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
+4 -2
View File
@@ -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
View File
@@ -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