Working DirectX textures

This commit is contained in:
2015-10-13 17:33:12 +02:00
parent a782e6b40a
commit e195e69408
18 changed files with 215 additions and 3856 deletions
+1
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@@ -20,6 +20,7 @@
#define DD_BASERENDERER_H__
#include "Core/Util/Rectangle.h"
#include "Core/ResourceManager.h"
#include "Rendering/Camera.h"
#include "Rendering/RenderQueue.h"
+45
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@@ -0,0 +1,45 @@
/*
This file is part of Daydream Engine.
Copyright 2014 Adam Byléhn, Tobias Dahl, Simon Holmberg, Viktor Ljung
Daydream Engine is free software: you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Daydream Engine is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public License
along with Daydream Engine. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef BaseTexture_h__
#define BaseTexture_h__
#include <string>
#include <unordered_map>
#include <cstdio>
#include "Core/ResourceManager.h"
#include "Rendering/PNG.h"
namespace dd
{
class BaseTexture : public Resource
{
friend class ResourceManager;
public:
unsigned int Width = 0;
unsigned int Height = 0;
};
}
#endif
+4 -2
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@@ -4,9 +4,10 @@
#include <string>
#include <d3d11.h>
#include "Rendering/RawModel.h"
#include "Rendering/Renderer.h"
#include "Core/StaticSystem.h"
#include "Rendering/Renderer.h"
namespace dd
{
@@ -21,7 +22,8 @@ private:
public:
~Model();
ID3D11Buffer* VertexBuffer;
ID3D11Buffer* VertexBuffer = nullptr;
ID3D11Buffer* IndexBuffer = nullptr;
unsigned int NumVertices;
};
@@ -26,7 +26,6 @@ using namespace DirectX::SimpleMath;
//#pragma comment (lib, "DirectXTK.lib")
#include "Rendering/BaseRenderer.h"
#include "Core/StaticSystem.h"
namespace dd
{
@@ -47,6 +46,7 @@ public:
ID3D11DeviceContext* m_DeviceContext = nullptr;
ID3D11RenderTargetView* m_BackBuffer = nullptr;
ID3D11DepthStencilView* m_DepthBuffer = nullptr;
ID3D11SamplerState* m_SamplerState = nullptr;
private:
struct ConstantBufferStruct
@@ -63,7 +63,8 @@ private:
const Model* testModel = nullptr;
ID3D11Buffer* constantBuffer = nullptr;
DirectX::SimpleMath::Matrix GLMtoDX(glm::mat4 m);
static DirectX::SimpleMath::Matrix GLMtoDXModelView(glm::mat4 m);
static DirectX::SimpleMath::Matrix GLMtoDXProjection(glm::mat4 m);
};
}
@@ -6,6 +6,7 @@
#include <d3d11.h>
#include <d3dcompiler.h>
#pragma comment (lib, "D3DCompiler.lib")
#include "Core/StaticSystem.h"
#include "Rendering/Renderer.h"
+11 -10
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@@ -19,17 +19,16 @@
#ifndef Texture_h__
#define Texture_h__
#include <string>
#include <unordered_map>
#include <cstdio>
#include <d3d11.h>
#include "Core/ResourceManager.h"
#include "Rendering/PNG.h"
#include "Rendering/BaseTexture.h"
#include "Core/StaticSystem.h"
#include "Rendering/Renderer.h"
namespace dd
{
class Texture : public Resource
class Texture : public BaseTexture
{
friend class ResourceManager;
@@ -39,11 +38,13 @@ private:
public:
~Texture();
unsigned int Width = 0;
unsigned int Height = 0;
};
operator ID3D11Texture2D*() { return m_Texture; }
ID3D11Texture2D* m_Texture = nullptr;
ID3D11ShaderResourceView* m_ShaderResourceView = nullptr;
private:
};
}
#endif // Texture_h__
#endif
+2 -11
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@@ -19,17 +19,12 @@
#ifndef Texture_h__
#define Texture_h__
#include <string>
#include <unordered_map>
#include <cstdio>
#include "Core/ResourceManager.h"
#include "Rendering/PNG.h"
#include "Rendering/BaseTexture.h"
namespace dd
{
class Texture : public Resource
class Texture : public BaseTexture
{
friend class ResourceManager;
@@ -43,14 +38,10 @@ public:
operator GLuint() const { return m_Texture; }
unsigned int Width = 0;
unsigned int Height = 0;
private:
GLuint m_Texture = 0;
};
}
#endif // Texture_h__
+11 -17
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@@ -23,8 +23,6 @@
#include <forward_list>
#include "Core/Util/Rectangle.h"
#include "Rendering/Texture.h"
#include "Rendering/Model.h"
namespace dd
{
@@ -52,20 +50,18 @@ protected:
struct ModelJob : RenderJob
{
unsigned int ShaderID;
unsigned int TextureID;
unsigned int ShaderID = 0;
unsigned int TextureID = 0;
glm::mat4 ProjectionMatrix;
glm::mat4 ViewMatrix;
glm::mat4 ModelMatrix;
const Texture* DiffuseTexture;
const Texture* NormalTexture;
const Texture* SpecularTexture;
float Shininess;
float Shininess = 0.f;
glm::vec4 Color;
const dd::Model* Model;
unsigned int StartIndex;
unsigned int EndIndex;
const dd::Model* Model = nullptr;
unsigned int StartIndex = 0;
unsigned int EndIndex = 0;
void CalculateHash() override
{
@@ -75,15 +71,13 @@ struct ModelJob : RenderJob
struct SpriteJob : RenderJob
{
unsigned int ShaderID;
unsigned int TextureID;
unsigned int ShaderID = 0;
unsigned int TextureID = 0;
glm::mat4 ProjectionMatrix;
glm::mat4 ViewMatrix;
glm::mat4 ModelMatrix;
const Texture* DiffuseTexture;
const Texture* NormalTexture;
const Texture* SpecularTexture;
const Texture* DiffuseTexture = nullptr;
const Texture* NormalTexture = nullptr;
const Texture* SpecularTexture = nullptr;
glm::vec4 Color;
void CalculateHash() override