コード例 #1
0
ファイル: MFVertex_D3D11.cpp プロジェクト: FujiGameJam/fuji
bool MFVertex_CreateVertexBufferPlatformSpecific(MFVertexBuffer *pVertexBuffer, void *pVertexBufferMemory)
{
	if(pVertexBuffer->bufferType == MFVBType_Dynamic || pVertexBufferMemory)
	{
		D3D11_BUFFER_DESC bd;
		MFZeroMemory(&bd, sizeof(bd));
		bd.Usage = (pVertexBuffer->bufferType == MFVBType_Dynamic) ? D3D11_USAGE_DYNAMIC : D3D11_USAGE_IMMUTABLE;
		bd.ByteWidth = pVertexBuffer->pVertexDeclatation->pElementData[0].stride * pVertexBuffer->numVerts;
		bd.BindFlags = D3D11_BIND_VERTEX_BUFFER;
		bd.CPUAccessFlags = (pVertexBuffer->bufferType == MFVBType_Dynamic) ? D3D11_CPU_ACCESS_WRITE : 0;

		D3D11_SUBRESOURCE_DATA InitData;
		MFZeroMemory(&InitData, sizeof(InitData));
		InitData.pSysMem = pVertexBufferMemory;
	
		ID3D11Buffer* pVB = NULL;
		HRESULT hr = g_pd3dDevice->CreateBuffer(&bd, pVertexBufferMemory ? &InitData : NULL, &pVB);
		if(FAILED(hr))
			return false;
	
		pVertexBuffer->pPlatformData = pVB;
	}

	return true;
}
コード例 #2
0
ファイル: MFVertex_D3D11.cpp プロジェクト: FujiGameJam/fuji
bool MFVertex_CreateIndexBufferPlatformSpecific(MFIndexBuffer *pIndexBuffer, uint16 *pIndexBufferMemory)
{
	if(pIndexBufferMemory)
	{
		D3D11_BUFFER_DESC bd;
		MFZeroMemory(&bd, sizeof(bd));
	
		bd.Usage = D3D11_USAGE_IMMUTABLE;
		bd.ByteWidth = sizeof(WORD) * pIndexBuffer->numIndices;
		bd.BindFlags = D3D11_BIND_INDEX_BUFFER;
	
		D3D11_SUBRESOURCE_DATA initData;
		MFZeroMemory(&initData, sizeof(initData));
		initData.pSysMem = pIndexBufferMemory;

		ID3D11Buffer *pIB = NULL;
		HRESULT hr = g_pd3dDevice->CreateBuffer(&bd, &initData, &pIB);
		if (FAILED(hr))
			return false;

		pIndexBuffer->pPlatformData = pIB;
	}

	return true;
}
コード例 #3
0
ファイル: MFVertex_D3D11.cpp プロジェクト: FujiGameJam/fuji
MF_API void MFVertex_UnlockIndexBuffer(MFIndexBuffer *pIndexBuffer)
{
	MFDebug_Assert(pIndexBuffer, "NULL index buffer");
	MFDebug_Assert(pIndexBuffer->bLocked, "Index buffer not locked!");

	ID3D11Buffer *pIB = (ID3D11Buffer*)pIndexBuffer->pPlatformData;
	if(pIB)
		pIB->Release();

	D3D11_BUFFER_DESC bd;
	MFZeroMemory(&bd, sizeof(bd));
	bd.Usage = D3D11_USAGE_IMMUTABLE;
	bd.ByteWidth = sizeof(WORD) * pIndexBuffer->numIndices;
	bd.BindFlags = D3D11_BIND_INDEX_BUFFER;
	
	D3D11_SUBRESOURCE_DATA initData;
	MFZeroMemory(&initData, sizeof(initData));
	initData.pSysMem = pIndexBuffer->pLocked;

	HRESULT hr = g_pd3dDevice->CreateBuffer(&bd, &initData, &pIB);
	MFDebug_Assert(SUCCEEDED(hr), "Couldn't create index buffer!");
	if (FAILED(hr))
		return;

	pIndexBuffer->pPlatformData = pIB;

	MFHeap_Free(pIndexBuffer->pLocked);

	pIndexBuffer->pLocked = NULL;
	pIndexBuffer->bLocked = false;
}
コード例 #4
0
void MFDisplay_InitModulePlatformSpecific()
{
	MFZeroMemory(gXKeys, sizeof(gXKeys));
	MFZeroMemory(&gXMouse, sizeof(gXMouse));
	gXMouse.x = -1;

//	gNumDisplayDevices = 0;
//	gpDisplayAdaptors = (MFDisplayAdaptorDesc*)MFHeap_Alloc(sizeof(MFDisplayAdaptorDesc)*0);

	xdisplay = XOpenDisplay(NULL);
	if(!xdisplay)
	{
		MFDebug_Error("Unable to open display");
		return;
	}

	screen = DefaultScreen(xdisplay);
	rootWindow = RootWindow(xdisplay, screen);

	wm_delete_window = XInternAtom(xdisplay, "WM_DELETE_WINDOW", false);

	// build our internal list of available video modes
/*
	GetModes(&modes, false);//!gDisplay.windowed);
	while(!FindMode(modes, width, height))
	{
		if(!gDisplay.windowed)
		{
			// no fullscreen mode, try windowed mode instead
			MFDebug_Warn(1, "No suitable modes for fullscreen mode, trying windowed mode");

			gDisplay.windowed = true;

			FreeModes();
			GetModes(&modes, false);
		}
		else
		{
			// default is some sort of custom mode that doesn't appear in the windowed mode list
			// HACK: we'll add it to the end..
			modes[numModes].width = width;
			modes[numModes].height = height;
			currentMode = numModes;
			++numModes;
			break;
		}
	}
*/

	DebugMenu_AddItem("Resolution", "Display Options", &resSelect, ChangeResCallback);
	DebugMenu_AddItem("Apply", "Display Options", &applyDisplayMode, ApplyDisplayModeCallback);
}
コード例 #5
0
// Functions
MFInitStatus MFInput_InitModule(int moduleId, bool bPerformInitialisation)
{
	MFZeroMemory(gGamepadStates, sizeof(gGamepadStates[0])*MFInput_MaxInputID);
	MFZeroMemory(gKeyStates, sizeof(gKeyStates[0])*MFInput_MaxInputID);
	MFZeroMemory(gMouseStates, sizeof(gMouseStates[0])*MFInput_MaxInputID);
	MFZeroMemory(gAccelerometerStates, sizeof(gAccelerometerStates[0])*MFInput_MaxInputID);
	MFZeroMemory(gTouchPanelStates, sizeof(gTouchPanelStates[0])*MFInput_MaxInputID);

	MFInput_InitModulePlatformSpecific();
	MFInput_Update();

	return MFIS_Succeeded;
}
コード例 #6
0
ファイル: MFInput.cpp プロジェクト: RemedyGameJam/fuji
// Functions
MFInitStatus MFInput_InitModule()
{
	MFZeroMemory(gGamepadStates, sizeof(gGamepadStates[0])*MFInput_MaxInputID);
	MFZeroMemory(gKeyStates, sizeof(gKeyStates[0])*MFInput_MaxInputID);
	MFZeroMemory(gMouseStates, sizeof(gMouseStates[0])*MFInput_MaxInputID);
	MFZeroMemory(gAccelerometerStates, sizeof(gAccelerometerStates[0])*MFInput_MaxInputID);
	MFZeroMemory(gTouchPanelStates, sizeof(gTouchPanelStates[0])*MFInput_MaxInputID);

	MFInput_InitModulePlatformSpecific();
	MFInput_Update();

	return MFAIC_Succeeded;
}
コード例 #7
0
ファイル: MFObjectPool.cpp プロジェクト: FujiGameJam/fuji
void *MFObjectPool::AllocAndZero()
{
	void *pNew = Alloc();
	if(pNew)
		MFZeroMemory(pNew, objectSize);
	return pNew;
}
コード例 #8
0
ファイル: MFHeap.cpp プロジェクト: jacob-carlborg/fuji
MF_API void* MFHeap_AllocAndZeroInternal(size_t bytes, MFHeap *pHeap)
{
	void *pMem = MFHeap_AllocInternal(bytes, pHeap);
	if(pMem)
		MFZeroMemory(pMem, bytes);
	return pMem;
}
コード例 #9
0
ファイル: MFInput_PSP.cpp プロジェクト: FujiGameJam/fuji
void MFInput_GetGamepadStateInternal(int id, MFGamepadState *pGamepadState)
{
	MFCALLSTACK;

	MFZeroMemory(pGamepadState, sizeof(MFGamepadState));

	pGamepadState->values[Button_PP_Cross] = (padData.Buttons & PSP_CTRL_CROSS) ? 1.0f : 0.0f;
	pGamepadState->values[Button_PP_Circle] = (padData.Buttons & PSP_CTRL_CIRCLE) ? 1.0f : 0.0f;
	pGamepadState->values[Button_PP_Box] = (padData.Buttons & PSP_CTRL_SQUARE) ? 1.0f : 0.0f;
	pGamepadState->values[Button_PP_Triangle] = (padData.Buttons & PSP_CTRL_TRIANGLE) ? 1.0f : 0.0f;

	pGamepadState->values[Button_PP_L] = (padData.Buttons & PSP_CTRL_LTRIGGER) ? 1.0f : 0.0f;
	pGamepadState->values[Button_PP_R] = (padData.Buttons & PSP_CTRL_RTRIGGER) ? 1.0f : 0.0f;

	pGamepadState->values[Button_PP_Start] = (padData.Buttons & PSP_CTRL_START) ? 1.0f : 0.0f;
	pGamepadState->values[Button_PP_Select] = (padData.Buttons & PSP_CTRL_SELECT) ? 1.0f : 0.0f;

	pGamepadState->values[Button_DUp] = (padData.Buttons & PSP_CTRL_UP) ? 1.0f : 0.0f;
	pGamepadState->values[Button_DDown] = (padData.Buttons & PSP_CTRL_DOWN) ? 1.0f : 0.0f;
	pGamepadState->values[Button_DLeft] = (padData.Buttons & PSP_CTRL_LEFT) ? 1.0f : 0.0f;
	pGamepadState->values[Button_DRight] = (padData.Buttons & PSP_CTRL_RIGHT) ? 1.0f : 0.0f;

	pGamepadState->values[Axis_LX] = (float)padData.Lx/127.5f - 1.0f;
	pGamepadState->values[Axis_LY] = -((float)padData.Ly/127.5f - 1.0f);
	pGamepadState->values[Axis_RX] = 0.0f;
	pGamepadState->values[Axis_RY] = 0.0f;
}
コード例 #10
0
MF_API void MFDisplay_GetDefaults(MFDisplaySettings *pDisplaySettings)
{
	MFZeroMemory(pDisplaySettings, sizeof(*pDisplaySettings));
	pDisplaySettings->displayAdaptor = 0;
	pDisplaySettings->monitor = 0;
	pDisplaySettings->mode = MFDM_Progressive;
	pDisplaySettings->aspect = MFDA_Default;
	pDisplaySettings->cable = MFDC_Unknown;
	pDisplaySettings->bVSync = true;
	pDisplaySettings->numBuffers = 2;
	pDisplaySettings->flags = 0;//MFDF_CanResizeWindow;
	pDisplaySettings->pWindow = NULL;

	pDisplaySettings->backBufferFormat = ImgFmt_SelectDefault;
	pDisplaySettings->depthStencilFormat = ImgFmt_SelectDepth;

#if defined(MF_RETAIL)
	// TODO: should use the native or desktop res?
	pDisplaySettings->bFullscreen = true;
	pDisplaySettings->width = (int)gInitParams.display.displayRect.width;
	pDisplaySettings->height = (int)gInitParams.display.displayRect.height;
	pDisplaySettings->refreshRate = 0;
#else
	pDisplaySettings->bFullscreen = false;
	pDisplaySettings->width = (int)gInitParams.display.displayRect.width;
	pDisplaySettings->height = (int)gInitParams.display.displayRect.height;
	pDisplaySettings->refreshRate = 0;
#endif
}
コード例 #11
0
MF_API MFVertexBuffer *MFVertex_CreateVertexBuffer(const MFVertexDeclaration *pVertexFormat, int numVerts, MFVertexBufferType type, void *pVertexBufferMemory, const char *pName)
{
	int nameLen = pName ? MFString_Length(pName) + 1 : 0;
	MFVertexBuffer *pVB;
	if(type == MFVBType_Scratch)
		pVB = (MFVertexBuffer*)MFRenderer_AllocateScratchMemory(sizeof(MFVertexBuffer) + nameLen);
	else
		pVB = (MFVertexBuffer*)MFHeap_Alloc(sizeof(MFVertexBuffer) + nameLen);
	MFZeroMemory(pVB, sizeof(MFVertexBuffer));

	if(pName)
		pName = MFString_Copy((char*)&pVB[1], pName);

	pVB->pVertexDeclatation = pVertexFormat;
	pVB->bufferType = type;
	pVB->numVerts = numVerts;

	if(!MFVertex_CreateVertexBufferPlatformSpecific(pVB, pVertexBufferMemory))
	{
		if(type != MFVBType_Scratch)
			MFHeap_Free(pVB);
		return NULL;
	}

	if(type == MFVBType_Scratch)
	{
		// add to a scratch list that will be cleaned up later...
		pVB->pNextScratchBuffer = gpScratchBufferList;
		gpScratchBufferList = pVB;
	}
	else
		MFResource_AddResource(pVB, MFRT_VertexBuffer, (uint32)(MFUtil_HashPointer(pVB) & 0xFFFFFFFF), pName);

	return pVB;
}
コード例 #12
0
ファイル: main.cpp プロジェクト: TurkeyMan/fuji
void Game_Init(void *pUserData)
{
	// create the renderer with a single layer that clears before rendering
	MFRenderLayerDescription layers[] = { "Scene" };
	pRenderer = MFRenderer_Create(layers, 1, NULL, NULL);
	MFRenderer_SetCurrent(pRenderer);

	pDefaultStates = MFStateBlock_CreateDefault();
	MFRenderer_SetGlobalStateBlock(pRenderer, pDefaultStates);

	MFRenderLayer *pLayer = MFRenderer_GetLayer(pRenderer, 0);
	MFRenderLayer_SetClear(pLayer, MFRCF_All, MakeVector(0.f, 0.f, 0.2f, 1.f));

	MFRenderLayerSet layerSet;
	MFZeroMemory(&layerSet, sizeof(layerSet));
	layerSet.pSolidLayer = pLayer;
	MFRenderer_SetRenderLayerSet(pRenderer, &layerSet);

	// init HKUserInterface
	HKUserInterface::Init();

	pUI = new HKUserInterface();
	HKUserInterface::SetActiveUI(pUI);

	// load a test UI
	HKWidget *pTestLayout = HKWidget_CreateFromXML("ui-test.xml");
	MFDebug_Assert(pTestLayout != NULL, "Couldn't load UI!");

	pUI->AddTopLevelWidget(pTestLayout, true);
}
コード例 #13
0
MF_API void MFMidi_SendPacket(MFDevice *pDevice, const uint8 *pBytes, size_t len)
{
	MFMidiPC_MidiOutputDevice *pMidi = (MFMidiPC_MidiOutputDevice*)pDevice->pInternal;

	// TODO: get hdr from pool...
	MIDIHDR hdr;
	MFZeroMemory(&hdr, sizeof(hdr));
	hdr.lpData = (LPSTR)pBytes;
	hdr.dwBufferLength = (DWORD)len;
	hdr.dwBytesRecorded = (DWORD)len;
	hdr.dwUser = (DWORD_PTR)pDevice;

	MMRESULT r = midiOutPrepareHeader(pMidi->hMidiOut, &hdr, sizeof(hdr));
	if (r != MMSYSERR_NOERROR)
	{
		wchar_t errorBuffer[256];
		midiOutGetErrorText(r, errorBuffer, sizeof(errorBuffer));
		MFDebug_Warn(1, MFStr("Failed to send MIDI message: %s", MFString_WCharAsUTF8(errorBuffer)));
		return;
	}

	r = midiOutLongMsg(pMidi->hMidiOut, &hdr, sizeof(hdr));
	if (r != MMSYSERR_NOERROR)
	{
		wchar_t errorBuffer[256];
		midiOutGetErrorText(r, errorBuffer, sizeof(errorBuffer));
		MFDebug_Warn(1, MFStr("Failed to send MIDI message: %s", MFString_WCharAsUTF8(errorBuffer)));
	}
}
コード例 #14
0
ファイル: MFFileSystem.cpp プロジェクト: TurkeyMan/fuji
MFInitStatus MFFileSystem_InitModule(int moduleId, bool bPerformInitialisation)
{
	gModuleId = moduleId;

	if(!bPerformInitialisation)
		return MFIS_Succeeded;

	ALLOC_MODULE_DATA(MFFileSystemState);

	pModuleData->hNativeFileSystem = -1;
	pModuleData->hMemoryFileSystem = -1;
	pModuleData->hCachedFileSystem = -1;
	pModuleData->hZipFileSystem = -1;
	pModuleData->hHTTPFileSystem = -1;
	pModuleData->hFTPFileSystem = -1;

	pModuleData->gOpenFiles.Init(sizeof(MFFile), gDefaults.filesys.maxOpenFiles, gDefaults.filesys.maxOpenFiles);

	pModuleData->gFileSystems.Init("File Systems", gDefaults.filesys.maxFileSystems);
	pModuleData->ppFileSystemList = (MFFileSystem**)MFHeap_Alloc(sizeof(MFFileSystem*) * gDefaults.filesys.maxFileSystems);
	MFZeroMemory(pModuleData->ppFileSystemList, sizeof(MFFileSystem*) * gDefaults.filesys.maxFileSystems);

	pModuleData->gFinds.Init("File System Find Instances", gDefaults.filesys.maxFinds);

	return MFIS_Succeeded;
}
コード例 #15
0
ファイル: MFView.cpp プロジェクト: FujiGameJam/fuji
MFInitStatus MFView_InitModule()
{
	// allocate view stack
	gpViewStack = (MFView*)MFHeap_Alloc(sizeof(MFView) * gDefaults.view.maxViewsOnStack);

	// set default ortho rect
	MFView::defaultOrthoRect.x = gDefaults.view.orthoMinX;
	MFView::defaultOrthoRect.y = gDefaults.view.orthoMinY;
	MFView::defaultOrthoRect.width = gDefaults.view.orthoMaxX;
	MFView::defaultOrthoRect.height = gDefaults.view.orthoMaxY;

	// initialise default view
	MFZeroMemory(&MFView::defaultView, sizeof(MFView));
	pCurrentView = &MFView::defaultView;

	pCurrentView->cameraMatrix = MFMatrix::identity;
	pCurrentView->view = MFMatrix::identity;
	pCurrentView->viewProj = MFMatrix::identity;

	MFView_SetOrtho(&MFView::defaultOrthoRect);
	MFView_ConfigureProjection(MFDEGREES(gDefaults.view.defaultFOV), gDefaults.view.defaultNearPlane, gDefaults.view.defaultFarPlane);
	MFView_SetAspectRatio(gDefaults.view.defaultAspect);
	MFView_SetProjection();

	pCurrentView = gpViewStack;
	MFView_SetDefault();

	return MFIS_Succeeded;
}
コード例 #16
0
HKUserInterface::HKUserInterface()
{
	MFZeroMemory(pFocusList, sizeof(pFocusList));
	MFZeroMemory(pHoverList, sizeof(pHoverList));

	pRoot = CreateWidget<HKWidgetLayoutFrame>();

	MFRect rect;
//	MFView_GetOrthoRect(&rect);
	MFDisplay_GetDisplayRect(&rect);

	pRoot->SetPosition(MakeVector(rect.x, rect.y));
	pRoot->SetSize(MakeVector(rect.width, rect.height));

	pInputManager = new HKInputManager();
	pInputManager->OnInputEvent += fastdelegate::MakeDelegate(this, &HKUserInterface::OnInputEvent);
}
コード例 #17
0
ファイル: MFResource.cpp プロジェクト: TurkeyMan/fuji
MFInitStatus MFResource_InitModule(int moduleId, bool bPerformInitialisation)
{
	MFZeroMemory(gResourceCounts, sizeof(gResourceCounts));

	gResourceTable.Init(1024, 1024, 1024);

	return MFIS_Succeeded;
}
コード例 #18
0
ファイル: MFInput_PSP.cpp プロジェクト: FujiGameJam/fuji
void MFInput_InitModulePlatformSpecific()
{
	MFCALLSTACK;

	MFZeroMemory(gKeyState, 256);

	sceCtrlSetSamplingCycle(0);
	sceCtrlSetSamplingMode(PSP_CTRL_MODE_ANALOG);
}
コード例 #19
0
ファイル: main.cpp プロジェクト: FujiGameJam/fuji
int __stdcall WinMain(HINSTANCE hInstance, HINSTANCE hPrev, LPSTR lpCmdLine, int nCmdShow)
{
	MFInitParams initParams;
	MFZeroMemory(&initParams, sizeof(MFInitParams));
	initParams.hInstance = hInstance;
	initParams.pCommandLine = lpCmdLine;

	return GameMain(&initParams);
}
コード例 #20
0
ファイル: main.cpp プロジェクト: FujiGameJam/fuji
int main(int argc, const char *argv[])
{
	MFInitParams initParams;
	MFZeroMemory(&initParams, sizeof(MFInitParams));
	initParams.argc = argc;
	initParams.argv = argv;

	return GameMain(&initParams);
}
コード例 #21
0
ファイル: MFObjectPool.cpp プロジェクト: FujiGameJam/fuji
void *MFObjectPoolGroup::AllocAndZero(size_t bytes, size_t *pAllocated)
{
	size_t size = 0;
	void *pNew = Alloc(bytes, &size);
	if(pNew)
		MFZeroMemory(pNew, size);
	if(pAllocated)
		*pAllocated = size;
	return pNew;
}
コード例 #22
0
void MFInput_GetKeyStateInternal(int id, MFKeyState *pKeyState)
{
	MFDebug_Assert(id == 0, "Only one keyboard supported currently.");

	MFZeroMemory(pKeyState, sizeof(MFKeyState));

#if MF_DISPLAY == MF_DRIVER_X11
	for(int a=0; a<Key_Max; a++)
		pKeyState->keys[a] = gXKeys[MFKeyToXK[a]];
#endif
}
コード例 #23
0
ファイル: main.cpp プロジェクト: FujiGameJam/fuji
int main(int argc, const char *argv[])
{
	MFInitParams initParams;
	MFZeroMemory(&initParams, sizeof(MFInitParams));
	initParams.argc = argc;
	initParams.argv = argv;

	int r = GameMain(&initParams);

	sceKernelExitGame();
	return r;
}
コード例 #24
0
ファイル: MFHeap.cpp プロジェクト: throbbingrobotheroes/fuji
static void AllocateAllocTable()
{
	numFree = poolSize = 1024;

	gpItemPool = (MFHeap_AllocItem*)MFHeap_SystemMalloc(sizeof(MFHeap_AllocItem)*poolSize + sizeof(MFHeap_AllocItem*)*poolSize);
	gppFreeList = (MFHeap_AllocItem**)&gpItemPool[poolSize];

	for(size_t i = 0; i<poolSize; ++i)
		gppFreeList[i] = &gpItemPool[i];

	MFZeroMemory(gpAllocTable, sizeof(gpAllocTable));
}
コード例 #25
0
ファイル: MFInput_IPhone.cpp プロジェクト: TurkeyMan/fuji
void MFInput_GetAccelerometerStateInternal(int id, MFAccelerometerState *pAccelerometerState)
{
	MFZeroMemory(pAccelerometerState, sizeof(MFAccelerometerState));

	if(id == 0)
	{
		pAccelerometerState->values[Acc_XAxis] = gAcceleration[0];
		pAccelerometerState->values[Acc_YAxis] = gAcceleration[1];
		pAccelerometerState->values[Acc_ZAxis] = gAcceleration[2];
		pAccelerometerState->values[Acc_Acceleration] = MakeVector(gAcceleration[0], gAcceleration[1], gAcceleration[2]).Magnitude3();		
	}
}
コード例 #26
0
ファイル: MFVertex_D3D11.cpp プロジェクト: FujiGameJam/fuji
MF_API void MFVertex_UnlockVertexBuffer(MFVertexBuffer *pVertexBuffer)
{
	MFDebug_Assert(pVertexBuffer, "Null vertex buffer");

	ID3D11Buffer *pVB = (ID3D11Buffer*)pVertexBuffer->pPlatformData;
	if(pVertexBuffer->bufferType == MFVBType_Dynamic)
	{
		g_pImmediateContext->Unmap(pVB, 0);
	}
	else
	{
		if(pVB)
			pVB->Release();

		D3D11_BUFFER_DESC bd;
		MFZeroMemory(&bd, sizeof(bd));
		bd.Usage = D3D11_USAGE_IMMUTABLE;
		bd.ByteWidth = pVertexBuffer->pVertexDeclatation->pElementData[0].stride * pVertexBuffer->numVerts;
		bd.BindFlags = D3D11_BIND_VERTEX_BUFFER;

		D3D11_SUBRESOURCE_DATA initData;
		MFZeroMemory(&initData, sizeof(initData));
		initData.pSysMem = pVertexBuffer->pLocked;
	
		HRESULT hr = g_pd3dDevice->CreateBuffer(&bd, &initData, &pVB);
		MFDebug_Assert(SUCCEEDED(hr), "Couldn't create vertex buffer!");
		if(FAILED(hr))
		{
			pVertexBuffer->pPlatformData = NULL;
			return;
		}

		pVertexBuffer->pPlatformData = pVB;

		MFHeap_Free(pVertexBuffer->pLocked);
	}

	pVertexBuffer->pLocked = NULL;
	pVertexBuffer->bLocked = false;
}
コード例 #27
0
ファイル: main.cpp プロジェクト: FujiGameJam/fuji
uint16* GetStringCopy(const uint16* pString, int len)
{
	int l = len < 0 ? MFWString_Length(pString) : len;

	uint16 *pStr = (uint16*)malloc(sizeof(uint16) * (l + 1));
	MFZeroMemory(pStr, sizeof(uint16) * (l+1));

	if(*pString == '\"' && pString[l-1] == '\"')
	{
		++pString;
		l -= 2;
	}

	uint16 *pS = pStr;
	while(l)
	{
		if(*pString == '\\')
		{
			bool bInc = true;
			if(pString[1] == 'n')
				*pS = '\n';
			else if(pString[1] == 'r')
				*pS = '\r';
			else if(pString[1] == 't')
				*pS = '\t';
			else if(pString[1] == '\\')
				*pS = '\\';
			else
			{
				*pS = '\\';
				bInc = false;
			}

			if(bInc)
			{
				--l;
				++pString;
			}
		}
		else
		{
			*pS = *pString;
		}

		++pS;
		++pString;
		--l;
	}

	return pStr;
}
コード例 #28
0
ファイル: ReadX.cpp プロジェクト: RemedyGameJam/fuji
const char *ParseNormals(const char *pText, F3DSubObject &sub, const MFMatrix &mat, int numFaces, int *pMatFaces)
{
	SkipToken(pText, "{");

	// get num positions
	int numNormals = GetInt(pText, &pText);

	sub.normals.resize(numNormals);

	// read positions
	for(int a=0; a<numNormals; a++)
	{
		sub.normals[a].x = GetFloat(pText, &pText);
		sub.normals[a].y = GetFloat(pText, &pText);
		sub.normals[a].z = GetFloat(pText, &pText);

		sub.normals[a] = ApplyMatrix3(sub.normals[a], mat);
		sub.normals[a].Normalise3();

		if(a < numNormals-1)
			SkipToken(pText, ",");
	}
	SkipToken(pText, ";");

	// get num faces
	int numNormalFaces = GetInt(pText, &pText);
	MFDebug_Assert(numNormalFaces == numFaces, "Number of normal faces does not match the number of faces in the mesh.");

	// read faces
	int face[16], numVerts[16];
	MFZeroMemory(numVerts, sizeof(numVerts));
	for(int a=0; a<numNormalFaces; a++)
	{
		int matSub = pMatFaces ? pMatFaces[a] : 0;

		int numPoints = GetInt(pText, &pText);
		GetIntArray(pText, face, numPoints, &pText);

		for(int b=0; b<numPoints; b++)
			sub.matSubobjects[matSub].vertices[numVerts[matSub]+b].normal = face[b];

		numVerts[matSub] += numPoints;

		if(a < numNormalFaces-1)
			SkipToken(pText, ",");
	}
	SkipToken(pText, ";");
	SkipToken(pText, "}");

	return pText;
}
コード例 #29
0
ファイル: MFHeap.cpp プロジェクト: jacob-carlborg/fuji
MFInitStatus MFHeap_InitModule()
{
	MFCALLSTACK;

	MFDebug_Assert(MFThread_GetMutexSizePlatformSpecific() <= sizeof(gMutexBuffer), "Mutex buffer too small!");
	MFThread_InitMutexPlatformSpecific((MFMutex)gMutexBuffer, "MFHeap alloc mutex");
	gAllocMutex = (MFMutex)gMutexBuffer;

	// any heap tracking allocations should be made in the debug space
	MFHeap *pOld = MFHeap_SetActiveHeap(MFHeap_GetDebugHeap());

#if defined(_USE_TRACKING_HASH_TABLE)
	// set up the memory tracking hash table
	// note: this is slightly complicated due to the chicken and egg nature
	// of making the first allocation for the pool its self ;)
	static const int numAllocHeaders = 1024;
//	uint32 bytes = (sizeof(MFHeap_AllocItem) + sizeof(void**)) * numAllocHeaders;
//	void *pPoolMemory = MFHeap_Alloc(bytes);
//	gAllocHeaderPool.Init(sizeof(MFHeap_AllocItem), numAllocHeaders, 1024, pPoolMemory, bytes);
	gAllocHeaderPool.Init(sizeof(MFHeap_AllocItem), numAllocHeaders, 1024);

	MFZeroMemory(gpAllocTable, sizeof(gpAllocTable));

	// artificially add an entry for the pool its self...
	MFHeap_AllocItem *pHeader = (MFHeap_AllocItem*)gAllocHeaderPool.Alloc();
	pHeader->header.pHeap = &gExternalHeap;
	pHeader->header.size = bytes;
	pHeader->header.pFile = __FILE__;
	pHeader->header.line = (uint16)__LINE__;
	pHeader->header.alignment = 4;
	pHeader->pMemory = pPoolMemory;
	pHeader->pNext = NULL;
	gpAllocTable[MFUtil_HashPointer(pPoolMemory) % MFHeap_AllocTableLength] = pHeader;
#endif
#if defined(_USE_ALLOC_TRACKER)
	gAllocList.Init(sizeof(void*), 1024, 1024);
	gPoolInitialised = true;
#endif

	// restore the active heap
	MFHeap_SetActiveHeap(pOld);

	// init the heap
	MFHeap_InitModulePlatformSpecific();

	return MFAIC_Succeeded;
}
コード例 #30
0
ファイル: main.cpp プロジェクト: FujiGameJam/fuji
void Game_Init()
{
	// create the renderer with a single layer that clears before rendering
	MFRenderLayerDescription layers[] = { { "Scene" } };
	pRenderer = MFRenderer_Create(layers, 1, NULL, NULL);
	MFRenderer_SetCurrent(pRenderer);

	MFRenderLayer *pLayer = MFRenderer_GetLayer(pRenderer, 0);
	MFRenderLayer_SetClear(pLayer, MFRCF_All, MakeVector(0.f, 0.f, 0.2f, 1.f));

	MFRenderLayerSet layerSet;
	MFZeroMemory(&layerSet, sizeof(layerSet));
	layerSet.pSolidLayer = pLayer;
	MFRenderer_SetRenderLayerSet(pRenderer, &layerSet);

	Scan("data:");
}