Пример #1
0
//--------------------------------------------------------------------------------------
CPUTMaterial *CPUTMaterial::CreateMaterial(
    const    cString &absolutePathAndFilename,
    const    cString &modelSuffix,
    const    cString &meshSuffix,
    char   **pShaderMacros, // Note: this is honored only on first load.  Subsequent GetMaterial calls will return the material with shaders as compiled with original macros.
    int      numSystemMaterials,
    cString *pSystemMaterialNames
){
    // material was not in the library, so load it
#ifdef CPUT_FOR_DX11
    CPUTMaterial *pMaterial = new CPUTMaterialDX11();
#else    
    #error You must supply a target graphics API (ex: #define CPUT_FOR_DX11), or implement the target API for this file.
#endif
    CPUTResult result = pMaterial->LoadMaterial(absolutePathAndFilename, modelSuffix, meshSuffix, pShaderMacros, numSystemMaterials, pSystemMaterialNames );
    ASSERT( CPUTSUCCESS(result), _L("\nError - CPUTAssetLibrary::GetMaterial() - Error in material file: '")+absolutePathAndFilename+_L("'") );
    UNREFERENCED_PARAMETER(result);

    // add material to material library list
    // cString finalName = pMaterial->MaterialRequiresPerModelPayload() ? absolutePathAndFilename +  modelSuffix + meshSuffix : absolutePathAndFilename;
    // CPUTAssetLibrary::GetAssetLibrary()->AddMaterial( finalName, pMaterial );
    CPUTAssetLibrary::GetAssetLibrary()->AddMaterial( absolutePathAndFilename, pMaterial );

    return pMaterial;
}
//--------------------------------------------------------------------------------------
CPUTMaterial *CPUTMaterial::CreateMaterial(
    const cString   &absolutePathAndFilename,
    const CPUTModel *pModel,
    int        meshIndex,
    const char     **pShaderMacros, // Note: this is honored only on first load.  Subsequent GetMaterial calls will return the material with shaders as compiled with original macros.
    int        numSystemMaterials,
    cString   *pSystemMaterialNames,
    int        externalCount,
    cString   *pExternalName,
    float4    *pExternals,
    int       *pExternalOffset,
    int       *pExternalSize
    ){
        // Create the material and load it from file.
        //#ifdef CPUT_FOR_DX11
        //    CPUTMaterial *pMaterial = new CPUTMaterialDX11();
        //#elif (defined(CPUT_FOR_OGL) || defined(CPUT_FOR_OGLES))
        //    CPUTMaterial *pMaterial = new CPUTMaterialOGL();
        //#else    
        //    #error You must supply a target graphics API (ex: #define CPUT_FOR_DX11), or implement the target API for this file.
        //#endif

        //    pMaterial->mpSubMaterials = NULL;
        CPUTMaterial* pMaterial = new CPUTMaterial();

        CPUTResult result = pMaterial->LoadMaterial( absolutePathAndFilename, pModel, meshIndex, pShaderMacros, numSystemMaterials, pSystemMaterialNames, externalCount, pExternalName, pExternals, pExternalOffset, pExternalSize );
        ASSERT( CPUTSUCCESS(result), _L("\nError - CPUTAssetLibrary::GetMaterial() - Error in material file: '")+absolutePathAndFilename+_L("'") );
        UNREFERENCED_PARAMETER(result);

        // Add the material to the asset library.
        CPUTAssetLibrary::GetAssetLibrary()->AddMaterial( absolutePathAndFilename, _L(""), _L(""), pMaterial, pShaderMacros );

        return pMaterial;
}
//--------------------------------------------------------------------------------------
CPUTGeometryShaderDX11 *CPUTGeometryShaderDX11::CreateFromMemory(
    const std::string     &name,
    const std::string     &shaderMain,
    const std::string     &shaderProfile,
    const char        *pShaderSource,
    CPUT_SHADER_MACRO *pShaderMacros
)
{
    ID3DBlob             *pCompiledBlob = NULL;
    ID3D11GeometryShader *pNewGeometryShader = NULL;

    CPUTAssetLibraryDX11 *pAssetLibrary = (CPUTAssetLibraryDX11*)CPUTAssetLibrary::GetAssetLibrary();
    CPUTResult result = pAssetLibrary->CompileShaderFromMemory(pShaderSource, shaderMain, shaderProfile, &pCompiledBlob, pShaderMacros );
    ASSERT( CPUTSUCCESS(result), "Error creating Geometry shader:\n\n" );
    UNREFERENCED_PARAMETER(result);

    // Create the Geometry shader
    ID3D11Device      *pD3dDevice = CPUT_DX11::GetDevice();
    HRESULT hr = pD3dDevice->CreateGeometryShader( pCompiledBlob->GetBufferPointer(), pCompiledBlob->GetBufferSize(), NULL, &pNewGeometryShader );
    ASSERT( SUCCEEDED(hr), "Error creating Geometry shader:\n\n" );
    UNREFERENCED_PARAMETER(hr);
    // std::string DebugName = "CPUTAssetLibraryDX11::GetGeometryShader "+name;
    // CPUTSetDebugName(pNewGeometryShader, DebugName);

    CPUTGeometryShaderDX11 *pNewCPUTGeometryShader = new CPUTGeometryShaderDX11( pNewGeometryShader, pCompiledBlob );

    // add shader to library
    pAssetLibrary->AddGeometryShader(name, "", shaderMain + shaderProfile, pNewCPUTGeometryShader);
    // pNewCPUTGeometryShader->Release(); // We've added it to the library, so release our reference

    // return the shader (and blob)
    return pNewCPUTGeometryShader;
}
CPUTComputeShaderDX11 *CPUTComputeShaderDX11::Create(
    const std::string     &name,
    const std::string     &shaderMain,
    const std::string     &shaderProfile,
    CPUT_SHADER_MACRO *pShaderMacros
)
{
    ID3DBlob            *pCompiledBlob = NULL;
    ID3D11ComputeShader *pNewComputeShader = NULL;

    CPUTAssetLibraryDX11 *pAssetLibrary = (CPUTAssetLibraryDX11*)CPUTAssetLibrary::GetAssetLibrary();
    CPUTResult result = pAssetLibrary->CompileShaderFromFile(name, shaderMain, shaderProfile, &pCompiledBlob, pShaderMacros);
    ASSERT( CPUTSUCCESS(result), "Error compiling compute shader:\n\n" );
    UNREFERENCED_PARAMETER(result);

    // Create the compute shader
    ID3D11Device      *pD3dDevice = CPUT_DX11::GetDevice();
    HRESULT hr = pD3dDevice->CreateComputeShader( pCompiledBlob->GetBufferPointer(), pCompiledBlob->GetBufferSize(), NULL, &pNewComputeShader );
    ASSERT( SUCCEEDED(hr), "Error creating compute shader:\n\n" );
    UNREFERENCED_PARAMETER(hr);
    // std::string DebugName = "CPUTAssetLibraryDX11::GetComputeShader "+name;
    // CPUTSetDebugName(pNewComputeShader, DebugName);

    CPUTComputeShaderDX11 *pNewCPUTComputeShader = new CPUTComputeShaderDX11( pNewComputeShader, pCompiledBlob );

    // add shader to library
    pAssetLibrary->AddComputeShader(name, "", shaderMain + shaderProfile, pNewCPUTComputeShader);

    // return the shader
    return pNewCPUTComputeShader;
}
//--------------------------------------------------------------------------------------
CPUTPixelShaderDX11 *CPUTPixelShaderDX11::CreatePixelShaderFromMemory(
    const cString      &name,
    ID3D11Device       *pD3dDevice,
    const cString      &shaderMain,
    const cString      &shaderProfile,
    const char         *pShaderSource
)
{
    ID3DBlob           *pCompiledBlob = NULL;
    ID3D11PixelShader  *pNewPixelShader = NULL;

    CPUTAssetLibraryDX11 *pAssetLibrary = (CPUTAssetLibraryDX11*)CPUTAssetLibrary::GetAssetLibrary();
    CPUTResult result = pAssetLibrary->CompileShaderFromMemory(pShaderSource, shaderMain, shaderProfile, &pCompiledBlob);
    ASSERT( CPUTSUCCESS(result), _L("Error compiling pixel shader:\n\n") );

    // Create the pixel shader
    // TODO: Move to pixel shader class
    HRESULT hr = pD3dDevice->CreatePixelShader( pCompiledBlob->GetBufferPointer(), pCompiledBlob->GetBufferSize(), NULL, &pNewPixelShader );
    ASSERT( SUCCEEDED(result), _L("Error compiling pixel shader:\n\n") );
    // cString DebugName = _L("CPUTAssetLibraryDX11::GetPixelShader ")+name;
    // CPUTSetDebugName(pNewPixelShader, DebugName);

    CPUTPixelShaderDX11 *pNewCPUTPixelShader = new CPUTPixelShaderDX11( pNewPixelShader, pCompiledBlob );

    // add shader to library
    pAssetLibrary->AddPixelShader(name + shaderMain + shaderProfile, pNewCPUTPixelShader);
    // pNewCPUTPixelShader->Release(); // We've added it to the library, so release our reference

    // return the shader (and blob)
    return pNewCPUTPixelShader;
}
CPUTComputeShaderDX11 *CPUTComputeShaderDX11::CreateComputeShader(
    const cString  &name,
    ID3D11Device   *pD3dDevice,
    const cString  &shaderMain,
    const cString  &shaderProfile
)
{
    ID3DBlob            *pCompiledBlob = NULL;
    ID3D11ComputeShader *pNewComputeShader = NULL;

    CPUTAssetLibraryDX11 *pAssetLibrary = (CPUTAssetLibraryDX11*)CPUTAssetLibrary::GetAssetLibrary();
    CPUTResult result = pAssetLibrary->CompileShaderFromFile(name, shaderMain, shaderProfile, &pCompiledBlob);
    ASSERT( CPUTSUCCESS(result), _L("Error compiling compute shader:\n\n") );

    // Create the compute shader
    // TODO: Move to compute shader class
    HRESULT hr = pD3dDevice->CreateComputeShader( pCompiledBlob->GetBufferPointer(), pCompiledBlob->GetBufferSize(), NULL, &pNewComputeShader );
    ASSERT( SUCCEEDED(result), _L("Error compiling compute shader:\n\n") );
    // cString DebugName = _L("CPUTAssetLibraryDX11::GetComputeShader ")+name;
    // CPUTSetDebugName(pNewComputeShader, DebugName);

    CPUTComputeShaderDX11 *pNewCPUTComputeShader = new CPUTComputeShaderDX11( pNewComputeShader, pCompiledBlob );

    // add shader to library
    pAssetLibrary->AddComputeShader(name + shaderMain + shaderProfile, pNewCPUTComputeShader);

    // return the shader
    return pNewCPUTComputeShader;
}
Пример #7
0
// Note that we only need one of these.  We don't need to re-create it for every model.
//-----------------------------------------------------------------------------
void CPUTModelDX11::CreateBoundingBoxMesh()
{
    CPUTResult result = CPUT_SUCCESS;

    float3 pVertices[8] = {
        float3(  1.0f,  1.0f,  1.0f ), // 0
        float3(  1.0f,  1.0f, -1.0f ), // 1
        float3( -1.0f,  1.0f,  1.0f ), // 2
        float3( -1.0f,  1.0f, -1.0f ), // 3
        float3(  1.0f, -1.0f,  1.0f ), // 4
        float3(  1.0f, -1.0f, -1.0f ), // 5
        float3( -1.0f, -1.0f,  1.0f ), // 6
        float3( -1.0f, -1.0f, -1.0f )  // 7
    };
    USHORT pIndices[24] = {
       0,1,  1,3,  3,2,  2,0,  // Top
       4,5,  5,7,  7,6,  6,4,  // Bottom
       0,4,  1,5,  2,6,  3,7   // Verticals
    };
    CPUTVertexElementDesc pVertexElements[] = {
        { CPUT_VERTEX_ELEMENT_POSITON, tFLOAT, 12, 0 },
    };

    CPUTMesh *pMesh = mpBoundingBoxMesh = new CPUTMeshDX11();
    pMesh->SetMeshTopology(CPUT_TOPOLOGY_INDEXED_LINE_LIST);

    CPUTBufferInfo vertexElementInfo;
    vertexElementInfo.mpSemanticName         = "POSITION";
    vertexElementInfo.mSemanticIndex         = 0;
    vertexElementInfo.mElementType           = CPUT_F32;
    vertexElementInfo.mElementComponentCount = 3;
    vertexElementInfo.mElementSizeInBytes    = 12;
    vertexElementInfo.mElementCount          = 8;
    vertexElementInfo.mOffset                = 0;

    CPUTBufferInfo indexDataInfo;
    indexDataInfo.mElementType           = CPUT_U16;
    indexDataInfo.mElementComponentCount = 1;
    indexDataInfo.mElementSizeInBytes    = sizeof(UINT16);
    indexDataInfo.mElementCount          = 24; // 12 lines, 2 verts each
    indexDataInfo.mOffset                = 0;
    indexDataInfo.mSemanticIndex         = 0;
    indexDataInfo.mpSemanticName         = NULL;

    result = pMesh->CreateNativeResources(
        this, -1,
        1,                    // vertexFormatDesc.mFormatDescriptorCount,
        &vertexElementInfo,
        pVertices,            // (void*)vertexFormatDesc.mpVertices,
        &indexDataInfo,
        pIndices              // &vertexFormatDesc.mpIndices[0]
    );
    ASSERT( CPUTSUCCESS(result), _L("Failed building bounding box mesh") );

    cString modelSuffix = ptoc(this);
    UINT index  = mpSubMaterialCount[0] + CPUT_MATERIAL_INDEX_BOUNDING_BOX;
    CPUTMaterialDX11 *pMaterial = (CPUTMaterialDX11*)(mpMaterial[0][index]);
    ((CPUTMeshDX11*)pMesh)->BindVertexShaderLayout( pMaterial, &mpInputLayout[0][index] );
}
//-----------------------------------------------------------------------------
CPUTAssetSet *CPUTAssetSetDX11::CreateAssetSet( const cString &name, const cString &absolutePathAndFilename )
{
    CPUTAssetLibraryDX11 *pAssetLibrary = ((CPUTAssetLibraryDX11*)CPUTAssetLibrary::GetAssetLibrary());

    // Create the root node.
    CPUTNullNode *pRootNode = new CPUTNullNode();
    pRootNode->SetName(_L("_CPUTAssetSetRootNode_"));

    // Create the asset set, set its root, and load it
    CPUTAssetSet   *pNewAssetSet = new CPUTAssetSetDX11();
    pNewAssetSet->SetRoot( pRootNode );
    pAssetLibrary->AddNullNode( name + _L("_Root"), pRootNode );

    CPUTResult result = pNewAssetSet->LoadAssetSet(absolutePathAndFilename);
    if( CPUTSUCCESS(result) )
    {
        pAssetLibrary->AddAssetSet(name, pNewAssetSet);
        return pNewAssetSet;
    }
    ASSERT( CPUTSUCCESS(result), _L("Error loading AssetSet\n'")+absolutePathAndFilename+_L("'"));
    pNewAssetSet->Release();
    return NULL;
}
Пример #9
0
//-----------------------------------------------------------------------------
CPUTAssetSet *CPUTAssetSet::Create( const std::string &name, const std::string &absolutePathAndFilename, int numSystemMaterials, std::string *pSystemMaterialNames )
{
    CPUTAssetLibrary *pAssetLibrary = CPUTAssetLibrary::GetAssetLibrary();

    // Create the root node.
    CPUTNullNode *pRootNode = CPUTNullNode::Create();
    pRootNode->SetName("_CPUTAssetSetRootNode_");

    // Create the asset set, set its root, and load it
    CPUTAssetSet   *pNewAssetSet = new CPUTAssetSet();
	pNewAssetSet->IsEnabled = true;
    pNewAssetSet->SetRoot( pRootNode );
    pAssetLibrary->AddNullNode( name, "", "_Root", pRootNode );

    CPUTResult result = pNewAssetSet->LoadAssetSet(absolutePathAndFilename, numSystemMaterials, pSystemMaterialNames);
    if( CPUTSUCCESS(result) )
    {
        pAssetLibrary->AddAssetSet(name, "", "", pNewAssetSet);
        return pNewAssetSet;
    }
    ASSERT( CPUTSUCCESS(result), "Error loading AssetSet\n'"+absolutePathAndFilename+"'");
    pNewAssetSet->Release();
    return NULL;
}
// Retrieve specified pixel shader
// TODO: Delegate creation to asset (AssetLibrary shouldn't know the nitty-gritty details of how to create an asset)
//-----------------------------------------------------------------------------
CPUTResult CPUTAssetLibraryOGLES::GetPixelShader(
    const cString        &name,
    const cString        &shaderMain,
    const cString        &shaderProfile,
    CPUTPixelShaderOGLES **ppPixelShader,
    bool                  nameIsFullPathAndFilename
)
{
    CPUTResult result = CPUT_SUCCESS;
    
    // Resolve name to absolute path before searching
    cString absolutePathAndFilename;
    CPUTOSServices* pServices = CPUTOSServices::GetOSServices();
    pServices->ResolveAbsolutePathAndFilename( nameIsFullPathAndFilename? name : (m_ShaderDirectoryName + name), &absolutePathAndFilename);

    // see if the shader is already in the library
    void *pShader = FindPixelShader(absolutePathAndFilename);
    if(NULL!=pShader)
    {
        *ppPixelShader = (CPUTPixelShaderOGLES*) pShader;
        (*ppPixelShader)->AddRef();
        return result;
    }

    // load the pixel shader as null-terminated char* string
    void* pShaderString=NULL;
    result = LoadShaderFileString(absolutePathAndFilename, &pShaderString);
    ASSERT( CPUTSUCCESS(result), _L("Error loading pixel shader: ")+name );

    // compile the pixel/fragment shader
    GLuint NewPixelShaderID = CompileShader(GL_FRAGMENT_SHADER, pShaderString);
    ASSERT( (0!=NewPixelShaderID), _L("Error compiling pixel shader: "+name) );

    // delete the shader's string now that it's no longer needed
    delete [] pShaderString;
    
    // store this new shader
    CPUTPixelShaderOGLES *pNewCPUTPixelShader = new CPUTPixelShaderOGLES( NewPixelShaderID );

    // add shader to library
    AddPixelShader(absolutePathAndFilename, pNewCPUTPixelShader);
    
    // return the shader 
    *ppPixelShader = pNewCPUTPixelShader;

    return result;
}
Пример #11
0
//-----------------------------------------------------------------------------
CPUTTexture *CPUTTextureDX11::CreateTexture( const cString &name, const cString &absolutePathAndFilename, bool loadAsSRGB )
{
    // TODO:  Delegate to derived class.  We don't currently have CPUTTextureDX11
    ID3D11ShaderResourceView *pShaderResourceView = NULL;
    ID3D11Resource *pTexture = NULL;
    ID3D11Device *pD3dDevice= CPUT_DX11::GetDevice();
    CPUTResult result = CreateNativeTexture( pD3dDevice, absolutePathAndFilename, &pShaderResourceView, &pTexture, loadAsSRGB );
    ASSERT( CPUTSUCCESS(result), _L("Error loading texture: '")+absolutePathAndFilename );

    CPUTTextureDX11 *pNewTexture = new CPUTTextureDX11();
    pNewTexture->mName = name;
    pNewTexture->SetTextureAndShaderResourceView( pTexture, pShaderResourceView );
    pTexture->Release();
    pShaderResourceView->Release();

    CPUTAssetLibrary::GetAssetLibrary()->AddTexture( absolutePathAndFilename, pNewTexture);

    return pNewTexture;
}
Пример #12
0
CPUTMaterial *CPUTMaterial::CreateMaterial( const cString &absolutePathAndFilename, const CPUTModel *pModel, int meshIndex )
{
    // material was not in the library, so load it
#ifdef CPUT_FOR_DX11
    CPUTMaterial *pMaterial = new CPUTMaterialDX11();
#else    
    #error You must supply a target graphics API (ex: #define CPUT_FOR_DX11), or implement the target API for this file.
#endif
    CPUTResult result = pMaterial->LoadMaterial(absolutePathAndFilename, pModel, meshIndex);
    ASSERT( CPUTSUCCESS(result), _L("\nError - CPUTAssetLibrary::GetMaterial() - Error in material file: '")+absolutePathAndFilename+_L("'") );

    // add material to material library list
    if( pModel && pMaterial->MaterialRequiresPerModelPayload() )
    {
        CPUTAssetLibrary::GetAssetLibrary()->AddMaterial( absolutePathAndFilename, pMaterial, pModel, meshIndex );
    } else
    {
        CPUTAssetLibrary::GetAssetLibrary()->AddMaterial( absolutePathAndFilename, pMaterial );
    }

    return pMaterial;
}
//--------------------------------------------------------------------------------------
CPUTMaterialEffect *CPUTMaterialEffect::CreateMaterialEffect(
    const cString   &absolutePathAndFilename,
    const CPUTModel *pModel,
          int        meshIndex,
    const char     **pShaderMacros, 
          int        externalCount,
          cString   *pExternalName,
          float4    *pExternals,
          int       *pExternalOffset,
          int       *pExternalSize
){
    // Create the material and load it from file.
#ifdef CPUT_FOR_DX11
	CPUTMaterialEffect *pMaterialEffect = new CPUTMaterialEffectDX11();
#else    
	#if (defined(CPUT_FOR_OGL) || defined(CPUT_FOR_OGLES))
		CPUTMaterialEffect *pMaterialEffect = new CPUTMaterialEffectOGL();
	#else
		#error You must supply a target graphics API (ex: #define CPUT_FOR_DX11), or implement the target API for this file.
	#endif
#endif

    CPUTResult result = pMaterialEffect->LoadMaterialEffect( absolutePathAndFilename, pModel, meshIndex, pShaderMacros );
    ASSERT( CPUTSUCCESS(result), _L("\nError - CPUTAssetLibrary::GetMaterial() - Error in material file: '")+absolutePathAndFilename+_L("'") );
    UNREFERENCED_PARAMETER(result);

    // Add the material to the asset library.
    if( pModel && pMaterialEffect->MaterialRequiresPerModelPayload() )
    {
        CPUTAssetLibrary::GetAssetLibrary()->AddMaterialEffect( absolutePathAndFilename, _L(""), _L(""), pMaterialEffect, pShaderMacros, pModel, meshIndex );
    } else
    {
        CPUTAssetLibrary::GetAssetLibrary()->AddMaterialEffect( absolutePathAndFilename, _L(""), _L(""), pMaterialEffect, pShaderMacros );
    }

    return pMaterialEffect;
}
// Load the set file definition of this object
// 1. Parse the block of name/parent/transform info for model block
// 2. Load the model's binary payload (i.e., the meshes)
// 3. Assert the # of meshes matches # of materials
// 4. Load each mesh's material
//-----------------------------------------------------------------------------
CPUTResult CPUTModelOGL::LoadModel(CPUTConfigBlock *pBlock, int *pParentID, CPUTModel *pMasterModel, int numSystemMaterials, cString *pSystemMaterialNames)
{
    CPUTResult result = CPUT_SUCCESS;
    CPUTAssetLibraryOGL *pAssetLibrary = (CPUTAssetLibraryOGL*)CPUTAssetLibrary::GetAssetLibrary();

    cString modelSuffix = ptoc(this);

    // set the model's name
    mName = pBlock->GetValueByName(_L("name"))->ValueAsString();
    mName = mName + _L(".mdl");

    // resolve the full path name
    cString modelLocation;
    cString resolvedPathAndFile;
    modelLocation = ((CPUTAssetLibraryOGL*)CPUTAssetLibrary::GetAssetLibrary())->GetModelDirectoryName();
    modelLocation = modelLocation+mName;

    CPUTFileSystem::ResolveAbsolutePathAndFilename(modelLocation, &resolvedPathAndFile);

    // Get the parent ID.  Note: the caller will use this to set the parent.
    *pParentID = pBlock->GetValueByName(_L("parent"))->ValueAsInt();

    LoadParentMatrixFromParameterBlock( pBlock );

    // Get the bounding box information
    float3 center(0.0f), half(0.0f);
    pBlock->GetValueByName(_L("BoundingBoxCenter"))->ValueAsFloatArray(center.f, 3);
    pBlock->GetValueByName(_L("BoundingBoxHalf"))->ValueAsFloatArray(half.f, 3);
    mBoundingBoxCenterObjectSpace = center;
    mBoundingBoxHalfObjectSpace   = half;

    mMeshCount = pBlock->GetValueByName(_L("meshcount"))->ValueAsInt();
    mpMesh     = new CPUTMesh*[mMeshCount];
    mpLayoutCount = new UINT[mMeshCount];
    mpRootMaterial = new CPUTMaterial*[mMeshCount];
    memset( mpRootMaterial, 0, mMeshCount * sizeof(CPUTMaterial*) );
    mpMaterialEffect = new CPUTMaterialEffect**[mMeshCount];
    memset( mpMaterialEffect, 0, mMeshCount * sizeof(CPUTMaterialEffect*) );
       
    // get the material names, load them, and match them up with each mesh
    cString materialName,shadowMaterialName;
    char pNumber[4];
    cString materialValueName;

    CPUTModelOGL *pMasterModelDX = (CPUTModelOGL*)pMasterModel;

    for(UINT ii=0; ii<mMeshCount; ii++)
    {
        if(pMasterModelDX)
        {
            // Reference the master model's mesh.  Don't create a new one.
            mpMesh[ii] = pMasterModelDX->mpMesh[ii];
            mpMesh[ii]->AddRef();
        }
        else
        {
            mpMesh[ii] = new CPUTMeshOGL();
        }
    }
    if( !pMasterModelDX )
    {
        // Not a clone/instance.  So, load the model's binary payload (i.e., vertex and index buffers)
        // TODO: Change to use GetModel()
        result = LoadModelPayload(resolvedPathAndFile);
        ASSERT( CPUTSUCCESS(result), _L("Failed loading model") );
    }

    for(UINT ii=0; ii<mMeshCount; ii++)
    {
        // get the right material number ('material0', 'material1', 'material2', etc)
        materialValueName = _L("material");
        snprintf(pNumber, 4, "%d", ii);
//        _itoa(ii, pNumber, 4, 10);
        materialValueName.append(s2ws(pNumber));
        materialName = pBlock->GetValueByName(materialValueName)->ValueAsString();
        shadowMaterialName = pBlock->GetValueByName(_L("shadowCast") + materialValueName)->ValueAsString();
        bool isSkinned = pBlock->GetValueByName(_L("skeleton")) != &CPUTConfigEntry::sNullConfigValue;
        if( shadowMaterialName.length() == 0 )
        {
            if(!isSkinned)
            {
                shadowMaterialName = _L("%shadowCast");
            }
            else
            {
                shadowMaterialName = _L("%shadowCastSkinned");
            }
        }

        // Get/load material for this mesh
        UINT totalNameCount = numSystemMaterials + NUM_GLOBAL_SYSTEM_MATERIALS;
        cString *pFinalSystemNames = new cString[totalNameCount];

        // Copy "global" system materials to caller-supplied list
        for( int jj=0; jj<numSystemMaterials; jj++ )
        {
            pFinalSystemNames[jj] = pSystemMaterialNames[jj];
        }
        pFinalSystemNames[totalNameCount + CPUT_MATERIAL_INDEX_SHADOW_CAST]                =  shadowMaterialName;
//        pFinalSystemNames[totalNameCount + CPUT_MATERIAL_INDEX_BOUNDING_BOX]                = _L("%BoundingBox");
        int finalNumSystemMaterials = numSystemMaterials + NUM_GLOBAL_SYSTEM_MATERIALS;
        CPUTMaterial *pMaterial = pAssetLibrary->GetMaterial(materialName, false, this, ii, NULL, finalNumSystemMaterials, pFinalSystemNames);
        ASSERT( pMaterial, _L("Couldn't find material.") );

        delete []pFinalSystemNames;

        mpLayoutCount[ii] = pMaterial->GetMaterialEffectCount();
        SetMaterial(ii, pMaterial);

        // Release the extra refcount we're holding from the GetMaterial operation earlier
        // now the asset library, and this model have the only refcounts on that material
        pMaterial->Release();

        // Create two ID3D11InputLayout objects, one for each material.
     //   mpMesh[ii]->BindVertexShaderLayout( mpMaterial[ii], mpShadowCastMaterial);
        // mpShadowCastMaterial->Release()
    }


    return result;
}
Пример #15
0
//-----------------------------------------------------------------------------
CPUTResult CPUTModelDX11::LoadModel(CPUTConfigBlock *pBlock, int *pParentID, CPUTModel *pMasterModel)
{
    CPUTResult result = CPUT_SUCCESS;
    CPUTAssetLibraryDX11 *pAssetLibrary = (CPUTAssetLibraryDX11*)CPUTAssetLibrary::GetAssetLibrary();

    cString modelSuffix = ptoc(this);

    // set the model's name
    mName = pBlock->GetValueByName(_L("name"))->ValueAsString();
    mName = mName + _L(".mdl");

    // resolve the full path name
    cString modelLocation;
    cString resolvedPathAndFile;
    modelLocation = ((CPUTAssetLibraryDX11*)CPUTAssetLibrary::GetAssetLibrary())->GetModelDirectory();
    modelLocation = modelLocation+mName;
    CPUTOSServices::GetOSServices()->ResolveAbsolutePathAndFilename(modelLocation, &resolvedPathAndFile);    

    // Get the parent ID.  Note: the caller will use this to set the parent.
    *pParentID = pBlock->GetValueByName(_L("parent"))->ValueAsInt();

    LoadParentMatrixFromParameterBlock( pBlock );

    // Get the bounding box information
    float3 center(0.0f), half(0.0f);
    pBlock->GetValueByName(_L("BoundingBoxCenter"))->ValueAsFloatArray(center.f, 3);
    pBlock->GetValueByName(_L("BoundingBoxHalf"))->ValueAsFloatArray(half.f, 3);
    mBoundingBoxCenterObjectSpace = center;
    mBoundingBoxHalfObjectSpace   = half;

    mMeshCount = pBlock->GetValueByName(_L("meshcount"))->ValueAsInt();
    mpMesh     = new CPUTMesh*[mMeshCount];
    mpMaterial = new CPUTMaterial*[mMeshCount];
    memset( mpMaterial, 0, mMeshCount * sizeof(CPUTMaterial*) );
    
    cString materialName;
    char pNumber[4];
    cString materialValueName;

    CPUTModelDX11 *pMasterModelDX = (CPUTModelDX11*)pMasterModel;

    for(UINT ii=0; ii<mMeshCount; ii++)
    {
        if(pMasterModelDX)
        {
            // Reference the master model's mesh.  Don't create a new one.
            mpMesh[ii] = pMasterModelDX->mpMesh[ii];
            mpMesh[ii]->AddRef();
        }
        else
        {
            mpMesh[ii] = new CPUTMeshDX11();
        }
    }
    if( !pMasterModelDX )
    {
        // Not a clone/instance.  So, load the model's binary payload (i.e., vertex and index buffers)
        // TODO: Change to use GetModel()
        result = LoadModelPayload(resolvedPathAndFile);
        ASSERT( CPUTSUCCESS(result), _L("Failed loading model") );
    }
    
#if 0
    cString assetSetDirectoryName = pAssetLibrary->GetAssetSetDirectoryName();
    cString modelDirectory        = pAssetLibrary->GetModelDirectory();
    cString materialDirectory     = pAssetLibrary->GetMaterialDirectory();
    cString textureDirectory      = pAssetLibrary->GetTextureDirectory();
    cString shaderDirectory       = pAssetLibrary->GetShaderDirectory();
    cString fontDirectory         = pAssetLibrary->GetFontDirectory();
    cString up2MediaDirName       = assetSetDirectoryName + _L("..\\..\\");
    pAssetLibrary->SetMediaDirectoryName( up2MediaDirName );
    mpShadowCastMaterial = pAssetLibrary->GetMaterial( _L("shadowCast"), false, this, -2 ); // -2 signifies shadow material.  TODO: find a clearer way (e.g., enum?)
    pAssetLibrary->SetAssetSetDirectoryName( assetSetDirectoryName );
    pAssetLibrary->SetModelDirectoryName( modelDirectory ); 
    pAssetLibrary->SetMaterialDirectoryName( materialDirectory );
    pAssetLibrary->SetTextureDirectoryName( textureDirectory );
    pAssetLibrary->SetShaderDirectoryName( shaderDirectory );
    pAssetLibrary->SetFontDirectoryName( fontDirectory );
#endif
    for(UINT ii=0; ii<mMeshCount; ii++)
    {
        // get the right material number ('material0', 'material1', 'material2', etc)
        materialValueName = _L("material");
        _itoa_s(ii, pNumber, 4, 10);
        materialValueName.append(s2ws(pNumber));
        materialName = pBlock->GetValueByName(materialValueName)->ValueAsString();

        // Get/load material for this mesh
        CPUTMaterialDX11 *pMaterial = (CPUTMaterialDX11*)pAssetLibrary->GetMaterial(materialName, false, this, ii);
        ASSERT( pMaterial, _L("Couldn't find material.") );

        // set the material on this mesh
        // TODO: Model owns the materials.  That allows different models to share meshes (aka instancing) that have different materials
        SetMaterial(ii, pMaterial);

        // Release the extra refcount we're holding from the GetMaterial operation earlier
        // now the asset library, and this model have the only refcounts on that material
        pMaterial->Release();

        // Create two ID3D11InputLayout objects, one for each material.
        mpMesh[ii]->BindVertexShaderLayout( mpMaterial[ii], mpShadowCastMaterial);
        // mpShadowCastMaterial->Release()
    }
    return result;
}
//-----------------------------------------------------------------------------
CPUTResult CPUTAssetSetDX11::LoadAssetSet(cString name)
{
    CPUTResult result = CPUT_SUCCESS;

    // if not found, load the set file
    CPUTConfigFile ConfigFile;
    result = ConfigFile.LoadFile(name);
#if 1
    if( !CPUTSUCCESS(result) )
    {
        return result;
    }
    // ASSERT( CPUTSUCCESS(result), _L("Failed loading set file '") + name + _L("'.") );

    mAssetCount = ConfigFile.BlockCount() + 1; // Add one for the implied root node
    // mAssetCount = min(2, mAssetCount); // Add one for the implied root node
    mppAssetList = new CPUTRenderNode*[mAssetCount];
    mppAssetList[0] = mpRootNode;
    mpRootNode->AddRef();

    CPUTAssetLibraryDX11 *pAssetLibrary = (CPUTAssetLibraryDX11*)CPUTAssetLibrary::GetAssetLibrary();
    for(UINT ii=0; ii<mAssetCount-1; ii++) // Note: -1 because we added one for the root node (we don't load it)
    {
        CPUTConfigBlock *pBlock = ConfigFile.GetBlock(ii);
        int assetIndex = pBlock->GetNameValue();
        cString nodeType = pBlock->GetValueByName(_L("type"))->ValueAsString();
        CPUTRenderNode *pParentNode = NULL;

        // TODO: use Get*() instead of Load*() ?

        cString name = pBlock->GetValueByName(_L("name"))->ValueAsString();

        int parentIndex;
        CPUTRenderNode *pNode;
        if(0==nodeType.compare(_L("null")))
        {
            pNode  = pNode = new CPUTNullNode();
            result = ((CPUTNullNode*)pNode)->LoadNullNode(pBlock, &parentIndex);
            pParentNode = mppAssetList[parentIndex+1];
            cString &parentPrefix = pParentNode->GetPrefix();
            pNode->SetPrefix( parentPrefix + _L(".") + name );
            pAssetLibrary->AddNullNode(parentPrefix + name, (CPUTNullNode*)pNode);
            // Add this null's name to our prefix
            // Append this null's name to our parent's prefix
            pNode->SetParent( pParentNode );
            pParentNode->AddChild( pNode );
        }
        else if(0==nodeType.compare(_L("model")))
        {
            CPUTConfigEntry *pValue = pBlock->GetValueByName( _L("instance") );
            CPUTModelDX11 *pModel = new CPUTModelDX11();
            if( pValue == &CPUTConfigEntry::sNullConfigValue )
            {
                // Not found.  So, not an instance.
                pModel->LoadModel(pBlock, &parentIndex, NULL);
            }
            else
            {
                int instance = pValue->ValueAsInt();
                pModel->LoadModel(pBlock, &parentIndex, (CPUTModel*)mppAssetList[instance+1]);
            }
            pParentNode = mppAssetList[parentIndex+1];
            pModel->SetParent( pParentNode );
            pParentNode->AddChild( pModel );
            cString &parentPrefix = pParentNode->GetPrefix();
            pModel->SetPrefix( parentPrefix );
            pAssetLibrary->AddModel(parentPrefix + name, pModel);

            pModel->UpdateBoundsWorldSpace();

#ifdef SUPPORT_DRAWING_BOUNDING_BOXES
            // Create a mesh for rendering the bounding box
            // TODO: There is definitely a better way to do this.  But, want to see the bounding boxes!
            pModel->CreateBoundingBoxMesh();
#endif
            pNode = pModel;
        }
        else if(0==nodeType.compare(_L("light")))
        {
            pNode = new CPUTLight();
            ((CPUTLight*)pNode)->LoadLight(pBlock, &parentIndex);
            pParentNode = mppAssetList[parentIndex+1]; // +1 because we added a root node to the start
            pNode->SetParent( pParentNode );
            pParentNode->AddChild( pNode );
            cString &parentPrefix = pParentNode->GetPrefix();
            pNode->SetPrefix( parentPrefix );
            pAssetLibrary->AddLight(parentPrefix + name, (CPUTLight*)pNode);
        }
        else if(0==nodeType.compare(_L("camera")))
        {
            pNode = new CPUTCamera();
            ((CPUTCamera*)pNode)->LoadCamera(pBlock, &parentIndex);
            pParentNode = mppAssetList[parentIndex+1]; // +1 because we added a root node to the start
            pNode->SetParent( pParentNode );
            pParentNode->AddChild( pNode );
            cString &parentPrefix = pParentNode->GetPrefix();
            pNode->SetPrefix( parentPrefix );
            pAssetLibrary->AddCamera(parentPrefix + name, (CPUTCamera*)pNode);
            if( !mpFirstCamera ) { mpFirstCamera = (CPUTCamera*)pNode; mpFirstCamera->AddRef();}
            ++mCameraCount;
        }
        else
        {
            ASSERT(0,_L("Unsupported node type '") + nodeType + _L("'."));
        }

        // Add the node to our asset list (i.e., the linear list, not the hierarchical)
        mppAssetList[ii+1] = pNode;
        // Don't AddRef.Creating it set the refcount to 1.  We add it to the list, and then we're done with it.
        // Net effect is 0 (+1 to add to list, and -1 because we're done with it)
        // pNode->AddRef();
    }
#endif
    HEAPCHECK
	return result;
}
Пример #17
0
//-----------------------------------------------------------------------------
void CPUTModelDX11::CreateBoundingBoxMesh()
{
    CPUTResult result = CPUT_SUCCESS;
    if( !mpBoundingBoxMesh )
    {
        float3 pVertices[8] = {
            float3(  1.0f,  1.0f,  1.0f ), // 0
            float3(  1.0f,  1.0f, -1.0f ), // 1
            float3( -1.0f,  1.0f,  1.0f ), // 2
            float3( -1.0f,  1.0f, -1.0f ), // 3
            float3(  1.0f, -1.0f,  1.0f ), // 4
            float3(  1.0f, -1.0f, -1.0f ), // 5
            float3( -1.0f, -1.0f,  1.0f ), // 6
            float3( -1.0f, -1.0f, -1.0f )  // 7
        };
        USHORT pIndices[24] = {
           0,1,  1,3,  3,2,  2,0,  // Top
           4,5,  5,7,  7,6,  6,4,  // Bottom
           0,4,  1,5,  2,6,  3,7   // Verticals
        };
        CPUTVertexElementDesc pVertexElements[] = {
            { CPUT_VERTEX_ELEMENT_POSITON, tFLOAT, 12, 0 },
        };

        mpBoundingBoxMesh = new CPUTMeshDX11();
        mpBoundingBoxMesh->SetMeshTopology(CPUT_TOPOLOGY_INDEXED_LINE_LIST);

        CPUTBufferInfo vertexElementInfo;
        vertexElementInfo.mpSemanticName         = "POSITION";
        vertexElementInfo.mSemanticIndex         = 0;
        vertexElementInfo.mElementType           = CPUT_F32;
        vertexElementInfo.mElementComponentCount = 3;
        vertexElementInfo.mElementSizeInBytes    = 12;
        vertexElementInfo.mElementCount          = 8;
        vertexElementInfo.mOffset                = 0;

        CPUTBufferInfo indexDataInfo;
        indexDataInfo.mElementType           = CPUT_U16;
        indexDataInfo.mElementComponentCount = 1;
        indexDataInfo.mElementSizeInBytes    = sizeof(UINT16);
        indexDataInfo.mElementCount          = 24; // 12 lines, 2 verts each
        indexDataInfo.mOffset                = 0;
        indexDataInfo.mSemanticIndex         = 0;
        indexDataInfo.mpSemanticName         = NULL;

        result = mpBoundingBoxMesh->CreateNativeResources(this, -1,
            1,                    // vertexFormatDesc.mFormatDescriptorCount,
            &vertexElementInfo,
            pVertices,            // (void*)vertexFormatDesc.mpVertices,
            &indexDataInfo,
            pIndices              // &vertexFormatDesc.mpIndices[0]
        );
        ASSERT( CPUTSUCCESS(result), _L("Failed building bounding box mesh") );
    }
    if( !mpBoundingBoxMaterialMaster )
    {
        mpBoundingBoxMaterialMaster = CPUTAssetLibrary::GetAssetLibrary()->GetMaterial(_L("BoundingBox"), false, NULL, -3 ); // -1 == mesh independent.  -2 == shadow cast material.  -3 == bounding box.  TODO: how to formalize (enum?)
        mpBoundingBoxMesh->BindVertexShaderLayout( mpBoundingBoxMaterialMaster,  NULL);
    }
    mpBoundingBoxMaterial = mpBoundingBoxMaterialMaster;
    mpBoundingBoxMaterial->AddRef();
}
// Load and register all the resources needed by the GUI system
//-----------------------------------------------------------------------------
CPUTResult CPUTGuiControllerDX11::RegisterGUIResources(ID3D11DeviceContext *pImmediateContext, cString VertexShaderFilename, cString PixelShaderFilename, cString RenderStateFile, cString DefaultFontFilename, cString ControlAtlasTexture)
{
    if(NULL==pImmediateContext)
    {
        return CPUT_ERROR_INVALID_PARAMETER;
    }
    CPUTResult result;
    HRESULT hr;
    ID3D11Device *pD3dDevice = NULL;
    CPUTOSServices *pServices = NULL;
    CPUTAssetLibraryDX11 *pAssetLibrary = NULL;
    cString ErrorMessage;

    // Get the services/resource pointers we need
    pServices = CPUTOSServices::GetOSServices();
    pImmediateContext->GetDevice(&pD3dDevice);
    pAssetLibrary = (CPUTAssetLibraryDX11*)CPUTAssetLibraryDX11::GetAssetLibrary();

    // Get the resource directory
    cString ResourceDirectory;
    CPUTGuiControllerDX11::GetController()->GetResourceDirectory(ResourceDirectory);

    // 1. Load the renderstate configuration for the GUI system
    mpGUIRenderStateBlock = (CPUTRenderStateBlockDX11*) pAssetLibrary->GetRenderStateBlock(ResourceDirectory+RenderStateFile); 
    ASSERT(mpGUIRenderStateBlock, _L("Error loading the render state file (.rs) needed for the CPUT GUI system"));
    

    // 2. Store the shader path from AssetLibrary, change it to OUR resource directory
    cString OriginalAssetLibraryDirectory = pAssetLibrary->GetShaderDirectory();
    pAssetLibrary->SetShaderDirectoryName(ResourceDirectory);
    

    // 3. load the shaders for gui drawing
    // Load the GUI Vertex Shader
    cString FullPath, FinalPath;
    FullPath = mResourceDirectory + VertexShaderFilename;
    pServices->ResolveAbsolutePathAndFilename(FullPath, &FinalPath);
    result = pAssetLibrary->GetVertexShader(FinalPath, pD3dDevice, _L("VS"), _L("vs_4_0"), &mpGUIVertexShader, true);
    CPUTSetDebugName( mpGUIVertexShader->GetNativeVertexShader(), _L("GUIVertexShader"));
    if(CPUTFAILED(result))
    {
        ASSERT(CPUTSUCCESS(result), _L("Error loading the vertex shader needed for the CPUT GUI system."));
    }
    ID3DBlob *pVertexShaderBlob = mpGUIVertexShader->GetBlob();

    // Load the GUI Pixel Shader
    FullPath = mResourceDirectory + PixelShaderFilename;
    pServices->ResolveAbsolutePathAndFilename(FullPath, &FinalPath);
    result = pAssetLibrary->GetPixelShader(FinalPath, pD3dDevice, _L("PS"), _L("ps_4_0"), &mpGUIPixelShader, true);
    CPUTSetDebugName( mpGUIPixelShader->GetNativePixelShader(), _L("GUIPixelShader"));
    if(CPUTFAILED(result))
    {
        ASSERT(CPUTSUCCESS(result), _L("Error loading the pixel shader needed for the CPUT GUI system."));
    }

    // Restore the previous shader directory
    pAssetLibrary->SetShaderDirectoryName(OriginalAssetLibraryDirectory);
    

    // 4. Create the vertex layout description for all the GUI controls we'll draw
    // set vertex shader as active so we can configure it
    ID3D11VertexShader *pVertexShader = mpGUIVertexShader->GetNativeVertexShader();
    pImmediateContext->VSSetShader( pVertexShader, NULL, 0 );

    D3D11_INPUT_ELEMENT_DESC layout[] =
    {
        { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },		
        { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 },
    };
    UINT numElements = ARRAYSIZE( layout );

    // Create the input layout
    hr = pD3dDevice->CreateInputLayout( layout, numElements, pVertexShaderBlob->GetBufferPointer(), pVertexShaderBlob->GetBufferSize(), &mpVertexLayout );
    ASSERT( SUCCEEDED(hr), _L("Error creating CPUT GUI system input layout" ));
    CPUTSetDebugName( mpVertexLayout, _L("CPUT GUI InputLayout object"));
    

    // 5. create the vertex shader constant buffer pointers
    D3D11_BUFFER_DESC bd;
    ZeroMemory( &bd, sizeof(bd) );
    bd.Usage = D3D11_USAGE_DEFAULT;
    bd.ByteWidth = sizeof(GUIConstantBufferVS);
    bd.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
    bd.CPUAccessFlags = 0;
    hr = pD3dDevice->CreateBuffer( &bd, NULL, &mpConstantBufferVS );
    ASSERT( SUCCEEDED(hr), _L("Error creating constant buffer VS" ));
    CPUTSetDebugName( mpConstantBufferVS, _L("GUI ConstantBuffer"));
      
    // Set the texture directory for loading the control texture atlas
    pAssetLibrary->SetTextureDirectoryName(ResourceDirectory);

    // load the control atlas
    mpControlTextureAtlas = (CPUTTextureDX11*) pAssetLibrary->GetTexture(ControlAtlasTexture); 
    if(NULL==mpControlTextureAtlas)
    {
        return CPUT_TEXTURE_LOAD_ERROR;
    }
    mpControlTextureAtlasView = mpControlTextureAtlas->GetShaderResourceView();
    mpControlTextureAtlasView->AddRef();

    // restore the asset library's texture directory    
    pAssetLibrary->SetTextureDirectoryName(OriginalAssetLibraryDirectory);
    

    // 6. Load the font atlas
    // store the existing asset library font directory
    OriginalAssetLibraryDirectory = pAssetLibrary->GetFontDirectory(); 

    // set font directory to the resource directory
    pAssetLibrary->SetFontDirectoryName(ResourceDirectory);
    mpFont = (CPUTFontDX11*) pAssetLibrary->GetFont(DefaultFontFilename); 
    if(NULL==mpFont)
    {
        return CPUT_TEXTURE_LOAD_ERROR;
    }
    mpTextTextureAtlas = mpFont->GetAtlasTexture();
    mpTextTextureAtlas->AddRef();
    mpTextTextureAtlasView = mpFont->GetAtlasTextureResourceView();
    mpTextTextureAtlasView->AddRef();    

    // restore the asset library's font directory    
    pAssetLibrary->SetTextureDirectoryName(OriginalAssetLibraryDirectory);
    
    
    // 7. Set up the DirectX uber-buffers that the controls draw into
    int maxSize = max(CPUT_GUI_BUFFER_STRING_SIZE, CPUT_GUI_BUFFER_SIZE);
    maxSize = max(maxSize, CPUT_GUI_VERTEX_BUFFER_SIZE);    
    maxSize *= sizeof( CPUTGUIVertex );
    char *pZeroedBuffer= new char[maxSize];
    memset(pZeroedBuffer, 0, maxSize);

    // set up buffer description
    ZeroMemory( &bd, sizeof(bd) );
    bd.Usage = D3D11_USAGE_DEFAULT;
    bd.ByteWidth = sizeof( CPUTGUIVertex ) * CPUT_GUI_VERTEX_BUFFER_SIZE; //mUberBufferIndex;
    bd.BindFlags = D3D11_BIND_VERTEX_BUFFER;
    bd.CPUAccessFlags = 0;
    // initialization data (all 0's for now)
    D3D11_SUBRESOURCE_DATA InitData;
    ZeroMemory( &InitData, sizeof(InitData) );
    InitData.pSysMem = mpMirrorBuffer;

    // mpUberBuffer
    SAFE_RELEASE(mpUberBuffer);
    hr = pD3dDevice->CreateBuffer( &bd, &InitData, &mpUberBuffer );
    ASSERT( !FAILED( hr ), _L("CPUT GUI FPS counter buffer creation failure"));
    CPUTSetDebugName(mpUberBuffer, _L("CPUT GUI: Control's main vertex buffer"));


    // mpTextUberBuffer
    bd.ByteWidth = sizeof( CPUTGUIVertex ) * CPUT_GUI_BUFFER_STRING_SIZE;
    hr = pD3dDevice->CreateBuffer( &bd, &InitData, &mpTextUberBuffer );
    ASSERT( !FAILED( hr ), _L("CPUT GUI FPS counter buffer creation failure"));
    CPUTSetDebugName(mpTextUberBuffer, _L("CPUT GUI: control text vertex buffer"));


    // mpFocusedControlBuffer
    bd.ByteWidth = sizeof( CPUTGUIVertex ) * CPUT_GUI_VERTEX_BUFFER_SIZE;
    hr = pD3dDevice->CreateBuffer( &bd, &InitData, &mpFocusedControlBuffer );
    ASSERT( !FAILED( hr ), _L("CPUT GUI FPS counter buffer creation failure"));
    CPUTSetDebugName(mpFocusedControlBuffer, _L("CPUT GUI: focused control images vertex buffer"));

    
    // mpFocusedControlTextBuffer
    bd.ByteWidth = sizeof( CPUTGUIVertex ) * CPUT_GUI_BUFFER_STRING_SIZE; //mFocusedControlTextBufferIndex;
    hr = pD3dDevice->CreateBuffer( &bd, &InitData, &mpFocusedControlTextBuffer );
    ASSERT( !FAILED( hr ), _L("CPUT GUI FPS counter buffer creation failure"));
    CPUTSetDebugName(mpFocusedControlTextBuffer, _L("CPUT GUI: focused control text vertex buffer"));

    // mpFPSDirectXBuffer
    bd.ByteWidth = sizeof( CPUTGUIVertex ) * CPUT_GUI_BUFFER_STRING_SIZE;
    hr = pD3dDevice->CreateBuffer( &bd, &InitData, &mpFPSDirectXBuffer );
    ASSERT( !FAILED( hr ), _L("CPUT GUI FPS counter buffer creation failure"));
    CPUTSetDebugName(mpFPSDirectXBuffer, _L("CPUT GUI: FPS display text"));
    
    // no longer need the device - release it.
    SAFE_RELEASE(pD3dDevice);
    SAFE_DELETE_ARRAY(pZeroedBuffer);    


    // 8. Register all GUI sub-resources
    // Walk all the controls/fonts and have them register all their required static resources
    // Returning errors if you couldn't find your resources
    result = CPUTText::RegisterStaticResources();
    if(CPUTFAILED(result))
    {
        return result;
    }
    result = CPUTButton::RegisterStaticResources();
    if(CPUTFAILED(result))
    {
        return result;
    }
    result = CPUTCheckbox::RegisterStaticResources();
    if(CPUTFAILED(result))
    {
        return result;
    }
    result = CPUTSlider::RegisterStaticResources();
    if(CPUTFAILED(result))
    {
        return result;
    }
    result = CPUTDropdown::RegisterStaticResources();
    if(CPUTFAILED(result))
    {
        return result;
    }

    // create the FPS CPUTText object for drawing FPS
    mpFPSCounter = new CPUTText(_L("FPS:"), ID_CPUT_GUI_FPS_COUNTER, mpFont);
    mpFPSCounter->SetAutoArranged(false);
    mpFPSCounter->SetPosition(0,0);

    // start the timer
    mpFPSTimer->StartTimer();

    // done
    return CPUT_SUCCESS;
}
Пример #19
0
//-----------------------------------------------------------------------------
CPUTResult CPUTAssetSet::LoadAssetSet(std::string name, int numSystemMaterials, std::string *pSystemMaterialNames)
{
    CPUTResult result = CPUT_SUCCESS;

    // if not found, load the set file
    CPUTConfigFile ConfigFile;
    result = ConfigFile.LoadFile(name);
    if( !CPUTSUCCESS(result) )
    {
        return result;
    }
    // ASSERT( CPUTSUCCESS(result), "Failed loading set file '" + name + "'." );

    mAssetCount = ConfigFile.BlockCount() + 1; // Add one for the implied root node
    mppAssetList = new CPUTRenderNode*[mAssetCount];
    mppAssetList[0] = mpRootNode;
    mpRootNode->AddRef();

    CPUTAssetLibrary *pAssetLibrary = (CPUTAssetLibrary*)CPUTAssetLibrary::GetAssetLibrary();

	CPUTAnimation *pDefaultAnimation = NULL;
    for(UINT ii=0; ii<mAssetCount-1; ii++) // Note: -1 because we added one for the root node (we don't load it)
    {
        CPUTConfigBlock *pBlock = ConfigFile.GetBlock(ii);
		ASSERT(pBlock != NULL, "Cannot find block");

        if( !pBlock )
        {
            return CPUT_ERROR_PARAMETER_BLOCK_NOT_FOUND;
        }

        std::string nodeType = pBlock->GetValueByName("type")->ValueAsString();
        CPUTRenderNode *pParentNode = NULL;

        // TODO: use Get*() instead of Load*() ?

        std::string name = pBlock->GetValueByName("name")->ValueAsString();

        int parentIndex;
        CPUTRenderNode *pNode = NULL;
        if(0==nodeType.compare("null"))
        {
            pNode  = pNode = CPUTNullNode::Create();
            result = ((CPUTNullNode*)pNode)->LoadNullNode(pBlock, &parentIndex);
            pParentNode = mppAssetList[parentIndex+1];
            std::string &parentPrefix = pParentNode->GetPrefix();
            std::string prefix = parentPrefix;
            prefix.append(".");
            prefix.append(name);
            pNode->SetPrefix(prefix);
      //      pNode->SetPrefix( parentPrefix + "." + name );
            pAssetLibrary->AddNullNode("", parentPrefix + name, "", (CPUTNullNode*)pNode);
            // Add this null's name to our prefix
            // Append this null's name to our parent's prefix
            pNode->SetParent( pParentNode );
            pParentNode->AddChild( pNode );
        }
        else if(0==nodeType.compare("model"))
        {
            CPUTConfigEntry *pValue = pBlock->GetValueByName( "instance" );
            CPUTModel *pModel = CPUTModel::Create();
            if( pValue == &CPUTConfigEntry::sNullConfigValue )
            {
                // Not found.  So, not an instance.
                pModel->LoadModel(pBlock, &parentIndex, NULL, numSystemMaterials, pSystemMaterialNames);
            }
            else
            {
                int instance = pValue->ValueAsInt();

                // If the current node is an instance of itself then it has no "master" model
                if(ii == instance)
                {
                    // TODO: create instance model object
                    pModel->LoadModel(pBlock, &parentIndex, NULL, numSystemMaterials, pSystemMaterialNames);
                }
                else
                {
                    pModel->LoadModel(pBlock, &parentIndex, (CPUTModel*)mppAssetList[instance+1], numSystemMaterials, pSystemMaterialNames);
                }
            }
            pParentNode = mppAssetList[parentIndex+1];
            pModel->SetParent( pParentNode );
            pParentNode->AddChild( pModel );
            std::string &parentPrefix = pParentNode->GetPrefix();
            pModel->SetPrefix( parentPrefix );
            pAssetLibrary->AddModel(name, parentPrefix, "", pModel);

            pModel->UpdateBoundsWorldSpace();

#ifdef  SUPPORT_DRAWING_BOUNDING_BOXES
            // Create a mesh for rendering the bounding box
            // TODO: There is definitely a better way to do this.  But, want to see the bounding boxes!
            pModel->CreateBoundingBoxMesh();
#endif
            pNode = pModel;
        }
        else if(0==nodeType.compare("light"))
        {
            pNode = CPUTLight::Create();
            ((CPUTLight*)pNode)->LoadLight(pBlock, &parentIndex);
            pParentNode = mppAssetList[parentIndex+1]; // +1 because we added a root node to the start
            pNode->SetParent( pParentNode );
            pParentNode->AddChild( pNode );
            std::string &parentPrefix = pParentNode->GetPrefix();
            pNode->SetPrefix( parentPrefix );
            pAssetLibrary->AddLight(name, parentPrefix, "", (CPUTLight*)pNode);
        }
        else if(0==nodeType.compare("camera"))
        {
            pNode = CPUTCamera::Create(CPUT_PERSPECTIVE);
            ((CPUTCamera*)pNode)->LoadCamera(pBlock, &parentIndex);
            pParentNode = mppAssetList[parentIndex+1]; // +1 because we added a root node to the start
            pNode->SetParent( pParentNode );
            pParentNode->AddChild( pNode );
            std::string &parentPrefix = pParentNode->GetPrefix();
            pNode->SetPrefix( parentPrefix );
            pAssetLibrary->AddCamera(name, parentPrefix, "", (CPUTCamera*)pNode);
            if( !mpFirstCamera ) { mpFirstCamera = (CPUTCamera*)pNode; mpFirstCamera->AddRef();}
            ++mCameraCount;
        }
        else
        {
            ASSERT(0,"Unsupported node type '" + nodeType + "'.");
        }

        CPUTConfigEntry *pAnimValue = pBlock->GetValueByName( "Animation0" );
		//int autoPlayAnimationIndex = pBlock->GetValueByName( "DefaultAnimation" );
        for(int i = 1; pAnimValue != &CPUTConfigEntry::sNullConfigValue; ++i )
        {
			CPUTAnimation *pCurrentAnimation = pAssetLibrary->GetAnimation(pAnimValue->ValueAsString());
			
            //First Animation will be default for now
			if(pCurrentAnimation != NULL && i == 1 /*autoPlayAnimationIndex*/)
			{
				pDefaultAnimation = pCurrentAnimation ;
                pCurrentAnimation->AddRef();
			}

            std::stringstream animName;
            animName << "Animation" << i;
            pAnimValue = pBlock->GetValueByName(animName.str());
            pNode->mAnimationList.push_back(pCurrentAnimation);
        }

        // Add the node to our asset list (i.e., the linear list, not the hierarchical)
        mppAssetList[ii+1] = pNode;
        // Don't AddRef.Creating it set the refcount to 1.  We add it to the list, and then we're done with it.
        // Net effect is 0 (+1 to add to list, and -1 because we're done with it)
        // pNode->AddRef();
    }

    //Set the default animation to the current Asset Set
	if(pDefaultAnimation != NULL && mAssetCount > 1)
	{
        //Apply Animation to root of the setfile
		mppAssetList[1]->SetAnimation(pDefaultAnimation);
	}
	SAFE_RELEASE(pDefaultAnimation);
    return result;
}
Пример #20
0
CPUTResult CPUTTextureDX11::CreateNativeTexture(
    ID3D11Device *pD3dDevice,
    const cString &fileName,
    ID3D11ShaderResourceView **ppShaderResourceView,
    ID3D11Resource **ppTexture,
    bool ForceLoadAsSRGB
){
    CPUTResult result;
    HRESULT hr;

    // Set up loading structure
    //
    // Indicate all texture parameters should come from the file
    D3DX11_IMAGE_LOAD_INFO LoadInfo;
    ZeroMemory(&LoadInfo, sizeof(D3DX11_IMAGE_LOAD_INFO));
    LoadInfo.Width          = D3DX11_FROM_FILE;
    LoadInfo.Height         = D3DX11_FROM_FILE;
    LoadInfo.Depth          = D3DX11_FROM_FILE;
    LoadInfo.FirstMipLevel  = D3DX11_FROM_FILE;
    LoadInfo.MipLevels      = D3DX11_FROM_FILE;
    // LoadInfo.Usage          = D3D11_USAGE_IMMUTABLE; // TODO: maintain a "mappable" flag?  Set immutable if not mappable?
    LoadInfo.Usage          = D3D11_USAGE_DEFAULT;
    LoadInfo.BindFlags      = D3D11_BIND_SHADER_RESOURCE;
    LoadInfo.CpuAccessFlags = 0;
    LoadInfo.MiscFlags      = 0;
    LoadInfo.MipFilter      = D3DX11_FROM_FILE;
    LoadInfo.pSrcInfo       = NULL;
    LoadInfo.Format         = (DXGI_FORMAT) D3DX11_FROM_FILE;
    LoadInfo.Filter         = D3DX11_FILTER_NONE;

    // if we're 'forcing' load of sRGB data, we need to verify image is sRGB
    // or determine image format that best matches the non-sRGB source format in hopes that the conversion will be faster
    // and data preserved
    if(true == ForceLoadAsSRGB)
    {
        // get the source image info
        D3DX11_IMAGE_INFO SrcInfo;
        hr = D3DX11GetImageInfoFromFile(fileName.c_str(), NULL, &SrcInfo, NULL);
        ASSERT( SUCCEEDED(hr), _L(" - Error loading texture '")+fileName+_L("'.") );

        // find a closest equivalent sRGB format
        result = GetSRGBEquivalent(SrcInfo.Format, LoadInfo.Format);
        ASSERT( CPUTSUCCESS(result), _L("Error loading texture '")+fileName+_L("'.  It is specified this texture must load as sRGB, but the source image is in a format that cannot be converted to sRGB.\n") );

        // set filtering mode to interpret 'in'-coming data as sRGB, and storing it 'out' on an sRGB surface
        //
        // As it stands, we don't have any tools that support sRGB output in DXT compressed textures.
        // If we later support a format that does provide sRGB, then the filter 'in' flag will need to be removed
        LoadInfo.Filter = D3DX11_FILTER_NONE | D3DX11_FILTER_SRGB_IN | D3DX11_FILTER_SRGB_OUT;
#if 0
        // DWM: TODO:  We want to catch the cases where the loader needs to do work.
        // This happens if the texture's pixel format isn't supported by DXGI.
        // TODO: how to determine?

        // if a runtime conversion must happen report a performance warning error.
        // Note: choosing not to assert here, as this will be a common issue.
        if( SrcInfo.Format != LoadInfo.Format)
        {
            cString dxgiName = GetDXGIFormatString(SrcInfo.Format);
            cString errorString = _T(__FUNCTION__);
            errorString += _L("- PERFORMANCE WARNING: '") + fileName
            +_L("' has an image format ")+dxgiName
            +_L(" but must be run-time converted to ")+GetDXGIFormatString(LoadInfo.Format)
            +_L(" based on requested sRGB target buffer.\n");
            TRACE( errorString.c_str() );
        }
#endif
    }
    //hr = D3DX11CreateTextureFromFile( pD3dDevice, fileName.c_str(), &LoadInfo, NULL, ppTexture, NULL );
    hr = MyCreateTextureFromFile( pD3dDevice, fileName.c_str(), &LoadInfo, NULL, ppTexture, NULL );
    ASSERT( SUCCEEDED(hr), _L("Failed to load texture: ") + fileName );
    CPUTSetDebugName( *ppTexture, fileName );

    hr = pD3dDevice->CreateShaderResourceView( *ppTexture, NULL, ppShaderResourceView );
    ASSERT( SUCCEEDED(hr), _L("Failed to create texture shader resource view.") );
    CPUTSetDebugName( *ppShaderResourceView, fileName );

    return CPUT_SUCCESS;
}
Пример #21
0
// Application entry point.  Execution begins here.
//-----------------------------------------------------------------------------
int WINAPI wWinMain( HINSTANCE hInstance, HINSTANCE hPrevInstance, LPWSTR lpCmdLine, int nCmdShow )
{
    // Prevent unused parameter compiler warnings
    UNREFERENCED_PARAMETER(hInstance);
    UNREFERENCED_PARAMETER(hPrevInstance);
    UNREFERENCED_PARAMETER(nCmdShow);

#ifdef DEBUG
    // tell VS to report leaks at any exit of the program
    _CrtSetDbgFlag ( _CRTDBG_ALLOC_MEM_DF | _CRTDBG_LEAK_CHECK_DF );
#endif
    CPUTResult result=CPUT_SUCCESS;
    int returnCode=0;

    // create an instance of my sample
    MySample *pSample = new MySample();
    
    // We make the assumption we are running from the executable's dir in
    // the CPUT SampleStart directory or it won't be able to use the relative paths to find the default
    // resources    
    cString ResourceDirectory;
    CPUTOSServices::GetOSServices()->GetExecutableDirectory(&ResourceDirectory);
    ResourceDirectory.append(_L(".\\CPUT\\resources\\"));
    
    // Initialize the system and give it the base CPUT resource directory (location of GUI images/etc)
    // For now, we assume it's a relative directory from the executable directory.  Might make that resource
    // directory location an env variable/hardcoded later
    pSample->CPUTInitialize(ResourceDirectory); 

    // window and device parameters
    CPUTWindowCreationParams params;
    params.deviceParams.refreshRate         = 60;
    params.deviceParams.swapChainBufferCount= 1;
    params.deviceParams.swapChainFormat     = DXGI_FORMAT_R8G8B8A8_UNORM_SRGB;
    params.deviceParams.swapChainUsage      = DXGI_USAGE_RENDER_TARGET_OUTPUT | DXGI_USAGE_SHADER_INPUT;

    // parse out the parameter settings or reset them to defaults if not specified
    cString AssetFilename;
    cString CommandLine(lpCmdLine);
    pSample->CPUTParseCommandLine(CommandLine, &params, &AssetFilename);       

    // create the window and device context
    result = pSample->CPUTCreateWindowAndContext(_L("CPUTWindow DirectX 11"), params);
    ASSERT( CPUTSUCCESS(result), _L("CPUT Error creating window and context.") );
    
	// initialize the task manager
    gTaskMgr.Init();

    // start the main message loop
    returnCode = pSample->CPUTMessageLoop();

	pSample->DeviceShutdown();

	// shutdown task manage
	gTaskMgr.Shutdown();

    // cleanup resources
    delete pSample;

    return returnCode;
}
Пример #22
0
// Load the set file definition of this object
// 1. Parse the block of name/parent/transform info for model block
// 2. Load the model's binary payload (i.e., the meshes)
// 3. Assert the # of meshes matches # of materials
// 4. Load each mesh's material
//-----------------------------------------------------------------------------
CPUTResult CPUTModelDX11::LoadModel(CPUTConfigBlock *pBlock, int *pParentID, CPUTModel *pMasterModel, int numSystemMaterials, cString *pSystemMaterialNames)
{
    CPUTResult result = CPUT_SUCCESS;
    CPUTAssetLibraryDX11 *pAssetLibrary = (CPUTAssetLibraryDX11*)CPUTAssetLibrary::GetAssetLibrary();

    cString modelSuffix = ptoc(this);

    // set the model's name
    mName = pBlock->GetValueByName(_L("name"))->ValueAsString();
    mName = mName + _L(".mdl");

    // resolve the full path name
    cString modelLocation;
    cString resolvedPathAndFile;
    modelLocation = ((CPUTAssetLibraryDX11*)CPUTAssetLibrary::GetAssetLibrary())->GetModelDirectoryName();
    modelLocation = modelLocation+mName;
    CPUTOSServices::GetOSServices()->ResolveAbsolutePathAndFilename(modelLocation, &resolvedPathAndFile);	

    // Get the parent ID.  Note: the caller will use this to set the parent.
    *pParentID = pBlock->GetValueByName(_L("parent"))->ValueAsInt();

    LoadParentMatrixFromParameterBlock( pBlock );

    // Get the bounding box information
    float3 center(0.0f), half(0.0f);
    pBlock->GetValueByName(_L("BoundingBoxCenter"))->ValueAsFloatArray(center.f, 3);
    pBlock->GetValueByName(_L("BoundingBoxHalf"))->ValueAsFloatArray(half.f, 3);
    mBoundingBoxCenterObjectSpace = center;
    mBoundingBoxHalfObjectSpace   = half;

    mMeshCount = pBlock->GetValueByName(_L("meshcount"))->ValueAsInt();
    mpMesh     = new CPUTMesh*[mMeshCount];
    mpSubMaterialCount = new UINT[mMeshCount];
    mpMaterial = new CPUTMaterial**[mMeshCount];
    memset( mpMaterial, 0, mMeshCount * sizeof(CPUTMaterial*) );
    mpInputLayout = new ID3D11InputLayout**[mMeshCount];
    memset( mpInputLayout, 0, mMeshCount * sizeof(ID3D11InputLayout**) );
    
    cString materialName;
    char pNumber[4];
    cString materialValueName;

    CPUTModelDX11 *pMasterModelDX = (CPUTModelDX11*)pMasterModel;

    for(UINT ii=0; ii<mMeshCount; ii++)
    {
        if(pMasterModelDX)
        {
            // Reference the master model's mesh.  Don't create a new one.
            mpMesh[ii] = pMasterModelDX->mpMesh[ii];
            mpMesh[ii]->AddRef();
        }
        else
        {
            mpMesh[ii] = new CPUTMeshDX11();
        }
    }
    if( !pMasterModelDX )
    {
        // Not a clone/instance.  So, load the model's binary payload (i.e., vertex and index buffers)
        // TODO: Change to use GetModel()
        result = LoadModelPayload(resolvedPathAndFile);
        ASSERT( CPUTSUCCESS(result), _L("Failed loading model") );
    }

    for(UINT ii=0; ii<mMeshCount; ii++)
    {
        // get the right material number ('material0', 'material1', 'material2', etc)
        materialValueName = _L("material");
        _itoa_s(ii, pNumber, 4, 10);
        materialValueName.append(s2ws(pNumber));
        materialName = pBlock->GetValueByName(materialValueName)->ValueAsString();

        // Get/load material for this mesh
        cString meshSuffix  = itoc(ii);
#if GENERATE_BILLBOARD_TEXTURES
        cString *pFinalSystemNames = new cString[numSystemMaterials+2];
        pFinalSystemNames[1] = materialName + _L("Color");
        pFinalSystemNames[0] = materialName + _L("ColorNormal");
        int finalNumSystemMaterials = 2;
#else
        UINT totalNameCount = numSystemMaterials + NUM_GLOBAL_SYSTEM_MATERIALS;
        cString *pFinalSystemNames = new cString[totalNameCount];

        // Copy "global" system materials to caller-supplied list
        for( int jj=0; jj<numSystemMaterials; jj++ )
        {
            pFinalSystemNames[jj] = pSystemMaterialNames[jj];
        }
        pFinalSystemNames[totalNameCount + CPUT_MATERIAL_INDEX_SHADOW_CAST]                 = _L("..\\..\\Material\\ShadowCast");
        pFinalSystemNames[totalNameCount + CPUT_MATERIAL_INDEX_AMBIENT_SHADOW_CAST]         = _L("..\\..\\Material\\AmbientShadowCast");
        pFinalSystemNames[totalNameCount + CPUT_MATERIAL_INDEX_HEIGHT_FIELD]                = _L("..\\..\\Material\\HeightField");
        pFinalSystemNames[totalNameCount + CPUT_MATERIAL_INDEX_BOUNDING_BOX]                = _L("..\\..\\Material\\BoundingBox");
        pFinalSystemNames[totalNameCount + CPUT_MATERIAL_INDEX_TERRAIN_LIGHT_MAP]           = _L("..\\..\\Material\\TerrainLightMap");
        pFinalSystemNames[totalNameCount + CPUT_MATERIAL_INDEX_TERRAIN_AND_TREES_LIGHT_MAP] = _L("..\\..\\Material\\TerrainAndTreesLightMap");

        int finalNumSystemMaterials = numSystemMaterials + NUM_GLOBAL_SYSTEM_MATERIALS;
#endif
        CPUTMaterialDX11 *pMaterial = (CPUTMaterialDX11*)pAssetLibrary->GetMaterial(materialName, false, modelSuffix, meshSuffix, NULL, finalNumSystemMaterials, pFinalSystemNames);
        ASSERT( pMaterial, _L("Couldn't find material.") );

        delete []pFinalSystemNames;

        mpSubMaterialCount[ii] = pMaterial->GetSubMaterialCount();
        HEAPCHECK;
        SetSubMaterials(ii, pMaterial->GetSubMaterials());
        HEAPCHECK;

        // Release the extra refcount we're holding from the GetMaterial operation earlier
        // now the asset library, and this model have the only refcounts on that material
        pMaterial->Release();
    }

    return result;
}