Merge branch 'master' into fix-sample-simpletexturedogl-w4-compile-warnings

pull/3125/head
Marc-Antoine Lortie 2020-04-03 14:15:31 -04:00 committed by GitHub
commit 732dc6a5d6
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4 changed files with 69 additions and 69 deletions

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@ -31,40 +31,40 @@ struct Texture {
class Mesh { class Mesh {
public: public:
std::vector<VERTEX> vertices; std::vector<VERTEX> vertices_;
std::vector<UINT> indices; std::vector<UINT> indices_;
std::vector<Texture> textures; std::vector<Texture> textures_;
ID3D11Device *dev; ID3D11Device *dev_;
Mesh(ID3D11Device *dev, const std::vector<VERTEX>& vertices, const std::vector<UINT>& indices, const std::vector<Texture>& textures) : Mesh(ID3D11Device *dev, const std::vector<VERTEX>& vertices, const std::vector<UINT>& indices, const std::vector<Texture>& textures) :
vertices(vertices), vertices_(vertices),
indices(indices), indices_(indices),
textures(textures), textures_(textures),
dev(dev), dev_(dev),
VertexBuffer(nullptr), VertexBuffer_(nullptr),
IndexBuffer(nullptr) { IndexBuffer_(nullptr) {
this->setupMesh(this->dev); this->setupMesh(this->dev_);
} }
void Draw(ID3D11DeviceContext *devcon) { void Draw(ID3D11DeviceContext *devcon) {
UINT stride = sizeof(VERTEX); UINT stride = sizeof(VERTEX);
UINT offset = 0; UINT offset = 0;
devcon->IASetVertexBuffers(0, 1, &VertexBuffer, &stride, &offset); devcon->IASetVertexBuffers(0, 1, &VertexBuffer_, &stride, &offset);
devcon->IASetIndexBuffer(IndexBuffer, DXGI_FORMAT_R32_UINT, 0); devcon->IASetIndexBuffer(IndexBuffer_, DXGI_FORMAT_R32_UINT, 0);
devcon->PSSetShaderResources(0, 1, &textures[0].texture); devcon->PSSetShaderResources(0, 1, &textures_[0].texture);
devcon->DrawIndexed(static_cast<UINT>(indices.size()), 0, 0); devcon->DrawIndexed(static_cast<UINT>(indices_.size()), 0, 0);
} }
void Close() { void Close() {
SafeRelease(VertexBuffer); SafeRelease(VertexBuffer_);
SafeRelease(IndexBuffer); SafeRelease(IndexBuffer_);
} }
private: private:
// Render data // Render data
ID3D11Buffer *VertexBuffer, *IndexBuffer; ID3D11Buffer *VertexBuffer_, *IndexBuffer_;
// Functions // Functions
// Initializes all the buffer objects/arrays // Initializes all the buffer objects/arrays
@ -73,15 +73,15 @@ private:
D3D11_BUFFER_DESC vbd; D3D11_BUFFER_DESC vbd;
vbd.Usage = D3D11_USAGE_IMMUTABLE; vbd.Usage = D3D11_USAGE_IMMUTABLE;
vbd.ByteWidth = static_cast<UINT>(sizeof(VERTEX) * vertices.size()); vbd.ByteWidth = static_cast<UINT>(sizeof(VERTEX) * vertices_.size());
vbd.BindFlags = D3D11_BIND_VERTEX_BUFFER; vbd.BindFlags = D3D11_BIND_VERTEX_BUFFER;
vbd.CPUAccessFlags = 0; vbd.CPUAccessFlags = 0;
vbd.MiscFlags = 0; vbd.MiscFlags = 0;
D3D11_SUBRESOURCE_DATA initData; D3D11_SUBRESOURCE_DATA initData;
initData.pSysMem = &vertices[0]; initData.pSysMem = &vertices_[0];
hr = dev->CreateBuffer(&vbd, &initData, &VertexBuffer); hr = dev->CreateBuffer(&vbd, &initData, &VertexBuffer_);
if (FAILED(hr)) { if (FAILED(hr)) {
Close(); Close();
throw std::runtime_error("Failed to create vertex buffer."); throw std::runtime_error("Failed to create vertex buffer.");
@ -89,14 +89,14 @@ private:
D3D11_BUFFER_DESC ibd; D3D11_BUFFER_DESC ibd;
ibd.Usage = D3D11_USAGE_IMMUTABLE; ibd.Usage = D3D11_USAGE_IMMUTABLE;
ibd.ByteWidth = static_cast<UINT>(sizeof(UINT) * indices.size()); ibd.ByteWidth = static_cast<UINT>(sizeof(UINT) * indices_.size());
ibd.BindFlags = D3D11_BIND_INDEX_BUFFER; ibd.BindFlags = D3D11_BIND_INDEX_BUFFER;
ibd.CPUAccessFlags = 0; ibd.CPUAccessFlags = 0;
ibd.MiscFlags = 0; ibd.MiscFlags = 0;
initData.pSysMem = &indices[0]; initData.pSysMem = &indices_[0];
hr = dev->CreateBuffer(&ibd, &initData, &IndexBuffer); hr = dev->CreateBuffer(&ibd, &initData, &IndexBuffer_);
if (FAILED(hr)) { if (FAILED(hr)) {
Close(); Close();
throw std::runtime_error("Failed to create index buffer."); throw std::runtime_error("Failed to create index buffer.");

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@ -1,12 +1,12 @@
#include "ModelLoader.h" #include "ModelLoader.h"
ModelLoader::ModelLoader() : ModelLoader::ModelLoader() :
dev(nullptr), dev_(nullptr),
devcon(nullptr), devcon_(nullptr),
meshes(), meshes_(),
directory(), directory_(),
textures_loaded(), textures_loaded_(),
hwnd(nullptr) { hwnd_(nullptr) {
// empty // empty
} }
@ -25,11 +25,11 @@ bool ModelLoader::Load(HWND hwnd, ID3D11Device * dev, ID3D11DeviceContext * devc
if (pScene == NULL) if (pScene == NULL)
return false; return false;
this->directory = filename.substr(0, filename.find_last_of("/\\")); this->directory_ = filename.substr(0, filename.find_last_of("/\\"));
this->dev = dev; this->dev_ = dev;
this->devcon = devcon; this->devcon_ = devcon;
this->hwnd = hwnd; this->hwnd_ = hwnd;
processNode(pScene->mRootNode, pScene); processNode(pScene->mRootNode, pScene);
@ -37,8 +37,8 @@ bool ModelLoader::Load(HWND hwnd, ID3D11Device * dev, ID3D11DeviceContext * devc
} }
void ModelLoader::Draw(ID3D11DeviceContext * devcon) { void ModelLoader::Draw(ID3D11DeviceContext * devcon) {
for (int i = 0; i < meshes.size(); ++i ) { for (size_t i = 0; i < meshes_.size(); ++i ) {
meshes[i].Draw(devcon); meshes_[i].Draw(devcon);
} }
} }
@ -88,7 +88,7 @@ Mesh ModelLoader::processMesh(aiMesh * mesh, const aiScene * scene) {
textures.insert(textures.end(), diffuseMaps.begin(), diffuseMaps.end()); textures.insert(textures.end(), diffuseMaps.begin(), diffuseMaps.end());
} }
return Mesh(dev, vertices, indices, textures); return Mesh(dev_, vertices, indices, textures);
} }
std::vector<Texture> ModelLoader::loadMaterialTextures(aiMaterial * mat, aiTextureType type, std::string typeName, const aiScene * scene) { std::vector<Texture> ModelLoader::loadMaterialTextures(aiMaterial * mat, aiTextureType type, std::string typeName, const aiScene * scene) {
@ -98,9 +98,9 @@ std::vector<Texture> ModelLoader::loadMaterialTextures(aiMaterial * mat, aiTextu
mat->GetTexture(type, i, &str); mat->GetTexture(type, i, &str);
// Check if texture was loaded before and if so, continue to next iteration: skip loading a new texture // Check if texture was loaded before and if so, continue to next iteration: skip loading a new texture
bool skip = false; bool skip = false;
for (UINT j = 0; j < textures_loaded.size(); j++) { for (UINT j = 0; j < textures_loaded_.size(); j++) {
if (std::strcmp(textures_loaded[j].path.c_str(), str.C_Str()) == 0) { if (std::strcmp(textures_loaded_[j].path.c_str(), str.C_Str()) == 0) {
textures.push_back(textures_loaded[j]); textures.push_back(textures_loaded_[j]);
skip = true; // A texture with the same filepath has already been loaded, continue to next one. (optimization) skip = true; // A texture with the same filepath has already been loaded, continue to next one. (optimization)
break; break;
} }
@ -113,34 +113,34 @@ std::vector<Texture> ModelLoader::loadMaterialTextures(aiMaterial * mat, aiTextu
texture.texture = getTextureFromModel(scene, textureindex); texture.texture = getTextureFromModel(scene, textureindex);
} else { } else {
std::string filename = std::string(str.C_Str()); std::string filename = std::string(str.C_Str());
filename = directory + '/' + filename; filename = directory_ + '/' + filename;
std::wstring filenamews = std::wstring(filename.begin(), filename.end()); std::wstring filenamews = std::wstring(filename.begin(), filename.end());
hr = CreateWICTextureFromFile(dev, devcon, filenamews.c_str(), nullptr, &texture.texture); hr = CreateWICTextureFromFile(dev_, devcon_, filenamews.c_str(), nullptr, &texture.texture);
if (FAILED(hr)) if (FAILED(hr))
MessageBox(hwnd, "Texture couldn't be loaded", "Error!", MB_ICONERROR | MB_OK); MessageBox(hwnd_, "Texture couldn't be loaded", "Error!", MB_ICONERROR | MB_OK);
} }
texture.type = typeName; texture.type = typeName;
texture.path = str.C_Str(); texture.path = str.C_Str();
textures.push_back(texture); textures.push_back(texture);
this->textures_loaded.push_back(texture); // Store it as texture loaded for entire model, to ensure we won't unnecesery load duplicate textures. this->textures_loaded_.push_back(texture); // Store it as texture loaded for entire model, to ensure we won't unnecesery load duplicate textures.
} }
} }
return textures; return textures;
} }
void ModelLoader::Close() { void ModelLoader::Close() {
for (auto& t : textures_loaded) for (auto& t : textures_loaded_)
t.Release(); t.Release();
for (int i = 0; i < meshes.size(); i++) { for (size_t i = 0; i < meshes_.size(); i++) {
meshes[i].Close(); meshes_[i].Close();
} }
} }
void ModelLoader::processNode(aiNode * node, const aiScene * scene) { void ModelLoader::processNode(aiNode * node, const aiScene * scene) {
for (UINT i = 0; i < node->mNumMeshes; i++) { for (UINT i = 0; i < node->mNumMeshes; i++) {
aiMesh* mesh = scene->mMeshes[node->mMeshes[i]]; aiMesh* mesh = scene->mMeshes[node->mMeshes[i]];
meshes.push_back(this->processMesh(mesh, scene)); meshes_.push_back(this->processMesh(mesh, scene));
} }
for (UINT i = 0; i < node->mNumChildren; i++) { for (UINT i = 0; i < node->mNumChildren; i++) {
@ -179,9 +179,9 @@ ID3D11ShaderResourceView * ModelLoader::getTextureFromModel(const aiScene * scen
int* size = reinterpret_cast<int*>(&scene->mTextures[textureindex]->mWidth); int* size = reinterpret_cast<int*>(&scene->mTextures[textureindex]->mWidth);
hr = CreateWICTextureFromMemory(dev, devcon, reinterpret_cast<unsigned char*>(scene->mTextures[textureindex]->pcData), *size, nullptr, &texture); hr = CreateWICTextureFromMemory(dev_, devcon_, reinterpret_cast<unsigned char*>(scene->mTextures[textureindex]->pcData), *size, nullptr, &texture);
if (FAILED(hr)) if (FAILED(hr))
MessageBox(hwnd, "Texture couldn't be created from memory!", "Error!", MB_ICONERROR | MB_OK); MessageBox(hwnd_, "Texture couldn't be created from memory!", "Error!", MB_ICONERROR | MB_OK);
return texture; return texture;
} }

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@ -25,12 +25,12 @@ public:
void Close(); void Close();
private: private:
ID3D11Device *dev; ID3D11Device *dev_;
ID3D11DeviceContext *devcon; ID3D11DeviceContext *devcon_;
std::vector<Mesh> meshes; std::vector<Mesh> meshes_;
std::string directory; std::string directory_;
std::vector<Texture> textures_loaded; std::vector<Texture> textures_loaded_;
HWND hwnd; HWND hwnd_;
void processNode(aiNode* node, const aiScene* scene); void processNode(aiNode* node, const aiScene* scene);
Mesh processMesh(aiMesh* mesh, const aiScene* scene); Mesh processMesh(aiMesh* mesh, const aiScene* scene);

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@ -56,7 +56,7 @@ const char g_szClassName[] = "directxWindowClass";
static std::string g_ModelPath; static std::string g_ModelPath;
UINT width, height; UINT width, height;
HWND hwnd = nullptr; HWND g_hwnd = nullptr;
// ------------------------------------------------------------ // ------------------------------------------------------------
// DirectX Variables // DirectX Variables
@ -120,8 +120,8 @@ LRESULT CALLBACK WndProc(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
return 0; return 0;
} }
int WINAPI wWinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, int WINAPI wWinMain(HINSTANCE hInstance, HINSTANCE /*hPrevInstance*/,
LPWSTR lpCmdLine, int nCmdShow) LPWSTR /*lpCmdLine*/, int nCmdShow)
{ {
int argc; int argc;
LPWSTR* argv = CommandLineToArgvW(GetCommandLineW(), &argc); LPWSTR* argv = CommandLineToArgvW(GetCommandLineW(), &argc);
@ -182,7 +182,7 @@ int WINAPI wWinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance,
RECT wr = { 0,0, SCREEN_WIDTH, SCREEN_HEIGHT }; RECT wr = { 0,0, SCREEN_WIDTH, SCREEN_HEIGHT };
AdjustWindowRect(&wr, WS_OVERLAPPEDWINDOW, FALSE); AdjustWindowRect(&wr, WS_OVERLAPPEDWINDOW, FALSE);
hwnd = CreateWindowEx( g_hwnd = CreateWindowEx(
WS_EX_CLIENTEDGE, WS_EX_CLIENTEDGE,
g_szClassName, g_szClassName,
" Simple Textured Directx11 Sample ", " Simple Textured Directx11 Sample ",
@ -191,21 +191,21 @@ int WINAPI wWinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance,
NULL, NULL, hInstance, NULL NULL, NULL, hInstance, NULL
); );
if (hwnd == NULL) if (g_hwnd == NULL)
{ {
MessageBox(NULL, "Window Creation Failed!", "Error!", MessageBox(NULL, "Window Creation Failed!", "Error!",
MB_ICONEXCLAMATION | MB_OK); MB_ICONEXCLAMATION | MB_OK);
return 0; return 0;
} }
ShowWindow(hwnd, nCmdShow); ShowWindow(g_hwnd, nCmdShow);
UpdateWindow(hwnd); UpdateWindow(g_hwnd);
width = wr.right - wr.left; width = wr.right - wr.left;
height = wr.bottom - wr.top; height = wr.bottom - wr.top;
try { try {
InitD3D(hInstance, hwnd); InitD3D(hInstance, g_hwnd);
while (true) while (true)
{ {
@ -225,17 +225,17 @@ int WINAPI wWinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance,
CleanD3D(); CleanD3D();
return static_cast<int>(msg.wParam); return static_cast<int>(msg.wParam);
} catch (const std::exception& e) { } catch (const std::exception& e) {
MessageBox(hwnd, e.what(), TEXT("Error!"), MB_ICONERROR | MB_OK); MessageBox(g_hwnd, e.what(), TEXT("Error!"), MB_ICONERROR | MB_OK);
CleanD3D(); CleanD3D();
return EXIT_FAILURE; return EXIT_FAILURE;
} catch (...) { } catch (...) {
MessageBox(hwnd, TEXT("Caught an unknown exception."), TEXT("Error!"), MB_ICONERROR | MB_OK); MessageBox(g_hwnd, TEXT("Caught an unknown exception."), TEXT("Error!"), MB_ICONERROR | MB_OK);
CleanD3D(); CleanD3D();
return EXIT_FAILURE; return EXIT_FAILURE;
} }
} }
void InitD3D(HINSTANCE hinstance, HWND hWnd) void InitD3D(HINSTANCE /*hinstance*/, HWND hWnd)
{ {
HRESULT hr; HRESULT hr;
@ -362,7 +362,7 @@ void InitD3D(HINSTANCE hinstance, HWND hWnd)
} }
// Note this tutorial doesn't handle full-screen swapchains so we block the ALT+ENTER shortcut // Note this tutorial doesn't handle full-screen swapchains so we block the ALT+ENTER shortcut
dxgiFactory->MakeWindowAssociation(hwnd, DXGI_MWA_NO_ALT_ENTER); dxgiFactory->MakeWindowAssociation(g_hwnd, DXGI_MWA_NO_ALT_ENTER);
dxgiFactory->Release(); dxgiFactory->Release();
@ -564,7 +564,7 @@ void InitGraphics()
m_View = XMMatrixLookAtLH(Eye, At, Up); m_View = XMMatrixLookAtLH(Eye, At, Up);
ourModel = new ModelLoader; ourModel = new ModelLoader;
if (!ourModel->Load(hwnd, dev, devcon, g_ModelPath)) if (!ourModel->Load(g_hwnd, dev, devcon, g_ModelPath))
Throwanerror("Model couldn't be loaded"); Throwanerror("Model couldn't be loaded");
} }