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Windows.cpp
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687 lines (586 loc) · 21.5 KB
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#include "Engine.h"
#include <string>
static unsigned int WINWIDTH = 1280;
static unsigned int WINHEIGHT = 720;
LRESULT CALLBACK WndProc(HWND hWnd,UINT message,WPARAM wParam,LPARAM lParam);
static TCHAR szWindowClass[] = TEXT("Engine3");
static TCHAR szTitle[] = TEXT("VIDEOGAMES");
unsigned int presentframedata[100000];
unsigned int totalframes = 0;
//Mandatory structures
IDXGISwapChain *swapchain;
ID3D11Device *d3ddev;
ID3D11DeviceContext *devcon;
ID3D11RenderTargetView *backbuffer;
ID3D11DepthStencilView *zbuffer;
//Models
ID3D10Blob *layoutblob;
ID3D11InputLayout *vertlayout;
ID3D11Buffer *vbuffer, *ibuffer;
//Rasterizer
ID3D11RasterizerState *Rasta;
ID3D11RasterizerState *DisplayRaster;
ID3D11BlendState *Blenda;
int WINAPI WinMain(HINSTANCE hInstance,
HINSTANCE hPrevInstance,
PSTR sxCmdLine,
int nCmdShow)
{
////////////////////////////////////////////////////////////////////////////
///////////////////////////// Window Initialization ////////////////////////
////////////////////////////////////////////////////////////////////////////
HWND hWnd;
MSG msg;
WNDCLASS wndclass;
wndclass.style = CS_HREDRAW | CS_VREDRAW;
wndclass.lpfnWndProc = WndProc;
wndclass.cbClsExtra = 0;
wndclass.cbWndExtra = 0;
wndclass.hInstance = hInstance;
wndclass.hIcon = LoadIcon(NULL,IDI_APPLICATION);
wndclass.hCursor = LoadCursor(NULL,IDC_SIZEALL);//IDC_UPARROW);//:^) IDC_ARROW);
wndclass.hbrBackground = (HBRUSH)GetStockObject(WHITE_BRUSH);
wndclass.lpszMenuName = NULL;
wndclass.lpszClassName = szWindowClass;
if(!RegisterClass(&wndclass))
{
MessageBox(NULL,TEXT("how old of a computer are you using???? this program requires windows NT. Go bug me to make the program compatible with your collectable at Copperbotte@yahoo.com"),
szWindowClass,MB_ICONERROR);
return FALSE;
}
RECT wndrect = {0, 0, WINWIDTH, WINHEIGHT};
RECT deskrect;
GetWindowRect(GetDesktopWindow(),&deskrect);
AdjustWindowRect(&wndrect,WS_OVERLAPPEDWINDOW, FALSE);
hWnd = CreateWindow(szWindowClass, szTitle, WS_OVERLAPPEDWINDOW,
(deskrect.right - WINWIDTH)/2 + wndrect.left, (deskrect.bottom - WINHEIGHT)/2 + wndrect.top,
wndrect.right - wndrect.left, wndrect.bottom - wndrect.top, NULL, NULL, hInstance, NULL);
if (!hWnd)
return FALSE;
////////////////////////////////////////////////////////////////////////////
////////////////////////// DirectX 11 Initialization ///////////////////////
////////////////////////////////////////////////////////////////////////////
// Swap chain are backbuffers that are swapped between rendering and displaying modes.
DXGI_SWAP_CHAIN_DESC scd;
ZeroMemory(&scd,sizeof(DXGI_SWAP_CHAIN_DESC));
scd.BufferCount = 1;
scd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
scd.BufferDesc.Width = WINWIDTH;
scd.BufferDesc.Height = WINHEIGHT;
scd.BufferDesc.RefreshRate.Numerator = 120;
scd.BufferDesc.RefreshRate.Denominator = 1; // cool settings
scd.BufferDesc.Scaling = DXGI_MODE_SCALING_UNSPECIFIED;
scd.BufferDesc.ScanlineOrdering = DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED;
scd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
scd.OutputWindow = hWnd;
scd.SampleDesc.Count = 1;
scd.SampleDesc.Quality = 0;
scd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
scd.Windowed = TRUE;
scd.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH; // fullscreen enabled?
D3D11CreateDeviceAndSwapChain(NULL,D3D_DRIVER_TYPE_HARDWARE,
NULL,NULL,NULL,NULL,
D3D11_SDK_VERSION,&scd,&swapchain,&d3ddev,NULL,&devcon);
ID3D11Texture2D *backbuffertex;
swapchain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&backbuffertex); // holy fucking shit
d3ddev->CreateRenderTargetView(backbuffertex,NULL,&backbuffer);
devcon->OMSetRenderTargets(1, &backbuffer, nullptr); // required
SAFE_RELEASE(backbuffertex);
D3D11_VIEWPORT viewport;
ZeroMemory(&viewport,sizeof(D3D11_VIEWPORT));
viewport.TopLeftX = 0;
viewport.TopLeftY = 0;
viewport.Width = (float)WINWIDTH;//windrect
viewport.Height = (float)WINHEIGHT;
viewport.MinDepth = 0.0f;
viewport.MaxDepth = 1.0f;
devcon->RSSetViewports(1, &viewport);
// Depth buffer
D3D11_TEXTURE2D_DESC dsd;
ZeroMemory(&dsd,sizeof(D3D11_TEXTURE2D_DESC));
ID3D11Texture2D *zbuffertex;
dsd.Width = WINWIDTH;
dsd.Height = WINHEIGHT;
dsd.MipLevels = (int)ceil(log((double)WINWIDTH) / log(2.0));
dsd.ArraySize = 1; // Alb, Ref, Pow, wPos, Norm + Tanspace Matrix (3) (3,3,3,3 = 4*3 = 3*4)
dsd.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
dsd.SampleDesc.Count = 1;
dsd.SampleDesc.Quality = 0;
dsd.Usage = D3D11_USAGE_DEFAULT;
dsd.BindFlags = D3D11_BIND_DEPTH_STENCIL;
dsd.CPUAccessFlags = 0;
dsd.MiscFlags = 0;
d3ddev->CreateTexture2D(&dsd, NULL, &zbuffertex);
d3ddev->CreateDepthStencilView(zbuffertex, NULL, &zbuffer);
SAFE_RELEASE(zbuffertex);
devcon->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
D3D11_BLEND_DESC blendesc;
ZeroMemory(&blendesc,sizeof(D3D11_BLEND_DESC));
D3D11_RENDER_TARGET_BLEND_DESC rtbd;
ZeroMemory(&rtbd,sizeof(D3D11_RENDER_TARGET_BLEND_DESC));
rtbd.BlendEnable = true;
rtbd.SrcBlend = D3D11_BLEND_SRC_ALPHA;
rtbd.DestBlend = D3D11_BLEND_INV_SRC_ALPHA; // lerp between src and dst
rtbd.BlendOp = D3D11_BLEND_OP_ADD;
rtbd.SrcBlendAlpha = D3D11_BLEND_ONE; // lerp scale of 0
rtbd.DestBlendAlpha = D3D11_BLEND_ZERO;
rtbd.BlendOpAlpha = D3D11_BLEND_OP_ADD;
rtbd.RenderTargetWriteMask = D3D10_COLOR_WRITE_ENABLE_ALL;
blendesc.AlphaToCoverageEnable = false;
blendesc.RenderTarget[0] = rtbd;
d3ddev->CreateBlendState(&blendesc, &Blenda);
devcon->OMSetBlendState(Blenda, NULL, 0xffffffff); // what the shit
D3D11_RASTERIZER_DESC rastadec;
ZeroMemory(&rastadec,sizeof(D3D11_RASTERIZER_DESC));
rastadec.FillMode = D3D11_FILL_SOLID;//D3D11_FILL_WIREFRAME;//
rastadec.CullMode = D3D11_CULL_FRONT;//D3D11_CULL_NONE;//D3D11_CULL_BACK;// // cull front culls clockwise wound vertices
d3ddev->CreateRasterizerState(&rastadec,&Rasta);
ZeroMemory(&rastadec,sizeof(D3D11_RASTERIZER_DESC));
rastadec.FillMode = D3D11_FILL_SOLID; // Display states should never change
rastadec.CullMode = D3D11_CULL_NONE;
d3ddev->CreateRasterizerState(&rastadec,&DisplayRaster);
devcon->RSSetState(Rasta);
////////////////////////////////////////////////////////////////////////////
///////////////////////////// Scene Initialization /////////////////////////
////////////////////////////////////////////////////////////////////////////
//Scene must be initialized before these next steps, to load in the model.
if(!Init(d3ddev, devcon, swapchain)) // Replace with an if that encompasses the entire program
{
End();
return msg.wParam;
}
////////////////////////////////////////////////////////////////////////////
///////////////////////// Vertex Buffer initialization /////////////////////
////////////////////////////////////////////////////////////////////////////
D3D11_INPUT_ELEMENT_DESC layout[] =
{
{"POSITION",0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0},
{"TEXCOORD",0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0}, // uvw for 3d texture support
{"NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 24, D3D11_INPUT_PER_VERTEX_DATA, 0}, // Normalspace matrix, in Modelspace.
{"TANGENT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 36, D3D11_INPUT_PER_VERTEX_DATA, 0},
{"BINORMAL",0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 48, D3D11_INPUT_PER_VERTEX_DATA, 0}, // Tangent an Binormal follow UV coords.
};
unsigned int layoutnum = sizeof(layout)/sizeof(D3D11_INPUT_ELEMENT_DESC);
float vertices[] =
{ // Position UVW Normal Tangent(U) Binormal(V)
// Plane
// Indices 0 & 1
-1.0,-1.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 1.0, 1.0, 0.0, 0.0, 0.0, 1.0, 0.0,
1.0,-1.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 1.0, 0.0, 0.0, 0.0, 1.0, 0.0,
-1.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 1.0, 1.0, 0.0, 0.0, 0.0, 1.0, 0.0,
1.0, 1.0, 0.0, 1.0, 1.0, 0.0, 0.0, 0.0, 1.0, 1.0, 0.0, 0.0, 0.0, 1.0, 0.0,
// Cube
// Indices 0 & 1
0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0,-1.0, 1.0, 0.0, 0.0, 0.0,-1.0, 0.0,
1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 0.0, 0.0,-1.0, 1.0, 0.0, 0.0, 0.0,-1.0, 0.0,
1.0, 1.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0,-1.0, 1.0, 0.0, 0.0, 0.0,-1.0, 0.0,
0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0,-1.0, 1.0, 0.0, 0.0, 0.0,-1.0, 0.0,
// Indices 2 & 3
0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0,-1.0, 0.0, 0.0, 0.0, 1.0, 1.0, 0.0, 0.0,
0.0, 0.0, 1.0, 1.0, 1.0, 0.0, 0.0,-1.0, 0.0, 0.0, 0.0, 1.0, 1.0, 0.0, 0.0,
1.0, 0.0, 1.0, 1.0, 0.0, 0.0, 0.0,-1.0, 0.0, 0.0, 0.0, 1.0, 1.0, 0.0, 0.0,
1.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0,-1.0, 0.0, 0.0, 0.0, 1.0, 1.0, 0.0, 0.0,
// Indices 4 & 5
0.0, 0.0, 0.0, 0.0, 1.0, 0.0, -1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0,-1.0,
0.0, 1.0, 0.0, 1.0, 1.0, 0.0, -1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0,-1.0,
0.0, 1.0, 1.0, 1.0, 0.0, 0.0, -1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0,-1.0,
0.0, 0.0, 1.0, 0.0, 0.0, 0.0, -1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0,-1.0,
// Indices 6 & 7
1.0, 1.0, 1.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, -1.0, 0.0, 0.0, 0.0, 0.0, 1.0,
0.0, 1.0, 1.0, 1.0, 1.0, 0.0, 0.0, 1.0, 0.0, -1.0, 0.0, 0.0, 0.0, 0.0, 1.0,
0.0, 1.0, 0.0, 1.0, 0.0, 0.0, 0.0, 1.0, 0.0, -1.0, 0.0, 0.0, 0.0, 0.0, 1.0,
1.0, 1.0, 0.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, -1.0, 0.0, 0.0, 0.0, 0.0, 1.0,
// Indices 8 & 9
1.0, 1.0, 1.0, 0.0, 1.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0,-1.0, 0.0, 1.0, 0.0,
1.0, 1.0, 0.0, 1.0, 1.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0,-1.0, 0.0, 1.0, 0.0,
1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0,-1.0, 0.0, 1.0, 0.0,
1.0, 0.0, 1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0,-1.0, 0.0, 1.0, 0.0,
// Indices 10 & 11
1.0, 1.0, 1.0, 0.0, 1.0, 0.0, 0.0, 0.0, 1.0, 0.0,-1.0, 0.0, 1.0, 0.0, 0.0,
1.0, 0.0, 1.0, 1.0, 1.0, 0.0, 0.0, 0.0, 1.0, 0.0,-1.0, 0.0, 1.0, 0.0, 0.0,
0.0, 0.0, 1.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0,-1.0, 0.0, 1.0, 0.0, 0.0,
0.0, 1.0, 1.0, 0.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0,-1.0, 0.0, 1.0, 0.0, 0.0,
};
int indices[] =
{
0,1,3, 0,3,2,
/*
0,1,2, 0,2,3,
4,5,6, 4,6,7,
8,9,10, 8,10,11,
12,13,14, 12,14,15,
16,17,18, 16,18,19,
20,21,22, 20,22,23,
*/
0,2,1, 0,3,2,
4,6,5, 4,7,6,
8,10,9, 8,11,10,
12,14,13, 12,15,14,
16,18,17, 16,19,18,
20,22,21, 20,23,22,
};
MODELID Screenmodel;
Screenmodel.VertexBufferOffset = 0;
Screenmodel.Vertex_StartPos = 0;
Screenmodel.Index_StartPos = 0;
Screenmodel.Index_Length = 3*2;
Screenmodel.Vertex_Length = 4;
MODELID Cubemodel;
Cubemodel.VertexBufferOffset = 15*sizeof(float) * Screenmodel.Vertex_Length;
Cubemodel.Vertex_StartPos = Screenmodel.Vertex_Length;
Cubemodel.Index_StartPos = Screenmodel.Index_Length;
Cubemodel.Index_Length = 3*2*6;
Cubemodel.Vertex_Length = 4*6;
unsigned int vSize = sizeof(vertices);
unsigned int iSize = sizeof(indices);
unsigned int vCount = vSize / (15*sizeof(float)); // vCount is calculated during model import
unsigned int iCount = iSize / (3*sizeof(int));
unsigned int stride = vSize / vCount;
unsigned int offset = 0;
D3D11_BUFFER_DESC vertexbufferdesc, indexbufferdesc;
ZeroMemory(&vertexbufferdesc,sizeof(D3D11_BUFFER_DESC));
ZeroMemory(&indexbufferdesc,sizeof(D3D11_BUFFER_DESC));
vertexbufferdesc.Usage = D3D11_USAGE_DEFAULT;
vertexbufferdesc.ByteWidth = vSize;
vertexbufferdesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
vertexbufferdesc.CPUAccessFlags = 0;
vertexbufferdesc.MiscFlags = 0;
indexbufferdesc.Usage = D3D11_USAGE_DEFAULT;
indexbufferdesc.ByteWidth = iSize;
indexbufferdesc.BindFlags = D3D11_BIND_INDEX_BUFFER;
indexbufferdesc.CPUAccessFlags = 0;
indexbufferdesc.MiscFlags = 0;
D3D11_SUBRESOURCE_DATA vbufferdata, ibufferdata;
ZeroMemory(&vbufferdata,sizeof(D3D11_SUBRESOURCE_DATA));
ZeroMemory(&ibufferdata,sizeof(D3D11_SUBRESOURCE_DATA));
vbufferdata.pSysMem = vertices;
ibufferdata.pSysMem = indices;
d3ddev->CreateBuffer(&vertexbufferdesc, &vbufferdata, &vbuffer);
d3ddev->CreateBuffer(&indexbufferdesc, &ibufferdata, &ibuffer);
devcon->IASetVertexBuffers(0, 1, &vbuffer, &stride, &offset);
devcon->IASetIndexBuffer(ibuffer, DXGI_FORMAT_R32_UINT,0);
d3ddev->CreateInputLayout(layout, layoutnum, layoutblob->GetBufferPointer(), layoutblob->GetBufferSize(), &vertlayout);
devcon->IASetInputLayout(vertlayout);
////////////////////////////////////////////////////////////////////////////
////////////////////////////////// Main Loop ///////////////////////////////
////////////////////////////////////////////////////////////////////////////
unsigned int frames = 0;
Draw(Screenmodel); // this shouldn't be here, but if it isn't present in this cpp file, it doesn't compile.
ShowWindow(hWnd, nCmdShow);
UpdateWindow(hWnd);
unsigned long long InitTime, CurTime, PrevFrame;
InitTime = CurTime = PrevFrame = GetTimeHns();
while(true)
{
if(PeekMessage(&msg,NULL,0,0,PM_REMOVE))
{
TranslateMessage(&msg);
DispatchMessage(&msg);
}
if(msg.message == WM_QUIT)
break;
if(!Think())
break;
//devcon->OMSetRenderTargets(1, &RTbuffer, zbuffer); // passed into the render function
devcon->OMSetRenderTargets(1, &backbuffer, zbuffer);
devcon->OMSetBlendState(Blenda, NULL, 0xffffffff);
if(!Render(false, &Screenmodel, &Cubemodel)) // temporary
break;
////////////////////////////////////////////////////////////////////////
/////////////////////////////// Postprocess ////////////////////////////
////////////////////////////////////////////////////////////////////////
//Add frames until framerate limit
CurTime = GetTimeHns();
if(totalframes < 100000)
{
presentframedata[totalframes] = frames;
++totalframes;
}
swapchain->Present(0, 0);
}
End();
/*
using namespace std;
wstring words;
long double mean = 0;
long double rms = 0;
long double min = 1000000000000000000;
long double max = 0;
for(int i=0;i<totalframes;++i)
{
long double v = presentframedata[i];
mean += v;
if(v < min) min = v;
if(max < v) max = v;
}
mean /= (long double)totalframes;
for(int i=0;i<totalframes;++i)
{
long double delta = (long double)presentframedata[i] - mean;
rms += delta*delta;
}
rms = sqrt(rms/((long double)(totalframes-1)));
words = wstring(L"Mean: ") + to_wstring(mean) + wstring(L"\n");
words += wstring(L"RMS: ") + to_wstring(rms) + wstring(L"\n");
words += wstring(L"Max: ") + to_wstring(max) + wstring(L"\n");
words += wstring(L"Min: ") + to_wstring(min);
MessageBox(NULL, words.c_str(), L"Frame statistics", MB_OK);
*/
SAFE_RELEASE(layoutblob);
SAFE_RELEASE(vertlayout);
SAFE_RELEASE(vbuffer);
SAFE_RELEASE(ibuffer);
SAFE_RELEASE(Rasta);
SAFE_RELEASE(DisplayRaster);
SAFE_RELEASE(Blenda);
SAFE_RELEASE(zbuffer);
SAFE_RELEASE(backbuffer);
SAFE_RELEASE(swapchain);
SAFE_RELEASE(devcon);
SAFE_RELEASE(d3ddev);
return msg.wParam;
}
LRESULT CALLBACK WndProc(HWND hWnd,UINT message,WPARAM wParam,LPARAM lParam)
{
HDC hdc;
PAINTSTRUCT ps;
RECT rect;
switch(message)
{
case WM_CREATE:
return 0;
case WM_PAINT:
hdc = BeginPaint(hWnd,&ps);
GetClientRect(hWnd,&rect);
DrawText(hdc,TEXT("direct3d is not enabled"),-1,&rect,DT_SINGLELINE | DT_CENTER | DT_VCENTER);
EndPaint(hWnd,&ps);
return 0;
case WM_DESTROY:
PostQuitMessage(0);
return 0;
default:
return DefWindowProc(hWnd, message, wParam, lParam);
}
return 0;
}
inline void Draw(MODELID Model)
//void Draw(MODELID Model)
{
devcon->DrawIndexed(Model.Index_Length,Model.Index_StartPos,Model.Vertex_StartPos);
}
ID3D11ShaderResourceView *LoadTexture(LPCWSTR File)
{
return LoadTexture(File,nullptr);
}
ID3D11ShaderResourceView *LoadTexture(LPCWSTR File,HRESULT *Err)
{
ID3D11ShaderResourceView *Texture;
D3DX11CreateShaderResourceViewFromFile(d3ddev,File,NULL,NULL,&Texture,Err);
return Texture;
}
ID3D11SamplerState *CreateSampler(D3D11_SAMPLER_DESC *texdesk)
{
ID3D11SamplerState *Out;
d3ddev->CreateSamplerState(texdesk, &Out);
return Out;
}
ID3D11Buffer *CreateBuffer(D3D11_BUFFER_DESC *Desc)
{
ID3D11Buffer *Out;
d3ddev->CreateBuffer(Desc, NULL, &Out);
return Out;
}
void *LoadShader(LPCWSTR File, LPCSTR Function, LPCSTR Format, LPCWSTR Errorname,
HRESULT (*CreateShader)(const void*, SIZE_T, ID3D11ClassLinkage*, void**),bool UseConstFormat)
{
ID3D10Blob *errorditto, *shaderblob;
void* errorptr;
wchar_t errorshit[10000]; // yolo characters
HRESULT errorres = D3DX11CompileFromFile(File, 0, 0, Function, Format, 0, 0, 0, &shaderblob, &errorditto, 0);
if(errorres != S_OK)
{
errorptr = errorditto->GetBufferPointer();
for(unsigned int i=0;i<10000;i++)
{
errorshit[i] = ((char*)errorptr)[i];
if(errorshit[i]=='\0')
break;
}
MessageBox(NULL, errorshit, Errorname, MB_ICONERROR | MB_OK);
}
SAFE_RELEASE(errorditto);
void *ShaderOutput;
CreateShader(shaderblob->GetBufferPointer(),shaderblob->GetBufferSize(), NULL, &ShaderOutput);
if(UseConstFormat)
{
if(layoutblob != nullptr)
SAFE_RELEASE(layoutblob);
layoutblob = shaderblob;
}
return ShaderOutput;
}
// To solve this problem, make a new function with a void pointer to pass through
// I don't like this solution, but I can't find a better way to generalize this
// I'm also avoiding macros
HRESULT CreateVertexShaderGeneric(const void* BfrPtr, SIZE_T BfrSize, ID3D11ClassLinkage* Linkage, void** Out)
{
return d3ddev->CreateVertexShader(BfrPtr, BfrSize, Linkage, (ID3D11VertexShader**)Out);
}
ID3D11VertexShader *LoadVertexShader(LPCWSTR File, LPCSTR Function, LPCSTR Format, bool UseConstFormat)
{
return (ID3D11VertexShader*)LoadShader(
File, Function, Format, L"Vertex Shader Compile Error",
CreateVertexShaderGeneric,
UseConstFormat);
}
HRESULT CreateHullShaderGeneric(const void* BfrPtr, SIZE_T BfrSize, ID3D11ClassLinkage* Linkage, void** Out)
{
return d3ddev->CreateHullShader(BfrPtr, BfrSize, Linkage, (ID3D11HullShader**)Out);
}
ID3D11HullShader *LoadHullShader(LPCWSTR File, LPCSTR Function, LPCSTR Format, bool UseConstFormat)
{
return (ID3D11HullShader*)LoadShader(
File, Function, Format, L"Hull Shader Compile Error",
CreateHullShaderGeneric,
UseConstFormat);
}
HRESULT CreateDomainShaderGeneric(const void* BfrPtr, SIZE_T BfrSize, ID3D11ClassLinkage* Linkage, void** Out)
{
return d3ddev->CreateDomainShader(BfrPtr, BfrSize, Linkage, (ID3D11DomainShader**)Out);
}
ID3D11DomainShader *LoadDomainShader(LPCWSTR File, LPCSTR Function, LPCSTR Format, bool UseConstFormat)
{
return (ID3D11DomainShader*)LoadShader(
File, Function, Format, L"Domain Shader Compile Error",
CreateDomainShaderGeneric,
UseConstFormat);
}
HRESULT CreateGeometryShaderGeneric(const void* BfrPtr, SIZE_T BfrSize, ID3D11ClassLinkage* Linkage, void** Out)
{
return d3ddev->CreateGeometryShader(BfrPtr, BfrSize, Linkage, (ID3D11GeometryShader**)Out);
}
ID3D11GeometryShader *LoadGeometryShader(LPCWSTR File, LPCSTR Function, LPCSTR Format, bool UseConstFormat)
{
return (ID3D11GeometryShader*)LoadShader(
File, Function, Format, L"Geometry Shader Compile Error",
CreateGeometryShaderGeneric,
UseConstFormat);
}
HRESULT CreatePixelShaderGeneric(const void* BfrPtr, SIZE_T BfrSize, ID3D11ClassLinkage* Linkage, void** Out)
{
return d3ddev->CreatePixelShader(BfrPtr, BfrSize, Linkage, (ID3D11PixelShader**)Out);
}
ID3D11PixelShader *LoadPixelShader(LPCWSTR File, LPCSTR Function, LPCSTR Format, bool UseConstFormat)
{
return (ID3D11PixelShader*)LoadShader(
File, Function, Format, L"Pixel Shader Compile Error",
CreatePixelShaderGeneric,
UseConstFormat);
}
TextureData LoadTextureSet(TextureLocationData Locs)
{
TextureData Out;
for(unsigned int i=0;i<TEX_MAX_VALUE;i++)
{
Out.Low[i] = Locs.Low[i];
Out.High[i] = Locs.High[i];
Out.Textures[i] = nullptr;
if(Locs.Locations[i] == L"")
continue;
HRESULT Error = S_OK;
Out.Textures[i] = LoadTexture(Locs.Locations[i].c_str(),&Error);
if(Error == D3D11_ERROR_FILE_NOT_FOUND)
Out.Textures[i] = nullptr;
}
return Out;
}
TextureData LoadTextureSet(LPCWSTR Descriptor)
{
return LoadTextureSet(LoadTextureLocations(Descriptor));
}
TextureLocationData LoadTextureLocations(LPCWSTR Descriptor)
{
TextureLocationData Out;
for(unsigned int i=0;i<TEX_MAX_VALUE;i++)
{
Out.Low[i] = XMFLOAT4(0,0,0,0);
Out.High[i] = XMFLOAT4(1,1,1,1);
//Out.Locations[i];
}
std::ifstream fin(Descriptor);
if(!fin)
return Out;
std::wstring Desc(Descriptor);
std::wstring Prefix;
int endpos = Desc.find_last_of('/');
if(endpos > 0)
Prefix = Desc.substr(0,endpos+1);
std::string src;
std::wstring wsrc;
unsigned int Target = 0;
std::string TexStrings[] =
{
"Albedo",
"Normal",
"Reflectivity",
"Specular",
"Transparency",
"Emission",
"Height",
};
while(true)
{
std::string Line;
std::getline(fin,Line);
unsigned int linelen = Line.length();
if(fin.eof())
break;
if(Line.substr(0,8) == "COMMENT")
continue;
if(Line.substr(0,5) == "src \"")
{
unsigned int i;
for(i=5;i<linelen;i++)
if(Line[i] == '\"')
break;
src = Line.substr(5,i-5);//5 for the start
wsrc = L"";
for(i=0;i<src.length();i++)
wsrc += src[i];
Out.Locations[Target] = Prefix + wsrc;
continue;
}
if(Line.substr(0,6) == "range ")
{
std::stringstream Linestream(Line.substr(6,Line.length()-6));
std::string word;
unsigned int i = 0;
for(i=0;i<4;i++)
{
Linestream >> word; // low
if(Linestream.eof())
break;
(&Out.Low[Target].x)[i] = (float)atof(word.c_str());
Linestream >> word; // high
(&Out.High[Target].x)[i] = (float)atof(word.c_str());
}
if(i==1)
for(unsigned int n=1;n<4;n++)
{
(&Out.Low[Target].x)[n] = Out.Low[Target].x;
(&Out.High[Target].x)[n] = Out.High[Target].x;
}
continue;
}
for(unsigned int i=0;i<TEX_MAX_VALUE;i++)
{
if(Line.substr(0,TexStrings[i].length()) == TexStrings[i]) // chop off garbage
{
Target = i;
break;
}
}
}
fin.close();
return Out;
}