/*************************************************
 * OpenGL initialization
 *************************************************/
static int initGL(WININFO *winInfo)
{
	char errorString[MAX_ERROR_LENGTH + 1];

	// Create openGL functions
	for (int i=0; i<NUM_GL_NAMES; i++) glFP[i] = (GenFP)wglGetProcAddress(glnames[i]);

	// Create and initialize the shader manager
	if (shaderManager.init(errorString))
	{
		MessageBox(winInfo->hWnd, errorString, "Shader Manager Load", MB_OK);
		return -1;
	}

	// Create and initialize everything needed for texture Management
	if (textureManager.init(errorString))
	{
		MessageBox(winInfo->hWnd, errorString, "Texture Manager Load", MB_OK);
		return -1;
	}

	// Create the text editor
	if (editor.init(&shaderManager, &textureManager, errorString))
	{
		MessageBox(winInfo->hWnd, errorString, "Editor init", MB_OK);
		return -1;
	}

	return 0;
}
예제 #2
0
bool Projekt::Init()
{
	if (!D3D11App::Init())
		return false;

	// Initialize effects, input layouts and texture manager
	Effects::InitAll(mDirect3D->GetDevice());
	InputLayouts::InitAll(mDirect3D->GetDevice());
	mTextureMgr.init(mDirect3D->GetDevice());

	// Initialize wireframe render state
	D3D11_RASTERIZER_DESC wireFrameDesc;
	ZeroMemory(&wireFrameDesc, sizeof(D3D11_RASTERIZER_DESC));
	wireFrameDesc.FillMode = D3D11_FILL_WIREFRAME;
	wireFrameDesc.CullMode = D3D11_CULL_BACK;
	wireFrameDesc.FrontCounterClockwise = false;
	wireFrameDesc.DepthClipEnable = true;

	HR(mDirect3D->GetDevice()->CreateRasterizerState(&wireFrameDesc, &WireFrameRS));

	//--------------------------------------------------------
	// Create sky
	//--------------------------------------------------------
	mSky = new Sky(mDirect3D->GetDevice(), L"Data/Textures/snowcube1024.dds", 5000.0f);

	//--------------------------------------------------------
	// Create terrain
	//--------------------------------------------------------
	// Describe terrain
	Terrain::InitInfo tInitInfo;
	tInitInfo.HeightMapFilename = L"Data/Textures/Heightmaps/terrain.raw";
	tInitInfo.LayerMapFilename0 = L"Data/Textures/grass.dds";
	tInitInfo.LayerMapFilename1 = L"Data/Textures/darkdirt.dds";
	tInitInfo.LayerMapFilename2 = L"Data/Textures/stone.dds";
	tInitInfo.LayerMapFilename3 = L"Data/Textures/lightdirt.dds";
	tInitInfo.LayerMapFilename4 = L"Data/Textures/snow.dds";
	tInitInfo.BlendMapFilename = L"Data/Textures/blend.dds";
	tInitInfo.HeightScale = 50.0f;
	tInitInfo.HeightmapWidth = 2049;
	tInitInfo.HeightmapHeight = 2049;
	tInitInfo.CellSpacing = 0.5f;

	// Initialize terrain
	mTerrain.Init(mDirect3D->GetDevice(), mDirect3D->GetImmediateContext(), tInitInfo);

	//--------------------------------------------------------
	// Particle systems
	//--------------------------------------------------------
	mRandomTexSRV = d3dHelper::CreateRandomTexture1DSRV(mDirect3D->GetDevice());

	std::vector<std::wstring> flares;
	flares.push_back(L"Data\\Textures\\flare0.dds");
	mFlareTexSRV = d3dHelper::CreateTexture2DArraySRV(mDirect3D->GetDevice(), mDirect3D->GetImmediateContext(), flares);

	mFire.init(mDirect3D->GetDevice(), Effects::FireFX, mFlareTexSRV, mRandomTexSRV, 500);
	mFire.setEmitPos(XMFLOAT3(65.0f, 5.0f, 0.0f));

	//--------------------------------------------------------
	// Create shadow map
	//--------------------------------------------------------
	mShadowMapSize = 2048;
	mShadowMap = new ShadowMap(mDirect3D->GetDevice(), mShadowMapSize, mShadowMapSize);

	//--------------------------------------------------------
	// Load models
	//--------------------------------------------------------
	mGenericModel = new GenericModel(mDirect3D->GetDevice(), mTextureMgr, "Data\\Models\\Collada\\duck.dae", L"Data\\Models\\Collada\\");

	//mSkinnedModel = new GenericSkinnedModel(mDirect3D->GetDevice(), mTextureMgr, "Data\\Models\\Collada\\AnimTest\\test_Collada_DAE.dae", L"Data\\Models\\Collada\\AnimTest\\");

	mPlayerModel = new GenericModel(mDirect3D->GetDevice(), mTextureMgr, "Data\\Models\\OBJ\\Cop\\cop.obj", L"Data\\Models\\OBJ\\Cop\\");

	Player::InitProperties playerProp;

	playerProp.PlayerID = 0;
	playerProp.Nickname = "Hyzor";
	playerProp.Speed = 1.0f;
	playerProp.Health = 1.0f;
	playerProp.Position = XMFLOAT3(0.0f, 0.0f, 0.0f);
	playerProp.Scale = XMFLOAT3(1.0f, 1.0f, 1.0f);
	playerProp.Angle = 0.0f;
	playerProp.Model = mPlayerModel;

	mPlayer.Init(playerProp);
	
	//--------------------------------------------------------
	// Create model instances
	//--------------------------------------------------------

	GenericModelInstance genericInstance;
	genericInstance.model = mGenericModel;

// 	GenericSkinnedModelInstance genSkinnedInstance;
// 	genSkinnedInstance.model = mSkinnedModel;
// 	genSkinnedInstance.FinalTransforms.resize(mSkinnedModel->skinnedData.getBoneCount());
// 	genSkinnedInstance.ClipName = "animation";
// 	genSkinnedInstance.TimePos = 0.0f;

	//--------------------------------------------------------
	// Scale, rotate and move model instances
	//--------------------------------------------------------
	XMMATRIX modelScale = XMMatrixScaling(1.0f, 1.0f, 1.0f);
	XMMATRIX modelRot = XMMatrixRotationY(0.0f);
	XMMATRIX modelOffset = XMMatrixTranslation(0.0f, 0.0f, 0.0f);

	//modelScale = XMMatrixScaling(0.1f, 0.1f, 0.1f);
	modelOffset = XMMatrixTranslation(-30.0f, 15.0f, -110.0f);
	XMStoreFloat4x4(&genericInstance.world, modelScale*modelRot*modelOffset);

// 	modelOffset = XMMatrixTranslation(50.0f, 15.0f, -110.0f);
// 	XMStoreFloat4x4(&genSkinnedInstance.world, modelScale*modelRot*modelOffset);

	//--------------------------------------------------------
	// Insert model instances to the vector
	//--------------------------------------------------------
	mGenericInstances.push_back(genericInstance);

/*	mGenSkinnedInstances.push_back(genSkinnedInstance);*/

	//--------------------------------------------------------
	// Compute scene bounding box
	//--------------------------------------------------------
	XMFLOAT3 minPt(+MathHelper::infinity, +MathHelper::infinity, +MathHelper::infinity);
	XMFLOAT3 maxPt(-MathHelper::infinity, -MathHelper::infinity, -MathHelper::infinity);

	// Get vertex positions from all models
	for (UINT i = 0; i < mGenericInstances.size(); ++i)
	{
		for (UINT j = 0; j < mGenericInstances[i].model->vertices.size(); ++j)
		{
			XMFLOAT3 vPos = mGenericInstances[i].model->vertices[j]->position;

			minPt.x = MathHelper::getMin(minPt.x, vPos.x);
			minPt.y = MathHelper::getMin(minPt.x, vPos.x);
			minPt.z = MathHelper::getMin(minPt.x, vPos.x);

			maxPt.x = MathHelper::getMax(maxPt.x, vPos.x);
			maxPt.y = MathHelper::getMax(maxPt.x, vPos.x);
			maxPt.z = MathHelper::getMax(maxPt.x, vPos.x);
		}
	}

	// Get vertex positions from all skinned models
// 	for (UINT i = 0; i < mGenSkinnedInstances.size(); ++i)
// 	{
// 		for (UINT j = 0; j < mGenSkinnedInstances[i].model->vertices.size(); ++j)
// 		{
// 			XMFLOAT3 vPos = mGenSkinnedInstances[i].model->vertices[j]->position;
// 
// 			minPt.x = MathHelper::getMin(minPt.x, vPos.x);
// 			minPt.y = MathHelper::getMin(minPt.x, vPos.x);
// 			minPt.z = MathHelper::getMin(minPt.x, vPos.x);
// 
// 			maxPt.x = MathHelper::getMax(maxPt.x, vPos.x);
// 			maxPt.y = MathHelper::getMax(maxPt.x, vPos.x);
// 			maxPt.z = MathHelper::getMax(maxPt.x, vPos.x);
// 		}
// 	}

	// Now continue with terrain vertex positions
	for (UINT i = 0; i < mTerrain.getPatchVertices().size(); ++i)
	{
		XMFLOAT3 vPos = mTerrain.getPatchVertices()[i].position;

		minPt.x = MathHelper::getMin(minPt.x, vPos.x);
		minPt.y = MathHelper::getMin(minPt.x, vPos.x);
		minPt.z = MathHelper::getMin(minPt.x, vPos.x);

		maxPt.x = MathHelper::getMax(maxPt.x, vPos.x);
		maxPt.y = MathHelper::getMax(maxPt.x, vPos.x);
		maxPt.z = MathHelper::getMax(maxPt.x, vPos.x);
	}

	// Sphere center is at half of these new dimensions
	mSceneBounds.Center = XMFLOAT3(	0.5f*(minPt.x + maxPt.x),
		0.5f*(minPt.y + maxPt.y),
		0.5f*(minPt.z + maxPt.z));

	// Calculate the sphere radius
	XMFLOAT3 extent(0.5f*(maxPt.x - minPt.x),
		0.5f*(maxPt.y - minPt.y),
		0.5f*(maxPt.z - minPt.z));

	mSceneBounds.Radius = sqrtf(extent.x*extent.x + extent.y*extent.y + extent.z*extent.z);

	OnResize();

	return true;
}
/*************************************************
 * OpenGL initialization
 *************************************************/
static int initGL(WININFO *winInfo)
{
	char errorString[MAX_ERROR_LENGTH + 1];

	// Create openGL functions
	for (int i=0; i<NUM_GL_NAMES; i++) glFP[i] = (GenFP)wglGetProcAddress(glnames[i]);

    // NEHE MULTISAMPLE
    bool    arbMultisampleSupported = false;
    int arbMultisampleFormat = 0;
    // Get Our Pixel Format
    PFNWGLCHOOSEPIXELFORMATARBPROC wglChoosePixelFormatARB =
        (PFNWGLCHOOSEPIXELFORMATARBPROC)wglGetProcAddress("wglChoosePixelFormatARB");
    HDC hDC = winInfo->hDC;
    int pixelFormat;
    int valid;
    UINT numFormats;
    float fAttributes[] = { 0,0 };
    // These Attributes Are The Bits We Want To Test For In Our Sample
    // Everything Is Pretty Standard, The Only One We Want To
    // Really Focus On Is The SAMPLE BUFFERS ARB And WGL SAMPLES
    // These Two Are Going To Do The Main Testing For Whether Or Not
    // We Support Multisampling On This Hardware
    int iAttributes[] = { WGL_DRAW_TO_WINDOW_ARB,GL_TRUE,
        WGL_SUPPORT_OPENGL_ARB,GL_TRUE,
        WGL_ACCELERATION_ARB,WGL_FULL_ACCELERATION_ARB,
        WGL_COLOR_BITS_ARB,24,
        WGL_ALPHA_BITS_ARB,8,
        WGL_DEPTH_BITS_ARB,0,
        WGL_STENCIL_BITS_ARB,0,
        WGL_DOUBLE_BUFFER_ARB,GL_TRUE,
        WGL_SAMPLE_BUFFERS_ARB,GL_TRUE,
        WGL_SAMPLES_ARB, 4,                        // Check For 4x Multisampling
        0,0 };
    // First We Check To See If We Can Get A Pixel Format For 4 Samples
    valid = wglChoosePixelFormatARB(hDC, iAttributes, fAttributes, 1, &pixelFormat, &numFormats);
    // if We Returned True, And Our Format Count Is Greater Than 1
    if (valid && numFormats >= 1) {
        arbMultisampleSupported = true;
        arbMultisampleFormat = pixelFormat;
    } else {
        // Our Pixel Format With 4 Samples Failed, Test For 2 Samples
        iAttributes[19] = 2;
        valid = wglChoosePixelFormatARB(hDC, iAttributes, fAttributes, 1, &pixelFormat, &numFormats);
        if (valid && numFormats >= 1) {
            arbMultisampleSupported = true;
            arbMultisampleFormat = pixelFormat;
        }
    }
    if (arbMultisampleSupported) {
        //SetPixelFormat(winInfo->hDC, arbMultisampleFormat, &pfd);
        //wglMakeCurrent(winInfo->hDC, winInfo->hRC);
        //DestroyWindow(winInfo->hWnd);
        window_end(winInfo);
        // Remove all messages...
        MSG msg;
        while (PeekMessage(&msg, 0, 0, 0, PM_REMOVE));
        window_init(winInfo, true, arbMultisampleFormat);
    }
    glEnable(GL_MULTISAMPLE_ARB);

	// Create and initialize the shader manager
	if (shaderManager.init(errorString))
	{
		MessageBox(winInfo->hWnd, errorString, "Shader Manager Load", MB_OK);
		return -1;
	}

	// Create and initialize everything needed for texture Management
	if (textureManager.init(errorString))
	{
		MessageBox(winInfo->hWnd, errorString, "Texture Manager Load", MB_OK);
		return -1;
	}

	// Create the text editor
	if (editor.init(&shaderManager, &textureManager, errorString))
	{
		MessageBox(winInfo->hWnd, errorString, "Editor init", MB_OK);
		return -1;
	}
	blob = 0.;

    // Create the fluid simulation stuff
    //fluid_simulation_.Init(false);

	return 0;
}