Exemplo n.º 1
0
	ISimpleMesh* CMeshManager::createSphereMesh(
		const std::string& name,
		f32 radius,
		u32 sliceCount,
		u32 stackCount,
		E_MEMORY_USAGE usage)
	{
		if (sliceCount == 0)
		{
			GF_PRINT_CONSOLE_INFO("The sliceCount of a sphere mesh can't be 0.\n");
			return nullptr;
		}

		if (stackCount == 0)
		{
			GF_PRINT_CONSOLE_INFO("The stackCount of a sphere mesh can't be 0.\n");
			return nullptr;
		}

		SGeometryData geoData;
		mGeometryCreator->createSphereData(radius, sliceCount, stackCount, geoData);

		u32 vertexFormat = EVF_POSITION | EVF_NORMAL | EVF_TANGENT | EVF_TEXCOORD0;

		ISimpleMesh* mesh = createSimpleMesh(name, vertexFormat,
			&geoData.Vertices[0], &geoData.Indices[0],
			geoData.Vertices.size(), mGeometryCreator->getVertexStride(), geoData.Indices.size(),
			geoData.Aabb, false, usage);

		return mesh;
	}
Exemplo n.º 2
0
	bool CD3D11Texture3D::copyDataToAnotherTexture(ITexture* dest)
	{
		if (!dest)
			return false;

		if (dest->getType() != ETT_TEXTURE_3D) {
			GF_PRINT_CONSOLE_INFO("Texture's data cannot be copied between different types\n");
			return false;
		}

		CD3D11Texture3D* pAnotherTexture = dynamic_cast<CD3D11Texture3D*>(dest);

		if (getElementSize() != pAnotherTexture->getElementSize())
		{
			GF_PRINT_CONSOLE_INFO("Buffers with different element size couldn't copy data with each other.\n");
			return false;
		}

		if (mTextureWidth > pAnotherTexture->getWidth() 
			|| mTextureHeight > pAnotherTexture->getHeight()
			|| mTextureDepth > pAnotherTexture->getDepth())
		{
			GF_PRINT_CONSOLE_INFO("Destination Buffer' size is smaller than Source Buffer.\n");
			return false;
		}

		md3dDeviceContext->CopyResource(pAnotherTexture->md3dTexture, md3dTexture);
		return true;
	}
Exemplo n.º 3
0
	IPipeline* CPipelineManager::create(const std::string& name,
		IShader** shaders,
		u32 shaderCount,
		IInputLayout* inputlayout,
		E_PRIMITIVE_TYPE primitiveType,
		IRenderState* renderState)
	{
		auto it = mPipelinesCache.find(name);
		if (it != mPipelinesCache.end())
		{
			GF_PRINT_CONSOLE_INFO("create pipeline (%s) repeatedly!\n", name.c_str());
			return it->second;
		}

		IPipeline* pipeline = mResourceFactory->createPipeline(name,
			shaders, shaderCount, inputlayout, primitiveType, renderState);

		if (!pipeline)
		{
			GF_PRINT_CONSOLE_INFO("create pipeline '%s' failed.\n", name.c_str());
			return nullptr;
		}

		mPipelinesCache.insert(std::make_pair(name, pipeline));

		return pipeline;
	}
Exemplo n.º 4
0
	ISimpleMesh* CResourceFactory::createSimpleMesh(
		const std::string& name,
		u32 sortcode,
		u32 vertexFormat,
		void* vertices,
		void* indices,
		u32 vertexCount,
		u32 vertexStride,
		u32 indiceCount,
		const math::SAxisAlignedBox& aabb,
		bool bit32Index,
		E_MEMORY_USAGE usage)
	{
		IMeshBuffer* buffer = createMeshBuffer(usage, vertices, indices, vertexCount, indiceCount, vertexStride, bit32Index);
		if (!buffer)
		{
			GF_PRINT_CONSOLE_INFO("The mesh ('%s') create failed!. Due to the failure of mesh buffer.\n", name.c_str());
			return nullptr;
		}

		CSimpleMesh* mesh = new CSimpleMesh(name, sortcode, aabb, 
			vertexFormat,
			buffer);

		if (!mesh)
		{
			GF_PRINT_CONSOLE_INFO("The mesh ('%s') create failed!. Due to the lack of memory.\n", name.c_str());
			buffer->drop();
			return nullptr;
		}

		return mesh;
	}
Exemplo n.º 5
0
bool CResourceLoader::loadMaterial(const std::string& fullpath, 
	const IResourceXmlParser::SMaterialCreateParams& createParams) const
{
	IMaterial* material = mMaterialManager->get(createParams.Name);
	if (material)
	{
		GF_PRINT_CONSOLE_INFO("Material '%s' (in the file '%s') has already been loaded. It can't been loaded again. \
					Do you put materials with same names in material files ?\n",
					createParams.Name.c_str(), fullpath.c_str());
		return false;
	}

	IPipeline* pipelines[8];

	for (u32 i = 0; i < createParams.PipelineNames.size(); i++)
	{
		const std::string& pipelineName = createParams.PipelineNames[i];
		IPipeline* pipeline = mPipelineManager->get(pipelineName);
		if (!pipeline)
		{
			GF_PRINT_CONSOLE_INFO("The pipeline named '%s' doesn't exist in material '%s' (file location: %s).\n",
				pipelineName.c_str(), createParams.Name.c_str(), fullpath.c_str());
			return false;
		}

		pipelines[i] = pipeline;
	}

	material = mMaterialManager->create(createParams.Name, createParams.MaterialColors,
		pipelines, createParams.PipelineNames.size());

	if (!material)
	{
		GF_PRINT_CONSOLE_INFO("The material named '%s' created failed! ( file location: %s ).\n",
			createParams.Name.c_str(), fullpath.c_str());
		return false;
	}

	for (u32 i = 0; i < createParams.TextureParams.size(); i++)
	{
		ITexture* texture = mTextureManager->get(createParams.TextureParams[i].Name);
		if (!texture)
		{
			GF_PRINT_CONSOLE_INFO("Texture '%s' doesn't exist in material '%s'. (file location: %s).\n",
				createParams.TextureParams[i].Name.c_str(), createParams.Name.c_str(), fullpath.c_str());
		}
		else
		{
			material->setTexture(createParams.TextureParams[i].Index, texture);
		}
	}
	return true;
}
Exemplo n.º 6
0
	IAnimatedMesh* CMeshManager::createAnimatedModelMesh(
		const std::string& name,
		u32 vertexFormat,
		void* vertices,
		void* animateVertices,
		void* indices,
		bool bit32Index,
		u32 vertexCount,
		u32 animateVertexCount,
		u32 indicesCount,
		u32 vertexStride,
		u32 animateVertexStride,
		const math::SAxisAlignedBox& aabb,
		E_MEMORY_USAGE usage,
		const std::vector<SModelBone>& bones,
		const std::vector<SAnimatedModelSubset>& subsets,
		const std::vector<SBoneAnimationClip>& animateClips)
	{
		auto it = mMeshMap.find(name);

		if (it != mMeshMap.end())
		{
			if (it->second->getType() == EMT_ANIMATE_MODEL_MESH)
			{
				GF_PRINT_CONSOLE_INFO("WARNING: The animated mesh named '%s' has already existed.\n", name.c_str());
				return dynamic_cast<IAnimatedMesh*>(it->second);
			}
			else
			{
				GF_PRINT_CONSOLE_INFO("WARNING: The mesh named '%s' has already existed. \
					Futhermore it is not a animated mesh.\n", name.c_str());
				return nullptr;
			}
		}

		u32 sortcode = mCodeAllocator.allocate();
		IAnimatedMesh* mesh = mResourceFactory->createAnimatedModelMesh(name, 
			sortcode, vertexFormat, vertices,
			animateVertices, indices, vertexCount, animateVertexCount, indicesCount, vertexStride, animateVertexStride, aabb,
			bit32Index, usage, subsets, bones, animateClips);

		if (!mesh)
		{
			GF_PRINT_CONSOLE_INFO("ERROR:The mesh named '%s' created failed!\n", name.c_str());
			mCodeAllocator.release(sortcode);
			return nullptr;
		}

		mMeshMap.insert(std::make_pair(name, mesh));
		return mesh;

	}
Exemplo n.º 7
0
	IAnimatedMesh* CResourceFactory::createAnimatedModelMesh(
		const std::string& name,
		u32 sortcode,
		u32 vertexFormat,
		void* vertices,
		void* animateVertices,
		void* indices,
		u32 vertexCount,
		u32 animateVertexCount,
		u32 indicesCount,
		u32 vertexStride,
		u32 animateVertexStride,
		const math::SAxisAlignedBox& aabb,
		bool bit32Index,
		E_MEMORY_USAGE usage,
		const std::vector<SAnimatedModelSubset>& subsets,
		const std::vector<SModelBone>& bones,
		const std::vector<SBoneAnimationClip>& animateClips)
	{
		IAnimatedMeshBuffer* buffer = createAnimatedMeshBuffer(usage, vertices, animateVertices,
			indices, vertexCount, animateVertexCount, indicesCount,
			vertexStride, animateVertexStride, bit32Index);

		if (!buffer)
		{
			GF_PRINT_CONSOLE_INFO("The mesh ('%s') create failed!. Due to the failure of mesh buffer.\n", name.c_str());
			return nullptr;
		}

		if (subsets.size() < 1)
		{
			GF_PRINT_CONSOLE_INFO("FAIL:The mesh ('%s') create failed!. The subsets count must be greater than 1.\n", name.c_str());
			return nullptr;
		}

		CAnimatedMesh* mesh = new CAnimatedMesh(name, sortcode, aabb, vertexFormat, subsets, bones, animateClips, buffer);

		//CModelMesh* mesh = new CModelMesh(name, sortcode, subsets, buffer);
		if (!mesh)
		{
			GF_PRINT_CONSOLE_INFO("The mesh ('%s') create failed!. Due to the lack of memory.\n", name.c_str());
			buffer->drop();
			return nullptr;
		}

		return mesh;

	}
Exemplo n.º 8
0
	ISimpleMesh* CMeshManager::createPlaneMesh(
		const std::string& name,
		f32 width,
		f32 depth,
		u32 xsegments,
		u32 ysegments,
		f32 uTiles,
		f32 vTiles,
		E_MEMORY_USAGE usage)
	{

		if (xsegments == 0 || ysegments == 0)
		{
			GF_PRINT_CONSOLE_INFO("The segments of a plane mesh can't be 0.\n");
			return nullptr;
		}

		SGeometryData geoData;
		mGeometryCreator->createPlaneData(width, depth, xsegments, ysegments, uTiles, vTiles, geoData);

		u32 vertexFormat = EVF_POSITION | EVF_NORMAL | EVF_TANGENT | EVF_TEXCOORD0;

		ISimpleMesh* mesh = createSimpleMesh(name, vertexFormat,
			&geoData.Vertices[0], &geoData.Indices[0],
			geoData.Vertices.size(), mGeometryCreator->getVertexStride(), geoData.Indices.size(),
			geoData.Aabb, false, usage);

		return mesh;
	}
Exemplo n.º 9
0
IFpsCameraNode* CSceneManager::addFpsCameraNode(u32 id,
	ISceneNode* parent,
	const XMFLOAT3& position,
	const XMFLOAT3& lookat,
	const XMFLOAT3& up,
	f32 maxUpAngle,
	f32 maxDownAngle,
	f32 fov,
	f32 nearZ,
	f32 farZ,
	f32 aspectRatio)
{
	if (parent == nullptr)
		parent = this;

	if (id <= 0 || id >= MAX_CAMERA_COUNT)
	{
		GF_PRINT_CONSOLE_INFO("The camera id must between 1 and %d.\n", 0, MAX_CAMERA_COUNT - 1);
		return nullptr;
	}

	if (mCameraNodes[id] != nullptr)
	{
		GF_PRINT_CONSOLE_INFO("The camera with id %d already existed!\n", id);
		return nullptr;
	}

	/* if the aspectRatio is the default param. */
	if (aspectRatio < 0)
	{
		f32 width = static_cast<f32>(mDevice->getClientWidth());
		f32 height = static_cast<f32>(mDevice->getClientHeight());
		aspectRatio = width / height;
	}

	IFpsCameraNode* camera = new CFpsCameraNode(parent, this, position, lookat, up, aspectRatio,
		fov, nearZ, farZ, maxUpAngle, maxDownAngle);

	mCameraNodes[id] = camera;
	if (mActiveCameraId == EMPTY_CAMERA_ID)
		setActiveCamera(id);

	return camera;
}
Exemplo n.º 10
0
ILightNode* CSceneManager::getLightNode(u32 id)
{
	if (id < 0 || id >= MAX_LIGHT_COUNT)
	{
		GF_PRINT_CONSOLE_INFO("The light id must between 0 and %d.\n", 0, MAX_LIGHT_COUNT - 1);
		return nullptr;
	}

	return mLightNodes[id];
}
Exemplo n.º 11
0
	ITerrainMesh* CMeshManager::createTerrainMesh(
		const std::string& name,
		const std::string& szRawFileName,
		f32 vertexSpace,
		f32 heightScale,
		bool bCreateTessellationMesh,
		bool bCreateNormal,
		f32 fTexcoordScale,
		u32 cellsPerPatch,
		E_MEMORY_USAGE usage)
	{
		auto it = mMeshMap.find(name);

		if (it != mMeshMap.end())
		{
			if (it->second->getType() == EMT_TERRAIN_MESH)
			{
				GF_PRINT_CONSOLE_INFO("WARNING: The terrain mesh named '%s' has already existed.\n", name.c_str());
				return dynamic_cast<ITerrainMesh*>(it->second);
			}
			else
			{
				GF_PRINT_CONSOLE_INFO("WARNING: The mesh named '%s' has already existed. \
									 Furtheremore it is not a animated mesh.\n", name.c_str());
				return nullptr;
			}
		}

		u32 sortcode = mCodeAllocator.allocate();

		ITerrainMesh* mesh = mResourceFactory->createTerrainMesh(name, sortcode, szRawFileName, vertexSpace,
			heightScale, bCreateTessellationMesh, bCreateNormal, fTexcoordScale, cellsPerPatch, usage, mTextureManager);

		if (!mesh)
		{
			GF_PRINT_CONSOLE_INFO("ERROR:The terrain mesh named '%s' created failed!\n", name.c_str());
			mCodeAllocator.release(sortcode);
			return nullptr;
		}

		mMeshMap.insert(std::make_pair(name, mesh));
		return mesh;
	}
Exemplo n.º 12
0
	ITerrainMesh* CResourceFactory::createTerrainMesh(
		const std::string& name,
		u32 sortcode,
		const std::string& szRawFileName,
		f32 vertexSpace,
		f32 heightScale,
		bool bCreateTessellationMesh,
		bool bCreateNormal,
		f32 fTexcoordScale,
		u32 cellsPerPatch,
		E_MEMORY_USAGE usage,
		ITextureManager* textureManager)
	{
		CTerrainMesh* mesh = new CTerrainMesh(name, sortcode, vertexSpace, heightScale);
		if (!mesh)
		{
			GF_PRINT_CONSOLE_INFO("The terrain mesh ('%s') create failed! Due to memory shortage.\n", name.c_str());
			return nullptr;
		}

		// szRawFileName is just the file name without full path
		// so here full path must be obtained through ResourceGroupManager's getResourceFullPath method

		std::string rawFilePath;
		if (!IResourceGroupManager::getInstance()->getResourceFullPath(szRawFileName, rawFilePath))
		{
			GF_PRINT_CONSOLE_INFO("The terrain mesh ('%s') create failed!  Since raw file named '%s' has not been found.\n", name.c_str(), szRawFileName.c_str());
			return nullptr;
		}

		if (!mesh->init(szRawFileName, rawFilePath, this, textureManager, 
			bCreateTessellationMesh, bCreateNormal, 
			fTexcoordScale, cellsPerPatch, usage))
		{
			mesh->drop();
			return nullptr;
		}

		return mesh;
	}
Exemplo n.º 13
0
ILightNode* CSceneManager::addLightNode(u32 id, ISceneNode* parent,
	const XMFLOAT3& position)
{
	if (parent == nullptr)
		parent = this;

	if (id < 0 || id >= MAX_LIGHT_COUNT)
	{
		GF_PRINT_CONSOLE_INFO("The light id must between 0 and %d.\n", 0, MAX_LIGHT_COUNT - 1);
		return nullptr;
	}

	if (mLightNodes[id] != nullptr)
	{
		GF_PRINT_CONSOLE_INFO("The light with id %d already existed!\n", id);
		return nullptr;
	}

	ILightNode* pLight = new CLightNode(id, parent, this, position);
	mLightNodes[id] = pLight;
	return pLight;
}
Exemplo n.º 14
0
	IBillboardCollectionMesh* CMeshManager::createBillboardCollectionMesh(
		const std::string& name,
		const math::SAxisAlignedBox& aabb,
		bool alterable,
		u32 maxNum,
		const std::vector<SBillboard>& billboards)
	{
		auto it = mMeshMap.find(name);
		if (it != mMeshMap.end())
		{
			if (it->second->getType() == EMT_BILLBOARD_COLLECTION_MESH)
			{
				GF_PRINT_CONSOLE_INFO("WARNING: The billboard mesh named '%s' has already existed.\n", name.c_str());
				return dynamic_cast<IBillboardCollectionMesh*>(it->second);
			}
			else
			{
				GF_PRINT_CONSOLE_INFO("WARNING: The mesh named '%s' has already existed. "
					"Futhermore it is not a billboard mesh.\n", name.c_str());
				return nullptr;
			}
		}

		u32 sortcode = mCodeAllocator.allocate();
		IBillboardCollectionMesh* mesh = mResourceFactory->createBillboardCollectionMesh(name, sortcode,
			aabb, alterable, maxNum, billboards);

		if (!mesh)
		{
			GF_PRINT_CONSOLE_INFO("ERROR:The mesh named '%s' created failed!\n", name.c_str());
			mCodeAllocator.release(sortcode);
			return nullptr;
		}

		mMeshMap.insert(std::make_pair(name, mesh));
		return mesh;
	}
Exemplo n.º 15
0
bool CResourceLoader::loadTexture(const std::string& name)
{
	std::string fullpath;
	if (!mResourceGroupManager->getFullPath(name, fullpath))
	{
		GF_PRINT_CONSOLE_INFO("The texture named %s doesn't exist.\n", name);
		return false;
	}

	ITexture* texture = mTextureManager->load(name, fullpath);
	if (texture == nullptr)
		return false;

	return true;
}
Exemplo n.º 16
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ISampler* CSamplerManager::create(const std::string& name, const SSamplerDesc& desc)
{
	auto it = mSamplerMap.find(name);
	if (it != mSamplerMap.end())
	{
		GF_PRINT_CONSOLE_INFO("The sampler named '%s' already exists.\n", name.c_str());
		return nullptr;
	}

	ISampler* sampler = mResourceFactory->createSampler(name, desc);
	if (!sampler)
		return nullptr;

	mSamplerMap.insert(std::make_pair(name, sampler));
	return sampler;
}
Exemplo n.º 17
0
	IInputLayout* CD3D11ResourceFactory::createInputLayout(
		u32 sortCode,
		const std::vector<SInputLayoutElement>& elements,
		IShader* shader,
		u32 hashcode)
	{
		if (shader->getType() != EST_VERTEX_SHADER)
		{
			GF_PRINT_CONSOLE_INFO("InputLayout must be created according to a vertex shader.\n");
			return nullptr;
		}

		CD3D11Shader* pdxShader = dynamic_cast<CD3D11Shader*>(shader);
		ID3D10Blob* pd3dBlob = pdxShader->getShaderBuffer();

		IInputLayout* layout = new CD3D11InputLayout(sortCode, md3dDevice, md3dDeviceContext, pd3dBlob,
			elements, hashcode);

		return layout;
	}
Exemplo n.º 18
0
bool CResourceLoader::loadMeshFromFile(const std::string& name)
{
	std::string fullpath;
	if (!mResourceGroupManager->getFullPath(name, fullpath))
	{
		GF_PRINT_CONSOLE_INFO("The mesh named %s doesn't exist.\n", name.c_str());
		return false;
	}

	IModelFileParser::SModelMeshCreateParams createParams;
	if (!mModelFileParser->parseModelFile(fullpath, createParams))
		return false;

	if (mMeshManager->getMesh(name))
	{
		GF_PRINT_CONSOLE_INFO("The mesh named '%s' has already existed. \
							  Do you have two different mesh files named '%s' ?\n", 
							  name.c_str(), name.c_str());
		return false;
	}
Exemplo n.º 19
0
bool CResourceLoader::loadMaterialsFromFile(const std::string& name)
{
	std::string fullpath;
	if (!mResourceGroupManager->getFullPath(name, fullpath))
	{
		GF_PRINT_CONSOLE_INFO("The material file named %s doesn't exist.\n", name.c_str());
		return false;
	}

	std::vector<IResourceXmlParser::SMaterialCreateParams> createParamsArray;
	if (!mResourceXmlParser->parseMaterialFile(fullpath, createParamsArray))
		return false;

	for (u32 i = 0; i < createParamsArray.size(); i++)
	{
		loadMaterial(fullpath, createParamsArray[i]);
	}

	return true;
}
Exemplo n.º 20
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	IMeshBuffer* CD3D11ResourceFactory::createMeshBuffer(
		E_MEMORY_USAGE usage,
		void* vertices,
		void* indices,
		u32 vertexCount,
		u32 indicesCount,
		u32 vertexStride,
		bool bit32Index)
	{
		CD3D11MeshBuffer* buffer = new CD3D11MeshBuffer(usage, md3dDevice, md3dDeviceContext, md3dDriver);
		if (!buffer)
		{
			GF_PRINT_CONSOLE_INFO("The CD3D11MeshBuffer created failed! Due to lack of memory!\n");
			return nullptr;
		}

		if (!buffer->init(vertices, indices, vertexCount, indicesCount, vertexStride, bit32Index))
		{
			buffer->drop();
			return nullptr;
		}

		return buffer;
	}
Exemplo n.º 21
0
	bool CD3D11Texture2D::create(u32 width, u32 height, u32 bindFlags,
		void* rawData, u32 miplevel, E_GI_FORMAT format, u32 pitch,
		E_MEMORY_USAGE memoryUsage)
	{
		HRESULT hr;
		ID3D11Texture2D* pd3dTexture = NULL;
		ID3D11ShaderResourceView* pd3dSRV = NULL;
		ID3D11UnorderedAccessView* pd3dUAV = NULL;
		CD3D11RenderTarget* pRenderTarget = nullptr;

		D3D11_TEXTURE2D_DESC texDesc;
		texDesc.Width = width;
		texDesc.Height = height;
		texDesc.MipLevels = miplevel;
		texDesc.ArraySize = 1;
		texDesc.Format = getDxgiFormat(format);
		texDesc.SampleDesc.Count = 1;
		texDesc.SampleDesc.Quality = 0;
		texDesc.BindFlags = getD3dx11BindFlags(bindFlags);
		texDesc.CPUAccessFlags = getD3dx11CpuAccessFlag(bindFlags);
		texDesc.MiscFlags = 0;
		texDesc.Usage = getD3d11Usage(memoryUsage);

		if (memoryUsage == EMU_UNKNOWN)
		{
			if ((bindFlags & ETBT_CPU_ACCESS_READ)) {
				texDesc.Usage = D3D11_USAGE_STAGING;
				memoryUsage = EMU_STAGING;
			}
			else if (bindFlags & ETBT_CPU_ACCESS_WRITE) {
				texDesc.Usage = D3D11_USAGE_DYNAMIC;
				memoryUsage = EMU_DEFAULT;
			}
			else if (rawData) {
				texDesc.Usage = D3D11_USAGE_IMMUTABLE;
				memoryUsage = EMU_STATIC;
			}
			else if (!rawData) {
				texDesc.Usage = D3D11_USAGE_DEFAULT;
				memoryUsage = EMU_DEFAULT;
			}
		}
		else
		{
			if (memoryUsage == EMU_DEFAULT || memoryUsage == EMU_STATIC)
			{
				if ((bindFlags & ETBT_CPU_ACCESS_READ) || (bindFlags & ETBT_CPU_ACCESS_WRITE))
				{
					GF_PRINT_CONSOLE_INFO("Static or Default Buffer cannot be accessed by CPU.\n");
					return false;
				}
			}
			else if (memoryUsage == EMU_DYNAMIC)
			{
				if (bindFlags & ETBT_CPU_ACCESS_READ)
				{
					GF_PRINT_CONSOLE_INFO("Dynamic Buffer cannot be read by CPU.\n");
					return false;
				}
			}
		}

		if (memoryUsage == D3D11_USAGE_STAGING)
		{
			if ((bindFlags & ETBT_SHADER_RESOURCE) || (bindFlags & ETBT_UNORDERED_ACCESS)){
				GF_PRINT_CONSOLE_INFO("Buffer with the memory usage 'STARING' cannot have SHADER_RESOURCE or UNORDERED_ACCESS.");
				return false;
			}
		}

		if (rawData)
		{
			D3D11_SUBRESOURCE_DATA texData;
			texData.pSysMem = rawData;
			if (pitch == 0)
				pitch = getFormatOffset(format) * width;

			texData.SysMemPitch = pitch;
			texData.SysMemSlicePitch = 0;
			hr = md3dDevice->CreateTexture2D(&texDesc, &texData, &pd3dTexture);
		}
		else
		{
			hr = md3dDevice->CreateTexture2D(&texDesc, NULL, &pd3dTexture);
		}
		

		if (FAILED(hr))
		{
			return false;
		}

		if (bindFlags & ETBT_SHADER_RESOURCE)
		{
			D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
			srvDesc.Format = texDesc.Format;
			srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
			srvDesc.Texture2D.MostDetailedMip = 0;
			srvDesc.Texture2D.MipLevels = -1;

			hr = md3dDevice->CreateShaderResourceView(pd3dTexture, &srvDesc, &pd3dSRV);
			if (FAILED(hr))
			{
				ReleaseCOM(pd3dTexture);
				return false;
			}
		}

		if (bindFlags & ETBT_UNORDERED_ACCESS)
		{
			D3D11_UNORDERED_ACCESS_VIEW_DESC uavDesc;
			uavDesc.Format = texDesc.Format;
			uavDesc.ViewDimension = D3D11_UAV_DIMENSION_TEXTURE2D;
			uavDesc.Texture2D.MipSlice = 0;

			hr = md3dDevice->CreateUnorderedAccessView(pd3dTexture, &uavDesc, &pd3dUAV);
			if (FAILED(hr))
			{
				ReleaseCOM(pd3dTexture);
				return false;
			}
		}


		if (bindFlags & ETBT_RENDER_TARGET)
		{
			pRenderTarget = new CD3D11RenderTarget(md3dDevice, md3dDeviceContext);
			if (!pRenderTarget->create(this, pd3dTexture, pd3dSRV, width, height, format))
			{
				ReleaseReferenceCounted(pRenderTarget);
				ReleaseCOM(pd3dSRV);
				ReleaseCOM(pd3dTexture);
				return false;
			}
		}

		ReleaseReferenceCounted(mRenderTarget);
		ReleaseReferenceCounted(mDepthStencilSurface);
		ReleaseCOM(md3dSRV);
		ReleaseCOM(md3dUAV);
		ReleaseCOM(md3dTexture);
		
		md3dTexture = pd3dTexture;
		md3dSRV = pd3dSRV;
		md3dUAV = pd3dUAV;
		mRenderTarget = pRenderTarget;

		mTextureWidth = width;
		mTextureHeight = height;
		mFormat = format;

		return true;
	}
Exemplo n.º 22
0
	bool CD3D11Texture2D::createDepthStencilTexture(u32 width, u32 height, 
		u32 depthBitNum, u32 stencilBitNum, 
		bool multiSampling, u32 multiSamplingCount, u32 multiSamplingQuality,
		bool bShaderBound /*= true*/, bool bindDepthToShader /*= true*/)
	{
		DXGI_FORMAT d3dTexFormat;
		DXGI_FORMAT d3dDepthStencilFormat;
		DXGI_FORMAT d3dShaderViewFormat;
		ID3D11Texture2D* pd3dTexture = nullptr;
		CD3D11DepthStencilSurface* pd3dDepthStencilSurface = nullptr;
		ID3D11ShaderResourceView* pd3dSRV = nullptr;
		HRESULT hr;

		if (!multiSampling)
		{
			multiSamplingCount = 1;
			multiSamplingQuality = 0;
		}

		if (depthBitNum == 32 && stencilBitNum == 0)
		{
			d3dTexFormat = DXGI_FORMAT_R32_TYPELESS;
			d3dDepthStencilFormat = DXGI_FORMAT_D32_FLOAT;
			d3dShaderViewFormat = DXGI_FORMAT_R32_FLOAT;
			mFormat = EGF_D32;
		}
		else if (depthBitNum == 24 && stencilBitNum == 8)
		{
			d3dTexFormat = DXGI_FORMAT_R24G8_TYPELESS;
			d3dDepthStencilFormat = DXGI_FORMAT_D24_UNORM_S8_UINT;
			if (bindDepthToShader)
				d3dShaderViewFormat = DXGI_FORMAT_R24_UNORM_X8_TYPELESS;
			else
				d3dShaderViewFormat = DXGI_FORMAT_X24_TYPELESS_G8_UINT;

			mFormat = EGF_D24S8;
		}
		else if (depthBitNum == 16 && stencilBitNum == 0)
		{
			d3dTexFormat = DXGI_FORMAT_R16_TYPELESS;
			d3dDepthStencilFormat = DXGI_FORMAT_D16_UNORM;
			d3dShaderViewFormat = DXGI_FORMAT_R16_FLOAT;
			mFormat = EGF_D16;
		}
		else {
			GF_PRINT_CONSOLE_INFO("The format of depth-stencil-surface ('%s') is invalid.\n", mName.c_str());
			return false;
		}

		// create texture
		D3D11_TEXTURE2D_DESC texDesc;
		ZeroMemory(&texDesc, sizeof(texDesc));

		texDesc.Width = width;
		texDesc.Height = height;
		texDesc.MipLevels = 1;
		texDesc.ArraySize = 1;
		texDesc.Format = d3dTexFormat;
		texDesc.SampleDesc.Count = multiSamplingCount;
		texDesc.SampleDesc.Quality = multiSamplingQuality;
		texDesc.Usage = D3D11_USAGE_DEFAULT;
		texDesc.BindFlags = D3D11_BIND_DEPTH_STENCIL;
		if (bShaderBound)
			texDesc.BindFlags |= D3D11_BIND_SHADER_RESOURCE;
		texDesc.CPUAccessFlags = 0;
		texDesc.MiscFlags = 0;

		hr = md3dDevice->CreateTexture2D(&texDesc, NULL, &pd3dTexture);
		if (FAILED(hr))
		{
			GF_PRINT_CONSOLE_INFO("The Depth-stencil-surface('%s') has failed to be created. Because of the failure of texture creation.\n", mName.c_str());
			return false;
		}

		// create shader-resource-view, if needed.
		if (bShaderBound)
		{
			D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
			srvDesc.Format = d3dShaderViewFormat;
			if (multiSampling)
			{
				srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2DMS;
			}
			else{
				srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
				srvDesc.Texture2D.MostDetailedMip = 0;
				srvDesc.Texture2D.MipLevels = 1;
			}

			hr = md3dDevice->CreateShaderResourceView(pd3dTexture, &srvDesc, &pd3dSRV);
			if (FAILED(hr))
			{
				GF_PRINT_CONSOLE_INFO("The Depth-stencil-surface('%s') has failed to be created.\
						Because of the failure of ShaderResourceView creation.\n", mName.c_str());
				ReleaseCOM(pd3dTexture);
				return false;
			}
		}
		else
		{
Exemplo n.º 23
0
bool CD3D11AnimatedMeshBuffer::init(void* vertices,
	void* animateVertices,
	void* indices,
	u32 vertexCount,
	u32 animateVertexCount,
	u32 indicesCount,
	u32 vertexStride,
	u32 animateVertexStride,
	bool bit32Index)
{
	HRESULT hr;

	mVertexCount = vertexCount;
	mAnimateVertexCount = animateVertexCount;
	mIndiceCount = indicesCount;
	mVertexStride = vertexStride;
	mAnimateVertexStride = animateVertexStride;

	/*
	struct Vertex
	{
		XMFLOAT3 Pos;
		XMFLOAT3 Normal;
		XMFLOAT2 Tex;
		XMFLOAT3 Weights;
		u8		 BoneIndices[4];
	};

	std::ofstream file;
	file.open("log3.txt", std::ios::out);

	Vertex* p = (Vertex*)animateVertices;
	for (u32 i = animateVertexCount - 1; i > 0; i--)
	{
		Vertex v = p[i];
		file << v.Pos.x << " " << v.Pos.y << " " << v.Pos.z << "\n";
		file << (u32)v.BoneIndices[0] << " " << (u32)v.BoneIndices[1] << " " << (u32)v.BoneIndices[2] << " " << (u32)v.BoneIndices[3] << "\n";
		file << v.Weights.x << " " << v.Weights.y << " " << v.Weights.z << "\n";
	}
	
	file.close();
	*/


	if (vertices == nullptr && animateVertices == nullptr)
	{
		GF_PRINT_CONSOLE_INFO("Create D3D11 Mesh failed! Because the vertices parameters is empty!\n");
		return false;
	}

	if (bit32Index)
		mIndexFormat = DXGI_FORMAT_R32_UINT;
	else
		mIndexFormat = DXGI_FORMAT_R16_UINT;

	// TODO: should modify in the future
	if (mMemoryUsage != EMU_STATIC && mMemoryUsage != EMU_DEFAULT)
	{
		throw std::runtime_error("can not create dynamic now!");
		return false;
	}
	
	D3D11_USAGE d3dUsage = getD3d11Usage(mMemoryUsage);
	D3D11_BUFFER_DESC vbDesc;
	vbDesc.Usage = d3dUsage;
	vbDesc.CPUAccessFlags = 0;
	vbDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
	vbDesc.StructureByteStride = 0;
	vbDesc.MiscFlags = 0;

	/* create vertex buffer */
	if (mVertexCount > 0)
	{
		vbDesc.ByteWidth = vertexStride * vertexCount;
		D3D11_SUBRESOURCE_DATA vbData;
		vbData.pSysMem = vertices;
		hr = md3dDevice->CreateBuffer(&vbDesc, &vbData, &md3dVertexBuffer);
		if (FAILED(hr))
			return false;
	}

	/* create animate vertex buffer. */
	if (mAnimateVertexCount > 0)
	{
		vbDesc.ByteWidth = animateVertexStride * animateVertexCount;
		D3D11_SUBRESOURCE_DATA vbData;
		vbData.pSysMem = animateVertices;
		hr = md3dDevice->CreateBuffer(&vbDesc, &vbData, &md3dAnimateVertexBuffer);
		if (FAILED(hr))
			return false;
	}
	
	u32 indiceStride = sizeof(WORD);
	if (bit32Index)
		indiceStride = sizeof(DWORD);

	D3D11_BUFFER_DESC ibDesc;
	ibDesc.ByteWidth = indiceStride * indicesCount;
	ibDesc.BindFlags = D3D11_BIND_INDEX_BUFFER;
	ibDesc.CPUAccessFlags = 0;
	ibDesc.MiscFlags = 0;
	ibDesc.StructureByteStride = 0;
	ibDesc.Usage = D3D11_USAGE_IMMUTABLE;

	D3D11_SUBRESOURCE_DATA ibData;
	ibData.pSysMem = indices;

	hr = md3dDevice->CreateBuffer(&ibDesc, &ibData, &md3dIndexBuffer);

	if (FAILED(hr))
		return false;

	return true;
}
Exemplo n.º 24
0
bool CResourceLoader::loadPipeline(const std::string& fullpath, const IResourceXmlParser::SPipelineCreateParams& createParams) const
{
	/* if the pipeline with the same name has already been loaded,
	maybe some mistake has occurred. such as two pipeline file with the same
	pipeline name. */
	IPipeline* pipeline = mPipelineManager->get(createParams.Name);
	if (pipeline)
	{
		GF_PRINT_CONSOLE_INFO("Pipeline '%s' (in the file '%s') has already been loaded. It can't been loaded again. \
							  			Do you put the pipelines with same names in different files ?\n",
										createParams.Name, fullpath.c_str());
		return false;
	}


	u32 shaderCount = createParams.Shaders.size();
	IShader* shaders[5];
	IShader* vertexShader;
	for (u32 i = 0; i < shaderCount; i++)
	{
		const IResourceXmlParser::SShaderCreateParams shaderCreateParams = createParams.Shaders[i];
		std::string shaderName = shaderCreateParams.FileName + std::string("-") + shaderCreateParams.FunctionName;
		IShader* shader = mShaderManager->get(shaderName);

		/* if the shader has not been loaded. Load it first. */
		if (!shader)
		{
			std::string shaderFullPath;
			if (!mResourceGroupManager->getFullPath(shaderCreateParams.FileName, shaderFullPath))
			{
				GF_PRINT_CONSOLE_INFO("Pipeline '%s' creation failed. Because the shader file '%s' doesn't exist.\n",
					createParams.Name.c_str(), shaderCreateParams.FileName.c_str());
				return false;
			}

			shader = mShaderManager->load(shaderCreateParams.Type, shaderFullPath, shaderCreateParams.FunctionName, shaderName);
			if (shader == nullptr)
			{
				GF_PRINT_CONSOLE_INFO("Pipeline '%s' creation failed. Due to the '%s' function in '%s' shader file.\n",
					createParams.Name.c_str(), shaderCreateParams.FunctionName.c_str(), shaderFullPath.c_str());
				return false;
			}
		}

		shaders[i] = shader;

		/* find the vertex shader, which will be used to create input-layout soon.*/
		if (shader->getType() == EST_VERTEX_SHADER)
		{
			vertexShader = shader;
		}
	}

	/* create the input-layout. */
	/* if the input-layout with the same layout has been created before, just get it.*/
	IInputLayout* inputLayout = mInputlayoutManager->get(createParams.InputLayoutElements);
	// if there is no input-layout with the same vertex formats. just create it.
	if (!inputLayout)
	{
		inputLayout = mInputlayoutManager->create(createParams.InputLayoutElements, vertexShader);
		if (!inputLayout)
		{
			GF_PRINT_CONSOLE_INFO("Pipeline '%s' creation failed. Due to the input-layout create failure in file '%s'.\n",
				createParams.Name, fullpath.c_str());
			return false;
		}
	}


	/* create render state */
	std::string rsname = createParams.Name + ".rs";
	IRenderState* pRenderState = mRenderStateManager->get(rsname);
	if (!pRenderState)
	{
		pRenderState = mRenderStateManager->create(rsname);
		if (!pRenderState)
		{
			GF_PRINT_CONSOLE_INFO("Pipeline '%s' creation failed. Due to the render-state create failure in file '%s'.\n",
				createParams.Name, fullpath.c_str());
			return false;
		}
	}

	// set all the render states.
	for (u32 i = 0; i < createParams.RenderStates.size(); i++)
	{
		const IResourceXmlParser::SRenderStateCreateParams& rsCreateParam = createParams.RenderStates[i];
		switch (rsCreateParam.StateType)
		{
			/* if the render-state need a float value */
		case ERS_DEPTH_BIAS_CLAMP:
			pRenderState->setFloat(rsCreateParam.StateType, rsCreateParam.FloatValue);
			break;
			/* others are unsigned int. */
		default:
			pRenderState->set(rsCreateParam.StateType, rsCreateParam.DwordValue);
			break;
		}
	}

	pRenderState->confirm();

	// create the pipeline object
	pipeline = mPipelineManager->create(createParams.Name, shaders, shaderCount, inputLayout,
		createParams.PrimitiveType, pRenderState);
	if (!pipeline)
	{
		GF_PRINT_CONSOLE_INFO("Pipeline '%s' creation failed (in file '%s').\n",
			createParams.Name, fullpath.c_str());

		// TODO: should drop pRenderState object.
		return false;
	}

	/* set the shader auto-inject variables. */
	for (u32 i = 0; i < createParams.ShaderAutoVariables.size(); i++)
	{
		pipeline->addShaderAutoVariable(createParams.ShaderAutoVariables[i]);
	}

	return true;
}
Exemplo n.º 25
0
int main()
{

	int d = 1;
	GF_PRINT_CONSOLE_INFO("Hello:%d\n", d);

	SDeviceContextSettings settings;
	settings.MultiSamplingCount = 4;
	settings.MultiSamplingQuality = 32;

	IDevice* device = createDevice(EDT_DIRECT3D11, 800, 600, EWS_NONE, true, settings);
	IVideoDriver* driver = device->getVideoDriver();
	IShaderManager* shaderManager = driver->getShaderManager();
	IInputLayoutManager* inputlayoutManager = driver->getInputLayoutManager();
	IPipelineManager* pipelineMgr = driver->getPipelineManager();

	IShader* vs = shaderManager->load(EST_VERTEX_SHADER, "color.hlsl", "ColorVertexShader");
	IShader* ps = shaderManager->load(EST_PIXEL_SHADER, "PixelShader.hlsl", "ColorPixelShader");

	std::vector<SInputLayoutElement> elements;
	elements.resize(2);
	elements[0].SemanticName = "POSITION";
	elements[0].SemanticIndex = 0;
	elements[0].Format = EGF_R32G32B32_FLOAT;
	elements[0].Offset = 0;
	elements[1].SemanticName = "COLOR";
	elements[1].SemanticIndex = 0;
	elements[1].Format = EGF_R32G32B32A32_FLOAT;
	elements[1].Offset = 12;

	IInputLayout* layout = inputlayoutManager->create(elements, vs);


	IShader* shaders[2] = { vs, ps };
	IPipeline* pipeline = pipelineMgr->create("color", shaders, 2, layout, EPT_TRIANGLELIST);

	ISceneManager* smgr = device->getSceneManager();
	
	Vertex vertices[3];
	vertices[0] = Vertex(XMFLOAT3(-1.0f, -0.6f, 0.0f), XMFLOAT4(1.0f, 0.0f, 0.0f, 1.0f));
	vertices[1] = Vertex(XMFLOAT3(0.0f,   0.6f, 0.0f), XMFLOAT4(0.0f, 1.0f, 0.0f, 1.0f));
	vertices[2] = Vertex(XMFLOAT3(1.0f,  -0.6f, 0.0f), XMFLOAT4(1.0f, 0.0f, 1.0f, 1.0f));
	//IMesh* mesh = smgr->createSimpleMesh(&vertices, 3, sizeof(Vertex), nullptr, 0, 0);
	IMesh* mesh = smgr->createCubeMesh();
	IMeshNode* meshNode = smgr->addMeshNode(mesh, pipeline);

	//CD3D11ShaderManager* s = new CD3D11ShaderManager(nullptr);

	XMVECTOR eye = XMVectorSet(0.0f, 0.0f, -5.0f, 1.0f);
	XMVECTOR up = XMVectorSet(0.0f, 1.0f, 0.0f, 0.0f);
	XMVECTOR at = XMVectorZero();

	XMMATRIX view = XMMatrixLookAtLH(eye, at, up);

	XMMATRIX proj = XMMatrixPerspectiveFovLH(0.25f * 3.14f,
		static_cast<float>(SCREEN_WIDTH) / static_cast<float>(SCREEN_HEIGHT),
		1.0f, 1000.0f);


	meshNode->translate(0, 0, 5.0f);
	XMMATRIX world = meshNode->getAbsoluteTransformation();
	//XMMATRIX world = XMMatrixIdentity();

	
	pipeline->setMatrix("viewMatrix", reinterpret_cast<f32*>(&view));
	pipeline->setMatrix("projectionMatrix", reinterpret_cast<f32*>(&proj));

	SShaderAutoVariable var;
	var.Type = ESAVT_WORLD_MATRIX;
	var.ShaderType = EST_VERTEX_SHADER;
	var.VariableName = "worldMatrix";

	pipeline->addShaderAutoVariable(var);

	std::cout << "Hello World" << std::endl;

	ITimer* timer = device->createTimer();
	timer->reset();
	while (device->run())
	{
		const float clearColor[] = { 0.0f, 0.0f, 0.0f, 1.0f };
		driver->beginScene(true, true, clearColor);

		f32 dt = timer->tick();
		//std::cout << dt << std::endl;

		meshNode->setPosition(0, 0, -2.0f);
		meshNode->yaw(1.0f * dt);

		smgr->drawAll();

		//XMMATRIX world = meshNode->getAbsoluteTransformation();
		//pipeline->setMatrix("worldMatrix", reinterpret_cast<f32*>(&world));

		driver->endScene();
	}

	return 0;
}
Exemplo n.º 26
0
	bool CD3D11Texture2DArray::copyDataToAnotherTexture(ITexture* dest)
	{
		GF_PRINT_CONSOLE_INFO("TextureArray cannot copy now.\n");
		return false;
	}
Exemplo n.º 27
0
	bool CD3D11Driver::init(SCreationParameters& createParam)
	{
		HRESULT result;
		IDXGIFactory* factory;
		IDXGIAdapter* adapter;
		IDXGIOutput* adapterOutput;
		unsigned int numModes, i, numerator = 0, denominator = 1, stringLength;
		DXGI_MODE_DESC* displayModeList;
		DXGI_ADAPTER_DESC adapterDesc;
		int error;
		D3D11_TEXTURE2D_DESC depthBufferDesc;
		//D3D11_DEPTH_STENCIL_DESC depthStencilDesc;
		//D3D11_DEPTH_STENCIL_VIEW_DESC depthStencilViewDesc;
		//D3D11_RASTERIZER_DESC rasterDesc;
		//D3D11_VIEWPORT viewport;

		//const SCreationParameters& params = mDevice->getCreationParameters();

		// Create a DirectX graphics interface factory.

		mBackBufferWidth = createParam.BackBufferWidth;
		mBackBufferHeight = createParam.BackBufferHeight;

		result = CreateDXGIFactory(__uuidof(IDXGIFactory), (void**)&factory);
		if (FAILED(result))
		{
			return false;
		}

		// Use the factory to create an adapter for the primary graphics interface (video card).
		result = factory->EnumAdapters(0, &adapter);
		if (FAILED(result))
		{
			return false;
		}

		// Enumerate the primary adapter output (monitor).
		result = adapter->EnumOutputs(0, &adapterOutput);
		if (FAILED(result))
		{
			return false;
		}

		// Get the number of modes that fit the DXGI_FORMAT_R8G8B8A8_UNORM display format for the adapter output (monitor).
		result = adapterOutput->GetDisplayModeList(DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_ENUM_MODES_INTERLACED, &numModes, NULL);
		if (FAILED(result))
		{
			return false;
		}

		// Create a list to hold all the possible display modes for this monitor/video card combination.
		displayModeList = new DXGI_MODE_DESC[numModes];
		if (!displayModeList)
		{
			return false;
		}

		// Now fill the display mode list structures.
		result = adapterOutput->GetDisplayModeList(DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_ENUM_MODES_INTERLACED, &numModes, displayModeList);
		if (FAILED(result))
		{
			return false;
		}

		// Now go through all the display modes and find the one that matches the screen width and height.
		// When a match is found store the numerator and denominator of the refresh rate for that monitor.
		for (i = 0; i < numModes; i++)
		{
			if (displayModeList[i].Width == (unsigned int)createParam.BackBufferWidth)
			{
				if (displayModeList[i].Height == (unsigned int)createParam.BackBufferHeight)
				{
					numerator = displayModeList[i].RefreshRate.Numerator;
					denominator = displayModeList[i].RefreshRate.Denominator;
				}
			}
		}

		// Get the adapter (video card) description.
		result = adapter->GetDesc(&adapterDesc);
		if (FAILED(result))
		{
			return false;
		}

		// Store the dedicated video card memory in megabytes.
		mVideoCardMemory = (int)(adapterDesc.DedicatedVideoMemory / 1024 / 1024);

		// Convert the name of the video card to a character array and store it.
		error = wcstombs_s(&stringLength, mVideoCardDescription, 128, adapterDesc.Description, 128);
		if (error != 0)
		{
			return false;
		}

		// Release the display mode list.
		delete[] displayModeList;
		displayModeList = 0;

		// Release the adapter output.
		adapterOutput->Release();
		adapterOutput = 0;

		// Release the adapter.
		adapter->Release();
		adapter = 0;

		// Release the factory.
		factory->Release();
		factory = 0;

		UINT createDeviceFlags = 0;
#if defined(DEBUG) || defined(_DEBUG)
		createDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG;
#endif

		D3D_FEATURE_LEVEL featureLevel;

		/* 如果将这个标志设为DEBUG,则绘制效率大大降低,且帧频极不稳定 */
		//createDeviceFlags = 0;

		HRESULT hr;
		hr = D3D11CreateDevice(NULL, D3D_DRIVER_TYPE_HARDWARE,
			NULL, createDeviceFlags, 0, 0, D3D11_SDK_VERSION, &md3dDevice, &featureLevel, &md3dDeviceContext);

		if (FAILED(hr))
			return false;

#if defined(DEBUG) || defined(_DEBUG)
		md3dDevice->QueryInterface(__uuidof(ID3D11Debug), reinterpret_cast<void**>(&md3dDebug));
#endif

		if (featureLevel != D3D_FEATURE_LEVEL_11_0)
		{
			throw std::runtime_error("DirectX11 is not supported!");
			return false;
		}

		UINT numQualityLevels;
		md3dDevice->CheckMultisampleQualityLevels(DXGI_FORMAT_R8G8B8A8_UNORM, 4, &numQualityLevels);

		IDXGIDevice* dxgiDevice = 0;
		md3dDevice->QueryInterface(__uuidof(IDXGIDevice), (void**)&dxgiDevice);
		IDXGIAdapter* dxgiAdapter = 0;
		dxgiDevice->GetParent(__uuidof(IDXGIAdapter), (void**)&dxgiAdapter);
		IDXGIFactory* dxgiFactory = 0;
		dxgiAdapter->GetParent(__uuidof(IDXGIFactory), (void**)&dxgiFactory);

		DXGI_SWAP_CHAIN_DESC swapChainDesc;

		// Initialize the swap chain description.
		ZeroMemory(&swapChainDesc, sizeof(swapChainDesc));

		// Set the width and height of the back buffer.
		swapChainDesc.BufferDesc.Width = createParam.BackBufferWidth;
		swapChainDesc.BufferDesc.Height = createParam.BackBufferHeight;

		// Set regular 32-bit surface for the back buffer.
		swapChainDesc.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;

		// Set the refresh rate of the back buffer.
		if (createParam.VsyncEnabled)
		{
			swapChainDesc.BufferDesc.RefreshRate.Numerator = numerator;
			swapChainDesc.BufferDesc.RefreshRate.Denominator = denominator;
		}
		else
		{
			swapChainDesc.BufferDesc.RefreshRate.Numerator = 0;
			swapChainDesc.BufferDesc.RefreshRate.Denominator = 1;
		}

		// Set multisampling.
		if (createParam.MultiSamplingQuality == 0)
		{
			swapChainDesc.SampleDesc.Count = 1;
			swapChainDesc.SampleDesc.Quality = 0;

			createParam.MultiSamplingCount = 1;
		}
		else
		{
			swapChainDesc.SampleDesc.Count = createParam.MultiSamplingCount;
			UINT numQualityLevels;
			md3dDevice->CheckMultisampleQualityLevels(DXGI_FORMAT_R8G8B8A8_UNORM, 4, &numQualityLevels);

			swapChainDesc.SampleDesc.Quality = min(numQualityLevels - 1, createParam.MultiSamplingQuality);

			createParam.MultiSamplingQuality = swapChainDesc.SampleDesc.Quality;
		}
		
		// set member attributes of class


		// Set to a single back buffer.
		swapChainDesc.BufferCount = 1;

		// Set the usage of the back buffer.
		swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;

		// Set the handle for the window to render to.
		swapChainDesc.OutputWindow = (HWND)createParam.BackBufferWindowHandle;

		// Set to full screen or windowed mode.
		if (createParam.WindowStyle & EWS_FULLSCREEN)
		{
			swapChainDesc.Windowed = false;
		}
		else
		{
			swapChainDesc.Windowed = true;
		}

		// Set the scan line ordering and scaling to unspecified.
		swapChainDesc.BufferDesc.ScanlineOrdering = DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED;
		swapChainDesc.BufferDesc.Scaling = DXGI_MODE_SCALING_UNSPECIFIED;

		// Discard the back buffer contents after presenting.
		swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;

		// Don't set the advanced flags.
		swapChainDesc.Flags = 0;

		hr = dxgiFactory->CreateSwapChain(md3dDevice, &swapChainDesc, &md3dSwapChain);
		if (FAILED(hr))
			return false;
		ReleaseCOM(dxgiDevice);
		ReleaseCOM(dxgiAdapter);
		ReleaseCOM(dxgiFactory);
		// Get the pointer to the back buffer.

		ID3D11Texture2D* backBuffer;
		result = md3dSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&backBuffer);
		if (FAILED(result))
		{
			return false;
		}
		md3dDevice->CreateRenderTargetView(backBuffer, 0, &mDefaultRenderTargetView);
		ReleaseCOM(backBuffer);

		mDefaultRenderTarget = new CD3D11RenderTarget(md3dDevice, md3dDeviceContext, mDefaultRenderTargetView,
			createParam.BackBufferWidth, createParam.BackBufferHeight);

		// Initialize the description of the depth buffer.
		ZeroMemory(&depthBufferDesc, sizeof(depthBufferDesc));

		// Setup the viewport for rendering.
		setViewport(0, 0, static_cast<f32>(mBackBufferWidth), static_cast<f32>(mBackBufferHeight));

		//create resource factory
		mResourceFactory = new CD3D11ResourceFactory(
			md3dDevice, md3dDeviceContext, this);
		IResourceFactory::_setInstance(mResourceFactory);

		//create geometry creator
		mGeometryCreator = new CGeometryCreator;
		IGeometryCreator::_setInstance(mGeometryCreator);

		//create material manager
		mMaterialManager = new CMaterialManager;
		IMaterialManager::_setInstance(mMaterialManager);

		//create sampler manager
		mSamplerManager = new CSamplerManager(mResourceFactory);
		ISamplerManager::_setInstance(mSamplerManager);


		// create shadermanager
		mShaderManager = new CShaderManager(mResourceFactory);
		IShaderManager::_setInstance(mShaderManager);

		// create inputlayout manager
		mInputLayoutManager = new CInputLayoutManager(mResourceFactory);
		IInputLayoutManager::_setInstance(mInputLayoutManager);

		//create texture manager
		mTextureManager = new CTextureManager(mDevice, mResourceFactory);
		ITextureManager::_setInstance(mTextureManager);

		//create render state manager
		mRenderStateManager = new CRenderStateManager(mResourceFactory);
		IRenderStateManager::_setInstance(mRenderStateManager);

		//create mesh manager
		mMeshManager = new CMeshManager(mResourceFactory, mGeometryCreator, mTextureManager);
		IMeshManager::_setInstance(mMeshManager);

		
		//create pipeline manager
		mPipeManager = new CPipelineManager(mResourceFactory);
		IPipelineManager::_setInstance(mPipeManager);

		//create resource group manager
		mResourceGroupManager = new CResourceGroupManager(mTextureManager, mShaderManager,
			mInputLayoutManager, mRenderStateManager, mPipeManager, mMaterialManager, mMeshManager, mSamplerManager);
		IResourceGroupManager::_setInstance(mResourceGroupManager);

		//mResourceFactory->setResourceGroupManager(mResourceGroupManager);

		// create default depth-stencil-buffer
		bool multiSampling = (createParam.MultiSamplingCount > 1);


		mDepthStencilSurface = mTextureManager->createDepthStencilSurface("_default_depth_stencil_surface",
			0, 0, createParam.DepthBits, createParam.StencilBits,
			multiSampling, createParam.MultiSamplingCount, createParam.MultiSamplingQuality, true);

		if (!mDepthStencilSurface)
		{
			GF_PRINT_CONSOLE_INFO("Depth Stencil Surface has failed to be created.\n");
			return false;
		}

		D3D11DriverState.DepthStencilSurface = mDepthStencilSurface;
		CD3D11DepthStencilSurface* d3dDepthStencilSurface = dynamic_cast<CD3D11DepthStencilSurface*>(mDepthStencilSurface);
		mDefaultDepthStencilView = d3dDepthStencilSurface->getDepthStencilView();
		D3D11DriverState.DepthStencilView = mDefaultDepthStencilView;


		// create mShadowMapRasterizeState. This state is only for rendering shadow maps.
		D3D11_RASTERIZER_DESC shadowRasterizeState;
		shadowRasterizeState.FillMode = D3D11_FILL_SOLID;
		shadowRasterizeState.CullMode = D3D11_CULL_BACK; // RENDER BACK FACE
		shadowRasterizeState.FrontCounterClockwise = TRUE; 
		shadowRasterizeState.DepthBiasClamp = 0.0f;
		//shadowRasterizeState.DepthBias = 100000;
		//shadowRasterizeState.SlopeScaledDepthBias = 1.0f;
		shadowRasterizeState.DepthBias = 0;
		shadowRasterizeState.SlopeScaledDepthBias = 0;
		shadowRasterizeState.DepthClipEnable = TRUE;
		shadowRasterizeState.ScissorEnable = FALSE;
		shadowRasterizeState.MultisampleEnable = FALSE;
		shadowRasterizeState.AntialiasedLineEnable = FALSE;

		hr = md3dDevice->CreateRasterizerState(&shadowRasterizeState, &mShadowMapRasterizeState);
		if (FAILED(hr))
			return false;

		D3D11DriverState.ShadowMapRasterizerState = mShadowMapRasterizeState;

		return true;
	}
Exemplo n.º 28
0
	IBillboardCollectionMesh* CResourceFactory::createBillboardCollectionMesh(
		const std::string& name,
		u32 sortcode,
		const math::SAxisAlignedBox& aabb,
		bool alterable,
		u32 maxNum,
		const std::vector<SBillboard>& billboards)
	{
		IMeshBuffer* buffer = nullptr;
		if (alterable)
		{
			if (billboards.size() > maxNum)
			{
				GF_PRINT_CONSOLE_INFO("Billboard buffer creation failed."
					"billboards' number exceeds the maxNum.\n");

				return nullptr;
			}

			void* vertices = nullptr;
			if (!billboards.empty())
				vertices = (void*)&billboards[0];

			buffer = createMeshBuffer(EMU_DYNAMIC, nullptr, nullptr, maxNum, 0,
				sizeof(SBillboard), true);

			buffer->setVertexData(vertices, billboards.size());
		}
		else 
		{
			// create a static buffer.
			// use the size of billboards as the maxNum. just ignore the 'maxNum' 
			maxNum = billboards.size();
			if (maxNum == 0)
			{
				GF_PRINT_CONSOLE_INFO("billboards cannot be empty when creating a "
					"billboard mesh");
				return nullptr;
			}
			
			buffer = createMeshBuffer(EMU_STATIC, (void*)&billboards[0],
				nullptr, billboards.size(), 0, sizeof(SBillboard), true);
		}

		if (!buffer)
		{
			GF_PRINT_CONSOLE_INFO("The mesh ('%s') create failed!. Due to the failure of mesh buffer.\n", name.c_str());
			return nullptr;
		}

		CBillboardCollectionMesh* mesh = new CBillboardCollectionMesh(name, sortcode, aabb,
			maxNum, alterable, billboards, buffer);

		if (!mesh)
		{
			GF_PRINT_CONSOLE_INFO("The mesh ('%s') create failed!. Due to the lack of memory.\n", name.c_str());
			buffer->drop();
			return nullptr;
		}

		return mesh;

	}
Exemplo n.º 29
0
	bool CResourceGroupManager::init(const std::string& configFileName)
	{
		std::ifstream infile;
		infile.open(configFileName, std::ios::in);
		if (infile.fail())
		{
			//throw std::runtime_error("Can't open the resource config file!");
			GF_PRINT_CONSOLE_INFO("Can't open the resource config file!");
			return false;
		}

		std::string groupName = "";
		std::string line;
		E_RESOURCE_STORE_METHOD storeMethod;
		std::string dirPath;
		SResourceGroup* currentGroup;


		while (!infile.eof())
		{
			infile >> line;
			if (isResourceGroupLexical(line, groupName))
			{
				SResourceGroup group;
				group.Name = groupName;
				mResourceGroups.push_back(group);
				currentGroup = &mResourceGroups.back();
			}
			else
			{
				/* if the first group has not found. */
				if (groupName == "")
					continue;

				if (isResourceDirectoryLexical(line, storeMethod, dirPath))
				{
					SResourceDirectory dir;
					dir.Path = dirPath;
					dir.StoreMethod = storeMethod;
					currentGroup->Directories.push_back(dir);
				}
			}

			std::cout << line << std::endl;
		}

		infile.close();

		/* build the full paths of resources files. */
		for (u32 i = 0; i < mResourceGroups.size(); i++)
		{
			for (u32 j = 0; j < mResourceGroups[i].Directories.size(); j++)
			{
				setupFilePathsInDirectory(i, j);
			}
		}

		/* sort the resource files in each group according to the type. */
		for (u32 i = 0; i < mResourceGroups.size(); i++)
		{
			sort(mResourceGroups[i].Files.begin(),
				mResourceGroups[i].Files.end(), [](const SResourceFile& file1, const SResourceFile& file2){
				return file1.Type < file2.Type;
			});
		}

		return true;

	}