, spFont ) ); m_debugFonts[ DEBUG_FONT_SIZE_MEDIUM ] = Reflect::SafeCast< Font >( spFont.Get() ); spFont.Release(); HELIUM_VERIFY( fontPath.Set( HELIUM_PACKAGE_PATH_CHAR_STRING TXT( "Fonts" ) HELIUM_OBJECT_PATH_CHAR_STRING TXT( "DebugLarge" ) ) ); HELIUM_VERIFY( pObjectLoader->LoadObject( fontPath, spFont ) ); m_debugFonts[ DEBUG_FONT_SIZE_LARGE ] = Reflect::SafeCast< Font >( spFont.Get() ); spFont.Release(); }