This commit is contained in:
2025-05-13 02:34:42 +03:00
parent d796fe92a6
commit 73a6ac1126
102 changed files with 259423 additions and 2 deletions
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*.sdf
Debug/
*.filters
*.suo
DirectXTex/
*.error
ipch/
*.user
*.opensdf
*.opendb
*.db
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# 3ds Max Wavefront OBJ Exporter v0.97b - (c)2007 guruware
# File Created: 22.09.2015 22:34:25
newmtl RedCube
Ns 9.999999
Ni 1.500000
d 1.000000
Tr 0.000000
Tf 1.000000 1.000000 1.000000
illum 2
Ka 1.000000 0.000000 0.000000
Kd 1.000000 0.000000 0.000000
Ks 0.000000 0.000000 0.000000
Ke 0.000000 0.000000 0.000000
newmtl BlueCube
Ns 9.999999
Ni 1.500000
d 1.000000
Tr 0.000000
Tf 1.000000 1.000000 1.000000
illum 2
Ka 0.047059 0.000000 1.000000
Kd 0.047059 0.000000 1.000000
Ks 0.000000 0.000000 0.000000
Ke 0.000000 0.000000 0.000000
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# 3dA Max Wavefront OBJ Exporter v0.97b - (c)2007 guruware
# File Created: 22.09.2015 22:34:25
mtllib Boxes.mtl
#
# object RedBox
#
v -0.500000 0.000000 0.500000
v -0.500000 0.000000 -0.500000
v 0.500000 0.000000 -0.500000
v 0.500000 0.000000 0.500000
v -0.500000 1.000000 0.500000
v 0.500000 1.000000 0.500000
v 0.500000 1.000000 -0.500000
v -0.500000 1.000000 -0.500000
# 8 vertices
vn 0.000000 -1.000000 -0.000000
vn 0.000000 1.000000 -0.000000
vn 0.000000 0.000000 1.000000
vn 1.000000 0.000000 -0.000000
vn 0.000000 0.000000 -1.000000
vn -1.000000 0.000000 -0.000000
# 6 vertex normals
vt 1.000000 0.000000 0.000000
vt 1.000000 1.000000 0.000000
vt 0.000000 1.000000 0.000000
vt 0.000000 0.000000 0.000000
# 4 texture coords
g RedBox
usemtl RedCube
s 2
f 1/1/1 2/2/1 3/3/1
f 3/3/1 4/4/1 1/1/1
s 4
f 5/4/2 6/1/2 7/2/2
f 7/2/2 8/3/2 5/4/2
s 8
f 1/4/3 4/1/3 6/2/3
f 6/2/3 5/3/3 1/4/3
s 16
f 4/4/4 3/1/4 7/2/4
f 7/2/4 6/3/4 4/4/4
s 32
f 3/4/5 2/1/5 8/2/5
f 8/2/5 7/3/5 3/4/5
s 64
f 2/4/6 1/1/6 5/2/6
f 5/2/6 8/3/6 2/4/6
# 12 faces
#
# object BlueBox
#
v -0.500000 0.000000 1.978305
v -0.500000 0.000000 0.978305
v 0.500000 0.000000 0.978305
v 0.500000 0.000000 1.978305
v -0.500000 1.000000 1.978305
v 0.500000 1.000000 1.978305
v 0.500000 1.000000 0.978305
v -0.500000 1.000000 0.978305
# 8 vertices
vn 0.000000 -1.000000 -0.000000
vn 0.000000 1.000000 -0.000000
vn 0.000000 0.000000 1.000000
vn 1.000000 0.000000 -0.000000
vn 0.000000 0.000000 -1.000000
vn -1.000000 0.000000 -0.000000
# 6 vertex normals
vt 1.000000 0.000000 0.000000
vt 1.000000 1.000000 0.000000
vt 0.000000 1.000000 0.000000
vt 0.000000 0.000000 0.000000
# 4 texture coords
g BlueBox
usemtl BlueCube
s 2
f 9/5/7 10/6/7 11/7/7
f 11/7/7 12/8/7 9/5/7
s 4
f 13/8/8 14/5/8 15/6/8
f 15/6/8 16/7/8 13/8/8
s 8
f 9/8/9 12/5/9 14/6/9
f 14/6/9 13/7/9 9/8/9
s 16
f 12/8/10 11/5/10 15/6/10
f 15/6/10 14/7/10 12/8/10
s 32
f 11/8/11 10/5/11 16/6/11
f 16/6/11 15/7/11 11/8/11
s 64
f 10/8/12 9/5/12 13/6/12
f 13/6/12 16/7/12 10/8/12
# 12 faces
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1.0
{6799A53E-CBB1-451A-82C7-E5F10C33EBCA}
14435573237290376
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#ifndef BoundsView_h__
#define BoundsView_h__
#include "ObjectsFactory.h"
LOBJECT(BoundsView, Component)
public:
void tick(float deltaTime) override {
LEngine::Instance()->GetActiveScene()->GetGizmos().SetMatrix(transform()->GetGlobalTransform());
LEngine::Instance()->GetActiveScene()->GetGizmos().DrawBounds(gameObject->GetComponent<MeshRenderer>()->GetMesh()->GetBounds());
}
};
#endif // BoundsView_h__
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#ifndef FreeCameraController_h__
#define FreeCameraController_h__
#include "Component.h"
#include "lframework/Input.h"
#include <iostream>
#include "Transform.h"
#include "ObjectsFactory.h"
LOBJECT(FreeCameraController, Component)
public:
float mouse_speed;
float move_speed = 3.0f;
static constexpr float pi = 3.14159265358979f;
FreeCameraController() : mouse_speed(0.01f){
_angle_x = _angle_y = 0.0f;
}
virtual void tick(float deltaTime) override {
auto mice = Input::Instance()->mice();
auto mouse = mice[0];
_angle_x += mouse_speed * mouse->GetDx();
_angle_y += mouse_speed * mouse->GetDy();
_angle_y = clamp(_angle_y, -pi / 2.0f, pi / 2.0f);
auto rv = Quaternion_f::angleAxis(_angle_y, float3(1.0f, 0.0f, 0.0f));
auto rh = Quaternion_f::angleAxis(_angle_x, float3(0.0f, 1.0f, 0.0f));
/* if (mouse->GetDx() != 0) {
std::cout << "Mouse DX: " << mouse->GetDx() << std::endl;
}
if (mouse->GetDy() != 0) {
std::cout << "Mouse DY: " << mouse->GetDy() << std::endl;
}*/
gameObject->transform->SetLocalRotation(lm::mul(rh, rv));
auto keyboards = Input::Instance()->keyboards();
auto keyboard = keyboards[0];
if(keyboard->GetKeyState(0x57)){
gameObject->transform->SetLocalPosition(gameObject->transform->GetLocalPosition() + gameObject->transform->forward() * (deltaTime * move_speed));
}
if (keyboard->GetKeyState(0x53)) {
gameObject->transform->SetLocalPosition(gameObject->transform->GetLocalPosition() - gameObject->transform->forward() * (deltaTime * move_speed));
}
if (keyboard->GetKeyState(0x41)) {
gameObject->transform->SetLocalPosition(gameObject->transform->GetLocalPosition() - gameObject->transform->right() * (deltaTime * move_speed));
}
if (keyboard->GetKeyState(0x44)) {
gameObject->transform->SetLocalPosition(gameObject->transform->GetLocalPosition() + gameObject->transform->right() * (deltaTime * move_speed));
}
}
private:
float _angle_x;
float _angle_y;
};
#endif // FreeCameraController_h__
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#include <Windows.h>
#include "LEditor.h"
#include <tchar.h>
#include "LEngine.h"
#include "Ui.h"
#include "Controls/UiHwndCoreWindow.h"
#include "Controls/UiSwapChainWindow.h"
#include "RenderTargetOutput.h"
#include "SwapChainOutput.h"
#include "Mesh.h"
#include "GameObject.h"
#include "SceneRenderer.h"
#include "AssetManager.h"
#include "ObjMeshLoader.h"
#include "FreeCameraController.h"
#include "Input.h"
#include <chrono>
#include "BoundsView.h"
#include <objbase.h>
#include "AssetDatabase.h"
#include "AssetMetadata.h"
#include "OutputArchive.h"
#include "InputArchive.h"
#include "Asset.h"
#include "AssetFile.h"
#include <sstream>
#pragma comment(lib, "lframework.lib")
GameObjectPtr CreateCube() {
auto cubeObject = GameObject::create();
cubeObject->AddComponent<MeshRenderer>()->SetMesh(Mesh::Create([](MeshPtr mesh) {MeshGenerator::Cube(mesh, true); }));
return cubeObject;
}
struct TestObject : public Object {
uint8_t uint8_t_;
uint16_t uint16_t_;
uint32_t uint32_t_;
uint64_t uint64_t_;
std::string string_;
std::wstring wstring_;
std::shared_ptr<TestObject> next;
virtual void serialize(Archive& archive) override {
archive << uint8_t_ << uint16_t_ << uint32_t_;
archive << uint64_t_ << string_ << wstring_;
archive << std::static_pointer_cast<Object>(next);
}
};
void SaveScene(const std::wstring& path){
AssetDatabase::get().open_asset_file(path);
AssetFile asset(Guid(1, 2, 3, 4), path);
//find all game objects
auto scene_objects = Object::FindObjectsOfType<GameObject>();
//add all game objects and components to scene asset
for(auto obj : scene_objects){
asset.AddObject(obj);
auto components = obj->GetComponents<Component>();
for (auto component : components) {
asset.AddObject(component);
}
}
asset.Save();
}
void CreateTestScene(){
auto cameraGo = GameObject::create();
cameraGo->SetName(L"Main camera");
cameraGo->AddComponent<Camera>()->fov = 45.0f;
cameraGo->transform->SetLocalPosition(float3(0.0f, 4.0f, -4.0f));
cameraGo->AddComponent<FreeCameraController>();
}
void LoadScene(const std::wstring& path){
auto archive = AssetDatabase::get().open_asset_file(path);
}
int APIENTRY _tWinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPTSTR lpCmdLine, int nCmdShow) {
AllocConsole();
freopen("CONOUT$", "w", stdout);
auto ints = Input::Instance();
AssetDatabase::get().set_root_path(L"D:\\lengine\\Assets");
auto editorWindow = UiSwapChainWindow::Create(L"LEngineEditorWindow");
auto engine = LEngine::Instance();
engine->Init(L"D:/lengine/LEngine/");
engine->LoadScene("");
std::wstring scene = L"TestScene.asset";
CreateTestScene();
//SaveScene(scene);
//LoadScene(scene);
auto outputs = engine->GetRenderer()->EnumOutputs();
auto modes = engine->GetRenderer()->GetDisplayModes(DXGI_FORMAT_B8G8R8A8_UNORM, outputs[0]);
editorWindow->size = UiSize(640, 480);
auto output = std::make_shared<SwapChainOutput>(engine->GetRenderer(), editorWindow->GetWindow()->GetHwnd(), 640, 480, false);
engine->AddOutput(output);
auto sceneRenderer = std::make_shared<SceneRenderer>();
ObjMeshLoader loader;
auto ob = loader.Load(L"D:\\lengine\\Assets\\Boxes.obj");
//ob[0]->AddComponent<BoundsView>();
auto mat = Material::Create(Shader::Create(L"shaders/shader.fx"), "");
auto tex = AssetManager::Instance()->LoadTexture(L"textures/1_store.dds");
mat->GetParametersBlock().SetTexture("diffuse", tex);
for(auto o : ob)
{
o->GetComponent<MeshRenderer>()->SetMaterial(mat, 0);
}
/*AssetMetadata meta(L"D:\\lengine\\Assets\\Boxes.obj");
meta.Save();
auto& factory = ObjectsFactory::instance();
*/
auto cameras = Object::FindObjectsOfType<Camera>();
auto cameraGo = cameras[0]->gameObject;
cameraGo->transform->SetLocalPosition(float3(0.0f, 0.0f, -4.0f));
typedef std::chrono::high_resolution_clock clock;
auto last_time = clock::now();
float delta_time = 0.0f;
float totalTime = 0;
while (true) {
auto now_time = clock::now();
delta_time = (float)((double)std::chrono::duration_cast<std::chrono::microseconds>(now_time - last_time).count() / 1000000.0);
last_time = now_time;
totalTime += delta_time;
if(totalTime >= 30.0f)
{
//sceneRenderer->createPSO = false;
}
std::chrono::high_resolution_clock::now();
LEngine::Instance()->GetActiveScene()->tick(delta_time);
sceneRenderer->RenderScene(engine->GetRenderer(), engine->GetActiveScene(), cameraGo->GetComponent<Camera>(), output);
editorWindow->Update(1);
Input::Instance()->strobe();
//output->Present();
}
return 0;
}
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#pragma once
#include "resource.h"
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<?xml version="1.0" encoding="utf-8"?>
<Project DefaultTargets="Build" ToolsVersion="15.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<ItemGroup Label="ProjectConfigurations">
<ProjectConfiguration Include="Debug|Win32">
<Configuration>Debug</Configuration>
<Platform>Win32</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Release|Win32">
<Configuration>Release</Configuration>
<Platform>Win32</Platform>
</ProjectConfiguration>
</ItemGroup>
<PropertyGroup Label="Globals">
<ProjectGuid>{B7F1D57A-B85B-46CC-80F5-14DE9E2C69DA}</ProjectGuid>
<Keyword>Win32Proj</Keyword>
<RootNamespace>LEditor</RootNamespace>
<WindowsTargetPlatformVersion>10.0.14393.0</WindowsTargetPlatformVersion>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<PlatformToolset>v141</PlatformToolset>
<CharacterSet>Unicode</CharacterSet>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<PlatformToolset>v141</PlatformToolset>
<WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>Unicode</CharacterSet>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
<ImportGroup Label="ExtensionSettings">
</ImportGroup>
<ImportGroup Label="Shared">
</ImportGroup>
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
</ImportGroup>
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
</ImportGroup>
<PropertyGroup Label="UserMacros" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<LinkIncremental>true</LinkIncremental>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<LinkIncremental>false</LinkIncremental>
</PropertyGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<ClCompile>
<PrecompiledHeader>NotUsing</PrecompiledHeader>
<WarningLevel>Level3</WarningLevel>
<Optimization>Disabled</Optimization>
<PreprocessorDefinitions>WIN32;_DEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<AdditionalIncludeDirectories>../LEngine;../../nativelinq/nativelinq/nativelinq;D:\directui\DirectUI;D:\github\lframework;%(AdditionalIncludeDirectories);D:\lmath\lmath;D:\github\lframework\lframework</AdditionalIncludeDirectories>
<RuntimeLibrary>MultiThreadedDebug</RuntimeLibrary>
</ClCompile>
<Link>
<SubSystem>Windows</SubSystem>
<GenerateDebugInformation>true</GenerateDebugInformation>
<AdditionalLibraryDirectories>../Debug;D:\directui\Debug;D:\github\lframework\Debug;D:\DirectXTex\DirectXTex\Bin\Desktop_2015_Win10\Win32\Debug</AdditionalLibraryDirectories>
<AdditionalDependencies>DXGUID.LIB;DXGI.lib;DirectXTex.lib;DirectUI.lib;d3d11.lib;d3d12.lib;LEngine.lib;kernel32.lib;user32.lib;gdi32.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies)</AdditionalDependencies>
</Link>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<ClCompile>
<WarningLevel>Level3</WarningLevel>
<PrecompiledHeader>Use</PrecompiledHeader>
<Optimization>MaxSpeed</Optimization>
<FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions>
<PreprocessorDefinitions>WIN32;NDEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<AdditionalIncludeDirectories>../LEngine;../../nativelinq/nativelinq/nativelinq;D:\directui\DirectUI;%(AdditionalIncludeDirectories);D:\lmath\lmath;D:\github\lframework\lframework</AdditionalIncludeDirectories>
</ClCompile>
<Link>
<SubSystem>Windows</SubSystem>
<GenerateDebugInformation>true</GenerateDebugInformation>
<EnableCOMDATFolding>true</EnableCOMDATFolding>
<OptimizeReferences>true</OptimizeReferences>
<AdditionalLibraryDirectories>../Release;../../NettleCode/DirectUI/Release;%(AdditionalIncludeDirectories)</AdditionalLibraryDirectories>
<AdditionalDependencies>DirectUI.lib;d3d12.lib;LEngine.lib;kernel32.lib;user32.lib;gdi32.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies)</AdditionalDependencies>
</Link>
</ItemDefinitionGroup>
<ItemGroup>
<ClInclude Include="BoundsView.h" />
<ClInclude Include="FreeCameraController.h" />
<ClInclude Include="LEditor.h" />
<ClInclude Include="Resource.h" />
</ItemGroup>
<ItemGroup>
<ClCompile Include="LEditor.cpp" />
</ItemGroup>
<ItemGroup>
<ResourceCompile Include="LEditor.rc" />
</ItemGroup>
<ItemGroup>
<Image Include="LEditor.ico" />
<Image Include="small.ico" />
</ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets">
</ImportGroup>
</Project>
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//{{NO_DEPENDENCIES}}
// Microsoft Visual C++ generated include file.
// Used by LEditor.rc
//
#define IDS_APP_TITLE 103
#define IDR_MAINFRAME 128
#define IDD_LEDITOR_DIALOG 102
#define IDD_ABOUTBOX 103
#define IDM_ABOUT 104
#define IDM_EXIT 105
#define IDI_LEDITOR 107
#define IDI_SMALL 108
#define IDC_LEDITOR 109
#define IDC_MYICON 2
#ifndef IDC_STATIC
#define IDC_STATIC -1
#endif
// Next default values for new objects
//
#ifdef APSTUDIO_INVOKED
#ifndef APSTUDIO_READONLY_SYMBOLS
#define _APS_NO_MFC 130
#define _APS_NEXT_RESOURCE_VALUE 129
#define _APS_NEXT_COMMAND_VALUE 32771
#define _APS_NEXT_CONTROL_VALUE 1000
#define _APS_NEXT_SYMED_VALUE 110
#endif
#endif
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Microsoft Visual Studio Solution File, Format Version 12.00
# Visual Studio 14
VisualStudioVersion = 14.0.23107.0
MinimumVisualStudioVersion = 10.0.40219.1
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "LEngine", "LEngine\LEngine.vcxproj", "{91440EE0-7471-4D73-A6FD-3DCB64E56C13}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "LEditor", "LEditor\LEditor.vcxproj", "{B7F1D57A-B85B-46CC-80F5-14DE9E2C69DA}"
ProjectSection(ProjectDependencies) = postProject
{91440EE0-7471-4D73-A6FD-3DCB64E56C13} = {91440EE0-7471-4D73-A6FD-3DCB64E56C13}
EndProjectSection
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "LEnginePlayer", "LEnginePlayer\LEnginePlayer.vcxproj", "{845A038A-8163-4851-95E1-78EFFD5F0AAF}"
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|x86 = Debug|x86
Release|x86 = Release|x86
EndGlobalSection
GlobalSection(ProjectConfigurationPlatforms) = postSolution
{91440EE0-7471-4D73-A6FD-3DCB64E56C13}.Debug|x86.ActiveCfg = Debug|Win32
{91440EE0-7471-4D73-A6FD-3DCB64E56C13}.Debug|x86.Build.0 = Debug|Win32
{91440EE0-7471-4D73-A6FD-3DCB64E56C13}.Release|x86.ActiveCfg = Release|Win32
{91440EE0-7471-4D73-A6FD-3DCB64E56C13}.Release|x86.Build.0 = Release|Win32
{B7F1D57A-B85B-46CC-80F5-14DE9E2C69DA}.Debug|x86.ActiveCfg = Debug|Win32
{B7F1D57A-B85B-46CC-80F5-14DE9E2C69DA}.Debug|x86.Build.0 = Debug|Win32
{B7F1D57A-B85B-46CC-80F5-14DE9E2C69DA}.Release|x86.ActiveCfg = Release|Win32
{B7F1D57A-B85B-46CC-80F5-14DE9E2C69DA}.Release|x86.Build.0 = Release|Win32
{845A038A-8163-4851-95E1-78EFFD5F0AAF}.Debug|x86.ActiveCfg = Debug|Win32
{845A038A-8163-4851-95E1-78EFFD5F0AAF}.Debug|x86.Build.0 = Debug|Win32
{845A038A-8163-4851-95E1-78EFFD5F0AAF}.Release|x86.ActiveCfg = Release|Win32
{845A038A-8163-4851-95E1-78EFFD5F0AAF}.Release|x86.Build.0 = Release|Win32
EndGlobalSection
GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE
EndGlobalSection
EndGlobal
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#include "Archive.h"
Archive& Archive::operator << (AssetFileLink& value) {
serialize(&value, sizeof(value)); return *this;
}
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#ifndef Archive_h__
#define Archive_h__
#include <iostream>
#include <string>
#include <functional>
#include <memory>
#include "Asset.h"
#include "lmath.h"
#include <type_traits>
#include "Object.h"
#include <cstdint>
#define POD_SERIALIZE(_type) Archive& operator << (_type& value) { serialize(&value, sizeof(value)); return *this; }
class Object;
class Archive {
public:
typedef uint64_t size_type;
std::function<void(std::shared_ptr<Object>)> SaveReferenceCallback;
std::function<std::shared_ptr<Object>(const AssetFileLink&)> LoadReferenceCallback;
Archive():SaveReferenceCallback(nullptr){
}
virtual ~Archive() {}
virtual bool is_loading() const = 0;
virtual void serialize(void* data, size_t size) = 0;
virtual size_type get_offset() const = 0;
virtual void set_offset(size_type offset) = 0;
virtual void flush() {}
POD_SERIALIZE(uint8_t);
POD_SERIALIZE(uint16_t);
POD_SERIALIZE(uint32_t);
POD_SERIALIZE(uint64_t);
POD_SERIALIZE(int8_t);
POD_SERIALIZE(int16_t);
POD_SERIALIZE(int32_t);
POD_SERIALIZE(int64_t);
POD_SERIALIZE(float);
POD_SERIALIZE(double);
POD_SERIALIZE(lm::float2);
POD_SERIALIZE(lm::float3);
POD_SERIALIZE(lm::float4);
POD_SERIALIZE(lm::double2);
POD_SERIALIZE(lm::double3);
POD_SERIALIZE(lm::double4);
POD_SERIALIZE(lm::Quaternion_f);
Archive& operator << (std::string& value) {
uint32_t string_len = 0;
if (is_loading()) {
serialize(&string_len, sizeof(string_len));
value.resize(string_len);
serialize(&value[0], string_len);
} else {
string_len = value.size();
serialize(&string_len, sizeof(string_len));
serialize(&value[0], string_len);
}
return *this;
}
Archive& operator << (std::wstring& value) {
uint32_t string_len = 0;
if (is_loading()) {
serialize(&string_len, sizeof(string_len));
value.resize(string_len);
serialize(&value[0], string_len * sizeof(std::wstring::value_type));
} else {
string_len = value.size();
serialize(&string_len, sizeof(string_len));
serialize(&value[0], string_len * sizeof(std::wstring::value_type));
}
return *this;
}
template<typename T, typename = typename std::enable_if<std::is_base_of<Object, T>::value>::type>
Archive& operator << (std::shared_ptr<T>& value) {
if (is_loading()) {
AssetFileLink link;
(*this) << link;
if(link.localId == -1)
{
value = nullptr;
}else
{
auto pos = get_offset();
value = LoadReferenceCallback == nullptr ? nullptr : std::dynamic_pointer_cast<T>(LoadReferenceCallback(link));
set_offset(pos);
}
} else {
if (SaveReferenceCallback != nullptr) {
SaveReferenceCallback(value);
}
AssetFileLink link = value == nullptr ? AssetFileLink() : value->GetFileLink();
(*this) << link;
}
return *this;
}
private:
Archive& operator << (AssetFileLink& value);
};
#endif // Archive_h__
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#ifndef Asset_h__
#define Asset_h__
#include <Windows.h>
#include <cstdint>
#include <array>
#include <algorithm>
#include "Guid.h"
class AssetFileLink {
public:
using LocalFileID = std::uint32_t;
static constexpr LocalFileID InvalidID = -1;
Guid fileGuid;
LocalFileID localId;
AssetFileLink():localId(InvalidID){}
AssetFileLink(const AssetFileLink& link) :fileGuid(link.fileGuid), localId(link.localId) {}
AssetFileLink(Guid _fileGuid, LocalFileID _localId) :fileGuid(_fileGuid), localId(_localId) {}
AssetFileLink& operator=(const AssetFileLink& link) {
fileGuid = link.fileGuid;
localId = link.localId;
return *this;
}
bool operator==(const AssetFileLink& link) const {
return (fileGuid == link.fileGuid) && (localId == link.localId);
}
bool operator!=(const AssetFileLink& link) const {
return (fileGuid != link.fileGuid) || (localId != link.localId);
}
bool IsValid() const{
return (localId != InvalidID) && !fileGuid.IsZero();
}
};
#endif // Asset_h__
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#include "AssetDatabase.h"
#include <filesystem>
#include <iostream>
#include "ModelImporter.h"
#include "TextureImporter.h"
#include <algorithm>
AssetDatabase::AssetDatabase()
{
_importers.push_back(std::make_shared<ModelImporter>());
//_importers.push_back(std::make_shared<TextureImporter>());
}
void AssetDatabase::set_root_path(const std::wstring& path)
{
}
std::wstring AssetDatabase::asset_to_meta_path(const std::wstring& asset_path)
{
std::tr2::sys::path src(asset_path);
return src.parent_path().append(src.filename().wstring() + L".meta").wstring();
}
void AssetDatabase::register_importer(std::shared_ptr<AssetImporter> importer)
{
}
std::vector<std::shared_ptr<Object>> AssetDatabase::load_all_objects(std::shared_ptr<AssetFile> asset)
{
std::vector<std::shared_ptr<Object>> result;
auto table = asset->objectsTable;
for (auto& obj : table.objects)
{
result.push_back(LoadObject(AssetFileLink(asset->guid(), obj.localId)));
}
return result;
}
std::shared_ptr<AssetImporter> AssetDatabase::find_importer(const std::wstring& asset_path) const
{
auto importer = std::find_if(_importers.begin(), _importers.end(), [asset_path](std::shared_ptr<AssetImporter> im) { return im->can_import(asset_path); });
if (importer != _importers.end())
{
return *importer;
}
return nullptr;
}
Guid AssetDatabase::file_to_guid(const std::wstring& path) const
{
return AssetMetadata(path).get_guid();
}
std::shared_ptr<AssetFile> AssetDatabase::open_asset_file(const std::wstring& path)
{
return std::make_shared<AssetFile>(file_to_guid(path), path);
}
std::shared_ptr<Object> AssetDatabase::LoadReference(const AssetFileLink& link)
{
return LoadObject(link);
}
std::wstring guid_to_path(Guid guid)
{//TODO: fix hardcode
return LR"(C:\Users\Sergey\Desktop\Assets\test.asset)";
}
std::shared_ptr<AssetFile> AssetDatabase::OpenArchive(Guid guid)
{ //TODO: fix hardcode
if (open_archives.empty())
{
auto a = std::make_shared<AssetFile>(guid, guid_to_path(guid));
a->input->LoadReferenceCallback = std::bind(&AssetDatabase::LoadReference, this, std::placeholders::_1);
open_archives.push_back(a);
}
return open_archives[0];
}
std::shared_ptr<Object> AssetDatabase::LoadObject(AssetFileLink link)
{
auto f = Object::Find(link);
if (f != nullptr) { return f; }
auto archive = OpenArchive(link.fileGuid);
archive->SeekToFile(link.localId);
std::wstring type_name;
(*archive->input) << type_name;
auto obj = ObjectsFactory::instance().create_object(type_name);
obj->SetLink(link);
obj->serialize(*archive->input);
return obj;
}
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#ifndef AssetDatabase_h__
#define AssetDatabase_h__
#include <string>
#include <memory>
#include <vector>
#include "AssetMetadata.h"
#include "AssetImporter.h"
#include "AssetFile.h"
class AssetDatabase{
public:
static AssetDatabase& get() {
static AssetDatabase instance;
return instance;
}
static std::wstring asset_to_meta_path(const std::wstring& asset_path);
Guid file_to_guid(const std::wstring& path) const;
std::shared_ptr<AssetFile> open_asset_file(const std::wstring& path);
void set_root_path(const std::wstring& path);
static void register_importer(std::shared_ptr<AssetImporter> importer);
std::shared_ptr<AssetImporter> find_importer(const std::wstring& asset_path) const;
std::shared_ptr<Object> LoadReference(const AssetFileLink& link);
std::shared_ptr<AssetFile> OpenArchive(Guid guid);
std::shared_ptr<Object> LoadObject(AssetFileLink link);
std::vector<std::shared_ptr<Object>> load_all_objects(std::shared_ptr<AssetFile> asset);
private:
std::vector<std::shared_ptr<AssetFile>> open_archives;
AssetDatabase();
std::vector<std::shared_ptr<AssetImporter>> _importers;
};
#endif // AssetDatabase_h__
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#ifndef AssetFile_h__
#define AssetFile_h__
#include "InputArchive.h"
#include "OutputArchive.h"
#include "Asset.h"
#include <vector>
#include <sstream>
#include <filesystem>
namespace fs = std::experimental::filesystem::v1;
class AssetObjectDescriptor : public Object {
public:
uint64_t localId;
int64_t offset;
uint64_t length;
AssetObjectDescriptor():localId(0), offset(0), length(0)
{
}
AssetObjectDescriptor(uint64_t _localId, int64_t _offset, uint64_t _length):localId(_localId), offset(_offset), length(_length){
}
virtual void serialize(Archive& archive) override {
archive << localId << offset << length;
}
virtual std::wstring get_type_name() const override {
return L"AssetObjectDescriptor";
}
};
class AssetObjectsTable : public Object{
public:
uint64_t lastId;
std::vector<AssetObjectDescriptor> objects;
AssetObjectsTable():lastId(0)
{
}
bool GetFileDescriptor(uint64_t localId, AssetObjectDescriptor& desc){
for (auto& o : objects) {
if (o.localId == localId) {
desc = o;
return true;
}
}
return false;
}
bool Contains(uint64_t localId) const {
for (auto& o : objects) {
if (o.localId == localId) {
return true;
}
}
return false;
}
virtual void serialize(Archive& archive) override {
archive << lastId;
if(archive.is_loading()){
uint64_t objectsCount = 0;
archive << objectsCount;
objects.clear();
for(uint64_t i = 0; i < objectsCount; ++i){
AssetObjectDescriptor d;
d.serialize(archive);
objects.push_back(d);
}
}else{
uint64_t objectsCount = objects.size();
archive << objectsCount;
for (auto& o : objects){
o.serialize(archive);
}
}
}
virtual std::wstring get_type_name() const override {
return L"AssetObjectsTable";
}
};
inline std::shared_ptr<OutputArchive> CreateMemoryOutArchive(){
return std::make_shared<OutputArchive>(std::make_shared<std::stringstream>(std::ios::in | std::ios::out | std::ios::binary));
}
class AssetFile {
public:
typedef uint64_t table_offset_t;
AssetObjectsTable objectsTable;
std::shared_ptr<InputArchive> input;
std::shared_ptr<OutputArchive> output;
std::shared_ptr<std::fstream> stream;
AssetFile(Guid fileGuid, const std::wstring& path):_fileGuid(fileGuid), _path(path){
OpenFile(false);
if(stream->is_open()){
stream->seekg(0, std::ios::end);
if((int)stream->tellg() == 0){
std::cout << "Empty asset created!" << std::endl;
SaveFooter();
}
ReadFooter();
}
//input = std::make_shared<InputArchive>(path);
}
void OpenFile(bool trunc){
input = nullptr;
output = nullptr;
stream = std::make_shared<std::fstream>(_path, (trunc ? std::ios::trunc : std::ios::app) | std::ios::in | std::ios::out | std::ios::binary);
if (stream->is_open()) {
input = std::make_shared<InputArchive>(stream);
output = std::make_shared<OutputArchive>(stream);
}
}
void CloseFile()
{
input = nullptr;
output = nullptr;
if(stream != nullptr && stream->is_open()){
stream->close();
}
stream = nullptr;
}
void Save(){
auto tmpOut = CreateMemoryOutArchive();
//save objects
int64_t objectOffset = 0;
for(auto& v : objectsTable.objects){
auto object = Object::Find(AssetFileLink(_fileGuid, v.localId));
v.offset = objectOffset;
auto startOffset = objectOffset = tmpOut->GetStream()->tellp();
//save all loaded objects, copy not loaded
if(object != nullptr){
(*tmpOut) << object->get_type_name();
object->serialize(*tmpOut);
}else{
stream->seekg(v.offset, std::ios::beg);
std::vector<uint8_t> objectBytes(v.length);
stream->read((char*)&objectBytes[0], objectBytes.size());
tmpOut->GetStream()->write((char*)&objectBytes[0], objectBytes.size());
}
objectOffset = tmpOut->GetStream()->tellp();
v.length = objectOffset - startOffset;
}
CloseFile();
OpenFile(true);
auto content = std::static_pointer_cast<std::stringstream>(tmpOut->GetStream())->str();
stream->write(&content[0], content.size());
stream->seekg(0, std::ios::end);
//save footer
SaveFooter();
}
bool SeekToFile(uint64_t fileId) {
AssetObjectDescriptor desc;
if (objectsTable.GetFileDescriptor(fileId, desc)) {
if (desc.offset >= 0) {
stream->seekg(desc.offset, std::ios::beg);
return true;
}
}
return false;
}
void ReadFooter()
{
std::cout << "Read footer" << std::endl;
//read table offset
auto off = -((std::streamoff)sizeof(table_offset_t));
stream->seekg(off, std::ios::end);
table_offset_t offset = 0;
(*input) << offset;
auto table_file_offset = off - (std::streamoff)offset;
stream->seekg(table_file_offset, std::ios::end);
objectsTable.serialize(*input);
}
void SaveFooter(){
std::cout << "Save footer" << std::endl;
stream->seekg(0, std::ios::end);
auto tmpArchive = CreateMemoryOutArchive();
objectsTable.serialize(*tmpArchive);
auto data = std::static_pointer_cast<std::stringstream>(tmpArchive->GetStream())->str();
table_offset_t size = data.size();
stream->write(&data[0], size);
(*output) << size;
output->flush();
}
void AddObject(std::shared_ptr<Object> obj){
if (obj->GetFileLink().IsValid()) {
if (obj->GetFileLink().fileGuid == _fileGuid) {
std::wcout << "Object " << obj->get_name() << " is already in current asset. Can't add twice" << std::endl;
} else {
std::wcout << "Object " << obj->get_name() << " is already in another asset. Can't add." << std::endl;
}
} else {
obj->SetLink(AssetFileLink(_fileGuid, objectsTable.lastId++));
objectsTable.objects.push_back(AssetObjectDescriptor(obj->GetFileLink().localId, 0, 0));
}
}
const Guid& guid() const
{
return _fileGuid;
}
private:
Guid _fileGuid;
std::wstring _path;
};
#endif // AssetFile_h__
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#ifndef AssetImporter_h__
#define AssetImporter_h__
#include <string>
#include <vector>
#include <filesystem>
class AssetImporter {
public:
virtual void import(std::wstring asset_path) = 0;
virtual bool can_import(const std::wstring& path) const = 0;
virtual bool set_parameters(std::wstring params) = 0;
virtual std::wstring get_parameters() const = 0;
virtual std::wstring name() = 0;
};
#endif // AssetImporter_h__
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#include "AssetManager.h"
#include "DirectXTex.h"
#include "DDSTextureLoader12.h"
#include "LEngine.h"
#include "Texture.h"
std::shared_ptr<AssetManager> AssetManager::_instance = nullptr;
TexturePtr AssetManager::LoadTexture(const std::wstring& path) const
{
auto renderer = LEngine::Instance()->GetRenderer();
auto device = renderer->GetDevice();
ID3D12ResourcePtr resource;
std::unique_ptr<uint8_t[]> data;
std::vector<D3D12_SUBRESOURCE_DATA> srData;
DirectX::LoadDDSTextureFromFile(device.Get(), GetFullAssetPath(path).c_str(), &resource, data, srData);
//auto cmdList = renderer->BeginCommandList();
//create upload heap
D3D12_RESOURCE_DESC desc;
desc = resource->GetDesc();
UINT64 textureUploadBufferSize;
device->GetCopyableFootprints(&desc, 0, srData.size(), 0, nullptr, nullptr, nullptr, &textureUploadBufferSize);
// now we create an upload heap to upload our texture to the GPU
ID3D12ResourcePtr textureBufferUploadHeap;
auto hr = device->CreateCommittedResource(
&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_UPLOAD), // upload heap
D3D12_HEAP_FLAG_NONE, // no flags
&CD3DX12_RESOURCE_DESC::Buffer(textureUploadBufferSize), // resource description for a buffer (storing the image data in this heap just to copy to the default heap)
D3D12_RESOURCE_STATE_GENERIC_READ, // We will copy the contents from this heap to the default heap above
nullptr,
IID_PPV_ARGS(&textureBufferUploadHeap));
if (FAILED(hr))
{
FatalError(L"Failed to create upload heap");
}
textureBufferUploadHeap->SetName(L"Texture Buffer Upload Resource Heap");
auto commandList = renderer->BeginCommandList();
//copy subresource
UpdateSubresources(commandList.Get(), resource.Get(), textureBufferUploadHeap.Get(), 0, 0, srData.size(), &srData[0]);
commandList->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(resource.Get(), D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE));
renderer->EndCommandList();
renderer->WaitCommandsQueue();
//create shader resource view
auto srvMemory = renderer->getSrvDescriptorsAllocator()->alloc();
D3D12_RESOURCE_DESC texDesc;
texDesc = resource->GetDesc();
D3D12_SHADER_RESOURCE_VIEW_DESC srvDesc = {};
srvDesc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
srvDesc.Format = texDesc.Format;
srvDesc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D;
srvDesc.Texture2D.MipLevels = texDesc.MipLevels;
device->CreateShaderResourceView(resource.Get(), &srvDesc, srvMemory);
auto result = std::make_shared<Texture>(resource, srvMemory);
//DirectX::CreateTexture(renderer->GetDevice(), image.GetImages(), image.GetImageCount(), metadata, &resource);
return result;
}
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#pragma once
#include <memory>
#include <string>
#include "d3d11_types.h"
#include "Texture.h"
#include "ForwardDeclarations.h"
class AssetManager {
public:
static std::shared_ptr<AssetManager> Instance() {
if (_instance == nullptr) {
_instance = std::make_shared<AssetManager>();
}
return _instance;
}
void SetAssetsFolder(const std::wstring& folder) {
_assetsFolder = folder;
}
std::wstring GetFullAssetPath(const std::wstring& relativePath) const
{
return _assetsFolder + relativePath;
}
TexturePtr LoadTexture(const std::wstring& path) const;
private:
static std::shared_ptr<AssetManager> _instance;
std::wstring _assetsFolder;
};
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#include "AssetMetadata.h"
#include <fstream>
#include <combaseapi.h>
#include <iostream>
#include <string>
#include <sstream>
#include "AssetDatabase.h"
#include <Windows.h>
#include <wrl.h>
using namespace Microsoft::WRL;
AssetMetadata::AssetMetadata(const std::wstring& asset_path) : _asset_path(asset_path) {
_meta_path = AssetDatabase::asset_to_meta_path(_asset_path);
if (std::tr2::sys::exists(std::tr2::sys::path(_meta_path))) {
Load();
} else {
create();
Save();
}
}
void AssetMetadata::create() {
CoCreateGuid((GUID*)&_guid);
_modification_time = std::tr2::sys::last_write_time(std::tr2::sys::path(_asset_path)).time_since_epoch().count();
_importer = AssetDatabase::get().find_importer(_asset_path);
}
void AssetMetadata::Load() {
std::wifstream file(_meta_path);
std::wstring v;
std::getline(file, v);
std::wstring guid_str;
std::getline(file, guid_str);
_guid = str_to_guid(guid_str);
std::wstring time_str;
std::getline(file, time_str);
_modification_time = std::stoull(time_str);
file.close();
}
void AssetMetadata::Save() {
std::wofstream file;
file.open(_meta_path, std::ios::trunc);
file << version << std::endl;
file << guid_to_str(_guid) << std::endl;
file << _modification_time << std::endl;
//file << _importer->name();
file.close();
}
Guid AssetMetadata::str_to_guid(const std::wstring& guid) {
Guid iid;
IIDFromString(guid.c_str(), (GUID*)&iid);
return iid;
}
std::wstring AssetMetadata::guid_to_str(const Guid& guid) {
LPOLESTR guid_str = nullptr;
StringFromIID(*((const GUID*)&guid), &guid_str);
//Microsoft::WRL::Wrappers::HStringReference
std::wstring result(guid_str);
CoTaskMemFree(guid_str);
return result;
}
const Guid& AssetMetadata::get_guid() const {
return _guid;
}
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#ifndef AssetMetadata_h__
#define AssetMetadata_h__
#include <filesystem>
#include <cstdint>
#include <memory>
#include "Guid.h"
#include "AssetImporter.h"
class AssetMetadata {
public:
typedef uint64_t file_time_t;
const std::wstring version = L"1.0";
AssetMetadata(const std::wstring& asset_path);
void Save();
void Load();
static std::wstring guid_to_str(const Guid& guid);
static Guid str_to_guid(const std::wstring& guid);
const Guid& get_guid() const;
private:
std::shared_ptr<AssetImporter> _importer;
void create();
std::wstring _asset_path;
std::wstring _meta_path;
file_time_t _modification_time;
Guid _guid;
};
#endif // AssetMetadata_h__
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#ifndef Bounds_h__
#define Bounds_h__
#include "lmath.h"
using namespace lm;
class Bounds {
public:
Bounds()
:_center(0.0f,0.0f,0.0f), _size(0.0f,0.0f,0.0f) {
}
Bounds(float3 center, float3 size)
:_center(center), _size(size)
{
}
float3 GetSize() {
return _size;
}
float3 GetCenter() {
return _center;
}
void SetSize(const float3& size) {
_size = size;
}
void SetCenter(const float3& center) {
_center = center;
}
void Scale(float value) {
_size *= value;
}
float3 Minimum() const {
return _size * -0.5f + _center;
}
float3 Maximum() const {
return _size * 0.5f + _center;
}
private:
float3 _center;
float3 _size;
};
#endif // Bounds_h__
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#include "Camera.h"
#include "Transform.h"
#include "Mathf.h"
#include "Archive.h"
float4x4 Camera::worldToCameraMatrix() {
auto world = transform()->GetGlobalTransform();
//TODO: why not affine ?
world = inverse(world, false);
// auto test = lookatlh(transform()->GetGlobalPosition(), float3(0, 1, 1), float3(0, 1, 0));
return world;
}
void Camera::serialize(Archive& archive) {
Component::serialize(archive);
archive << nearClipPlane << farClipPlane << fov << aspect;
}
void Camera::UpdateProjectionMatrix() {
_projection = matrix4x4Perspective(fov * Mathf::DegToRad(), aspect, nearClipPlane, farClipPlane);
}
float4x4 Camera::projectionMatrix() {
UpdateProjectionMatrix();
return _projection;
}
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#ifndef Camera_h__
#define Camera_h__
#include "ObjectsFactory.h"
#include "lmath.h"
#include "Component.h"
using namespace lm;
LOBJECT(Camera, Component)
public:
float nearClipPlane = 0.03f;
float farClipPlane = 100.0f;
float fov = 45.0f;
float aspect = 1.333333333f;
virtual void serialize(Archive& archive) override;
float4x4 worldToCameraMatrix();
float4x4 projectionMatrix();
void test() {
construct();
}
private:
float4x4 _projection;
void UpdateProjectionMatrix();
};
typedef std::shared_ptr<Camera> CameraPtr;
#endif // Camera_h__
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#include "Component.h"
#include "GameObject.h"
TransformPtr Component::transform() {
return gameObject->transform;
}
void Component::serialize(Archive& archive) {
auto ptr = std::static_pointer_cast<Object>(gameObject);
archive << ptr;
if (archive.is_loading()) {
gameObject = std::static_pointer_cast<GameObject>(ptr);
}
}
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#ifndef Component_h__
#define Component_h__
#include <memory>
#include "ObjectsFactory.h"
LOBJECT(Component, Object)
public:
GameObjectPtr gameObject;
TransformPtr transform();
virtual void tick(float deltaTime) {}
Component(){}
void serialize(Archive& archive) override;
};
#endif // Component_h__
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#ifndef D3d12DescriptorHeap_h__
#define D3d12DescriptorHeap_h__
#include <d3d12.h>
#include "d3d11_helper.h"
#include "FatalError.h"
#include <vector>
#include "ForwardListItem.h"
#include <wrl.h>
using namespace Microsoft::WRL;
class D3d12DescriptorHeapAllocator {
public:
//Assuming that heap is EMPTY!
D3d12DescriptorHeapAllocator(ComPtr<ID3D12DescriptorHeap> heap):_heap(heap)
{
_descriptor = heap->GetDesc();
_heapStartAddress = heap->GetCPUDescriptorHandleForHeapStart().ptr;
ID3D12DevicePtr device;
heap->GetDevice(IID_PPV_ARGS(&device));
_itemSize = device->GetDescriptorHandleIncrementSize(_descriptor.Type);
_items.resize(_descriptor.NumDescriptors);
//init free items list
for(size_t i = 0; i < _descriptor.NumDescriptors - 1; ++i){
_items[i].next = &_items[i + 1];
}
_items[_descriptor.NumDescriptors - 1].next = nullptr;
_listHead = &_items[0];
}
D3D12_CPU_DESCRIPTOR_HANDLE alloc(){
if(_listHead == nullptr){
return {0};
}
auto allocatedId = getItemIndex(_listHead);
auto resultAddress = _heapStartAddress + (allocatedId * _itemSize);
_listHead = _listHead->next;
return{ resultAddress };
}
void free(D3D12_CPU_DESCRIPTOR_HANDLE handle){
auto itemId = getDescriptorId(handle);
if (itemId >= _items.size()) {
throw std::exception("Invalid handle");
}
auto freeItem = &_items[itemId];
freeItem->next = _listHead;
_listHead = freeItem;
}
ComPtr<ID3D12DescriptorHeap> getHeap()
{
return _heap;
}
size_t getItemSize() const
{
return _itemSize;
}
size_t getDescriptorId(D3D12_CPU_DESCRIPTOR_HANDLE handle) const
{
if (handle.ptr < _heapStartAddress) {
throw std::exception("Invalid handle");
}
return (handle.ptr - _heapStartAddress) / _itemSize;
}
size_t getDescriptorsCount() const
{
return _descriptor.NumDescriptors;
}
private:
size_t getItemIndex(const ForwardListItem* item) const noexcept{
return (item - &_items[0]);
}
ComPtr<ID3D12DescriptorHeap> _heap;
ForwardListItem* _listHead = nullptr;
std::vector<ForwardListItem> _items;
D3D12_DESCRIPTOR_HEAP_DESC _descriptor;
size_t _itemSize;
size_t _heapStartAddress;
};
#endif // D3d12DescriptorHeap_h__
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//--------------------------------------------------------------------------------------
// File: DDSTextureLoader12.h
//
// Functions for loading a DDS texture and creating a Direct3D 12 runtime resource for it
//
// Note these functions are useful as a light-weight runtime loader for DDS files. For
// a full-featured DDS file reader, writer, and texture processing pipeline see
// the 'Texconv' sample and the 'DirectXTex' library.
//
// THIS CODE AND INFORMATION IS PROVIDED "AS IS" WITHOUT WARRANTY OF
// ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING BUT NOT LIMITED TO
// THE IMPLIED WARRANTIES OF MERCHANTABILITY AND/OR FITNESS FOR A
// PARTICULAR PURPOSE.
//
// Copyright (c) Microsoft Corporation. All rights reserved.
//
// http://go.microsoft.com/fwlink/?LinkId=248926
// http://go.microsoft.com/fwlink/?LinkID=615561
//--------------------------------------------------------------------------------------
#pragma once
#include <d3d12.h>
#include <memory>
#include <vector>
#include <stdint.h>
namespace DirectX
{
enum DDS_ALPHA_MODE
{
DDS_ALPHA_MODE_UNKNOWN = 0,
DDS_ALPHA_MODE_STRAIGHT = 1,
DDS_ALPHA_MODE_PREMULTIPLIED = 2,
DDS_ALPHA_MODE_OPAQUE = 3,
DDS_ALPHA_MODE_CUSTOM = 4,
};
// Standard version
HRESULT __cdecl LoadDDSTextureFromMemory(
_In_ ID3D12Device* d3dDevice,
_In_reads_bytes_(ddsDataSize) const uint8_t* ddsData,
size_t ddsDataSize,
_Outptr_ ID3D12Resource** texture,
std::vector<D3D12_SUBRESOURCE_DATA>& subresources,
size_t maxsize = 0,
_Out_opt_ DDS_ALPHA_MODE* alphaMode = nullptr,
_Out_opt_ bool* isCubeMap = nullptr);
HRESULT __cdecl LoadDDSTextureFromFile(
_In_ ID3D12Device* d3dDevice,
_In_z_ const wchar_t* szFileName,
_Outptr_ ID3D12Resource** texture,
std::unique_ptr<uint8_t[]>& ddsData,
std::vector<D3D12_SUBRESOURCE_DATA>& subresources,
size_t maxsize = 0,
_Out_opt_ DDS_ALPHA_MODE* alphaMode = nullptr,
_Out_opt_ bool* isCubeMap = nullptr);
// Extended version
HRESULT __cdecl LoadDDSTextureFromMemoryEx(
_In_ ID3D12Device* d3dDevice,
_In_reads_bytes_(ddsDataSize) const uint8_t* ddsData,
size_t ddsDataSize,
size_t maxsize,
D3D12_RESOURCE_FLAGS flags,
bool forceSRGB,
bool reserveFullMipChain,
_Outptr_ ID3D12Resource** texture,
std::vector<D3D12_SUBRESOURCE_DATA>& subresources,
_Out_opt_ DDS_ALPHA_MODE* alphaMode = nullptr,
_Out_opt_ bool* isCubeMap = nullptr);
HRESULT __cdecl LoadDDSTextureFromFileEx(
_In_ ID3D12Device* d3dDevice,
_In_z_ const wchar_t* szFileName,
size_t maxsize,
D3D12_RESOURCE_FLAGS flags,
bool forceSRGB,
bool reserveFullMipChain,
_Outptr_ ID3D12Resource** texture,
std::unique_ptr<uint8_t[]>& ddsData,
std::vector<D3D12_SUBRESOURCE_DATA>& subresources,
_Out_opt_ DDS_ALPHA_MODE* alphaMode = nullptr,
_Out_opt_ bool* isCubeMap = nullptr);
}
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#ifndef FatalError_h__
#define FatalError_h__
#include <Windows.h>
inline void FatalError(const TCHAR* message) {
int b1 = 12750;
int b2 = 4750;
int len = 80;
for(int i = 0; i < 2; ++i) {
Beep(b1, len);
Beep(b2, len);
}
MessageBox(NULL, message, TEXT("Error"), MB_OK);
exit(0);
}
#endif // FatalError_h__
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#ifndef File_h__
#define File_h__
#include <fstream>
#include <stdint.h>
#include <vector>
uint32_t FileSize(const std::wstring& path) {
std::ifstream file(path, std::ios_base::binary);
if (!file.good()) {
return 0;
}
std::streampos current_position = file.tellg();
file.seekg(0, std::ios::end);
std::streampos ending_position = file.tellg();
file.seekg(current_position);
file.close();
return (uint32_t)(ending_position - current_position);
}
void FileReadAllText(const std::wstring& path, std::string& result) {
auto size = FileSize(path);
if (size == 0) {
return;
}
std::ifstream file(path, std::ios::in);
result.reserve(size);
result.assign(std::istreambuf_iterator<char>(file), std::istreambuf_iterator<char>());
file.close();
}
void FileReadAllBytes(const std::wstring& path, std::vector<char>& result) {
auto size = FileSize(path);
if (size == 0) {
return;
}
std::ifstream file(path, std::ios::in | std::ios::binary);
result.reserve(size);
result.assign(std::istreambuf_iterator<char>(file), std::istreambuf_iterator<char>());
file.close();
}
#endif // File_h__
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#ifndef Filesystem_h__
#define Filesystem_h__
#include <memory>
#include <string>
class Filesystem {
public:
//static std::shared_ptr<Filesystem> Create(const std::string& assetsFolder);
private:
//Filesystem();
};
#endif // Filesystem_h__
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#pragma once
#include <vector>
#include <memory>
#include "lmath.h"
class GameObject;
typedef std::shared_ptr<GameObject> GameObjectPtr;
class Component;
typedef std::shared_ptr<Component> ComponentPtr;
class Scene;
typedef std::shared_ptr<Scene> ScenePtr;
class Transform;
typedef std::shared_ptr<Transform> TransformPtr;
class Shader;
typedef std::shared_ptr<Shader> ShaderPtr;
class Mesh;
typedef std::shared_ptr<Mesh> MeshPtr;
class Material;
typedef std::shared_ptr<Material> MaterialPtr;
class Mouse;
typedef std::shared_ptr<Mouse> MousePtr;
class Keyboard;
typedef std::shared_ptr<Keyboard> KeyboardPtr;
class Texture;
typedef std::shared_ptr<Texture> TexturePtr;
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#ifndef ForwardListItem_h__
#define ForwardListItem_h__
class ForwardListItem{
public:
ForwardListItem* next;
};
#endif // ForwardListItem_h__
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#include "Transform.h"
#include "LEngine.h"
#include "Component.h"
#include "GameObject.h"
void GameObject::tick(float deltaTime) {
for (auto c : components) {
c->tick(deltaTime);
}
}
void GameObject::construct2() {
Object::construct();
auto this_ptr = std::static_pointer_cast<GameObject>(shared_from_this());
LEngine::Instance()->GetActiveScene()->objects.push_back(this_ptr);
this_ptr->transform = this_ptr->AddComponent<Transform>();
}
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#ifndef GameObject___h__
#define GameObject___h__
#include "ForwardDeclarations.h"
#include <memory>
#include <vector>
#include <typeinfo>
#include "ObjectsFactory.h"
#include "OutputArchive.h"
#include "Transform.h"
LOBJECT(GameObject, Object)
public:
TransformPtr transform;
void tick(float deltaTime);
virtual void serialize(Archive& archive) override {
Object::serialize(archive);
if (archive.is_loading()) {
components.clear();
transform = nullptr;
}
Archive::size_type cnt = components.size();
archive << cnt;
if (archive.is_loading()) {
for (Archive::size_type i = 0; i < cnt; ++i) {
std::shared_ptr<Object> obj;
archive << obj;
components.push_back(std::static_pointer_cast<Component>(obj));
auto tp = std::dynamic_pointer_cast<Transform>(obj);
if (tp != nullptr) {
transform = tp;
}
}
} else {
for (auto component : components) {
archive << std::static_pointer_cast<Object>(component);
}
}
}
std::shared_ptr<GameObject> as_game_object() {
return std::static_pointer_cast<GameObject>(shared_from_this());
}
template<typename T>
std::shared_ptr<T> AddComponent() {
auto component = T::create();
component->gameObject = as_game_object();
components.push_back(component);
return component;
}
template<typename T>
std::shared_ptr<T> GetComponent() {
for (auto c : components) {
auto tmp = std::dynamic_pointer_cast<T>(c);
if (tmp != nullptr) {
return tmp;
}
}
return nullptr;
}
template<typename T>
std::vector<std::shared_ptr<T>> GetComponents() {
std::vector<std::shared_ptr<T>> result;
for (auto c : components) {
auto tmp = std::dynamic_pointer_cast<T>(c);
if (tmp != nullptr) {
result.push_back(tmp);
}
}
return result;
}
void construct() override {
construct2();
}
void construct2();
private:
GameObject() {}
std::vector<ComponentPtr> components;
};
#endif // GameObject___h__
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#ifndef GizmoVertex_h__
#define GizmoVertex_h__
#include "lmath.h"
using namespace lm;
struct GizmoVertex {
float4 position;
float4 color;
GizmoVertex(float4 _position, float4 _color)
:position(_position), color(_color)
{
}
GizmoVertex(float3 _position, float4 _color)
:position(_position.x(), _position.y(), _position.z(), 1.0f), color(_color)
{
}
};
#endif // GizmoVertex_h__
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#include "Gizmos.h"
#include "GameObject.h"
#include "LEngine.h"
#include "d3d11_helper.h"
#include "LEngine.h"
Gizmos::Gizmos()
:_color(0.0f, 1.0f, 0.0f, 1.0f)
{
_matrix = float4x4::identity();
}
void Gizmos::SetMatrix(const float4x4& matrix) {
_matrix = matrix;
}
float4x4 Gizmos::GetMatrix() {
return _matrix;
}
void Gizmos::DrawBounds(const Bounds& bounds) {
auto b = bounds;
b.Scale(1.01f);
auto bMin = b.Minimum();
auto bMax = b.Maximum();
DrawLine(float3(bMin.x(), bMax.y(), bMax.z()), float3(bMax.x(), bMax.y(), bMax.z()));
DrawLine(float3(bMin.x(), bMax.y(), bMin.z()), float3(bMax.x(), bMax.y(), bMin.z()));
DrawLine(float3(bMin.x(), bMax.y(), bMax.z()), float3(bMin.x(), bMax.y(), bMin.z()));
DrawLine(float3(bMax.x(), bMax.y(), bMax.z()), float3(bMax.x(), bMax.y(), bMin.z()));
DrawLine(float3(bMin.x(), bMin.y(), bMax.z()), float3(bMax.x(), bMin.y(), bMax.z()));
DrawLine(float3(bMin.x(), bMin.y(), bMin.z()), float3(bMax.x(), bMin.y(), bMin.z()));
DrawLine(float3(bMin.x(), bMin.y(), bMax.z()), float3(bMin.x(), bMin.y(), bMin.z()));
DrawLine(float3(bMax.x(), bMin.y(), bMax.z()), float3(bMax.x(), bMin.y(), bMin.z()));
DrawLine(float3(bMin.x(), bMin.y(), bMin.z()), float3(bMin.x(), bMax.y(), bMin.z()));
DrawLine(float3(bMax.x(), bMin.y(), bMin.z()), float3(bMax.x(), bMax.y(), bMin.z()));
DrawLine(float3(bMin.x(), bMin.y(), bMax.z()), float3(bMin.x(), bMax.y(), bMax.z()));
DrawLine(float3(bMax.x(), bMin.y(), bMax.z()), float3(bMax.x(), bMax.y(), bMax.z()));
}
void Gizmos::Init() {
/*_backMaterial = Material::Create(Shader::Create(L"shaders/gizmos.fx"), "gizmo_back");
_frontMaterial = Material::Create(_backMaterial->GetShader(), "gizmo_front");
_backMaterial->GetParametersBlock().SetValue("alphaMul", 0.2f);
_frontMaterial->GetParametersBlock().SetValue("alphaMul", 1.0f);
D3D11_INPUT_ELEMENT_DESC ied[] = {
{ "POSITION", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "COLOR", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 16, D3D11_INPUT_PER_VERTEX_DATA, 0 },
};
auto vs = _backMaterial->GetShader()->GetShader(ShaderType::Vs);
auto device = LEngine::Instance()->GetRenderer()->GetDevice();
auto hr = device->CreateInputLayout(ied, 2, vs->blob->GetBufferPointer(), vs->blob->GetBufferSize(), &_inputLayout);
D3D11_DEPTH_STENCIL_DESC desc;
d3d11_helper::DefaultDepthStencilDesc(desc);
hr = device->CreateDepthStencilState(&desc, &_frontLineDepthState);
desc.DepthFunc = D3D11_COMPARISON_GREATER;
hr = device->CreateDepthStencilState(&desc, &_backLineDepthState);*/
}
void Gizmos::DrawLine(const float3& from, const float3& to) {
/*_vertices.push_back(GizmoVertex(lm::mul(_matrix, from), _color));
_vertices.push_back(GizmoVertex(lm::mul(_matrix, to), _color));*/
}
void Gizmos::DrawAll(CameraPtr camera) {
/*auto renderer = LEngine::Instance()->GetRenderer();
renderer->GetImmediateContext()->OMSetDepthStencilState(_frontLineDepthState, 0);
DrawImpl(camera, _frontMaterial);
renderer->GetImmediateContext()->OMSetDepthStencilState(_backLineDepthState, 0);
DrawImpl(camera, _backMaterial);
renderer->GetImmediateContext()->OMSetDepthStencilState(_frontLineDepthState, 0);*/
}
void Gizmos::DrawImpl(CameraPtr camera, MaterialPtr material) {
/*if (_vertices.size() < 2) {
return;
}
//set system variables
auto& params = material->GetParametersBlock();
float4x4 matrix = float4x4::identity();
params.SetValue("mWorld", matrix);
params.SetValue("mView", camera->worldToCameraMatrix());
params.SetValue("mProjection", camera->projectionMatrix());
auto renderer = LEngine::Instance()->GetRenderer();
material->Apply(renderer->GetImmediateContext());
ID3D11Buffer* vb[1] = { _vertexBuffer };
UINT stride = sizeof(GizmoVertex);
UINT offset = 0;
renderer->GetImmediateContext()->IASetInputLayout(_inputLayout);
renderer->GetImmediateContext()->IASetVertexBuffers(0, 1, vb, &stride, &offset);
renderer->GetImmediateContext()->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_LINELIST);
renderer->GetImmediateContext()->Draw(_vertices.size(), 0);*/
}
void Gizmos::Clear() {
/*_vertices.clear();
_matrix = float4x4::identity();*/
}
void Gizmos::PrepareRender() {
/*_vertexBuffer = nullptr;
if (_vertices.size() < 2) {
return;
}
//vertex buffer
D3D11_BUFFER_DESC desc = { 0 };
desc.Usage = D3D11_USAGE_DEFAULT;
desc.ByteWidth = sizeof(_vertices[0])* _vertices.size();
desc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
desc.CPUAccessFlags = 0;
desc.MiscFlags = 0;
D3D11_SUBRESOURCE_DATA data;
data.pSysMem = &_vertices[0];
data.SysMemPitch = 0;
_vertexBuffer = nullptr;
LEngine::Instance()->GetRenderer()->GetDevice()->CreateBuffer(&desc, &data, &_vertexBuffer);*/
}
float4 Gizmos::GetColor() {
return _color;
}
void Gizmos::SetColor(float4 color) {
_color = color;
}
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#ifndef Gizmos_h__
#define Gizmos_h__
#include "GizmoVertex.h"
#include <vector>
#include "Material.h"
#include "Shader.h"
#include "d3d11_types.h"
#include "lmath.h"
#include "Camera.h"
#include "Bounds.h"
using namespace lm;
class Gizmos {
public:
Gizmos();
void Init();
void DrawLine(const float3& from, const float3& to);
void DrawBounds(const Bounds& bounds);
void DrawAll(CameraPtr camera);
void Clear();
void PrepareRender();
float4 GetColor();
void SetColor(float4 color);
void SetMatrix(const float4x4& matrix);
float4x4 GetMatrix();
private:
void DrawImpl(CameraPtr camera, MaterialPtr material);
ID3D11InputLayoutPtr _inputLayout;
ID3D11BufferPtr _vertexBuffer;
ID3D11DepthStencilStatePtr _backLineDepthState;
ID3D11DepthStencilStatePtr _frontLineDepthState;
MaterialPtr _backMaterial;
MaterialPtr _frontMaterial;
float4 _color;
float4x4 _matrix;
std::vector<GizmoVertex> _vertices;
};
#endif // Gizmos_h__
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#ifndef Guid_h__
#define Guid_h__
#include <array>
#include <cstdint>
struct Guid {
union {
std::array<uint8_t, 16> data;
std::array<uint32_t, 4> datai;
};
Guid() :datai{ 0,0,0,0 } {
}
Guid(uint32_t i0, uint32_t i1, uint32_t i2, uint32_t i3) : datai{ i0,i1,i2,i3 } {
}
Guid(const std::array<uint32_t, 4>& data_i) : datai(data_i) {
}
Guid(const std::array<uint8_t, 16>& data) : data(data) {
}
Guid(const Guid& guid) : data(guid.data) {
}
Guid& operator =(const Guid& right) {
data = right.data;
return *this;
}
bool operator ==(const Guid& right) const {
return std::equal(data.begin(), data.end(), right.data.begin());
}
bool operator !=(const Guid& right) const {
return !std::equal(data.begin(), data.end(), right.data.begin());
}
bool IsZero() const {
return (datai[0] == 0) && (datai[1] == 0) && (datai[2] == 0) && (datai[3] == 0);
}
};
#endif // Guid_h__
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#ifndef InputArchive_h__
#define InputArchive_h__
#include "Archive.h"
#include "Object.h"
#include <vector>
#include <cstdint>
#include <algorithm>
#include <fstream>
class InputArchive : public Archive {
public:
InputArchive(std::shared_ptr<std::istream> stream)
:_stream(stream) {
}
virtual bool is_loading() const override {
return true;
}
virtual void serialize(void* data, size_t size) override {
_stream->read(reinterpret_cast<char*>(data), size);
if(!_stream)
{
}
}
size_type get_offset() const override
{
return _stream->tellg();
}
void set_offset(size_type offset) override {
_stream->seekg(offset, std::ios::beg);
}
~InputArchive() {}
std::shared_ptr<std::istream> GetStream(){
return _stream;
}
private:
std::shared_ptr<std::istream> _stream;
};
#endif // InputArchive_h__
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#include "LEngine.h"
#include "AssetManager.h"
std::shared_ptr<LEngine> LEngine::_instance = nullptr;
std::shared_ptr<LEngine> LEngine::Instance() {
if (_instance == nullptr) {
_instance = std::shared_ptr<LEngine>(new LEngine());
}
return _instance;
}
ScenePtr LEngine::GetActiveScene() {
return _activeScene;
}
void LEngine::Init(const std::wstring& assetsPath) {
AssetManager::Instance()->SetAssetsFolder(assetsPath);
_renderer->Init();
}
void LEngine::LoadScene(const std::string& path) {
_activeScene = nullptr;
_activeScene = std::make_shared<Scene>();
_activeScene->SetName("New scene");
}
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#ifndef Application_h__
#define Application_h__
#include "Scene.h"
#include "ForwardDeclarations.h"
#include <string>
#include "Renderer.h"
#include "RenderOutput.h"
class LEngine {
public:
static std::shared_ptr<LEngine> Instance();
friend class Scene;
ScenePtr GetActiveScene();
void LoadScene(const std::string& path);
void Init(const std::wstring& assetsPath);
RendererPtr& GetRenderer() {
return _renderer;
}
void AddOutput(RenderOutputPtr output) {
_outputs.push_back(output);
}
std::vector<RenderOutputPtr> GetOutputs() {
return _outputs;
}
private:
LEngine()
{
_renderer = std::make_shared<Renderer>();
}
RendererPtr _renderer;
ScenePtr _activeScene;
static std::shared_ptr<LEngine> _instance;
std::vector<RenderOutputPtr> _outputs;
};
#endif // Application_h__
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<?xml version="1.0" encoding="utf-8"?>
<Project DefaultTargets="Build" ToolsVersion="15.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<ItemGroup Label="ProjectConfigurations">
<ProjectConfiguration Include="Debug|Win32">
<Configuration>Debug</Configuration>
<Platform>Win32</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Release|Win32">
<Configuration>Release</Configuration>
<Platform>Win32</Platform>
</ProjectConfiguration>
</ItemGroup>
<PropertyGroup Label="Globals">
<ProjectGuid>{91440EE0-7471-4D73-A6FD-3DCB64E56C13}</ProjectGuid>
<Keyword>Win32Proj</Keyword>
<RootNamespace>StereoTest</RootNamespace>
<WindowsTargetPlatformVersion>10.0.14393.0</WindowsTargetPlatformVersion>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
<ConfigurationType>StaticLibrary</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<PlatformToolset>v141</PlatformToolset>
<CharacterSet>Unicode</CharacterSet>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<PlatformToolset>v140_clang_3_7</PlatformToolset>
<WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>Unicode</CharacterSet>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
<ImportGroup Label="ExtensionSettings">
</ImportGroup>
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
</ImportGroup>
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
</ImportGroup>
<PropertyGroup Label="UserMacros" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<LinkIncremental>true</LinkIncremental>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<LinkIncremental>false</LinkIncremental>
</PropertyGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<ClCompile>
<PrecompiledHeader>NotUsing</PrecompiledHeader>
<WarningLevel>Level3</WarningLevel>
<Optimization>Disabled</Optimization>
<PreprocessorDefinitions>NMATH_SWIZZLE_ENABLE;WIN32;_DEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<SDLCheck>true</SDLCheck>
<AdditionalIncludeDirectories>D:\nettlemath;D:\nativelinq\nativelinq\nativelinq;D:\github\lframework;D:\lmath\lmath;D:\DirectXTex\DirectXTex</AdditionalIncludeDirectories>
<MultiProcessorCompilation>true</MultiProcessorCompilation>
<MinimalRebuild>false</MinimalRebuild>
<RuntimeLibrary>MultiThreadedDebug</RuntimeLibrary>
</ClCompile>
<Link>
<SubSystem>Windows</SubSystem>
<GenerateDebugInformation>true</GenerateDebugInformation>
<AdditionalLibraryDirectories>
</AdditionalLibraryDirectories>
</Link>
<Lib>
<AdditionalLibraryDirectories>D:\github\lframework\Debug;D:\DirectXTex\DirectXTex\Bin\Desktop_2015_Win10\Win32\Debug</AdditionalLibraryDirectories>
</Lib>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<ClCompile>
<WarningLevel>Level3</WarningLevel>
<PrecompiledHeader>NotUsing</PrecompiledHeader>
<Optimization>MaxSpeed</Optimization>
<FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions>
<PreprocessorDefinitions>NMATH_SWIZZLE_ENABLE;WIN32;NDEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<SDLCheck>true</SDLCheck>
<RuntimeLibrary>MultiThreaded</RuntimeLibrary>
<AdditionalIncludeDirectories>D:\DirectXTex\DirectXTex;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
</ClCompile>
<Link>
<SubSystem>Windows</SubSystem>
<GenerateDebugInformation>true</GenerateDebugInformation>
<EnableCOMDATFolding>true</EnableCOMDATFolding>
<OptimizeReferences>true</OptimizeReferences>
</Link>
</ItemDefinitionGroup>
<ItemGroup>
<ClCompile Include="Archive.cpp" />
<ClCompile Include="AssetDatabase.cpp" />
<ClCompile Include="AssetManager.cpp" />
<ClCompile Include="AssetMetadata.cpp" />
<ClCompile Include="DDSTextureLoader12.cpp" />
<ClCompile Include="GameObject.cpp" />
<ClCompile Include="ObjectsFactory.cpp" />
<ClCompile Include="LEngine.cpp" />
<ClCompile Include="Camera.cpp" />
<ClCompile Include="Component.cpp" />
<ClCompile Include="Material.cpp" />
<ClCompile Include="Mesh.cpp" />
<ClCompile Include="MeshGenerator.cpp" />
<ClCompile Include="MeshRenderer.cpp" />
<ClCompile Include="Object.cpp" />
<ClCompile Include="Renderer.cpp" />
<ClCompile Include="RenderTargetOutput.cpp" />
<ClCompile Include="Scene.cpp" />
<ClCompile Include="SceneRenderer.cpp" />
<ClCompile Include="Shader.cpp" />
<ClCompile Include="Gizmos.cpp" />
</ItemGroup>
<ItemGroup>
<ClInclude Include="Archive.h" />
<ClInclude Include="Asset.h" />
<ClInclude Include="AssetDatabase.h" />
<ClInclude Include="AssetFile.h" />
<ClInclude Include="AssetImporter.h" />
<ClInclude Include="AssetMetadata.h" />
<ClInclude Include="D3d12DescriptorHeapAllocator.h" />
<ClInclude Include="d3dx12.h" />
<ClInclude Include="DDSTextureLoader12.h" />
<ClInclude Include="ForwardListItem.h" />
<ClInclude Include="Guid.h" />
<ClInclude Include="InputArchive.h" />
<ClInclude Include="ModelImporter.h" />
<ClInclude Include="ObjectsFactory.h" />
<ClInclude Include="Object.h" />
<ClInclude Include="AssetManager.h" />
<ClInclude Include="Filesystem.h" />
<ClInclude Include="LEngine.h" />
<ClInclude Include="Camera.h" />
<ClInclude Include="Component.h" />
<ClInclude Include="d3d11_types.h" />
<ClInclude Include="File.h" />
<ClInclude Include="ForwardDeclarations.h" />
<ClInclude Include="GameObject.h" />
<ClInclude Include="FatalError.h" />
<ClInclude Include="Material.h" />
<ClInclude Include="Mathf.h" />
<ClInclude Include="Mesh.h" />
<ClInclude Include="MeshGenerator.h" />
<ClInclude Include="MeshRenderer.h" />
<ClInclude Include="ObjMeshLoader.h" />
<ClInclude Include="OutputArchive.h" />
<ClInclude Include="Renderer.h" />
<ClInclude Include="RenderTargetOutput.h" />
<ClInclude Include="Scene.h" />
<ClInclude Include="RenderOutput.h" />
<ClInclude Include="SceneRenderer.h" />
<ClInclude Include="Shader.h" />
<ClInclude Include="ShaderInclude.h" />
<ClInclude Include="ShaderParametersBlock.h" />
<ClInclude Include="Gizmos.h" />
<ClInclude Include="GizmoVertex.h" />
<ClInclude Include="d3d11_helper.h" />
<ClInclude Include="Bounds.h" />
<ClInclude Include="shaders\car_shader.fx" />
<ClInclude Include="Submesh.h" />
<ClInclude Include="SwapChainOutput.h" />
<ClInclude Include="Texture.h" />
<ClInclude Include="TextureImporter.h" />
<ClInclude Include="Transform.h" />
<ClInclude Include="Vertex.h" />
</ItemGroup>
<ItemGroup>
<None Include="shaders\f1\f2\test.inc" />
<None Include="shaders\lighting\cook_torrance_term.inc" />
<None Include="shaders\red_shader.fx" />
<None Include="shaders\shader.fx" />
</ItemGroup>
<ItemGroup>
<None Include="shaders\gizmos.fx">
<FileType>Document</FileType>
</None>
</ItemGroup>
<ItemGroup>
<None Include="shaders\default.fx">
<FileType>Document</FileType>
</None>
</ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets">
</ImportGroup>
</Project>
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#include "Material.h"
#include <d3d11.h>
#include <stdint.h>
#include "nativelinq.h"
#include <cassert>
#include <cstring>
#include "d3dx12.h"
#include "FatalError.h"
void Material::SetShader(ShaderPtr _shader) {
shader = _shader;
RebuildBuffers();
}
std::string Material::DiffuseMapName() {
return "_DiffuseMap";
}
std::string Material::NormalMapName() {
return "_NormalMap";
}
std::string Material::DiffuseColorName() {
return "_DiffuseColor";
}
MaterialPtr Material::Create(std::string name) {
return std::shared_ptr<Material>(new Material(name));
}
MaterialPtr Material::Create(ShaderPtr shader, std::string name) {
auto material = Create(name);
material->SetShader(shader);
return material;
}
void Material::Apply() {
for(int i = 0; i < (int)ShaderType::Count; ++i) {
auto s = shader->GetShader((ShaderType)i);
if(s != nullptr) {
//apply shaders
//s->Apply(context);
auto& p = shaderParameters[i];
//update and apply buffers
for (auto& bufferCtx : p.buffers) {
D3D12_RANGE range;
range.Begin = range.End = 0;
uint8_t* data = nullptr;
auto hr = bufferCtx.buffer->Map(0, &range, (void**)&data);
assert(hr == S_OK);
//write all variables
for (auto& variable : bufferCtx.variables) {
auto param = parameters.GetParameterByName(variable.name);
if (param != nullptr) {
memcpy(data + variable.offset, param->GetPointer(), variable.size);
}
}
range.End = bufferCtx.size;
bufferCtx.buffer->Unmap(0, &range);
assert(hr == S_OK);
/*context->Unmap(bufferCtx.buffer, 0);
ID3D11Buffer* buffers[1] = { bufferCtx.buffer };
switch ((ShaderType)i)
{
case ShaderType::Vs:
context->VSSetConstantBuffers(bufferCtx.bindPoint, 1, buffers);
break;
case ShaderType::Ps:
context->PSSetConstantBuffers(bufferCtx.bindPoint, 1, buffers);
break;
default:
assert(false && "not implemented");
}*/
//sr.pData
}
//apply shader resources
/*for (auto& resourceCtx : p.resources) {
auto param = parameters.GetParameterByName(resourceCtx.name);
if (param != nullptr) {
auto resourceParam = std::dynamic_pointer_cast<ShaderResourceParameter>(param);
ID3D11ShaderResourceView* resources[1] = { resourceParam->value };
switch ((ShaderType)i)
{
case ShaderType::Vs:
context->VSSetShaderResources(resourceCtx.bindPoint, 1, resources);
break;
case ShaderType::Ps:
context->PSSetShaderResources(resourceCtx.bindPoint, 1, resources);
break;
default:
assert(false && "not implemented");
}
}
}*/
} else {
}
}
}
void Material::RebuildShaderParameters(ShaderParametersContext& params, ComPtr<ID3D12ShaderReflection> reflection) {
D3D12_SHADER_DESC d;
reflection->GetDesc(&d);
params.Clear();
//get resource variables
for(uint32_t i = 0; i < d.BoundResources; ++i) {
D3D12_SHADER_INPUT_BIND_DESC bindDesc;
reflection->GetResourceBindingDesc(i, &bindDesc);
ShaderResourceVariable var;
var.bindPoint = bindDesc.BindPoint;
var.name = bindDesc.Name;
var.type = bindDesc.Type;
params.resources.push_back(var);
}
//get constant buffers
for(uint32_t i = 0; i < d.ConstantBuffers; ++i) {
ShaderBufferContext ctx;
ID3D12ShaderReflectionConstantBuffer* cb = reflection->GetConstantBufferByIndex(i);
auto device = shader->GetDevice();
D3D12_SHADER_BUFFER_DESC bufferDesc;
cb->GetDesc(&bufferDesc);
ctx.name = bufferDesc.Name;
D3D11_BUFFER_DESC cbDesc;
cbDesc.ByteWidth = bufferDesc.Size;
cbDesc.Usage = D3D11_USAGE_DYNAMIC;
cbDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
cbDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
cbDesc.MiscFlags = 0;
cbDesc.StructureByteStride = 0;
auto hr = device->CreateCommittedResource(
&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_UPLOAD), // this heap will be used to upload the constant buffer data
D3D12_HEAP_FLAG_NONE, // no flags
&CD3DX12_RESOURCE_DESC::Buffer(1024 * 64), // Must be a multiple of 64KB for single-textures and constant buffers. TODO: handle size overflow o_O Maybe.
D3D12_RESOURCE_STATE_GENERIC_READ,
nullptr,
IID_PPV_ARGS(&ctx.buffer));
ctx.buffer->SetName(L"Constant Buffer Upload Resource Heap");
//device->CreateBuffer(&cbDesc, nullptr, &ctx.buffer);
for(uint32_t j = 0; j < bufferDesc.Variables; ++j) {
auto variable = cb->GetVariableByIndex(j);
D3D12_SHADER_VARIABLE_DESC varDesc;
variable->GetDesc(&varDesc);
ctx.variables.push_back(ShaderBufferVariable(varDesc.Name, varDesc.StartOffset, varDesc.Size));
}
//find buffer's bind point
auto res = Where(params.resources, [ctx](ShaderResourceVariable srv) {return srv.name == ctx.name && srv.type == D3D_SIT_CBUFFER; })->ToVector();
ctx.bindPoint = res[0].bindPoint;
ctx.type = res[0].type;
ctx.size = cbDesc.ByteWidth;
params.buffers.push_back(ctx);
}
}
void Material::RebuildBuffers() {
ComPtr<ID3D12ShaderReflection> reflection;
for(int i = 0; i < (int)ShaderType::Count; ++i) {
auto& vs = shader->GetShader((ShaderType)i);
if(vs != nullptr) {
reflection = nullptr;
D3DReflect(vs->blob->GetBufferPointer(), vs->blob->GetBufferSize(), __uuidof(reflection), (void**)&reflection);
RebuildShaderParameters(shaderParameters[i], reflection);
}
}
}
void Material::SetParametersBlock(ShaderParametersBlock& block) {
parameters = block;
}
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#ifndef Material_h__
#define Material_h__
#include "Shader.h"
#include <vector>
#include <stdint.h>
#include <d3dcompiler.h>
#include "ForwardDeclarations.h"
#include "ShaderParametersBlock.h"
#include "Object.h"
#include <wrl.h>
using namespace Microsoft::WRL;
class Material : public Object {
public:
std::wstring class_name() const {
return L"Material";
}
void SetShader(ShaderPtr _shader);
ShaderPtr GetShader() {
return shader;
}
void SetParametersBlock(ShaderParametersBlock& block);
ShaderParametersBlock& GetParametersBlock() {
return parameters;
}
void Apply();
static MaterialPtr Create(std::string name);
static MaterialPtr Create(ShaderPtr shader, std::string name);
static std::string DiffuseMapName();
static std::string NormalMapName();
static std::string DiffuseColorName();
ShaderParametersContext& GetCompiledParameters(ShaderType shader_type)
{
return shaderParameters[(uint32_t)shader_type];
}
private:
Material(std::string name)
:_name(name)
{
}
std::string _name;
ShaderPtr shader;
ShaderParametersContext shaderParameters[(uint32_t)ShaderType::Count];
ShaderParametersBlock parameters;
void RebuildBuffers();
void RebuildShaderParameters(ShaderParametersContext& params, ComPtr<ID3D12ShaderReflection> reflection);
};
#endif // Material_h__
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#pragma once
class Mathf {
public:
static float Pi() {
return 3.1415926535897932384626f;
}
static float RadToDeg() {
return 180.0f / Pi();
}
static float DegToRad() {
return Pi() / 180.0f;
}
};
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#include "Mesh.h"
#include "LEngine.h"
#include <string.h>
Mesh::Mesh(ID3D12DevicePtr dev) {
_device = dev;
SetSubmeshCount(1);
}
MeshPtr Mesh::Create() {
return std::shared_ptr<Mesh>(new Mesh(LEngine::Instance()->GetRenderer()->GetDevice()));
}
ID3D12ResourcePtr Mesh::GetVertexBuffer() {
return _vertexBuffer;
}
ID3D12DevicePtr Mesh::GetDevice() {
return _device;
}
MeshPtr Mesh::Create(MeshProcessFunction initFunction) {
auto mesh = Create();
if (initFunction != nullptr) {
initFunction(mesh);
mesh->RecalculateBounds();
}
return mesh;
}
Bounds Mesh::GetBounds() const {
return _bounds;
}
std::vector<Vertex> Mesh::GetVertices() {
std::vector<Vertex> result;
/*if (_vertexBuffer == nullptr) {
return result;
}
D3D11_BUFFER_DESC desc;
_vertexBuffer->GetDesc(&desc);
desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
desc.Usage = D3D11_USAGE_STAGING;
desc.BindFlags = 0;
ID3D11BufferPtr stagingBuffer;
_device->CreateBuffer(&desc, nullptr, &stagingBuffer);
ID3D11DeviceContextPtr ctx;
_device->GetImmediateContext(&ctx);
ctx->CopyResource(stagingBuffer, _vertexBuffer);
D3D11_MAPPED_SUBRESOURCE sr;
ctx->Map(stagingBuffer, 0, D3D11_MAP_READ, 0, &sr);
result.resize(desc.ByteWidth / sizeof(Vertex));
memcpy_s(&result[0], desc.ByteWidth, sr.pData, desc.ByteWidth);
ctx->Unmap(stagingBuffer, 0);*/
return result;
}
D3D12_VERTEX_BUFFER_VIEW Mesh::GetVertexBufferView(){
D3D12_VERTEX_BUFFER_VIEW result;
result.BufferLocation = _vertexBuffer->GetGPUVirtualAddress();
result.SizeInBytes = _vertexCount * sizeof(Vertex);
result.StrideInBytes = sizeof(Vertex);
return result;
}
void Mesh::SetVertices(const std::vector<Vertex>& vertices) {
auto bytesCount = sizeof(vertices[0])* vertices.size();
_vertexCount = vertices.size();
//create vertex buffer
_device->CreateCommittedResource(
&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_DEFAULT),
D3D12_HEAP_FLAG_NONE,
&CD3DX12_RESOURCE_DESC::Buffer(bytesCount),
D3D12_RESOURCE_STATE_COPY_DEST,
nullptr,
IID_PPV_ARGS(&_vertexBuffer));
//create upload buffer
ComPtr<ID3D12Resource> vBufferUploadHeap;
_device->CreateCommittedResource(
&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_UPLOAD),
D3D12_HEAP_FLAG_NONE,
&CD3DX12_RESOURCE_DESC::Buffer(bytesCount),
D3D12_RESOURCE_STATE_GENERIC_READ,
nullptr,
IID_PPV_ARGS(&vBufferUploadHeap));
vBufferUploadHeap->SetName(L"Vertex Buffer Upload Resource Heap");
D3D12_SUBRESOURCE_DATA vertexData = {};
vertexData.pData = reinterpret_cast<const BYTE*>(&vertices[0]); // pointer to our vertex array
vertexData.RowPitch = bytesCount; // size of all our triangle vertex data
vertexData.SlicePitch = bytesCount; // also the size of our triangle vertex data
auto renderer = LEngine::Instance()->GetRenderer();
auto cl = renderer->BeginCommandList();
UpdateSubresources(cl.Get(), _vertexBuffer.Get(), vBufferUploadHeap.Get(), 0, 0, 1, &vertexData);
cl->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(_vertexBuffer.Get(), D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER));
renderer->EndCommandList();
renderer->WaitCommandsQueue();
}
void Mesh::SetIndices(const Submesh::index_array_t& indices, MeshTopology topology, uint32_t submeshId) {
if (submeshId >= GetSubmeshCount()) {
return;
}
_submeshes[submeshId]->Set(indices, topology);
}
uint32_t Mesh::GetSubmeshCount() const {
return _submeshes.size();
}
void Mesh::SetSubmeshCount(uint32_t count) {
auto oldSize = _submeshes.size();
_submeshes.resize(count);
for (auto i = oldSize; i < count; ++i) {
_submeshes[i] = std::make_shared<Submesh>();
}
}
const std::vector<SubmeshPtr>& Mesh::GetSubmeshes() {
return _submeshes;
}
void Mesh::RecalculateBounds() {
/*auto vertices = GetVertices();
if (vertices.size() == 0) {
_bounds.SetSize(float3(0, 0, 0));
_bounds.SetCenter(float3(0, 0, 0));
}
float3 minPoint = vertices[0].position.xyz;
float3 maxPoint = vertices[0].position.xyz;
for (size_t i = 1; i < vertices.size(); ++i) {
minPoint = lm::min(minPoint, vertices[i].position.xyz);
maxPoint = lm::max(maxPoint, vertices[i].position.xyz);
}
_bounds.SetCenter((minPoint + maxPoint) * 0.5f);
_bounds.SetSize(maxPoint - minPoint);*/
}
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#ifndef Mesh_h__
#define Mesh_h__
#include <vector>
#include <stdint.h>
#include <memory>
#include <functional>
#include "ForwardDeclarations.h"
#include "Vertex.h"
#include "Submesh.h"
#include "Bounds.h"
#include "Object.h"
#include <wrl.h>
using namespace Microsoft::WRL;
typedef std::function<void(MeshPtr)> MeshProcessFunction;
class Mesh : public Object {
public:
Mesh():_vertexCount(0)
{
}
std::vector<Vertex> GetVertices();
void SetVertices(const std::vector<Vertex>& vertices);
void SetIndices(const Submesh::index_array_t& indices, MeshTopology topology, uint32_t submeshId);
void RecalculateBounds();
ID3D12ResourcePtr GetVertexBuffer();
ID3D12DevicePtr GetDevice();
static MeshPtr Create();
static MeshPtr Create(MeshProcessFunction initFunction);
uint32_t GetSubmeshCount() const;
void SetSubmeshCount(uint32_t count);
const std::vector<SubmeshPtr>& GetSubmeshes();
Bounds GetBounds() const;
D3D12_VERTEX_BUFFER_VIEW GetVertexBufferView();
private:
size_t _vertexCount;
Bounds _bounds;
Mesh(ID3D12DevicePtr dev);
ID3D12ResourcePtr _vertexBuffer;
ID3D12DevicePtr _device;
std::vector<SubmeshPtr> _submeshes;
};
#endif // Mesh_h__
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#include "MeshGenerator.h"
#include <vector>
void MeshGenerator::Cube(MeshPtr mesh, bool splitFaces){
if (mesh == nullptr) {
return;
}
std::vector<Vertex> vertices;
std::vector<uint32_t> indices;
float3 corners[8];
for (int i = 0; i < 2; ++i) {
for (int j = 0; j < 4; ++j) {
int id = i * 4 + j;
corners[id].x() = ((j == 0) || (j == 3)) ? -0.5f : 0.5f;
corners[id].y() = -((float)(j >> 1) - 0.5f);
corners[id].z() =(float)i - 0.5f;
}
}
int vid[] = { 0,1,2,3, 5,4,7,6, 1,5,6,2, 4,0,3,7, 4,5,1,0, 3,2,6,7 };
for (int i = 0; i < 24; ++i) {
Vertex v;
v.position.x() = corners[vid[i]].x();
v.position.y() = corners[vid[i]].y();
v.position.z() = corners[vid[i]].z();
vertices.push_back(v);
}
float3 normals[6] = { float3(0.0f,0.0f,-1.0f), float3(0.0f,0.0f,1.0f), float3(1.0f,0.0f,0.0f), float3(-1.0f,0.0f,0.0f), float3(0.0f,1.0f,0.0f), float3(0.0f,-1.0f,0.0f) };
int indicesBase[] = { 0,1,3,1,2,3 };
float2 uvBase[] = { float2(0.0f,0.0f), float2(1.0f,0.0f), float2(1.0f,1.0f), float2(0.0f,1.0f) };
mesh->SetSubmeshCount(splitFaces ? 6 : 1);
for (int i = 0; i < 6; ++i) {
for (int j = 0; j < 4; ++j) {
vertices[i * 4 + j].normal = normals[i];
vertices[i * 4 + j].uv0 = uvBase[j];
}
for (int j = 0; j < 6; ++j) {
indices.push_back(indicesBase[j] + i * 4);
}
if (splitFaces) {
mesh->SetIndices(indices, MeshTopology::TriangleList, i);
indices.resize(0);
}
}
mesh->SetVertices(vertices);
if (!splitFaces) {
mesh->SetIndices(indices, MeshTopology::TriangleList, 0);
}
}
void MeshGenerator::Plane(MeshPtr mesh) {
if (mesh == nullptr) {
return;
}
float3 normal(0.0f, 1.0f, 0.0f);
float extend = 0.5f;
std::vector<Vertex> vertices = {
Vertex(float4(-extend, 0.0f, extend, 1.0f), normal, float2(0.0f,0.0f)),
Vertex(float4(extend, 0.0f, extend, 1.0f), normal, float2(1.0f,0.0f)),
Vertex(float4(extend, 0.0f, -extend, 1.0f), normal, float2(1.0f,1.0f)),
Vertex(float4(-extend, 0.0f, -extend, 1.0f), normal, float2(0.0f,1.0f)),
};
std::vector<uint32_t> indices = { 0,1,3,1,2,3 };
mesh->SetSubmeshCount(1);
mesh->SetVertices(vertices);
mesh->SetIndices(indices, MeshTopology::TriangleList, 0);
}
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#ifndef MeshGenerator_h__
#define MeshGenerator_h__
#include "Mesh.h"
#include "ForwardDeclarations.h"
class MeshGenerator
{
public:
static void Cube(MeshPtr mesh, bool splitFaces);
static void Plane(MeshPtr mesh);
};
#endif // MeshGenerator_h__
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#include "MeshRenderer.h"
#include <cassert>
void MeshRenderer::SyncMaterialSlots() {
if (mesh == nullptr) {
_materials.resize(0);
}
else {
_materials.resize(mesh->GetSubmeshCount());
}
}
std::shared_ptr<MeshRenderer> MeshRenderer::SetMesh(MeshPtr m) {
mesh = m;
SyncMaterialSlots();
UpdateInputLayouts();
return std::static_pointer_cast<MeshRenderer>(shared_from_this());
}
MeshPtr MeshRenderer::GetMesh() {
return mesh;
}
void MeshRenderer::SetMaterial(MaterialPtr material, int id){
SyncMaterialSlots();
_materials[id] = material;
UpdateInputLayouts();
}
void MeshRenderer::UpdateInputLayouts(){
if (mesh == nullptr) {
return;
}
if (_materials.size() == 0 || _materials[0] == nullptr) {
return;
}
//D3D12_APPEND_ALIGNED_ELEMENT
_inputElements.clear();
_inputElements.push_back({ "POSITION", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 0, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 });
_inputElements.push_back({ "NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 16, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 });
_inputElements.push_back({ "UV", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 28, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 });
_inputElements.push_back({ "UV", 1, DXGI_FORMAT_R32G32_FLOAT, 0, 36, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 });
_inputLayoutDesc.NumElements = _inputElements.size();
_inputLayoutDesc.pInputElementDescs = &_inputElements[0];
//auto vs = _materials[0]->GetShader()->GetShader(ShaderType::Vs);
//auto hr = mesh->GetDevice()->CreateInputLayout(ied, 4, vs->blob->GetBufferPointer(), vs->blob->GetBufferSize(), &_inputLayout);
//assert(hr == S_OK);
}
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#ifndef MeshRenderer_h__
#define MeshRenderer_h__
#include "ObjectsFactory.h"
#include "Mesh.h"
#include "Material.h"
#include <vector>
#include "ForwardDeclarations.h"
#include <memory>
LOBJECT(MeshRenderer, Component)
public:
std::shared_ptr<MeshRenderer> SetMesh(MeshPtr m);
MeshPtr GetMesh();
void SetMaterial(MaterialPtr material, int id);
std::vector<MaterialPtr> GetMaterials() {
return _materials;
}
D3D12_INPUT_LAYOUT_DESC GetInputLayout() {
return _inputLayoutDesc;
}
private:
void UpdateInputLayouts();
void SyncMaterialSlots();
MeshPtr mesh;
std::vector<MaterialPtr> _materials;
std::vector<D3D12_INPUT_ELEMENT_DESC> _inputElements;
D3D12_INPUT_LAYOUT_DESC _inputLayoutDesc;
};
#endif // MeshRenderer_h__
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#ifndef ModelImporter_h__
#define ModelImporter_h__
#include "AssetImporter.h"
#include <filesystem>
#include <vector>
#include <string>
#include "ObjMeshLoader.h"
#include "AssetDatabase.h"
class ModelImporter : public AssetImporter {
public:
virtual bool can_import(const std::wstring& path) const override {
std::tr2::sys::path src_path(path);
return src_path.extension() == ".obj";
}
virtual std::wstring name() override {
return L"ModelImporter";
}
virtual bool set_parameters(std::wstring params) override {
return false;
}
virtual std::wstring get_parameters() const override {
return L"";
}
virtual void import(std::wstring asset_path) override {
ObjMeshLoader loader;
loader.Load(asset_path);
}
};
#endif // ModelImporter_h__
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#pragma once
#include "Mesh.h"
#include "GameObject.h"
#include <fstream>
#include <iostream>
#include "lmath.h"
#include <stack>
#include <sstream>
#include <array>
#include <tuple>
#include <map>
#include <cstdio>
#include <filesystem>
#include "MeshRenderer.h"
using namespace lm;
struct ObjVertex {
int32_t vid;
int32_t tid;
int32_t nid;
};
struct ObjFace {
int32_t sid;
int32_t mid;
std::array<ObjVertex, 3> vertices;
};
class ObjGroup {
public:
ObjGroup(std::string objName)
:name(objName), smoothGroupsEnabled(true), activeSmoothGroup(0)
{
}
void AddFace(int32_t matId, const ObjVertex& v0, const ObjVertex& v1, const ObjVertex& v2) {
ObjFace f;
f.vertices[0] = v0;
f.vertices[1] = v1;
f.vertices[2] = v2;
f.mid = matId;
f.sid = activeSmoothGroup;
faces.push_back(f);
if (std::find(materials.begin(), materials.end(), matId) == materials.end()) {
materials.push_back(matId);
}
}
std::vector<uint32_t> materials;
std::string name;
std::vector<ObjFace> faces;
int32_t activeSmoothGroup;
bool smoothGroupsEnabled;
};
class ObjMeshLoader {
public:
friend class ObjGroup;
ObjMeshLoader() : _activeMatId(-1){
}
std::string read_file(std::wstring path)
{
FILE* file = nullptr;
auto err = _wfopen_s(&file, path.c_str(), L"rb");
fseek(file, 0, SEEK_END);
auto file_size = ftell(file);
std::string str;
str.resize(file_size);
fseek(file, 0, SEEK_SET);
auto done = fread_s(&str[0], file_size, 1, file_size, file);
fclose(file);
return str;
}
std::vector<GameObjectPtr> Load(const std::wstring& path) {
std::vector<GameObjectPtr> result;
/*if (!file1.good()) {
return result;
}*/
auto str = read_file(path);
std::stringstream buffer(str);
std::vector<char> line_buffer;
line_buffer.resize(8192);
std::string previous_line;
std::string line;
//while (buffer.getline(&line_buffer[0], line_buffer.size())) {
while (std::getline(buffer, line)) {
//std::string line(&line_buffer[0]);
if (line.size() < 3) {
continue;
}
switch(line[0]){
case 'v':
switch (line[1]) {
case ' ': {
float3 v;
sscanf_s(&line[2], "%f%f%f", &v.x(), &v.y(), &v.z());
_vertices.push_back(v);
break;
}
case 'n': {
float3 n;
sscanf_s(&line[2], "%f%f%f", &n.x(), &n.y(), &n.z());
_normals.push_back(n);
break;
}
case 't':
float3 t;
sscanf_s(&line[2], "%f%f%f", &t.x(), &t.y(), &t.z());
_texcoords.push_back(t);
break;
}
break;
case 'f': {
bool is_open = false;
size_t start = 2;
int slash_pos_0 = 0;
int slash_pos_1 = 0;
if(line[line.size() - 1] == '\r')
{
line[line.size() - 1] = ' ';
}else
{
line += " ";
}
std::vector<ObjVertex> fVertices;
for (size_t i = 2; i < line.size(); ++i) {
if (line[i] == ' ') {
if (is_open) { //finalize chunk
is_open = false;
ObjVertex v;
if (slash_pos_0 == -1) {
auto pos2 = (int)buffer.tellg();
sscanf_s(&line[start], "%d", &v.vid);
v.tid = v.nid = -1;
} else if (slash_pos_1 == -1) {
sscanf_s(&line[start], "%d/%d", &v.vid, &v.tid);
v.nid = -1;
} else {
if (slash_pos_1 - slash_pos_0 == 1) {
sscanf_s(&line[start], "%d//%d", &v.vid, &v.nid);
v.tid = -1;
} else {
sscanf_s(&line[start], "%d/%d/%d", &v.vid, &v.tid, &v.nid);
}
}
fVertices.push_back(v);
}
} else {
if (!is_open) {
start = i;
slash_pos_0 = -1;
slash_pos_1 = -1;
is_open = true;
} else {
if (line[i] == '/') {
if (slash_pos_0 == -1) {
slash_pos_0 = i;
} else {
slash_pos_1 = i;
}
}
}
}
}
//emit triangles (split if quads)
if (fVertices.size() == 3) {
_groups[_groups.size() - 1].AddFace(_activeMatId, fVertices[0], fVertices[1], fVertices[2]);
} else if (fVertices.size() == 4) {
_groups[_groups.size() - 1].AddFace(_activeMatId, fVertices[0], fVertices[1], fVertices[2]);
_groups[_groups.size() - 1].AddFace(_activeMatId, fVertices[0], fVertices[2], fVertices[3]);
}
break;
}
case 'g': {
auto name = line.substr(2);
_groups.push_back(ObjGroup(name));
break;
}
case 's':
if (line.find("off") != std::string::npos) {
_groups[_groups.size() - 1].smoothGroupsEnabled = false;
} else {
sscanf_s(&line[2], "%d", &_groups[_groups.size() - 1].activeSmoothGroup);
}
break;
case 'm': {
std::stringstream ss(line);
std::string key, value;
ss >> key;
ss >> value;
_mtlLibName = value;
std::cout << "Found material library: " << value << std::endl;
break;
}
case 'u': {
std::stringstream ss(line);
std::string key, value;
ss >> key;
ss >> value;
SetActiveMaterial(value);
break;
}
}
previous_line = line;
}
auto mtllib_path = obj_to_mtl_path(path);
_mats = load_mtllib(mtllib_path);
for (auto& group : _groups) {
result.push_back(UnpackGroup(group));
}
return result;
}
private:
std::vector<MaterialPtr> _mats;
std::wstring obj_to_mtl_path(const std::wstring& obj_path){
std::tr2::sys::path src(obj_path);
auto dst = src.parent_path();
return dst.append(_mtlLibName).wstring();
}
std::vector<MaterialPtr> load_mtllib(const std::wstring& path){
std::vector<MaterialPtr> result;
auto text = std::ifstream(path);
std::string line;
auto default_shader = Shader::Create(L"shaders/default.fx");
MaterialPtr active_material;
while(std::getline(text, line))
{
if(line[0] == '#' || line.empty()){
continue;
}
std::string word;
std::stringstream ls(line);
ls >> word;
if (word == "newmtl") {
std::string mat_name;
ls >> mat_name;
if(active_material != nullptr)
{
result.push_back(active_material);
}
active_material = Material::Create(default_shader, mat_name);
} else {
if (active_material == nullptr) {
continue;
} else {
if(word == "Kd")
{
std::vector<float> color;
float tmp = 0.0f;
while(ls >> tmp)
{
color.push_back(tmp);
}
if(color.size() == 3)
{
active_material->GetParametersBlock().SetValue(Material::DiffuseColorName(), float4(color[0], color[1], color[2], 1.0f));
}
}
}
}
}
if (active_material != nullptr) {
result.push_back(active_material);
}
return result;
}
typedef std::tuple<ObjVertex, Vertex> VertexPair;
GameObjectPtr UnpackGroup(const ObjGroup& group) {
std::vector<std::vector<ObjFace*>> facesTable;
facesTable.resize(_vertices.size());
std::vector<Vertex> vertices;
std::map<size_t, std::vector<uint32_t>> submeshes;
//EmitGeometry(group, vertices, submeshes);
EmitGeometrySimple(group, vertices, submeshes);
auto mesh = Mesh::Create();
mesh->SetSubmeshCount(group.materials.size());
mesh->SetVertices(vertices);
int id = 0;
for(auto& p : submeshes)
{
mesh->SetIndices(p.second, MeshTopology::TriangleList, id);
id++;
}
auto obj = GameObject::create();
obj->AddComponent<MeshRenderer>()->SetMesh(mesh);
for (size_t i = 0; i < group.materials.size(); ++i){
auto mat_id = group.materials[i];
obj->GetComponent<MeshRenderer>()->SetMaterial(_mats[mat_id], i);
}
mesh->RecalculateBounds();
return obj;
}
/*MeshPtr BuildMesh(ObjGroup& group) {
std::vector<Vertex> vertices;
std::vector<int32_t> indices;
EmitGeometry(group, vertices, indices);
auto mesh = Mesh::Create();
mesh->SetSubmeshCount(group.materials.size());
return mesh;
}*/
void EmitGeometry(const ObjGroup& group, std::vector<Vertex>& vertices, std::map<size_t, std::vector<uint32_t>>& submeshes) {
auto vComp = [](ObjVertex v1, ObjVertex v2) {
return (v1.vid == v2.vid) && (v1.tid == v2.tid) && (v1.nid && v2.nid);
};
std::vector<ObjVertex> tmpVertices;
for (auto& f : group.faces) {
for (auto& v : f.vertices) {
int id = -1;
for (size_t i = 0; i < tmpVertices.size(); ++i) {
if (vComp(tmpVertices[i], v)) {
id = i;
break;
}
}
if (id == -1) {
id = tmpVertices.size();
tmpVertices.push_back(v);
Vertex vertex;
vertex.position = float4(_vertices[v.vid - 1], 1.0f);
vertex.normal = _normals[v.nid - 1];
vertex.uv0 = _texcoords[v.tid - 1].xy();
vertices.push_back(vertex);
}
submeshes[f.mid].push_back(id);
}
}
}
void EmitGeometrySimple(const ObjGroup& group, std::vector<Vertex>& vertices, std::map<size_t, std::vector<uint32_t>>& submeshes) {
int id = 0;
for (auto& f : group.faces) {
for (auto& v : f.vertices) {
Vertex vertex;
vertex.position = float4(_vertices[v.vid - 1], 1.0f);
vertex.normal = _normals[v.nid - 1];
vertex.uv0 = _texcoords[v.tid - 1].xy();
vertices.push_back(vertex);
submeshes[f.mid].push_back(id);
++id;
}
}
}
void SetActiveMaterial(const std::string& name) {
for (size_t i = 0; i < _materials.size(); ++i) {
if (_materials[i] == name) {
_activeMatId = i;
return;
}
}
_activeMatId = _materials.size();
_materials.push_back(name);
}
int _activeMatId;
std::string _mtlLibName;
std::vector<float3> _vertices;
std::vector<float3> _normals;
std::vector<float3> _texcoords;
std::vector<std::string> _materials;
std::vector<ObjGroup> _groups;
};
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#include "Object.h"
#include "Archive.h"
std::map<ObjectRegistry::instance_id_t, std::weak_ptr<Object>> ObjectRegistry::_registry;
std::atomic<ObjectRegistry::instance_id_t> ObjectRegistry::_last_index = 0;
Object::Object():_instance_id(-1){
}
std::shared_ptr<Object> Object::create(){
auto result = std::shared_ptr<Object>(new Object());
result->Register();
return result;
}
Object::~Object(){
ObjectRegistry::remove_object(_instance_id);
}
void Object::Register(){
_instance_id = ObjectRegistry::add_object(shared_from_this());
}
void Object::serialize(Archive& archive) {
archive << _name;
}
ObjectRegistry::instance_id_t ObjectRegistry::add_object(std::shared_ptr<Object> object) {
auto result = _last_index++;
_registry[result] = object;
return result;
}
void ObjectRegistry::remove_object(instance_id_t object) {
_registry.erase(object);
}
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#ifndef Object_h__
#define Object_h__
#include <cstdint>
#include <string>
#include <fstream>
#include <memory>
#include <windows.h>
#include <functional>
#include <map>
#include <vector>
#include <atomic>
#include "Asset.h"
class Object;
class OutputArchive;
class ObjectRegistry {
public:
using instance_id_t = uint64_t;
friend class Object;
private:
static instance_id_t add_object(std::shared_ptr<Object> object);
static void remove_object(instance_id_t object);
static std::map<instance_id_t, std::weak_ptr<Object>> _registry;
static std::atomic<instance_id_t> _last_index;
};
class Archive;
class Object : public std::enable_shared_from_this<Object>{
public:
using instance_id_t = ObjectRegistry::instance_id_t;
virtual void serialize(Archive& archive);
virtual void construct() {
}
virtual std::wstring get_type_name() const{
return L"Object";
}
std::shared_ptr<Object> as_object(){
return shared_from_this();
}
template<typename T>
static std::vector<std::shared_ptr<T>> FindObjectsOfType() {
std::vector<std::shared_ptr<T>> result;
auto& registry = ObjectRegistry::_registry;
for(auto& pair : registry){
auto obj = pair.second.lock();
auto targetObj = std::dynamic_pointer_cast<T>(obj);
if(targetObj != nullptr){
result.push_back(targetObj);
}
}
return result;
}
static std::shared_ptr<Object> Find(const AssetFileLink& link)
{
auto& registry = ObjectRegistry::_registry;
for (auto& pair : registry) {
auto obj = pair.second.lock();
if(obj != nullptr && obj->GetFileLink() == link)
{
return obj;
}
}
return nullptr;
}
static std::shared_ptr<Object> create();
virtual ~Object();
const std::wstring& get_name() const{
return _name;
}
void SetName(const std::wstring& name){
_name = name;
}
instance_id_t GetInstanceId() const{
return _instance_id;
}
const AssetFileLink& GetFileLink() const{
return _fileLink;
}
void SetLink(const AssetFileLink& link){
_fileLink = link;
}
protected:
void Register();
Object();
AssetFileLink _fileLink;
instance_id_t _instance_id;
private:
std::wstring _name;
};
#endif // Object_h__
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#include "ObjectsFactory.h"
void ObjectsFactory::register_factory(factory_function factory, const std::wstring& class_name) {
_factory_functions[class_name] = factory;
}
ObjectsFactory& ObjectsFactory::instance()
{
static ObjectsFactory instance;
return instance;
}
std::shared_ptr<Object> ObjectsFactory::create_object(const std::wstring& class_name) const {
try {
return _factory_functions.at(class_name)();
} catch (...) {
return nullptr;
}
}
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#ifndef ComponentFactory_h__
#define ComponentFactory_h__
#include "ForwardDeclarations.h"
#include <functional>
#include <map>
#include "Object.h"
class ObjectsFactory {
public:
typedef std::function<std::shared_ptr<Object>()> factory_function;
typedef std::map<std::wstring, factory_function> factory_container;
static ObjectsFactory& instance();
void register_factory(factory_function factory, const std::wstring& class_name);
std::shared_ptr<Object> create_object(const std::wstring& class_name) const;
template<typename T>
std::shared_ptr<T> create_object(){
return std::dynamic_pointer_cast<T>(create_object(T::type_name(), game_object));
}
private:
factory_container _factory_functions;
};
template<typename T>
struct ObjectFactory {
typedef std::shared_ptr<T> object_pointer_t;
ObjectFactory() {
ObjectsFactory::instance().register_factory(&factory_func, T::type_name());
}
static std::shared_ptr<Object> factory_func() {
return std::static_pointer_cast<Object>(T::create());
}
};
#define LOBJECT(__type_name, __base_type) \
class __type_name;\
static ObjectFactory<__type_name> __type_name##_factory;\
class __type_name : public __base_type {\
public:\
static std::wstring type_name() {\
return L#__type_name;\
}\
std::wstring get_type_name() const override{\
return L#__type_name;\
}\
static std::shared_ptr<__type_name> create() {\
auto result = std::shared_ptr<__type_name>(new __type_name());\
result->Register();\
result->construct();\
return result;\
}
#endif // ComponentFactory_h__
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#ifndef OutputArchive_h__
#define OutputArchive_h__
#include "Archive.h"
#include "Object.h"
#include <vector>
#include <cstdint>
#include <algorithm>
#include <fstream>
class OutputArchive : public Archive {
public:
OutputArchive(std::shared_ptr<std::ostream> stream)
:_stream(stream) {
// _stream = std::ofstream(path, std::ios::binary);
}
virtual bool is_loading() const override {
return false;
}
size_type get_offset() const override {
return _stream->tellp();
}
void set_offset(size_type offset) override {
_stream->seekp(offset, std::ios::beg);
}
virtual void serialize(void* data, size_t size) override {
_stream->write(reinterpret_cast<char*>(data), size);
}
virtual void flush() override {
if(_stream->good()){
_stream->flush();
}
}
~OutputArchive() {
flush();
}
std::shared_ptr<std::ostream> GetStream()
{
return _stream;
}
private:
std::shared_ptr<std::ostream> _stream;
std::vector<std::shared_ptr<Object>> _processed_objects;
};
#endif // OutputArchive_h__
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#ifndef Screen_h__
#define Screen_h__
#include <d3d11.h>
#include <cassert>
#include <stdint.h>
#include "Renderer.h"
#include "d3d11_types.h"
#include <memory>
#include "d3dx12.h"
#include <vector>
#include <wrl.h>
using namespace Microsoft::WRL;
class RenderOutput {
public:
virtual ~RenderOutput() {
}
virtual uint32_t GetWidth() = 0;
virtual uint32_t GetHeight() = 0;
virtual CD3DX12_CPU_DESCRIPTOR_HANDLE GetRenderTargetDescriptor(uint32_t id) = 0;
virtual CD3DX12_CPU_DESCRIPTOR_HANDLE GetDepthStencilDescriptor(uint32_t id) = 0;
virtual ID3D12ResourcePtr GetRenderTarget(uint32_t id) = 0;
virtual ID3D12ResourcePtr GetDepthBuffer(uint32_t id) = 0;
virtual void Present() = 0;
virtual void OnPreRender(RendererPtr renderer) = 0;
virtual uint32_t GetCurrentBufferIndex() = 0;
virtual uint32_t GetBuffersCount() = 0;
protected:
};
typedef std::shared_ptr<RenderOutput> RenderOutputPtr;
#endif // Screen_h__
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#include "RenderTargetOutput.h"
/*
std::shared_ptr<RenderTargetOutput> RenderTargetOutput::Create(RendererPtr renderer) {
return std::shared_ptr<RenderTargetOutput>(new RenderTargetOutput(renderer));
}
RenderTargetOutput::RenderTargetOutput(RendererPtr renderer)
:_renderer(renderer) {
}
uint32_t RenderTargetOutput::GetWidth() {
if (_rt == nullptr) {
return 0;
}
D3D11_TEXTURE2D_DESC desc;
_rt->GetDesc(&desc);
return desc.Width;
}
uint32_t RenderTargetOutput::GetHeight() {
if (_rt == nullptr) {
return 0;
}
D3D11_TEXTURE2D_DESC desc;
_rt->GetDesc(&desc);
return desc.Height;
}
ID3D11RenderTargetViewPtr RenderTargetOutput::GetRenderTargetView() {
return _rtView;
}
ID3D11DepthStencilViewPtr RenderTargetOutput::GetDepthStencilView() {
return _dsView;
}
void RenderTargetOutput::Present() {
}
void RenderTargetOutput::OnPreRender(RendererPtr renderer) {
}
void RenderTargetOutput::Resize(uint32_t width, uint32_t height) {
if (_rt != nullptr) {
D3D11_TEXTURE2D_DESC desc;
_rt->GetDesc(&desc);
if (desc.Width == width && desc.Height == height) {
return;
}
}
_rt = nullptr;
_ds = nullptr;
_rtView = nullptr;
_dsView = nullptr;
D3D11_TEXTURE2D_DESC desc = { 0 };
desc.Width = width;
desc.Height = height;
desc.MipLevels = 1;
desc.ArraySize = 1;
desc.Format = DXGI_FORMAT_B8G8R8A8_UNORM;
desc.SampleDesc.Count = 1;
desc.Usage = D3D11_USAGE_DEFAULT;
desc.BindFlags = D3D11_BIND_RENDER_TARGET | D3D11_BIND_SHADER_RESOURCE;
desc.CPUAccessFlags = 0;
desc.MiscFlags = 0;
auto hr = _renderer->GetDevice()->CreateTexture2D(&desc, nullptr, &_rt);
hr = _renderer->GetDevice()->CreateRenderTargetView(_rt, nullptr, &_rtView);
D3D11_TEXTURE2D_DESC descDepth;
descDepth.Width = width;
descDepth.Height = height;
descDepth.MipLevels = 1;
descDepth.ArraySize = 1;
descDepth.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
descDepth.SampleDesc.Count = 1;
descDepth.SampleDesc.Quality = 0;
descDepth.Usage = D3D11_USAGE_DEFAULT;
descDepth.BindFlags = D3D11_BIND_DEPTH_STENCIL;
descDepth.CPUAccessFlags = 0;
descDepth.MiscFlags = 0;
hr = _renderer->GetDevice()->CreateTexture2D(&descDepth, NULL, &_ds);
hr = _renderer->GetDevice()->CreateDepthStencilView(_ds, nullptr, &_dsView);
}*/
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#ifndef RenderTargetOutput_h__
#define RenderTargetOutput_h__
#include "RenderOutput.h"
#include "d3d11_types.h"
#include "Renderer.h"
/*
class RenderTargetOutput : public RenderOutput {
public:
static std::shared_ptr<RenderTargetOutput> Create(RendererPtr renderer);
virtual uint32_t GetWidth() override;
virtual uint32_t GetHeight() override;
virtual ID3D11RenderTargetViewPtr GetRenderTargetView() override;
virtual ID3D11DepthStencilViewPtr GetDepthStencilView() override;
virtual void Present() override;
virtual void OnPreRender(RendererPtr renderer) override;
void Resize(uint32_t width, uint32_t height);
private:
RenderTargetOutput(RendererPtr renderer);
ID3D11DepthStencilViewPtr _dsView;
ID3D11RenderTargetViewPtr _rtView;
ID3D11Texture2DPtr _ds;
ID3D11Texture2DPtr _rt;
RendererPtr _renderer;
};*/
#endif // RenderTargetOutput_h__
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#include "Renderer.h"
#include <iostream>
#include "d3dx12.h"
#include <dxgidebug.h>
bool Renderer::Init() {
ComPtr<ID3D12Debug> debugController;
if (SUCCEEDED(D3D12GetDebugInterface(IID_PPV_ARGS(&debugController)))) {
debugController->EnableDebugLayer();
}
//Enable DXGI debug layer
if (SUCCEEDED(DXGIGetDebugInterface1(0, IID_PPV_ARGS(&dxgiInfoQueue)))) {
dxgiInfoQueue->SetBreakOnSeverity(DXGI_DEBUG_ALL, DXGI_INFO_QUEUE_MESSAGE_SEVERITY_ERROR, true);
dxgiInfoQueue->SetBreakOnSeverity(DXGI_DEBUG_ALL, DXGI_INFO_QUEUE_MESSAGE_SEVERITY_CORRUPTION, true);
dxgiInfoQueue->SetMuteDebugOutput(DXGI_DEBUG_ALL, FALSE);
}
auto hr = CreateDXGIFactory2(DXGI_CREATE_FACTORY_DEBUG, IID_PPV_ARGS(&dxgiFactory));
dxgiFactory->EnumAdapters1(0, &dxgiAdapter);
IDXGIAdapter1Ptr warpAdapter;
//dxgiFactory->EnumWarpAdapter(IID_PPV_ARGS(&warpAdapter));
warpAdapter = dxgiAdapter;
DXGI_ADAPTER_DESC desc;
warpAdapter->GetDesc(&desc);
std::wcout << "Using adapter: " << desc.Description << std::endl;
HR_ASSERT(D3D12CreateDevice(warpAdapter.Get(), D3D_FEATURE_LEVEL_11_0, IID_PPV_ARGS(&device)));
// Describe and create the command queue.
D3D12_COMMAND_QUEUE_DESC queueDesc = {};
queueDesc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE;
queueDesc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT;
device->CreateCommandQueue(&queueDesc, IID_PPV_ARGS(&_directCommandQueue));
device->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&_directCommandAllocator));
device->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, _directCommandAllocator.Get(), nullptr, IID_PPV_ARGS(&_directCommandList));
//create descriptor heaps
constexpr size_t descriptorHeapsSize = 512;
D3D12_DESCRIPTOR_HEAP_DESC srvHeapDesc = {};
srvHeapDesc.NumDescriptors = descriptorHeapsSize;
srvHeapDesc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
srvHeapDesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV;
hr = device->CreateDescriptorHeap(&srvHeapDesc, IID_PPV_ARGS(&_srvDescriptorsHeap));
if (FAILED(hr))
{
FatalError(L"Failed to create SRV descriptors heap");
}
_srvDescriptorsHeap->SetName(L"SRV Heap");
_srvDescriptorAllocator = std::make_shared<D3d12DescriptorHeapAllocator>(_srvDescriptorsHeap);
return true;
}
void Renderer::reportLiveObjects() const
{
IDXGIDebug1* pDebug = nullptr;
if (SUCCEEDED(DXGIGetDebugInterface1(0, IID_PPV_ARGS(&pDebug)))) {
pDebug->ReportLiveObjects(DXGI_DEBUG_ALL, DXGI_DEBUG_RLO_ALL);
pDebug->Release();
}
}
std::shared_ptr<D3d12DescriptorHeapAllocator> Renderer::getSrvDescriptorsAllocator(){
return _srvDescriptorAllocator;
}
ComPtr<ID3D12GraphicsCommandList> Renderer::BeginCommandList(){
auto HR = _directCommandAllocator->Reset();
HR = _directCommandList->Reset(_directCommandAllocator.Get(), nullptr);
return _directCommandList;
}
void Renderer::EndCommandList(){
_directCommandList->Close();
ID3D12CommandList* ppCommandLists[] = { _directCommandList.Get()};
_directCommandQueue->ExecuteCommandLists(_countof(ppCommandLists), ppCommandLists);
}
void Renderer::WaitCommandsQueue(){
ID3D12Fence* fence = nullptr;
HRESULT hr = device->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&fence));
if (hr)
return;
auto eventHandle = CreateEvent(NULL, FALSE, FALSE, NULL);
_directCommandQueue->Signal(fence, 1);
fence->SetEventOnCompletion(1, eventHandle);
WaitForSingleObject(eventHandle, INFINITE);
CloseHandle(eventHandle);
fence->Release();
}
ID3D12DevicePtr Renderer::GetDevice() {
return device;
}
std::vector<IDXGIOutput1Ptr> Renderer::EnumOutputs() {
IDXGIOutput1Ptr pOutput;
std::vector<IDXGIOutput1Ptr> vOutputs;
int outputId = 0;
IDXGIOutputPtr o;
while (GetAdapter()->EnumOutputs(outputId, &o) != DXGI_ERROR_NOT_FOUND) {
o->QueryInterface(IID_PPV_ARGS(&pOutput));
vOutputs.push_back(pOutput);
pOutput = nullptr;
o = nullptr;
++outputId;
}
return vOutputs;
}
IDXGISwapChain1Ptr Renderer::CreateSwapChain(HWND window, bool windowed, uint32_t width, uint32_t height, uint32_t buffers_count, bool stereo) {
DXGI_SWAP_CHAIN_DESC1 swapChainDesc = { 0 };
swapChainDesc.Width = width;
swapChainDesc.Height = height;
swapChainDesc.Format = DXGI_FORMAT_B8G8R8A8_UNORM;
swapChainDesc.Stereo = stereo;
swapChainDesc.SampleDesc.Count = 1;
swapChainDesc.SampleDesc.Quality = 0;
swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
swapChainDesc.BufferCount = buffers_count;
swapChainDesc.Scaling = DXGI_SCALING_STRETCH;
swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL;
swapChainDesc.Flags = 0;
swapChainDesc.AlphaMode = DXGI_ALPHA_MODE_UNSPECIFIED;
/*DXGI_SWAP_CHAIN_FULLSCREEN_DESC fullscreenDesc = { 0 };
fullscreenDesc.RefreshRate = {60 ,0};
fullscreenDesc.ScanlineOrdering = DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED;
fullscreenDesc.Scaling = DXGI_MODE_SCALING_UNSPECIFIED;
fullscreenDesc.Windowed = windowed;*/
IDXGISwapChain1Ptr result;
auto hr = GetFactory()->CreateSwapChainForHwnd(_directCommandQueue.Get(), window, &swapChainDesc, nullptr, nullptr, &result);
if (S_OK != hr){
FatalError(TEXT("Failed to create swap chain"));
}
return result;
}
//auto backBufferFormat = DXGI_FORMAT_B8G8R8A8_UNORM;
std::vector<DXGI_MODE_DESC1> Renderer::GetDisplayModes(DXGI_FORMAT format, IDXGIOutput1Ptr output) {
std::vector<DXGI_MODE_DESC1> result;
UINT numStereoModes = 0;
DXGI_MODE_DESC1 modes[1024];
auto enumFlags = DXGI_ENUM_MODES_STEREO;
output->GetDisplayModeList1(format, enumFlags, &numStereoModes, 0);
output->GetDisplayModeList1(format, enumFlags, &numStereoModes, modes);
for (UINT i = 0; i < numStereoModes; ++i) {
result.push_back(modes[i]);
}
return result;
}
std::vector<DXGI_MODE_DESC1> Renderer::GetStereoModes(std::vector<DXGI_MODE_DESC1>& modes) {
std::vector<DXGI_MODE_DESC1> result;
for (auto& m : modes) {
if (m.Stereo) {
result.push_back(m);
}
}
return result;
}
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#ifndef Renderer_h__
#define Renderer_h__
#include <dxgi1_3.h>
#include <dxgi1_4.h>
#include <dxgi1_5.h>
#include <d3d11.h>
#include <d3d12.h>
#include <vector>
#include "FatalError.h"
#include <memory>
#include "d3d11_types.h"
#include <dxgidebug.h>
#include <sstream>
#include "D3d12DescriptorHeapAllocator.h"
#include <wrl.h>
using namespace Microsoft::WRL;
#define HR_ASSERT_MSG(__hr_expression, __message)\
while(true){\
HRESULT hr_ = (__hr_expression);\
if (FAILED(hr_)) {\
std::wstringstream ss; \
ss << L"Application fail with HRESULT:" << hr_ << " in file " << TEXT(__FILE__) << " at line " << __LINE__ << L" with message: " << __message; \
FatalError(ss.str().c_str()); \
}\
break;\
}
#define HR_ASSERT(__hr_expression) HR_ASSERT_MSG(__hr_expression, "")
class Renderer {
public:
bool Init();
ID3D12DevicePtr GetDevice();
ComPtr<IDXGIAdapter1> GetAdapter() {
return dxgiAdapter;
}
ComPtr<IDXGIFactory4> GetFactory() {
return dxgiFactory;
}
ComPtr<ID3D12GraphicsCommandList> BeginCommandList();
void EndCommandList();
std::vector<IDXGIOutput1Ptr> EnumOutputs();
IDXGISwapChain1Ptr CreateSwapChain(HWND window, bool windowed, uint32_t width, uint32_t height, uint32_t buffers_count, bool stereo);
std::vector<DXGI_MODE_DESC1> GetDisplayModes(DXGI_FORMAT format, IDXGIOutput1Ptr output);
std::vector<DXGI_MODE_DESC1> GetStereoModes(std::vector<DXGI_MODE_DESC1>& modes);
void WaitCommandsQueue();
std::shared_ptr<D3d12DescriptorHeapAllocator> getSrvDescriptorsAllocator();
void reportLiveObjects() const;
private:
ComPtr<IDXGIInfoQueue> dxgiInfoQueue;
ID3D12DevicePtr device;
IDXGIAdapter1Ptr dxgiAdapter;
IDXGIFactory4Ptr dxgiFactory;
ComPtr<ID3D12CommandQueue> _directCommandQueue;
ComPtr<ID3D12GraphicsCommandList> _directCommandList;
ComPtr<ID3D12CommandAllocator> _directCommandAllocator;
ComPtr<ID3D12DescriptorHeap> _srvDescriptorsHeap;
std::shared_ptr<D3d12DescriptorHeapAllocator> _srvDescriptorAllocator;
};
typedef std::shared_ptr<Renderer> RendererPtr;
#endif // Renderer_h__
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#include "Scene.h"
#include "GameObject.h"
void Scene::tick(float deltaTime) {
for (auto go : objects) {
go->tick(deltaTime);
}
}
void Scene::SetName(const std::string& name) {
_name = name;
}
std::string Scene::GetName() {
return _name;
}
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#ifndef Scene_h__
#define Scene_h__
#include <vector>
#include "ForwardDeclarations.h"
#include <string>
#include "Gizmos.h"
class Scene {
public:
Scene() {
_gizmos.Init();
}
std::vector<GameObjectPtr> objects;
void tick(float deltaTime);
void SetName(const std::string& name);
std::string GetName();
Gizmos& GetGizmos() {
return _gizmos;
}
private:
Gizmos _gizmos;
std::string _name;
};
#endif // Scene_h__
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#include "SceneRenderer.h"
#include "GameObject.h"
#include "Transform.h"
#include "Texture.h"
SceneRenderer::SceneRenderer()
{
auto renderer = LEngine::Instance()->GetRenderer();
auto device = renderer->GetDevice();
//create samplers heap
D3D12_DESCRIPTOR_HEAP_DESC samplers_heap_desc;
samplers_heap_desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
samplers_heap_desc.NodeMask = 0;
samplers_heap_desc.NumDescriptors = 1;
samplers_heap_desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER;
HR_ASSERT(device->CreateDescriptorHeap(&samplers_heap_desc, IID_PPV_ARGS(&samplers_heap)));
samplers_heap->SetName(L"Samplers heap");
//create texture sampler
D3D12_SAMPLER_DESC sampler_desc = {};
sampler_desc.Filter = D3D12_FILTER_MIN_MAG_MIP_LINEAR;
sampler_desc.AddressU = D3D12_TEXTURE_ADDRESS_MODE_WRAP;
sampler_desc.AddressV = D3D12_TEXTURE_ADDRESS_MODE_WRAP;
sampler_desc.AddressW = D3D12_TEXTURE_ADDRESS_MODE_WRAP;
sampler_desc.MinLOD = 0;
sampler_desc.MaxLOD = D3D12_FLOAT32_MAX;
sampler_desc.MipLODBias = 0.0f;
sampler_desc.MaxAnisotropy = 1;
sampler_desc.ComparisonFunc = D3D12_COMPARISON_FUNC_ALWAYS;
renderer->GetDevice()->CreateSampler(&sampler_desc, samplers_heap->GetCPUDescriptorHandleForHeapStart());
}
void SceneRenderer::RenderScene(RendererPtr renderer, ScenePtr scene, CameraPtr camera, std::shared_ptr<RenderOutput> renderScreen) {
camera->aspect = (float)renderScreen->GetWidth() / (float)renderScreen->GetHeight();
renderScreen->OnPreRender(renderer);
D3D12_VIEWPORT viewport = {};
viewport.TopLeftX = 0;
viewport.TopLeftY = 0;
viewport.Width = (float)renderScreen->GetWidth();
viewport.Height = (float)renderScreen->GetHeight();
viewport.MinDepth = 0;
viewport.MaxDepth = 1;
D3D12_RECT scissorRect = {};
scissorRect.left = 0;
scissorRect.top = 0;
scissorRect.right = renderScreen->GetWidth();
scissorRect.bottom = renderScreen->GetHeight();
auto commandList = renderer->BeginCommandList();
auto rt = renderScreen->GetRenderTarget(renderScreen->GetCurrentBufferIndex());
commandList->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(rt.Get(), D3D12_RESOURCE_STATE_PRESENT, D3D12_RESOURCE_STATE_RENDER_TARGET));
auto rtvHandle = renderScreen->GetRenderTargetDescriptor(renderScreen->GetCurrentBufferIndex());
auto dsvHandle = renderScreen->GetDepthStencilDescriptor(renderScreen->GetCurrentBufferIndex());
commandList->OMSetRenderTargets(1, &rtvHandle, FALSE, &dsvHandle);
const float clearColor[] = { 0.1f, 0.1f, 0.14f, 1.0f };
commandList->ClearRenderTargetView(rtvHandle, clearColor, 0, nullptr);
commandList->ClearDepthStencilView(dsvHandle, D3D12_CLEAR_FLAG_DEPTH | D3D12_CLEAR_FLAG_STENCIL, 1.0f, 0, 0, nullptr);
//renderer->EndCommandList();
// renderer->WaitCommandsQueue();
commandList->RSSetViewports(1, &viewport);
commandList->RSSetScissorRects(1, &scissorRect);
std::vector<ComPtr<ID3D12RootSignature>> signatures;
std::vector<ComPtr<ID3D12PipelineState>> pso;
//draw all objects
for (auto obj : scene->objects) {
auto mr = obj->GetComponent<MeshRenderer>();
if (mr != nullptr) {
auto mesh = mr->GetMesh();
if (mesh != nullptr) {
for (uint32_t i = 0; i < mesh->GetSubmeshCount(); ++i) {
auto mat = mr->GetMaterials()[i];
auto submesh = mesh->GetSubmeshes()[i];
if (mat == nullptr || submesh == nullptr) {
continue;
}
auto& params = mat->GetParametersBlock();
//params.SetShaderResource()
//set system variables
auto tf = obj->transform->GetGlobalTransform();
auto view = camera->worldToCameraMatrix();
auto proj = camera->projectionMatrix();
params.SetValue("mWorld", transpose(tf));
params.SetValue("mView", transpose(view));
params.SetValue("mProjection", transpose(proj));
auto camPos = camera->transform()->GetGlobalPosition();
params.SetValue("cameraWorldPos", float4(camPos.x(), camPos.y(), camPos.z(), 0.0f));
mat->Apply();
//create single element ranges for constant buffers
std::vector<D3D12_ROOT_PARAMETER> root_parameters;
auto compiled_params = mat->GetCompiledParameters(ShaderType::Vs);
for(auto p : compiled_params.buffers)
{
D3D12_ROOT_DESCRIPTOR rootCBVDescriptor;
rootCBVDescriptor.RegisterSpace = 0;
rootCBVDescriptor.ShaderRegister = p.bindPoint;
D3D12_ROOT_PARAMETER root_param = {};
root_param.ParameterType = D3D12_ROOT_PARAMETER_TYPE_CBV;
root_param.Descriptor = rootCBVDescriptor;
root_parameters.push_back(root_param);
}
size_t srvParamOffset = root_parameters.size();
size_t srvParamCount = 0;
auto srvHeapAllocator = renderer->getSrvDescriptorsAllocator();
auto srvHeap = srvHeapAllocator->getHeap();
std::vector<D3D12_DESCRIPTOR_RANGE> srvRanges[2];
//size_t srvParamCount =
//VS + PS
for(int id = 0; id < 2; ++id){
auto shader_params = mat->GetCompiledParameters((ShaderType)id);
for(auto r : shader_params.resources){
if(r.type == D3D_SIT_TEXTURE)
{
auto param = mat->GetParametersBlock().GetParameterByName(r.name);
auto texParam = std::static_pointer_cast<ShaderTextureParameter>(param);
auto tex = texParam == nullptr ? nullptr : texParam->value;
D3D12_DESCRIPTOR_RANGE range{};
range.RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SRV;
range.RegisterSpace = 0;
range.NumDescriptors = 1;
range.BaseShaderRegister = r.bindPoint;
range.OffsetInDescriptorsFromTableStart = srvHeapAllocator->getDescriptorId(tex->srvDescriptor);
srvRanges[id].push_back(range);
}
}
}
//for each shader => create root table parameter
for(size_t s = 0; s < 2; ++s)
{
auto& ranges = srvRanges[s];
if(!ranges.empty())
{
D3D12_ROOT_DESCRIPTOR_TABLE srvTable;
srvTable.NumDescriptorRanges = ranges.size();
srvTable.pDescriptorRanges = &ranges[0];
D3D12_ROOT_PARAMETER srvParameter;
srvParameter.ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE;
srvParameter.ShaderVisibility = ((ShaderType)s == ShaderType::Vs) ? D3D12_SHADER_VISIBILITY_VERTEX : D3D12_SHADER_VISIBILITY_PIXEL;
srvParameter.DescriptorTable = srvTable;
root_parameters.push_back(srvParameter);
srvParamCount++;
}
}
// create a static sampler
D3D12_STATIC_SAMPLER_DESC sampler = {};
sampler.Filter = D3D12_FILTER_MIN_MAG_MIP_POINT;
sampler.AddressU = D3D12_TEXTURE_ADDRESS_MODE_BORDER;
sampler.AddressV = D3D12_TEXTURE_ADDRESS_MODE_BORDER;
sampler.AddressW = D3D12_TEXTURE_ADDRESS_MODE_BORDER;
sampler.MipLODBias = 0;
sampler.MaxAnisotropy = 0;
sampler.ComparisonFunc = D3D12_COMPARISON_FUNC_NEVER;
sampler.BorderColor = D3D12_STATIC_BORDER_COLOR_TRANSPARENT_BLACK;
sampler.MinLOD = 0.0f;
sampler.MaxLOD = D3D12_FLOAT32_MAX;
sampler.ShaderRegister = 0;
sampler.RegisterSpace = 0;
sampler.ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL;
//create root signature
CD3DX12_ROOT_SIGNATURE_DESC rootSignatureDesc;
rootSignatureDesc.Init(root_parameters.size(), // we have 1 root parameter
&root_parameters[0], // a pointer to the beginning of our root parameters array
1,
&sampler,
D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT | // we can deny shader stages here for better performance
D3D12_ROOT_SIGNATURE_FLAG_DENY_HULL_SHADER_ROOT_ACCESS |
D3D12_ROOT_SIGNATURE_FLAG_DENY_DOMAIN_SHADER_ROOT_ACCESS |
D3D12_ROOT_SIGNATURE_FLAG_DENY_GEOMETRY_SHADER_ROOT_ACCESS);
ComPtr<ID3DBlob> signature;
ComPtr<ID3DBlob> signatureErrors;
auto hr = D3D12SerializeRootSignature(&rootSignatureDesc, D3D_ROOT_SIGNATURE_VERSION_1, &signature, &signatureErrors);
if (FAILED(hr)) {
FatalError(L"Failed to serialize root signature");
}
ComPtr<ID3D12RootSignature> rootSignature;
hr = renderer->GetDevice()->CreateRootSignature(0, signature->GetBufferPointer(), signature->GetBufferSize(), IID_PPV_ARGS(&rootSignature));
if (FAILED(hr)) {
FatalError(L"Failed to create root signature");
}
signatures.push_back(rootSignature);
//create PSO
DXGI_SAMPLE_DESC sampleDesc = {};
sampleDesc.Count = 1;
D3D12_GRAPHICS_PIPELINE_STATE_DESC psoDesc = {};
psoDesc.pRootSignature = rootSignature.Get();
psoDesc.InputLayout = mr->GetInputLayout();
psoDesc.VS = mat->GetShader()->GetShader(ShaderType::Vs)->get_bytecode();
psoDesc.PS = mat->GetShader()->GetShader(ShaderType::Ps)->get_bytecode();
psoDesc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE;
psoDesc.RTVFormats[0] = DXGI_FORMAT_B8G8R8A8_UNORM;
psoDesc.SampleDesc = sampleDesc;
psoDesc.SampleMask = 0xffffffff;
psoDesc.RasterizerState = CD3DX12_RASTERIZER_DESC(D3D12_DEFAULT);
psoDesc.BlendState = CD3DX12_BLEND_DESC(D3D12_DEFAULT);
psoDesc.NumRenderTargets = 1;
psoDesc.DepthStencilState = CD3DX12_DEPTH_STENCIL_DESC(D3D12_DEFAULT);
psoDesc.DSVFormat = DXGI_FORMAT_D24_UNORM_S8_UINT;
auto device = renderer->GetDevice();
if (FAILED(hr)) {
FatalError(L"Failed to create PSO");
}
ComPtr<ID3D12PipelineState> pipelineStateObject;
hr = device->CreateGraphicsPipelineState(&psoDesc, IID_PPV_ARGS(&pipelineStateObject));
pipelineStateObject->SetName(L"PSO");
pso.push_back(pipelineStateObject);
//commandList = renderer->BeginCommandList();
commandList->SetPipelineState(pipelineStateObject.Get());
commandList->SetGraphicsRootSignature(rootSignature.Get());
commandList->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
auto vbView = mesh->GetVertexBufferView();
commandList->IASetVertexBuffers(0, 1, &vbView);
auto ibView = submesh->GetIndexBufferView();
commandList->IASetIndexBuffer(&ibView);
//commandList->SetGraphicsRootShaderResourceView()
ID3D12DescriptorHeap* descriptorHeaps[] = { srvHeap.Get() };
commandList->SetDescriptorHeaps(_countof(descriptorHeaps), descriptorHeaps);
for (size_t p = srvParamOffset; p < srvParamOffset + srvParamCount; ++p) {
commandList->SetGraphicsRootDescriptorTable(p, srvHeap->GetGPUDescriptorHandleForHeapStart());
}
//apply constant buffers
for (size_t k = 0; k < compiled_params.buffers.size(); ++k) {
commandList->SetGraphicsRootConstantBufferView(k, compiled_params.buffers[k].buffer->GetGPUVirtualAddress());
}
commandList->DrawIndexedInstanced(submesh->GetIndicesCount(), 1, 0, 0, 0);
//renderer->EndCommandList();
//renderer->WaitCommandsQueue();
}
}
}
}
//commandList = renderer->BeginCommandList();
commandList->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(rt.Get(), D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_PRESENT));
renderer->EndCommandList();
renderer->WaitCommandsQueue();
renderScreen->Present();
//signatures.clear();
//renderer->reportLiveObjects();
scene->GetGizmos().PrepareRender();
scene->GetGizmos().DrawAll(camera);
scene->GetGizmos().Clear();
}
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#pragma once
#include "LEngine.h"
#include "Mesh.h"
#include "MeshGenerator.h"
#include "Scene.h"
#include "Renderer.h"
#include "Camera.h"
#include "FatalError.h"
#include "MeshRenderer.h"
#pragma comment(lib, "d3d11.lib")
class SceneRenderer {
public:
SceneRenderer();
void RenderScene(RendererPtr renderer, ScenePtr scene, CameraPtr camera, std::shared_ptr<RenderOutput> renderScreen);
private:
ComPtr<ID3D12DescriptorHeap> samplers_heap;
};
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#include "Shader.h"
#include <d3dcompiler.h>
#include <fstream>
#include "File.h"
#include "LEngine.h"
#include "AssetManager.h"
#include "ShaderInclude.h"
#include <filesystem>
#pragma comment(lib, "D3dcompiler.lib")
namespace fs = std::experimental::filesystem::v1;
ComPtr<ID3DBlob> Shader::CompileSHader(const std::wstring& filename, const std::string& entry, const std::string& profile) {
std::ifstream file(filename);
if(!file.good()) {
return nullptr;
}
fs::path p(filename);
auto parent = p.parent_path();
ShaderInclude inc(parent.wstring());
std::string shaderCode;
FileReadAllText(filename, shaderCode);
ComPtr<ID3DBlob> blob;
ComPtr<ID3DBlob> errorBlob;
//compile vertex shader
if(S_OK != D3DCompile(shaderCode.c_str(), shaderCode.size(), "", nullptr, &inc, entry.c_str(), profile.c_str(), D3DCOMPILE_DEBUG | D3DCOMPILE_SKIP_OPTIMIZATION, 0, &blob, &errorBlob)) {
char* ptr = (char*)errorBlob->GetBufferPointer();
throw std::exception((char*)errorBlob->GetBufferPointer());
return nullptr;
}
return blob;
}
Shader::Shader(ComPtr<ID3D12Device> dev) :device(dev) {
}
ShaderPtr Shader::Create() {
return std::shared_ptr<Shader>(new Shader(LEngine::Instance()->GetRenderer()->GetDevice()));
}
ShaderPtr Shader::Create(const std::wstring& filePath) {
auto shader = Create();
shader->FromFile(AssetManager::Instance()->GetFullAssetPath(filePath));
return shader;
}
void Shader::FromFile(const std::wstring& shaderFilePath) {
auto vsBlob = CompileSHader(shaderFilePath, "main_vs", "vs_5_0");
if(vsBlob != nullptr) {
ShaderDataPtr shader(new ShaderData());
shader->blob = vsBlob;
shaders[(int)ShaderType::Vs] = shader;
}
auto psBlob = CompileSHader(shaderFilePath, "main_ps", "ps_5_0");
if(psBlob != nullptr) {
ShaderDataPtr shader(new ShaderData());
shader->blob = psBlob;
shaders[(int)ShaderType::Ps] = shader;
}
}
ShaderDataPtr Shader::GetShader(ShaderType type) {
return shaders[(uint32_t)type];
}
ComPtr<ID3D12Device> Shader::GetDevice() {
return device;
}
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#ifndef Shader_h__
#define Shader_h__
#include <string>
#include <memory>
#include <cassert>
#include "ForwardDeclarations.h"
#include <d3d12.h>
#include <d3d11.h>
#include <wrl.h>
using namespace Microsoft::WRL;
class ShaderData {
public:
ComPtr<ID3DBlob> blob;
D3D12_SHADER_BYTECODE get_bytecode() {
D3D12_SHADER_BYTECODE bytecode = {};
bytecode.BytecodeLength = blob->GetBufferSize();
bytecode.pShaderBytecode = blob->GetBufferPointer();
return bytecode;
}
};
typedef std::shared_ptr<ShaderData> ShaderDataPtr;
enum class ShaderType {
Vs,
Ps,
Gs,
Hull,
Domain,
Count
};
class Shader {
public:
std::wstring class_name() const {
return L"Shader";
}
static ShaderPtr Create();
static ShaderPtr Create(const std::wstring& filePath);
void FromFile(const std::wstring& shaderFilePath);
ShaderDataPtr GetShader(ShaderType type);
ComPtr<ID3D12Device> GetDevice();
private:
Shader(ComPtr<ID3D12Device> dev);
ShaderDataPtr shaders[(uint32_t)ShaderType::Count];
ComPtr<ID3D12Device> device;
ComPtr<ID3DBlob> CompileSHader(const std::wstring& filename, const std::string& entry, const std::string& profile);
};
#endif // Shader_h__
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#pragma once
#include <d3dcommon.h>
#include <vector>
#include <cstdint>
#include <string>
#include <codecvt>
#include <locale>
#include "File.h"
#include <memory>
#include <stack>
#include <filesystem>
namespace fs = std::experimental::filesystem::v1;
class ShaderIncludeFile {
public:
std::wstring fullPath;
std::vector<char> data;
};
class ShaderInclude : public ID3DInclude {
public:
ShaderInclude(std::wstring localDirectory){
_localPathStack.push(localDirectory);
}
STDOVERRIDEMETHODIMP Open(THIS_ D3D_INCLUDE_TYPE IncludeType, LPCSTR pFileName, LPCVOID pParentData, LPCVOID *ppData, UINT *pBytes){
std::wstring_convert<std::codecvt_utf8_utf16<wchar_t>> converter;
std::wstring wideFileName = converter.from_bytes(pFileName);
std::wstring fullPath;
switch (IncludeType) {
case D3D_INCLUDE_LOCAL:
case D3D_INCLUDE_SYSTEM:
fullPath = _localPathStack.top() + L"/" + wideFileName;
fs::path p(fullPath);
auto parent = p.parent_path();
_localPathStack.push(parent.wstring());
break;
}
for (auto& f : _files) {
if (f->fullPath == fullPath) {
throw std::exception("Circular dependency detected!");
}
}
auto file = std::make_shared<ShaderIncludeFile>();
file->fullPath = fullPath;
FileReadAllBytes(fullPath, file->data);
_files.push_back(file);
*ppData = &file->data[0];
*pBytes = file->data.size();
return S_OK;
}
STDOVERRIDEMETHODIMP Close(THIS_ LPCVOID pData){
_localPathStack.pop();
return S_OK;
}
private:
std::stack<std::wstring> _localPathStack;
std::vector<std::shared_ptr<ShaderIncludeFile>> _files;
};
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#ifndef ShaderParametersBlock_h__
#define ShaderParametersBlock_h__
#include "Shader.h"
#include <vector>
#include <stdint.h>
#include <d3dcompiler.h>
#include "ForwardDeclarations.h"
#include "d3d11_types.h"
class ShaderBufferVariable {
public:
std::string name;
uint32_t offset;
uint32_t size;
ShaderBufferVariable() {
}
ShaderBufferVariable(const std::string& _name, uint32_t _offset, uint32_t _size)
:name(_name), size(_size), offset(_offset){
}
};
class ShaderResourceVariable {
public:
std::string name;
uint32_t bindPoint;
D3D_SHADER_INPUT_TYPE type;
};
class ShaderBufferContext {
public:
ID3D12ResourcePtr buffer;
size_t size;
std::vector<ShaderBufferVariable> variables;
std::string name;
uint32_t bindPoint;
D3D_SHADER_INPUT_TYPE type;
};
class ShaderParametersContext {
public:
void Clear() {
buffers.clear();
resources.clear();
}
std::vector<ShaderBufferContext> buffers;
std::vector<ShaderResourceVariable> resources;
};
class ShaderParameter {
public:
virtual ~ShaderParameter()
{
}
ShaderParameter(const std::string& _name) :name(_name) {
}
virtual void* GetPointer() = 0;
std::string name;
};
typedef std::shared_ptr<ShaderParameter> ShaderParameterPtr;
template<typename T>
class ShaderValueParameter : public ShaderParameter {
public:
ShaderValueParameter(const std::string& _name) :ShaderParameter(_name)
{
}
void* GetPointer() override {
return &value;
}
T value;
};
class ShaderResourceParameter : public ShaderParameter {
public:
ShaderResourceParameter(const std::string& _name) :ShaderParameter(_name) {
}
ShaderResourceParameter(const std::string& _name, ID3D11ShaderResourceViewPtr view) : value(view), ShaderParameter(_name) {
name = _name;
}
ID3D11ShaderResourceViewPtr value;
void* GetPointer() override {
return nullptr;
}
};
class ShaderTextureParameter : public ShaderParameter {
public:
ShaderTextureParameter(const std::string& _name) :ShaderParameter(_name) {
}
ShaderTextureParameter(const std::string& _name, TexturePtr view) : ShaderParameter(_name), value(view){
name = _name;
}
TexturePtr value;
void* GetPointer() override {
return nullptr;
}
};
typedef std::shared_ptr<ShaderResourceParameter> ShaderResourceParameterPtr;
typedef std::shared_ptr<ShaderTextureParameter> ShaderTextureParameterPtr;
class ShaderParametersBlock {
public:
void SetTexture(const std::string& name, TexturePtr texture) {
/*ID3D11ResourcePtr resourcePtr;
D3D11_TEXTURE2D_DESC desc;
texture->GetDesc(&desc);
texture.QueryInterface(&resourcePtr);
SetShaderResource(name, resourcePtr);*/
ShaderTextureParameterPtr parameter(new ShaderTextureParameter(name, texture));
for (auto it = parameters.begin(); it != parameters.end(); ++it) {
if ((*it)->name == name) {
*it = parameter;
return;
}
}
parameters.push_back(parameter);
}
template<typename T>
void SetValue(const std::string& name, const T& value) {
std::shared_ptr<ShaderValueParameter<T>> param(new ShaderValueParameter<T>(name));
param->value = value;
for (auto it = parameters.begin(); it != parameters.end(); ++it) {
if ((*it)->name == name) {
*it = param;
return;
}
}
parameters.push_back(param);
}
ShaderParameterPtr GetParameterByName(const std::string& name) {
for (auto p : parameters) {
if (p->name == name) {
return p;
}
}
return nullptr;
}
private:
std::vector<ShaderParameterPtr> parameters;
};
#endif // ShaderParametersBlock_h__
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#ifndef Submesh_h__
#define Submesh_h__
#include <vector>
#include "LEngine.h"
#include "d3d11_types.h"
#include <memory>
#include "d3dx12.h"
enum class MeshTopology {
TriangleList,
TriangleStrip,
LineList,
LineStrip
};
class Submesh {
public:
typedef uint32_t index_count_t;
typedef uint32_t index_t;
typedef std::vector<index_t> index_array_t;
Submesh()
:_indexCount(0)
{
}
ID3D12ResourcePtr GetIndexBuffer() const{
return _indexBuffer;
}
MeshTopology GetTopology() const{
return _topology;
}
D3D12_INDEX_BUFFER_VIEW GetIndexBufferView()
{
return _indexBufferView;
}
void Set(index_array_t indices, MeshTopology topology) {
_indexCount = indices.size();
_topology = topology;
_indexBuffer = nullptr;
if (_indexCount == 0) {
return;
}
D3D11_BUFFER_DESC desc = { 0 };
D3D11_SUBRESOURCE_DATA data = { 0 };
//index buffer
desc.Usage = D3D11_USAGE_DEFAULT;
desc.ByteWidth = sizeof(indices[0]) * indices.size();
desc.BindFlags = D3D11_BIND_INDEX_BUFFER;
desc.CPUAccessFlags = 0;
desc.MiscFlags = 0;
data.pSysMem = &indices[0];
data.SysMemPitch = 0;
data.SysMemSlicePitch = 0;
auto renderer = LEngine::Instance()->GetRenderer();
auto device = renderer->GetDevice();
auto cmdList = renderer->BeginCommandList();
//create temporal upload resource
ComPtr<ID3D12Resource> uploadBuffer;
device->CreateCommittedResource(&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_UPLOAD),
D3D12_HEAP_FLAG_ALLOW_ALL_BUFFERS_AND_TEXTURES,
&CD3DX12_RESOURCE_DESC::Buffer(desc.ByteWidth),
D3D12_RESOURCE_STATE_GENERIC_READ, nullptr, IID_PPV_ARGS(&uploadBuffer));
//upload data to temporal resource
void* p;
uploadBuffer->Map(0, nullptr, &p);
memcpy(p, &indices[0], desc.ByteWidth);
uploadBuffer->Unmap(0, nullptr);
device->CreateCommittedResource(&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_DEFAULT),
D3D12_HEAP_FLAG_NONE,
&CD3DX12_RESOURCE_DESC::Buffer(desc.ByteWidth),
D3D12_RESOURCE_STATE_COPY_DEST,
nullptr,
IID_PPV_ARGS(&_indexBuffer));
_indexBufferView.BufferLocation = _indexBuffer->GetGPUVirtualAddress();
_indexBufferView.SizeInBytes = desc.ByteWidth;
_indexBufferView.Format = DXGI_FORMAT_R32_UINT;
cmdList->CopyBufferRegion(_indexBuffer.Get(), 0, uploadBuffer.Get(), 0, desc.ByteWidth);
CD3DX12_RESOURCE_BARRIER barriers[1] = {
CD3DX12_RESOURCE_BARRIER::Transition(_indexBuffer.Get(),
D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_INDEX_BUFFER)
};
cmdList->ResourceBarrier(1, barriers);
renderer->EndCommandList();
renderer->WaitCommandsQueue();
}
index_count_t GetIndicesCount() const {
return _indexCount;
}
private:
index_count_t _indexCount;
MeshTopology _topology;
ID3D12ResourcePtr _indexBuffer;
D3D12_INDEX_BUFFER_VIEW _indexBufferView;
};
typedef std::shared_ptr<Submesh> SubmeshPtr;
#endif // Submesh_h__
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#pragma once
#include "RenderOutput.h"
#include "d3d11_types.h"
#include "Renderer.h"
#include "d3dx12.h"
class SwapChainOutput : public RenderOutput {
public:
SwapChainOutput(RendererPtr renderer, HWND window, uint32_t width, uint32_t height, bool stereo) : _activeBuffer(0){
_buffersCount = 2;
_swapChain = renderer->CreateSwapChain(window, true, width, height, _buffersCount, stereo);
auto device = renderer->GetDevice();
//create RTV descriptors heap
D3D12_DESCRIPTOR_HEAP_DESC heap_desc = {};
heap_desc.NumDescriptors = _buffersCount;
heap_desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV;
heap_desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
HR_ASSERT_MSG(device->CreateDescriptorHeap(&heap_desc, IID_PPV_ARGS(&rtvDescriptorHeap)), L"Failed to allocate RTV descriptors heap");
rtvDescriptorHeap->SetName(L"RTV Heap");
rtvDescSize = device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
CD3DX12_CPU_DESCRIPTOR_HANDLE rtvHandle(rtvDescriptorHeap->GetCPUDescriptorHandleForHeapStart());
//create DSV descriptors heap
heap_desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_DSV;
HR_ASSERT_MSG(device->CreateDescriptorHeap(&heap_desc, IID_PPV_ARGS(&dsvDescriptorHeap)), L"Failed to allocate DSV descriptors heap");
dsvDescriptorHeap->SetName(L"DSV Heap");
dsvDescSize = device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_DSV);
CD3DX12_CPU_DESCRIPTOR_HANDLE dsvHandle(dsvDescriptorHeap->GetCPUDescriptorHandleForHeapStart());
for(uint32_t i = 0; i < _buffersCount; ++i){
//get back buffer
ID3D12ResourcePtr _backBuffer;
if (FAILED(_swapChain->GetBuffer(i, IID_PPV_ARGS(&_backBuffer)))){
FatalError(TEXT("Failed to get swap chain's bffer"));
}
device->CreateRenderTargetView(_backBuffer.Get(), nullptr, rtvHandle);
//create depth buffer
D3D12_CLEAR_VALUE depthOptimizedClearValue = {};
depthOptimizedClearValue.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
depthOptimizedClearValue.DepthStencil.Depth = 1.0f;
depthOptimizedClearValue.DepthStencil.Stencil = 0;
ComPtr<ID3D12Resource> depthStencilBuffer;
device->CreateCommittedResource(
&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_DEFAULT),
D3D12_HEAP_FLAG_NONE,
&CD3DX12_RESOURCE_DESC::Tex2D(DXGI_FORMAT_D24_UNORM_S8_UINT, width, height, 1, 0, 1, 0, D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL),
D3D12_RESOURCE_STATE_DEPTH_WRITE,
&depthOptimizedClearValue,
IID_PPV_ARGS(&depthStencilBuffer)
);
device->CreateDepthStencilView(depthStencilBuffer.Get(), nullptr, dsvHandle);
rtvHandle.Offset(1, rtvDescSize);
dsvHandle.Offset(1, dsvDescSize);
_buffers.push_back({ _backBuffer, depthStencilBuffer });
}
}
virtual uint32_t GetWidth() override{
return GetDesc().Width;
}
virtual uint32_t GetHeight() override
{
return GetDesc().Height;
}
CD3DX12_CPU_DESCRIPTOR_HANDLE GetRenderTargetDescriptor(uint32_t id) override {
return CD3DX12_CPU_DESCRIPTOR_HANDLE(rtvDescriptorHeap->GetCPUDescriptorHandleForHeapStart(), id, rtvDescSize);
}
CD3DX12_CPU_DESCRIPTOR_HANDLE GetDepthStencilDescriptor(uint32_t id) override {
return CD3DX12_CPU_DESCRIPTOR_HANDLE(dsvDescriptorHeap->GetCPUDescriptorHandleForHeapStart(), id, dsvDescSize);
}
ID3D12ResourcePtr GetRenderTarget(uint32_t id) override{
return _buffers[id].first;
}
ID3D12ResourcePtr GetDepthBuffer(uint32_t id) override {
return _buffers[id].second;
}
virtual void Present() override{
_swapChain->Present(0, 0);
_activeBuffer = (_activeBuffer + 1) % _buffersCount;
}
virtual void OnPreRender(RendererPtr renderer) override{
}
DXGI_SWAP_CHAIN_DESC1 GetDesc() {
DXGI_SWAP_CHAIN_DESC1 desc;
_swapChain->GetDesc1(&desc);
return desc;
}
uint32_t GetCurrentBufferIndex() override{
return _activeBuffer;
}
uint32_t GetBuffersCount() override{
return _buffersCount;
}
private:
std::vector<std::pair<ID3D12ResourcePtr, ID3D12ResourcePtr>> _buffers;
uint32_t _activeBuffer;
uint32_t _buffersCount;
UINT rtvDescSize;
UINT dsvDescSize;
ComPtr<ID3D12DescriptorHeap> rtvDescriptorHeap;
ComPtr<ID3D12DescriptorHeap> dsvDescriptorHeap;
IDXGISwapChain1Ptr _swapChain;
};
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#ifndef Texture_h__
#define Texture_h__
#include <d3d12.h>
#include "d3d11_types.h"
class Texture
{
public:
Texture(ID3D12ResourcePtr _resource, D3D12_CPU_DESCRIPTOR_HANDLE _srvDescriptor)
:resource(_resource), srvDescriptor(_srvDescriptor)
{
}
ID3D12ResourcePtr resource;
D3D12_CPU_DESCRIPTOR_HANDLE srvDescriptor;
};
#endif // Texture_h__
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#ifndef TextureImporter_h__
#define TextureImporter_h__
#include "AssetImporter.h"
#include <filesystem>
/*
class TextureImporter : public AssetImporter {
public:
virtual bool can_import(const std::wstring& path) const override {
std::tr2::sys::path file_path(path);
if (!file_path.has_extension()) {
return false;
} else {
return file_path.extension() == ".bmp";
}
}
virtual bool load_parameters(const std::wstring& params) override {
throw std::logic_error("The method or operation is not implemented.");
}
virtual std::wstring save_parameters() override {
throw std::logic_error("The method or operation is not implemented.");
}
virtual std::wstring name() override {
return L"TextureImporter";
}
};*/
#endif // TextureImporter_h__
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#ifndef Transform_h__
#define Transform_h__
#include "lmath.h"
#include "Mathf.h"
#include "ObjectsFactory.h"
#include "Component.h"
#include "Archive.h"
using namespace lm;
LOBJECT(Transform, Component)
public:
std::shared_ptr<Transform> parent;
Quaternion_f _rotation;
float3 _position;
float3 _scale;
Transform()
:_scale(1.0f,1.0f,1.0f), _position(0.0f,0.0f,0.0f), _rotation(0.0f,0.0f,0.0f,1.0f){
}
void serialize(Archive& archive) override{
Component::serialize(archive);
archive << parent;
archive << _rotation << _position << _scale;
}
std::wstring class_name() const {
return L"Transform";
}
void SetLocalPosition(const float3& position) {
_position = position;
}
float3 GetLocalPosition() {
return _position;
}
float3 forward() const{
return GetGlobalTransform().z().xyz();
}
float3 right() const {
return GetGlobalTransform().x().xyz();
}
float3 up() const {
return GetGlobalTransform().y().xyz();
}
void SetLocalRotation(const Quaternion_f& rotation) {
_rotation = rotation;
}
Quaternion_f GetLocalRotation() {
return _rotation;
}
void SetLocalScale(const float3& scale) {
_scale = scale;
}
float3 GetLocalScale() {
return _scale;
}
float4x4 GetLocalTransform() const{
auto scaleMatrix = matrix4x4Scale(_scale);
auto rotationMatrix = matrix4x4RotationQuaternion(_rotation);
auto positionMatrix = matrix4x4Translation(_position);
return lm::mul(lm::mul(scaleMatrix, rotationMatrix), positionMatrix);
}
float4x4 GetGlobalTransform() const{
if(parent == nullptr) {
return GetLocalTransform();
}
return lm::mul(GetLocalTransform(), parent->GetGlobalTransform());
}
float3 GetGlobalPosition() {
auto tf = GetGlobalTransform();
return float3(tf[0][3], tf[1][3], tf[2][3]);
}
void RotateLocal(const Quaternion_f& rotation) {
_rotation = lm::mul(_rotation, rotation);
}
};
#endif // Transform_h__
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#ifndef Vertex_h__
#define Vertex_h__
#include "lmath.h"
using namespace lm;
struct Vertex {
float4 position;
float3 normal;
float2 uv0;
float2 uv1;
Vertex() {
}
Vertex(float4 _pos, float3 _norm) {
position = _pos;
normal = _norm;
}
Vertex(float4 _pos, float3 _norm, float2 _uv0) {
position = _pos;
normal = _norm;
uv0 = _uv0;
}
};
#endif // Vertex_h__
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#include "WindowRenderOutput.h"
#include <d3d11.h>
#include <dxgi.h>
#include <dxgi1_2.h>
#include "LEngine.h"
/*
std::vector<DXGI_MODE_DESC1> GetDisplayModes(DXGI_FORMAT format, CComPtr<IDXGIOutput1> output) {
std::vector<DXGI_MODE_DESC1> result;
UINT numStereoModes = 0;
DXGI_MODE_DESC1 modes[1024];
auto enumFlags = DXGI_ENUM_MODES_STEREO;
output->GetDisplayModeList1(format, enumFlags, &numStereoModes, 0);
output->GetDisplayModeList1(format, enumFlags, &numStereoModes, modes);
for (UINT i = 0; i < numStereoModes; ++i) {
result.push_back(modes[i]);
}
return result;
}
std::vector<DXGI_MODE_DESC1> GetStereoModes(std::vector<DXGI_MODE_DESC1>& modes) {
std::vector<DXGI_MODE_DESC1> result;
for (auto& m : modes) {
if (m.Stereo) {
result.push_back(m);
}
}
return result;
}
std::vector<DXGI_MODE_DESC1> GetModesByResolution(std::vector<DXGI_MODE_DESC1>& modes, UINT width, UINT height) {
std::vector<DXGI_MODE_DESC1> result;
for (auto& m : modes) {
if (m.Width == width && m.Height == height) {
result.push_back(m);
}
}
return result;
}
bool FindModeByRefreshRate(UINT targetRate, std::vector<DXGI_MODE_DESC1>& modes, DXGI_MODE_DESC1& mode) {
for (auto& m : modes) {
auto refreshRate = m.RefreshRate.Numerator / m.RefreshRate.Denominator;
int range = 2;
//test if in range
if ((refreshRate >= (targetRate - range)) && (refreshRate <= (targetRate + range))) {
mode = m;
return true;
}
}
return false;
}
WindowRenderOutput::WindowRenderOutput(){
}
WindowRenderOutput::~WindowRenderOutput()
{
}
Window& WindowRenderOutput::GetWindow() {
return _window;
}
void WindowRenderOutput::Init(){
_window.Init();*/
/*NettleDisplayManager::EDID edid;
NettleDisplayManager::ReadEdidForDxgiOutput(vOutputs[0], edid);
auto& mainEdidBlock = edid.GetMainBlock();
auto hSize = mainEdidBlock.detailedTimingDescriptions.detailedTimingDescription1.horizontalBlanking.GetActivePixels();
auto vSize = mainEdidBlock.detailedTimingDescriptions.detailedTimingDescription1.verticalBlanking.GetActivePixels();*/
/*
auto hSize = 640;
auto vSize = 480;
auto backBufferFormat = DXGI_FORMAT_B8G8R8A8_UNORM;
CComPtr<IDXGIOutput> pOutput;
std::vector<CComPtr<IDXGIOutput>> vOutputs;
int outputId = 0;
while (LEngine::Instance()->GetRenderer()->GetAdapter()->EnumOutputs(outputId, &pOutput) != DXGI_ERROR_NOT_FOUND) {
vOutputs.push_back(pOutput);
pOutput = nullptr;
++outputId;
}
DXGI_OUTPUT_DESC desc;
vOutputs[0]->GetDesc(&desc);
_output = vOutputs[0];
CComPtr<IDXGIOutput1> testOutput;
vOutputs[0].QueryInterface(&testOutput);
auto displayModes = GetDisplayModes(backBufferFormat, testOutput);
//auto stereoModes = GetModesByResolution(GetStereoModes(displayModes), 1920, 1080);
auto stereoModes = GetModesByResolution(displayModes, hSize, vSize);
DXGI_MODE_DESC1 targetMode = { 0 };
if (!FindModeByRefreshRate(60, stereoModes, targetMode)) {
FatalError(TEXT("Failed to find 1920 x 1080 stereo 60Hz mode!"));
}
// Allocate a descriptor.
DXGI_SWAP_CHAIN_DESC1 swapChainDesc = { 0 };
swapChainDesc.Width = targetMode.Width;
swapChainDesc.Height = targetMode.Height;
swapChainDesc.Format = targetMode.Format;
swapChainDesc.Stereo = targetMode.Stereo;
swapChainDesc.SampleDesc.Count = 1;
swapChainDesc.SampleDesc.Quality = 0;
swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
swapChainDesc.BufferCount = 1;
swapChainDesc.Scaling = DXGI_SCALING_STRETCH;
swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
swapChainDesc.Flags = 0;
DXGI_SWAP_CHAIN_FULLSCREEN_DESC fullscreenDesc = { 0 };
fullscreenDesc.RefreshRate = targetMode.RefreshRate;
fullscreenDesc.ScanlineOrdering = targetMode.ScanlineOrdering;
fullscreenDesc.Scaling = targetMode.Scaling;
fullscreenDesc.Windowed = TRUE;
//create swap chain
if (S_OK != LEngine::Instance()->GetRenderer()->GetFactory()->CreateSwapChainForHwnd(LEngine::Instance()->GetRenderer()->GetDevice(), _window.GetHwnd(), &swapChainDesc, &fullscreenDesc, nullptr, &_swapChain)) {
FatalError(TEXT("Failed to create swap chain"));
}
//get back buffer
_swapChain->GetBuffer(0, IID_PPV_ARGS(&_backBuffer));
//left eye
CD3D11_RENDER_TARGET_VIEW_DESC renderTargetViewDescLeft(D3D11_RTV_DIMENSION_TEXTURE2DARRAY, DXGI_FORMAT_B8G8R8A8_UNORM, 0, 0, 1);
if (S_OK != LEngine::Instance()->GetRenderer()->GetDevice()->CreateRenderTargetView(_backBuffer, &renderTargetViewDescLeft, &_leftRtv)) {
FatalError(TEXT("Failed to create left eye RTV"));
}
bool forceStereo = false;
D3D11_TEXTURE2D_DESC descDepth;
descDepth.Width = swapChainDesc.Width;
descDepth.Height = swapChainDesc.Height;
descDepth.MipLevels = 1;
descDepth.ArraySize = 1;
descDepth.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
descDepth.SampleDesc.Count = 1;
descDepth.SampleDesc.Quality = 0;
descDepth.Usage = D3D11_USAGE_DEFAULT;
descDepth.BindFlags = D3D11_BIND_DEPTH_STENCIL;
descDepth.CPUAccessFlags = 0;
descDepth.MiscFlags = 0;
auto hr = LEngine::Instance()->GetRenderer()->GetDevice()->CreateTexture2D(&descDepth, NULL, &_depthBuffer);
LEngine::Instance()->GetRenderer()->GetDevice()->CreateDepthStencilView(_depthBuffer, nullptr, &_depthStencilView);
*/
//right eye
/*CD3D11_RENDER_TARGET_VIEW_DESC renderTargetViewDescRight(D3D11_RTV_DIMENSION_TEXTURE2DARRAY, DXGI_FORMAT_B8G8R8A8_UNORM, 0, 1, 1);
if(S_OK != device->CreateRenderTargetView(backBuffer, &renderTargetViewDescRight, &rightRtv)) {
if(forceStereo) {
FatalError(TEXT("Failed to create right eye RTV"));
} else {
rightRtv = nullptr;
}
}*//*
}
ID3D11DepthStencilViewPtr WindowRenderOutput::GetDepthStencilView() {
return _depthStencilView;
}
void WindowRenderOutput::Update() {
_window.ProcessMessages();
}
void WindowRenderOutput::OnPreRender(RendererPtr renderer){
uint32_t w, h;
_window.GetWindowSize(w, h);
D3D11_TEXTURE2D_DESC desc;
_backBuffer->GetDesc(&desc);
if (desc.Width != w || desc.Height != h) {
_backBuffer = nullptr;
_leftRtv = nullptr;
_rightRtv = nullptr;
auto hr = _swapChain->ResizeBuffers(0, w, h, DXGI_FORMAT_UNKNOWN, 0);
if (hr != S_OK) {
assert(false && "Can't resize BB");
}
_swapChain->GetBuffer(0, IID_PPV_ARGS(&_backBuffer));
//left eye
CD3D11_RENDER_TARGET_VIEW_DESC renderTargetViewDescLeft(D3D11_RTV_DIMENSION_TEXTURE2DARRAY, DXGI_FORMAT_B8G8R8A8_UNORM, 0, 0, 1);
if (S_OK != renderer->GetDevice()->CreateRenderTargetView(_backBuffer, &renderTargetViewDescLeft, &_leftRtv)) {
FatalError(TEXT("Failed to create left eye RTV"));
}
}
D3D11_VIEWPORT viewport;
ZeroMemory(&viewport, sizeof(D3D11_VIEWPORT));
viewport.TopLeftX = 0;
viewport.TopLeftY = 0;
viewport.Width = (float)w;
viewport.Height = (float)h;
viewport.MinDepth = 0;
viewport.MaxDepth = 1;
renderer->GetImmediateContext()->RSSetViewports(1, &viewport);
}
void WindowRenderOutput::Present() {
DXGI_PRESENT_PARAMETERS parameters = { 0 };
parameters.DirtyRectsCount = 0;
parameters.pDirtyRects = nullptr;
parameters.pScrollRect = nullptr;
parameters.pScrollOffset = nullptr;
HRESULT hr = _swapChain->Present1(0, 0, &parameters);
}
uint32_t WindowRenderOutput::GetWidth(){
D3D11_TEXTURE2D_DESC desc;
_backBuffer->GetDesc(&desc);
return desc.Width;
}
uint32_t WindowRenderOutput::GetHeight(){
D3D11_TEXTURE2D_DESC desc;
_backBuffer->GetDesc(&desc);
return desc.Height;
}
CComPtr<ID3D11RenderTargetView> WindowRenderOutput::GetRenderTargetView(){
return _leftRtv;
}
*/
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#ifndef WindowScreen_h__
#define WindowScreen_h__
/*
#include "RenderOutput.h"
#include "Renderer.h"
#include "d3d11_types.h"
class WindowRenderOutput : public RenderOutput
{
public:
WindowRenderOutput();
~WindowRenderOutput();
void Init();
void OnPreRender(RendererPtr renderer) override;
void Present() override;
void Update();
virtual uint32_t GetWidth() override;
virtual uint32_t GetHeight() override;
virtual ID3D11RenderTargetViewPtr GetRenderTargetView() override;
virtual ID3D11DepthStencilViewPtr GetDepthStencilView() override;
Window& GetWindow();
private:
Window _window;
IDXGIOutputPtr _output;
ID3D11Texture2DPtr _backBuffer;
ID3D11Texture2DPtr _depthBuffer;
ID3D11RenderTargetViewPtr _leftRtv;
ID3D11RenderTargetViewPtr _rightRtv;
ID3D11DepthStencilViewPtr _depthStencilView;
IDXGISwapChain1Ptr _swapChain;
};*/
#endif // WindowScreen_h__
+25
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#ifndef d3d11_helper_h__
#define d3d11_helper_h__
#include "d3d11_types.h"
class d3d11_helper {
public:
static void DefaultDepthStencilDesc(D3D11_DEPTH_STENCIL_DESC& desc) {
desc.DepthEnable = TRUE;
desc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
desc.DepthFunc = D3D11_COMPARISON_LESS;
desc.StencilEnable = FALSE;
desc.StencilReadMask = D3D11_DEFAULT_STENCIL_READ_MASK;
desc.StencilWriteMask = D3D11_DEFAULT_STENCIL_WRITE_MASK;
desc.FrontFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
desc.BackFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
desc.FrontFace.StencilDepthFailOp = D3D11_STENCIL_OP_KEEP;
desc.BackFace.StencilDepthFailOp = D3D11_STENCIL_OP_KEEP;
desc.FrontFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
desc.BackFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
desc.FrontFace.StencilFailOp = D3D11_STENCIL_OP_KEEP;
desc.BackFace.StencilFailOp = D3D11_STENCIL_OP_KEEP;
}
};
#endif // d3d11_helper_h__
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#ifndef d3d11_types_h__
#define d3d11_types_h__
#include <d3d11.h>
#include <dxgi1_2.h>
#include <d3d12.h>
#include <dxgi1_4.h>
#include <wrl.h>
using namespace Microsoft::WRL;
typedef ComPtr<ID3D11Buffer> ID3D11BufferPtr;
typedef ComPtr<ID3D11Device> ID3D11DevicePtr;
typedef ComPtr<ID3D11InputLayout> ID3D11InputLayoutPtr;
typedef ComPtr<ID3D11DepthStencilState> ID3D11DepthStencilStatePtr;
typedef ComPtr<ID3D11DeviceContext> ID3D11DeviceContextPtr;
typedef ComPtr<ID3D11ShaderResourceView> ID3D11ShaderResourceViewPtr;
typedef ComPtr<IDXGIOutput> IDXGIOutputPtr;
typedef ComPtr<ID3D11Texture2D> ID3D11Texture2DPtr;
typedef ComPtr<ID3D11Resource> ID3D11ResourcePtr;
typedef ComPtr<ID3D12Resource> ID3D12ResourcePtr;
typedef ComPtr<ID3D11RenderTargetView> ID3D11RenderTargetViewPtr;
typedef ComPtr<IDXGISwapChain1> IDXGISwapChain1Ptr;
typedef ComPtr<IDXGISwapChain> IDXGISwapChainPtr;
typedef ComPtr<ID3D11DepthStencilView> ID3D11DepthStencilViewPtr;
typedef ComPtr<IDXGIOutput1> IDXGIOutput1Ptr;
typedef ComPtr<IDXGIDevice1> IDXGIDevice1Ptr;
typedef ComPtr<IDXGIAdapter> IDXGIAdapterPtr;
typedef ComPtr<IDXGIAdapter1> IDXGIAdapter1Ptr;
typedef ComPtr<IDXGIFactory2> IDXGIFactory2Ptr;
typedef ComPtr<IDXGIFactory4> IDXGIFactory4Ptr;
typedef ComPtr<ID3D12Device> ID3D12DevicePtr;
#endif // d3d11_types_h__
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struct VS_INPUT {
float4 vPosition : POSITION;
float3 normal : NORMAL;
float2 uv0 : UV0;
float2 uv1 : UV1;
};
struct VS_OUTPUT {
float4 vPosition : SV_POSITION;
float3 normal : TEXCOORD0;
float2 uv0 : TEXCOORD1;
float2 uv1 : TEXCOORD2;
float3 worldPos : TEXCOORD3;
};
cbuffer TestBuffer : register(b3) {
float4x4 mWorld;
float4x4 mView;
float4x4 mProjection;
float4 cameraWorldPos;
}
Texture2D diffuse : register(t0);
Texture2D tex2 : register(t1);
SamplerState MeshTextureSampler;
VS_OUTPUT main_vs(VS_INPUT v) {
VS_OUTPUT o;
float4x4 wvp = mul(mul(mProjection, mView), mWorld);
o.vPosition = mul(wvp, float4(v.vPosition.xyz, 1));
o.normal = mul((float3x3)mWorld, v.normal);
o.uv0 = v.uv0;
o.uv1 = v.uv1;
o.worldPos = mul((float3x3)mWorld, v.vPosition.xyz);
return o;
}
#include "lighting/cook_torrance_term.inc"
float4 main_ps(VS_OUTPUT input) : SV_Target
{
float3 ambient = float3(0.3f, 0.3f, 0.4f);
float4 diffuseColor = 1.0f;// diffuse.Sample(MeshTextureSampler, input.uv0);
float3 worldPos = input.worldPos;
float3 camPos = cameraWorldPos.xyz;
float3 viewDir = normalize(camPos - worldPos);
float3 sun = normalize(float3(-1, 1, -1));
float3 surfaceColor = cook_torrance(normalize(input.normal), viewDir, sun, 0.1f, 1.0f, float3(1,1,1), diffuseColor.rgb);
return float4(surfaceColor + ambient * diffuseColor, 1);
}
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struct VS_INPUT
{
float4 vPosition : POSITION;
float3 normal : NORMAL;
float2 uv0 : UV0;
float2 uv1 : UV1;
};
struct VS_OUTPUT {
float4 vPosition : SV_POSITION;
float3 normal : TEXCOORD0;
float2 uv0 : TEXCOORD1;
float2 uv1 : TEXCOORD2;
float3 worldPos : TEXCOORD3;
float3 viewPos : TEXCOORD4;
};
cbuffer TestBuffer : register(b3) {
float4x4 mWorld;
float4x4 mView;
float4x4 mProjection;
float4 cameraWorldPos;
float4 _DiffuseColor;
}
Texture2D diffuse : register(t0);
Texture2D tex2 : register(t1);
SamplerState MeshTextureSampler;
VS_OUTPUT main_vs(VS_INPUT v){
VS_OUTPUT o;
float4x4 wv = mul(mView, mWorld);
float4x4 wvp = mul(mul(mProjection, mView), mWorld);
o.vPosition = mul(wvp, float4(v.vPosition.xyz,1));
o.normal = mul((float3x3)mWorld, v.normal);
o.uv0 = v.uv0;
o.uv1 = v.uv1;
o.worldPos = mul((float3x3)mWorld, v.vPosition.xyz);
o.viewPos = mul(wv, float4(v.vPosition.xyz, 1));
return o;
}
#include "lighting/cook_torrance_term.inc"
float4 main_ps(VS_OUTPUT input) : SV_Target
{
float3 ambient = float3(0.3f, 0.3f, 0.4f);
float4 diffuseColor = _DiffuseColor * diffuse.Sample(MeshTextureSampler, input.uv0);
float3 worldPos = input.worldPos;
float3 camPos = cameraWorldPos.xyz;
float3 viewDir = normalize(camPos - worldPos);
float3 sun = normalize(float3(-1, 1, -1));
float3 surfaceColor = cook_torrance(normalize(input.normal), viewDir, sun, 0.7f, 0.1f, diffuseColor.rgb, diffuseColor.rgb);
return float4(surfaceColor + ambient * diffuseColor, 1);
}
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struct VS_INPUT
{
float4 position : POSITION;
float4 color : COLOR;
};
struct VS_OUTPUT {
float4 position : SV_POSITION;
float4 color : TEXCOORD0;
};
cbuffer TestBuffer : register(b3) {
float4x4 mWorld;
float4x4 mView;
float4x4 mProjection;
float alphaMul;
}
VS_OUTPUT main_vs(VS_INPUT v) {
VS_OUTPUT o;
float4x4 wvp = mul(mul(mProjection, mView), mWorld);
o.position = mul(wvp, float4(v.position.xyz, 1));
o.color = v.color;
return o;
}
float4 main_ps(VS_OUTPUT input) : SV_Target{
float4 color = input.color;
color *= alphaMul;
return color;
}
@@ -0,0 +1,70 @@
#ifndef COOK_TORRANCE_TERM
#define COOK_TORRANCE_TERM
float4 cook_torrance(
in float3 normal,
in float3 viewer,
in float3 light, float roughness_value, float ref_at_norm_incidence, float3 cSpecular, float3 cDiffuse)
{
// Compute any aliases and intermediary values
// -------------------------------------------
float3 half_vector = normalize( light + viewer );
float NdotL = saturate( dot( normal, light ) );
float NdotH = max( dot( normal, half_vector ) , 1.0e-7);
float NdotV = saturate( dot( normal, viewer ) );
float VdotH = saturate( dot( viewer, half_vector ) );
float r_sq = roughness_value * roughness_value;
// Evaluate the geometric term
// --------------------------------
float geo_numerator = 2.0f * NdotH;
float geo_denominator = VdotH;
float geo_b = (geo_numerator * NdotV ) / geo_denominator;
float geo_c = (geo_numerator * NdotL ) / geo_denominator;
float geo = min( 1.0f, min( geo_b, geo_c ) );
// Now evaluate the roughness term
// -------------------------------
float roughness;
float roughness_a = 1.0f / ( 4.0f * r_sq * pow( NdotH, 4 ) );
float roughness_b = NdotH * NdotH - 1.0f;
float roughness_c = r_sq * NdotH * NdotH;
roughness = roughness_a * exp( roughness_b / roughness_c );
// Next evaluate the Fresnel value
// -------------------------------
float fresnel = pow( 1.0f - VdotH, 5.0f );
fresnel *= ( 1.0f - ref_at_norm_incidence );
fresnel += ref_at_norm_incidence;
// Put all the terms together to compute
// the specular term in the equation
// -------------------------------------
float3 Rs_numerator = ( fresnel * geo * roughness );
float Rs_denominator = max(1.0e-7, NdotV * NdotL);
float3 Rs = Rs_numerator/ Rs_denominator;
// Put all the parts together to generate
// the final colour
// --------------------------------------
Rs = max(0, Rs);
float3 final = max(0.0f, NdotL) *cDiffuse + (1 * Rs );
// Return the result
// -----------------
return float4( final, 1.0f );
}
#endif
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struct VS_INPUT
{
float4 vPosition : POSITION;
float3 normal : NORMAL;
float2 uv0 : UV0;
float2 uv1 : UV1;
};
struct VS_OUTPUT {
float4 vPosition : SV_POSITION;
float3 normal : TEXCOORD0;
float2 uv0 : TEXCOORD1;
float2 uv1 : TEXCOORD2;
};
cbuffer TestBuffer : register(b3) {
float4x4 mWorld;
float4x4 mView;
float4x4 mProjection;
}
Texture2D tex : register(t0);
Texture2D tex2 : register(t1);
SamplerState MeshTextureSampler;
VS_OUTPUT main_vs(VS_INPUT v) {
VS_OUTPUT o;
float4x4 wvp = mul(mul(mProjection, mView), mWorld);
o.vPosition = mul(wvp, float4(v.vPosition.xyz, 1));
o.normal = mul((float3x3)mWorld, v.normal);
o.uv0 = v.uv0;
o.uv1 = v.uv1;
return o;
}
float4 main_ps(VS_OUTPUT input) : SV_Target
{
float3 sun = normalize(float3(-1,1,-1));
float lit = dot(sun, input.normal);
float3 diffuse = float3(1, 0, 0);
return float4(diffuse * lit, 1);
}
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struct VS_INPUT
{
float4 vPosition : POSITION;
float3 normal : NORMAL;
float2 uv0 : UV0;
float2 uv1 : UV1;
};
struct VS_OUTPUT {
float4 vPosition : SV_POSITION;
float3 normal : TEXCOORD0;
float2 uv0 : TEXCOORD1;
float2 uv1 : TEXCOORD2;
float3 worldPos : TEXCOORD3;
float3 viewPos : TEXCOORD4;
};
cbuffer TestBuffer : register(b3) {
float4x4 mWorld;
float4x4 mView;
float4x4 mProjection;
float4 cameraWorldPos;
}
Texture2D diffuse : register(t0);
SamplerState MeshTextureSampler : register(s0);
VS_OUTPUT main_vs(VS_INPUT v){
VS_OUTPUT o;
float4x4 wv = mul(mView, mWorld);
float4x4 wvp = mul(mul(mProjection, mView), mWorld);
o.vPosition = mul(wvp, float4(v.vPosition.xyz,1));
o.normal = mul((float3x3)mWorld, v.normal);
o.uv0 = v.uv0;
o.uv1 = v.uv1;
o.worldPos = mul((float3x3)mWorld, v.vPosition.xyz);
o.viewPos = mul(wv, float4(v.vPosition.xyz, 1));
return o;
}
#include "lighting/cook_torrance_term.inc"
float4 main_ps(VS_OUTPUT input) : SV_Target
{
float3 ambient = float3(0.3f, 0.3f, 0.4f);
float4 diffuseColor = diffuse.Sample(MeshTextureSampler, input.uv0);
return diffuseColor;
float3 worldPos = input.worldPos;
float3 camPos = cameraWorldPos.xyz;
float3 viewDir = normalize(camPos - worldPos);
float3 sun = normalize(float3(-1, 1, -1));
float3 surfaceColor = cook_torrance(normalize(input.normal), viewDir, sun, 0.7f, 0.1f, diffuseColor.rgb, diffuseColor.rgb);
return float4(surfaceColor + ambient * diffuseColor, 1);
}
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int main()
{
return 0;
}
+90
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<?xml version="1.0" encoding="utf-8"?>
<Project DefaultTargets="Build" ToolsVersion="14.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<ItemGroup Label="ProjectConfigurations">
<ProjectConfiguration Include="Debug|Win32">
<Configuration>Debug</Configuration>
<Platform>Win32</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Release|Win32">
<Configuration>Release</Configuration>
<Platform>Win32</Platform>
</ProjectConfiguration>
</ItemGroup>
<PropertyGroup Label="Globals">
<ProjectGuid>{845A038A-8163-4851-95E1-78EFFD5F0AAF}</ProjectGuid>
<Keyword>Win32Proj</Keyword>
<RootNamespace>LEnginePlayer</RootNamespace>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<PlatformToolset>v140</PlatformToolset>
<CharacterSet>Unicode</CharacterSet>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<PlatformToolset>v140</PlatformToolset>
<WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>Unicode</CharacterSet>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
<ImportGroup Label="ExtensionSettings">
</ImportGroup>
<ImportGroup Label="Shared">
</ImportGroup>
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
</ImportGroup>
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
</ImportGroup>
<PropertyGroup Label="UserMacros" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<LinkIncremental>true</LinkIncremental>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<LinkIncremental>false</LinkIncremental>
</PropertyGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<ClCompile>
<PrecompiledHeader>
</PrecompiledHeader>
<WarningLevel>Level3</WarningLevel>
<Optimization>Disabled</Optimization>
<PreprocessorDefinitions>WIN32;_DEBUG;_CONSOLE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<AdditionalIncludeDirectories>../LEngine;../../nettlemath;../../nativelinq/nativelinq/nativelinq;</AdditionalIncludeDirectories>
</ClCompile>
<Link>
<SubSystem>Console</SubSystem>
<GenerateDebugInformation>true</GenerateDebugInformation>
<AdditionalLibraryDirectories>../Debug;</AdditionalLibraryDirectories>
<AdditionalDependencies>LEngine.lib;kernel32.lib;user32.lib;gdi32.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies)</AdditionalDependencies>
</Link>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<ClCompile>
<WarningLevel>Level3</WarningLevel>
<PrecompiledHeader>
</PrecompiledHeader>
<Optimization>MaxSpeed</Optimization>
<FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions>
<PreprocessorDefinitions>WIN32;NDEBUG;_CONSOLE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<AdditionalIncludeDirectories>../LEngine;../../nettlemath;../../nativelinq/nativelinq/nativelinq;</AdditionalIncludeDirectories>
</ClCompile>
<Link>
<SubSystem>Console</SubSystem>
<GenerateDebugInformation>true</GenerateDebugInformation>
<EnableCOMDATFolding>true</EnableCOMDATFolding>
<OptimizeReferences>true</OptimizeReferences>
</Link>
</ItemDefinitionGroup>
<ItemGroup>
<ClCompile Include="LEnginePlayer.cpp" />
</ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets">
</ImportGroup>
</Project>
+1 -2
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@@ -1,2 +1 @@
# LEngine # LEngine

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