1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
|
//--------------------------------------------------------------------------------------
// File: GfeSDKDemo_APIUsage_DX.cpp
//
// This sample shows a simple example of the Microsoft Direct3D's High-Level
// Shader Language (HLSL) using the Effect interface.
//
// Copyright (c) Microsoft Corporation. All rights reserved.
//--------------------------------------------------------------------------------------
#include "DXUT.h"
#include "DXUTcamera.h"
#include "DXUTgui.h"
#include "DXUTsettingsDlg.h"
#include "SDKmisc.h"
#include "SDKMesh.h"
#include "resource.h"
#include <vector>
#include <future>
#include <fstream>
#include <codecvt>
#include <locale>
#include <json/json.h>
#include <Shlwapi.h>
#ifdef GFESDKDEMO_BUILD_C
#include "GfeSDKHighlights.h"
#else
#include "GfeSDKHighlights.hpp"
using namespace GfeSDK;
#endif
#include <gfesdk/bindings/cpp/highlights/highlights_types_cpp.h>
void TRACE(const char* format, ...)
{
char buffer[1000];
va_list argptr;
va_start(argptr, format);
vsprintf(buffer, format, argptr);
va_end(argptr);
OutputDebugStringA(buffer);
}
enum class AppState
{
Init,
LoadResources,
Main
};
//--------------------------------------------------------------------------------------
// Global variables
//--------------------------------------------------------------------------------------
CDXUTDialogResourceManager g_DialogResourceManager; // manager for shared resources of dialogs
CModelViewerCamera g_Camera; // A model viewing camera
CDXUTDirectionWidget g_LightControl;
CD3DSettingsDlg g_D3DSettingsDlg; // Device settings dialog
CDXUTDialog g_HUD; // manages the 3D
CDXUTDialog g_SampleUI; // dialog for sample specific controls
D3DXMATRIXA16 g_mCenterMesh;
float g_fLightScale;
int g_nNumActiveLights;
int g_nActiveLight;
bool g_bShowHelp = false; // If true, it renders the UI control text
// Direct3D9 resources
CDXUTTextHelper* g_pTxtHelper = NULL;
CDXUTSDKMesh g_Mesh11;
ID3D11InputLayout* g_pVertexLayout11 = NULL;
ID3D11Buffer* g_pVertexBuffer = NULL;
ID3D11Buffer* g_pIndexBuffer = NULL;
ID3D11VertexShader* g_pVertexShader = NULL;
ID3D11PixelShader* g_pPixelShader = NULL;
ID3D11SamplerState* g_pSamLinear = NULL;
struct CB_VS_PER_OBJECT
{
D3DXMATRIX m_WorldViewProj;
D3DXMATRIX m_World;
};
UINT g_iCBVSPerObjectBind = 0;
struct CB_PS_PER_OBJECT
{
D3DXVECTOR4 m_vObjectColor;
};
UINT g_iCBPSPerObjectBind = 0;
struct CB_PS_PER_FRAME
{
D3DXVECTOR4 m_vLightDirAmbient;
};
UINT g_iCBPSPerFrameBind = 1;
ID3D11Buffer* g_pcbVSPerObject = NULL;
ID3D11Buffer* g_pcbPSPerObject = NULL;
ID3D11Buffer* g_pcbPSPerFrame = NULL;
// Highlights
struct HighlightsDataHolder
{
std::string id;
bool isScreenshot;
int startDelta;
int endDelta;
std::vector<NVGSDK_LocalizedPair> namePairs;
std::map<std::string, std::string> namePairsData;
};
struct HighlightsData
{
std::string gameName;
std::string defaultLocale;
std::vector<HighlightsDataHolder> highlightsData;
std::vector<NVGSDK_Highlight> highlights;
};
HighlightsWrapper g_highlights;
NVGSDK_HighlightSignificance g_sigFilter = NVGSDK_HIGHLIGHT_SIGNIFICANCE_NONE;
NVGSDK_HighlightType g_tagFilter = NVGSDK_HIGHLIGHT_TYPE_NONE;
std::wstring_convert<std::codecvt_utf8<wchar_t>> g_converter;
HighlightsData g_highlightsConfig;
char const* GROUP1_ID = "GROUP1";
char const* GROUP2_ID = "GROUP2";
AppState g_state = AppState::Init;
//--------------------------------------------------------------------------------------
// Forward declarations
//--------------------------------------------------------------------------------------
bool CALLBACK ModifyDeviceSettings( DXUTDeviceSettings* pDeviceSettings, void* pUserContext );
void CALLBACK OnFrameMove( double fTime, float fElapsedTime, void* pUserContext );
LRESULT CALLBACK MsgProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam, bool* pbNoFurtherProcessing,
void* pUserContext );
void CALLBACK OnKeyboard( UINT nChar, bool bKeyDown, bool bAltDown, void* pUserContext );
void CALLBACK OnGUIEvent( UINT nEvent, int nControlID, CDXUTControl* pControl, void* pUserContext );
bool CALLBACK IsD3D11DeviceAcceptable(const CD3D11EnumAdapterInfo *AdapterInfo, UINT Output, const CD3D11EnumDeviceInfo *DeviceInfo,
DXGI_FORMAT BackBufferFormat, bool bWindowed, void* pUserContext );
HRESULT CALLBACK OnD3D11CreateDevice( ID3D11Device* pd3dDevice, const DXGI_SURFACE_DESC* pBackBufferSurfaceDesc,
void* pUserContext );
HRESULT CALLBACK OnD3D11ResizedSwapChain( ID3D11Device* pd3dDevice, IDXGISwapChain* pSwapChain,
const DXGI_SURFACE_DESC* pBackBufferSurfaceDesc, void* pUserContext );
void CALLBACK OnD3D11ReleasingSwapChain( void* pUserContext );
void CALLBACK OnD3D11DestroyDevice( void* pUserContext );
void CALLBACK OnD3D11FrameRender( ID3D11Device* pd3dDevice, ID3D11DeviceContext* pd3dImmediateContext, double fTime,
float fElapsedTime, void* pUserContext );
void InitApp();
void RenderText();
void RenderLoadingText();
//--------------------------------------------------------------------------------------
// Entry point to the program. Initializes everything and goes into a message processing
// loop. Idle time is used to render the scene.
//--------------------------------------------------------------------------------------
//int main(void)
int WINAPI wWinMain( HINSTANCE hInstance, HINSTANCE hPrevInstance, LPWSTR lpCmdLine, int nCmdShow )
{
// Enable run-time memory check for debug builds.
#if defined(DEBUG) | defined(_DEBUG)
_CrtSetDbgFlag( _CRTDBG_ALLOC_MEM_DF | _CRTDBG_LEAK_CHECK_DF );
#endif
// DXUT will create and use the best device
// that is available on the system depending on which D3D callbacks are set below
// Set DXUT callbacks
DXUTSetCallbackDeviceChanging( ModifyDeviceSettings );
DXUTSetCallbackMsgProc( MsgProc );
DXUTSetCallbackKeyboard( OnKeyboard );
DXUTSetCallbackFrameMove( OnFrameMove );
DXUTSetCallbackD3D11DeviceAcceptable( IsD3D11DeviceAcceptable );
DXUTSetCallbackD3D11DeviceCreated( OnD3D11CreateDevice );
DXUTSetCallbackD3D11SwapChainResized( OnD3D11ResizedSwapChain );
DXUTSetCallbackD3D11FrameRender( OnD3D11FrameRender );
DXUTSetCallbackD3D11SwapChainReleasing( OnD3D11ReleasingSwapChain );
DXUTSetCallbackD3D11DeviceDestroyed( OnD3D11DestroyDevice );
InitApp();
DXUTInit( true, true, NULL ); // Parse the command line, show msgboxes on error, no extra command line params
DXUTSetCursorSettings( true, true ); // Show the cursor and clip it when in full screen
DXUTCreateWindow( L"GfeSDKDemo_DX" );
DXUTCreateDevice (D3D_FEATURE_LEVEL_9_2, true, 1280, 1024 );
DXUTMainLoop(); // Enter into the DXUT render loop
return DXUTGetExitCode();
}
void ToggleSignificanceBit(NVGSDK_HighlightSignificance bit)
{
g_sigFilter = static_cast<NVGSDK_HighlightSignificance>(g_sigFilter ^ bit);
}
void ToggleTagBit(NVGSDK_HighlightType bit)
{
g_tagFilter = static_cast<NVGSDK_HighlightType>(g_tagFilter ^ bit);
}
//--------------------------------------------------------------------------------------
// Initialize the app
//--------------------------------------------------------------------------------------
void InitApp()
{
TRACE("Initialize Application\n");
D3DXVECTOR3 vLightDir(-1, 1, -1);
D3DXVec3Normalize(&vLightDir, &vLightDir);
g_LightControl.SetLightDirection(vLightDir);
// Initialize dialogs
g_D3DSettingsDlg.Init(&g_DialogResourceManager);
g_HUD.Init(&g_DialogResourceManager);
g_SampleUI.Init(&g_DialogResourceManager);
g_HUD.SetCallback(OnGUIEvent);
InitHighlightsWrapper(&g_highlights);
// Find the path to the executable
char path[MAX_PATH];
GetModuleFileNameA(NULL, path, MAX_PATH);
PathRemoveFileSpecA(path);
std::string pathStr(path);
Json::Value jsonHighlightsConfig;
{
Json::Reader reader;
std::ifstream inFile(pathStr + "/highlights_config.json");
if (!inFile.good())
{
inFile = std::ifstream(pathStr + "/../highlights_config.json");
if (!inFile.good())
{
inFile = std::ifstream(pathStr + "/../../highlights_config.json");
}
}
if (!reader.parse(inFile, jsonHighlightsConfig))
{
TRACE("FAILED to read json file\n");
}
}
// Store the json data in the highlights data structure
g_highlightsConfig.gameName = jsonHighlightsConfig["gameName"].asString();
g_highlightsConfig.defaultLocale = jsonHighlightsConfig["defaultLocale"].asString();
g_highlightsConfig.highlightsData.resize(jsonHighlightsConfig["highlights"].size());
g_highlightsConfig.highlights.resize(jsonHighlightsConfig["highlights"].size());
for (int i = 0; i < jsonHighlightsConfig["highlights"].size(); ++i)
{
Json::Value const& def = jsonHighlightsConfig["highlights"][i];
g_highlightsConfig.highlightsData[i].id = def["id"].asString();
g_highlightsConfig.highlightsData[i].isScreenshot = !def.isMember("startDelta");
g_highlightsConfig.highlightsData[i].startDelta = g_highlightsConfig.highlightsData[i].isScreenshot ? 0 : def["startDelta"].asInt();
g_highlightsConfig.highlightsData[i].endDelta = g_highlightsConfig.highlightsData[i].isScreenshot ? 0 : def["endDelta"].asInt();
for (auto it = def["name"].begin(); it != def["name"].end(); ++it)
{
g_highlightsConfig.highlightsData[i].namePairsData[it.key().asString()] = it->asString();
}
for (auto it = g_highlightsConfig.highlightsData[i].namePairsData.begin(); it != g_highlightsConfig.highlightsData[i].namePairsData.end(); ++it)
{
g_highlightsConfig.highlightsData[i].namePairs.push_back({&it->first[0],&it->second[0]});
}
g_highlightsConfig.highlights[i].id = g_highlightsConfig.highlightsData[i].id.c_str();
g_highlightsConfig.highlights[i].userInterest = def["userInterest"].asBool();
g_highlightsConfig.highlights[i].significance = static_cast<NVGSDK_HighlightSignificance>(def["significance"].asInt());
g_highlightsConfig.highlights[i].highlightTags = static_cast<NVGSDK_HighlightType>(def["highlightTags"].asInt());
g_highlightsConfig.highlights[i].nameTable = g_highlightsConfig.highlightsData[i].namePairs.empty() ? nullptr : &g_highlightsConfig.highlightsData[i].namePairs[0];
g_highlightsConfig.highlights[i].nameTableSize = g_highlightsConfig.highlightsData[i].namePairs.size();
}
int iY = 10;
int const PAD = 26;
g_HUD.AddButtonCallback([]() {DXUTToggleFullScreen(); }, L"Toggle full screen", 0, iY, 170, 23);
g_HUD.AddButtonCallback([]() {g_highlights.OnRequestLanguage(); }, L"Get Overlay Language", 0, iY += PAD, 170, 23);
g_HUD.AddButtonCallback([]() {g_highlights.OnRequestUserSettings(); }, L"Get User Settings", 0, iY += PAD, 170, 23);
iY += 10;
int iY_groups = iY;
int const GROUP1_X = -250;
int const GROUP2_X = -30;
g_HUD.AddButtonCallback([]() {g_highlights.OnOpenGroup(GROUP1_ID); }, L"Open Group 1", GROUP1_X, iY += PAD, 200, 23);
for (size_t i = 0; i < g_highlightsConfig.highlightsData.size(); ++i)
{
HighlightsDataHolder const& holder = g_highlightsConfig.highlightsData[i];
if (!holder.isScreenshot)
{
std::wstring text = std::wstring(L"VIDEO: ") + g_converter.from_bytes(holder.id);
g_HUD.AddButtonCallback([holder]() { g_highlights.OnSaveVideo(holder.id.c_str(), GROUP1_ID, holder.startDelta, holder.endDelta); },
text.c_str(), GROUP1_X, iY += PAD, 200, 23);
}
else
{
std::wstring text = std::wstring(L"SCREENSHOT: ") + g_converter.from_bytes(holder.id);
g_HUD.AddButtonCallback([holder]() { g_highlights.OnSaveScreenshot(holder.id.c_str(), GROUP1_ID); }, text.c_str(), GROUP1_X, iY += PAD, 200, 23);
}
}
g_HUD.AddButtonCallback([]() {g_highlights.OnOpenSummary(&std::vector<char const*>({ GROUP1_ID })[0], 1, g_sigFilter, g_tagFilter); }, L"Open Group1 Summary", GROUP1_X, iY += PAD, 200, 23);
g_HUD.AddButtonCallback([]() {g_highlights.OnGetNumHighlights(GROUP1_ID , g_sigFilter, g_tagFilter); }, L"GetNumHighlights in Group1", GROUP1_X, iY += PAD, 200, 23);
g_HUD.AddButtonCallback([]() {g_highlights.OnCloseGroup(GROUP1_ID, false); }, L"Close Group 1", GROUP1_X, iY += PAD, 200, 23);
g_HUD.AddButtonCallback([]() {g_highlights.OnCloseGroup(GROUP1_ID, true); }, L"Destroy Group 1", GROUP1_X, iY += PAD, 200, 23);
iY = iY_groups;
g_HUD.AddButtonCallback([]() {g_highlights.OnOpenGroup(GROUP2_ID); }, L"Open Group 2", GROUP2_X, iY += PAD, 200, 23);
for (size_t i = 0; i < g_highlightsConfig.highlightsData.size(); ++i)
{
HighlightsDataHolder const& holder = g_highlightsConfig.highlightsData[i];
if (!holder.isScreenshot)
{
std::wstring text = std::wstring(L"VIDEO: ") + g_converter.from_bytes(holder.id);
g_HUD.AddButtonCallback([holder]() { g_highlights.OnSaveVideo(holder.id.c_str(), GROUP2_ID, holder.startDelta, holder.endDelta); },
text.c_str(), GROUP2_X, iY += PAD, 200, 23);
}
else
{
std::wstring text = std::wstring(L"SCREENSHOT: ") + g_converter.from_bytes(holder.id);
g_HUD.AddButtonCallback([holder]() { g_highlights.OnSaveScreenshot(holder.id.c_str(), GROUP2_ID); }, text.c_str(), GROUP2_X, iY += PAD, 200, 23);
}
}
g_HUD.AddButtonCallback([]() {g_highlights.OnOpenSummary(&std::vector<char const*>({ GROUP2_ID })[0], 1, g_sigFilter, g_tagFilter); }, L"Open Group2 Summary", GROUP2_X, iY += PAD, 200, 23);
g_HUD.AddButtonCallback([]() {g_highlights.OnGetNumHighlights(GROUP2_ID, g_sigFilter, g_tagFilter); }, L"GetNumHighlights in Group2", GROUP2_X, iY += PAD, 200, 23);
g_HUD.AddButtonCallback([]() {g_highlights.OnCloseGroup(GROUP2_ID, false); }, L"Close Group 2", GROUP2_X, iY += PAD, 200, 23);
g_HUD.AddButtonCallback([]() {g_highlights.OnCloseGroup(GROUP2_ID, true); }, L"Destroy Group 2", GROUP2_X, iY += PAD, 200, 23);
iY += 10;
g_HUD.AddButtonCallback([]() {g_highlights.OnOpenSummary(&std::vector<char const*>({ GROUP1_ID, GROUP2_ID })[0], 2, g_sigFilter, g_tagFilter); }, L"Open GroupSummary 1 + 2", -30, iY += PAD, 200, 23);
iY += 20;
g_HUD.AddButtonCallback([]() {g_sigFilter = NVGSDK_HIGHLIGHT_SIGNIFICANCE_NONE; }, L"Clear Significance Filter", -30, iY += PAD, 200, 23);
g_HUD.AddButtonCallback(std::bind(ToggleSignificanceBit, NVGSDK_HIGHLIGHT_SIGNIFICANCE_EXTREMELY_BAD), L"Toggle ExtremelyBad", -30, iY += PAD, 200, 23);
g_HUD.AddButtonCallback(std::bind(ToggleSignificanceBit, NVGSDK_HIGHLIGHT_SIGNIFICANCE_VERY_BAD), L"Toggle VeryBad", -30, iY += PAD, 200, 23);
g_HUD.AddButtonCallback(std::bind(ToggleSignificanceBit, NVGSDK_HIGHLIGHT_SIGNIFICANCE_BAD), L"Toggle Bad", -30, iY += PAD, 200, 23);
g_HUD.AddButtonCallback(std::bind(ToggleSignificanceBit, NVGSDK_HIGHLIGHT_SIGNIFICANCE_NEUTRAL), L"Toggle Neutral", -30, iY += PAD, 200, 23);
g_HUD.AddButtonCallback(std::bind(ToggleSignificanceBit, NVGSDK_HIGHLIGHT_SIGNIFICANCE_GOOD), L"Toggle Good", -30, iY += PAD, 200, 23);
g_HUD.AddButtonCallback(std::bind(ToggleSignificanceBit, NVGSDK_HIGHLIGHT_SIGNIFICANCE_VERY_GOOD), L"Toggle VeryGood", -30, iY += PAD, 200, 23);
g_HUD.AddButtonCallback(std::bind(ToggleSignificanceBit, NVGSDK_HIGHLIGHT_SIGNIFICANCE_EXTREMELY_GOOD), L"Toggle ExtremelyGood", -30, iY += PAD, 200, 23);
iY += 10;
g_HUD.AddButtonCallback([]() {g_tagFilter = NVGSDK_HIGHLIGHT_TYPE_NONE; }, L"Clear Tag Filter", -30, iY += PAD, 200, 23);
g_HUD.AddButtonCallback(std::bind(ToggleTagBit, NVGSDK_HIGHLIGHT_TYPE_MILESTONE), L"Toggle Milestone", -30, iY += PAD, 200, 23);
g_HUD.AddButtonCallback(std::bind(ToggleTagBit, NVGSDK_HIGHLIGHT_TYPE_ACHIEVEMENT), L"Toggle Achievement", -30, iY += PAD, 200, 23);
g_HUD.AddButtonCallback(std::bind(ToggleTagBit, NVGSDK_HIGHLIGHT_TYPE_INCIDENT), L"Toggle Incident", -30, iY += PAD, 200, 23);
g_HUD.AddButtonCallback(std::bind(ToggleTagBit, NVGSDK_HIGHLIGHT_TYPE_STATE_CHANGE), L"Toggle StateChange", -30, iY += PAD, 200, 23);
g_HUD.AddButtonCallback(std::bind(ToggleTagBit, NVGSDK_HIGHLIGHT_TYPE_UNANNOUNCED), L"Toggle Unannounced", -30, iY += PAD, 200, 23);
g_SampleUI.SetCallback( OnGUIEvent ); iY = 10;
}
//--------------------------------------------------------------------------------------
// Called right before creating a D3D9 or D3D11 device, allowing the app to modify the device settings as needed
//--------------------------------------------------------------------------------------
bool CALLBACK ModifyDeviceSettings( DXUTDeviceSettings* pDeviceSettings, void* pUserContext )
{
// Uncomment this to get debug information from D3D11
//pDeviceSettings->d3d11.CreateFlags |= D3D11_CREATE_DEVICE_DEBUG;
// For the first device created if its a REF device, optionally display a warning dialog box
static bool s_bFirstTime = true;
if( s_bFirstTime )
{
s_bFirstTime = false;
if( ( DXUT_D3D11_DEVICE == pDeviceSettings->ver &&
pDeviceSettings->d3d11.DriverType == D3D_DRIVER_TYPE_REFERENCE ) )
{
DXUTDisplaySwitchingToREFWarning( pDeviceSettings->ver );
}
}
return true;
}
//--------------------------------------------------------------------------------------
// Handle updates to the scene. This is called regardless of which D3D API is used
//--------------------------------------------------------------------------------------
void CALLBACK OnFrameMove( double fTime, float fElapsedTime, void* pUserContext )
{
// Update the camera's position based on user input
g_Camera.FrameMove( fElapsedTime );
}
//--------------------------------------------------------------------------------------
// Render the help and statistics text
//--------------------------------------------------------------------------------------
void RenderText()
{
UINT nBackBufferHeight = ( DXUTIsAppRenderingWithD3D9() ) ? DXUTGetD3D9BackBufferSurfaceDesc()->Height :
DXUTGetDXGIBackBufferSurfaceDesc()->Height;
g_pTxtHelper->Begin();
g_pTxtHelper->SetInsertionPos( 2, 50 );
g_pTxtHelper->SetForegroundColor( D3DXCOLOR( 1.0f, 1.0f, 0.0f, 1.0f ) );
g_pTxtHelper->DrawTextLine( DXUTGetFrameStats( DXUTIsVsyncEnabled() ) );
g_pTxtHelper->DrawTextLine( DXUTGetDeviceStats() );
// Draw help
if( g_bShowHelp )
{
g_pTxtHelper->SetInsertionPos( 2, nBackBufferHeight - 20 * 6 );
g_pTxtHelper->SetForegroundColor( D3DXCOLOR( 1.0f, 0.75f, 0.0f, 1.0f ) );
g_pTxtHelper->DrawTextLine( L"Controls:" );
g_pTxtHelper->SetInsertionPos( 20, nBackBufferHeight - 20 * 5 );
g_pTxtHelper->DrawTextLine( L"Rotate model: Left mouse button\n"
L"Rotate light: Right mouse button\n"
L"Rotate camera: Middle mouse button\n"
L"Zoom camera: Mouse wheel scroll\n" );
g_pTxtHelper->SetInsertionPos( 550, nBackBufferHeight - 20 * 5 );
g_pTxtHelper->DrawTextLine( L"Hide help: F1\n"
L"Quit: ESC\n" );
}
else
{
g_pTxtHelper->SetForegroundColor( D3DXCOLOR( 1.0f, 1.0f, 1.0f, 1.0f ) );
g_pTxtHelper->DrawTextLine( L"Press F1 for help" );
}
// Highlights
g_pTxtHelper->SetForegroundColor(D3DXCOLOR(1.0f, 1.0f, 1.0f, 1.0f));
g_pTxtHelper->SetInsertionPos(2, 5);
g_pTxtHelper->DrawFormattedTextLine(L"Highlights Permission: %s", g_highlights.GetCurrentPermissionStr());
g_pTxtHelper->DrawFormattedTextLine(L"Last Overlay Event: %s", g_highlights.GetLastOverlayEvent());
g_pTxtHelper->DrawFormattedTextLine(L"Last Result: %s", g_highlights.GetLastResult());
g_pTxtHelper->SetInsertionPos(500, 5);
g_pTxtHelper->DrawFormattedTextLine(L"Last Query: %s", g_highlights.GetLastQueryResult());
g_pTxtHelper->SetInsertionPos(700, 5);
g_pTxtHelper->DrawFormattedTextLine(L"Significance Filter: 0x%08x", g_sigFilter);
g_pTxtHelper->DrawFormattedTextLine(L"Tag Filter: 0x%08x", g_tagFilter);
g_pTxtHelper->End();
}
//--------------------------------------------------------------------------------------
// Render the loading text
//--------------------------------------------------------------------------------------
void RenderLoadingText()
{
UINT nBackBufferHeight = (DXUTIsAppRenderingWithD3D9()) ? DXUTGetD3D9BackBufferSurfaceDesc()->Height :
DXUTGetDXGIBackBufferSurfaceDesc()->Height;
g_pTxtHelper->Begin();
g_pTxtHelper->SetInsertionPos(nBackBufferHeight / 2, 300);
g_pTxtHelper->SetForegroundColor(D3DXCOLOR(1.0f, 1.0f, 0.0f, 1.0f));
g_pTxtHelper->DrawTextLine(L"LOADING...");
g_pTxtHelper->End();
}
//--------------------------------------------------------------------------------------
// Handle messages to the application
//--------------------------------------------------------------------------------------
LRESULT CALLBACK MsgProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam, bool* pbNoFurtherProcessing,
void* pUserContext )
{
// Pass messages to dialog resource manager calls so GUI state is updated correctly
*pbNoFurtherProcessing = g_DialogResourceManager.MsgProc( hWnd, uMsg, wParam, lParam );
if( *pbNoFurtherProcessing )
return 0;
// Pass messages to settings dialog if its active
if( g_D3DSettingsDlg.IsActive() )
{
g_D3DSettingsDlg.MsgProc( hWnd, uMsg, wParam, lParam );
return 0;
}
// Give the dialogs a chance to handle the message first
*pbNoFurtherProcessing = g_HUD.MsgProc( hWnd, uMsg, wParam, lParam );
if( *pbNoFurtherProcessing )
return 0;
*pbNoFurtherProcessing = g_SampleUI.MsgProc( hWnd, uMsg, wParam, lParam );
if( *pbNoFurtherProcessing )
return 0;
g_LightControl.HandleMessages( hWnd, uMsg, wParam, lParam );
// Pass all remaining windows messages to camera so it can respond to user input
g_Camera.HandleMessages( hWnd, uMsg, wParam, lParam );
return 0;
}
//--------------------------------------------------------------------------------------
// Handle key presses
//--------------------------------------------------------------------------------------
void CALLBACK OnKeyboard( UINT nChar, bool bKeyDown, bool bAltDown, void* pUserContext )
{
if( bKeyDown )
{
switch( nChar )
{
case VK_F1:
g_bShowHelp = !g_bShowHelp; break;
}
}
}
//--------------------------------------------------------------------------------------
// Handles the GUI events
//--------------------------------------------------------------------------------------
void CALLBACK OnGUIEvent(UINT nEvent, int nControlID, CDXUTControl* pControl, void* pUserContext)
{
void* pUserData = pControl->GetUserData();
if (pUserData)
{
std::function<void()>* fn = reinterpret_cast<std::function<void()>*>(pUserData);
(*fn)();
}
}
//--------------------------------------------------------------------------------------
// Reject any D3D11 devices that aren't acceptable by returning false
//--------------------------------------------------------------------------------------
bool CALLBACK IsD3D11DeviceAcceptable( const CD3D11EnumAdapterInfo *AdapterInfo, UINT Output, const CD3D11EnumDeviceInfo *DeviceInfo,
DXGI_FORMAT BackBufferFormat, bool bWindowed, void* pUserContext )
{
return true;
}
//--------------------------------------------------------------------------------------
// Find and compile the specified shader
//--------------------------------------------------------------------------------------
HRESULT CompileShaderFromFile( WCHAR* szFileName, LPCSTR szEntryPoint, LPCSTR szShaderModel, ID3DBlob** ppBlobOut )
{
HRESULT hr = S_OK;
// find the file
WCHAR str[MAX_PATH];
V_RETURN( DXUTFindDXSDKMediaFileCch( str, MAX_PATH, szFileName ) );
DWORD dwShaderFlags = D3DCOMPILE_ENABLE_STRICTNESS;
#if defined( DEBUG ) || defined( _DEBUG )
// Set the D3DCOMPILE_DEBUG flag to embed debug information in the shaders.
// Setting this flag improves the shader debugging experience, but still allows
// the shaders to be optimized and to run exactly the way they will run in
// the release configuration of this program.
dwShaderFlags |= D3DCOMPILE_DEBUG;
#endif
ID3DBlob* pErrorBlob;
hr = D3DX11CompileFromFile( str, NULL, NULL, szEntryPoint, szShaderModel,
dwShaderFlags, 0, NULL, ppBlobOut, &pErrorBlob, NULL );
if( FAILED(hr) )
{
if( pErrorBlob != NULL )
OutputDebugStringA( (char*)pErrorBlob->GetBufferPointer() );
SAFE_RELEASE( pErrorBlob );
return hr;
}
SAFE_RELEASE( pErrorBlob );
return S_OK;
}
//--------------------------------------------------------------------------------------
// Create any D3D11 resources that aren't dependant on the back buffer
//--------------------------------------------------------------------------------------
HRESULT CALLBACK OnD3D11CreateDevice( ID3D11Device* pd3dDevice, const DXGI_SURFACE_DESC* pBackBufferSurfaceDesc,
void* pUserContext )
{
HRESULT hr;
ID3D11DeviceContext* pd3dImmediateContext = DXUTGetD3D11DeviceContext();
V_RETURN( g_DialogResourceManager.OnD3D11CreateDevice( pd3dDevice, pd3dImmediateContext ) );
V_RETURN( g_D3DSettingsDlg.OnD3D11CreateDevice( pd3dDevice ) );
g_pTxtHelper = new CDXUTTextHelper( pd3dDevice, pd3dImmediateContext, &g_DialogResourceManager, 15 );
D3DXVECTOR3 vCenter( 0.25767413f, -28.503521f, 111.00689f );
FLOAT fObjectRadius = 378.15607f;
D3DXMatrixTranslation( &g_mCenterMesh, -vCenter.x, -vCenter.y, -vCenter.z );
D3DXMATRIXA16 m;
D3DXMatrixRotationY( &m, D3DX_PI );
g_mCenterMesh *= m;
D3DXMatrixRotationX( &m, D3DX_PI / 2.0f );
g_mCenterMesh *= m;
// Compile the shaders using the lowest possible profile for broadest feature level support
ID3DBlob* pVertexShaderBuffer = NULL;
V_RETURN( CompileShaderFromFile( L"BasicHLSL11_VS.hlsl", "VSMain", "vs_4_0_level_9_1", &pVertexShaderBuffer ) );
ID3DBlob* pPixelShaderBuffer = NULL;
V_RETURN( CompileShaderFromFile( L"BasicHLSL11_PS.hlsl", "PSMain", "ps_4_0_level_9_1", &pPixelShaderBuffer ) );
// Create the shaders
V_RETURN( pd3dDevice->CreateVertexShader( pVertexShaderBuffer->GetBufferPointer(),
pVertexShaderBuffer->GetBufferSize(), NULL, &g_pVertexShader ) );
DXUT_SetDebugName( g_pVertexShader, "VSMain" );
V_RETURN( pd3dDevice->CreatePixelShader( pPixelShaderBuffer->GetBufferPointer(),
pPixelShaderBuffer->GetBufferSize(), NULL, &g_pPixelShader ) );
DXUT_SetDebugName( g_pPixelShader, "PSMain" );
// Create our vertex input layout
const D3D11_INPUT_ELEMENT_DESC layout[] =
{
{ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 24, D3D11_INPUT_PER_VERTEX_DATA, 0 },
};
V_RETURN( pd3dDevice->CreateInputLayout( layout, ARRAYSIZE( layout ), pVertexShaderBuffer->GetBufferPointer(),
pVertexShaderBuffer->GetBufferSize(), &g_pVertexLayout11 ) );
DXUT_SetDebugName( g_pVertexLayout11, "Primary" );
SAFE_RELEASE( pVertexShaderBuffer );
SAFE_RELEASE( pPixelShaderBuffer );
// Load the mesh
V_RETURN( g_Mesh11.Create( pd3dDevice, L"tiny\\tiny.sdkmesh", true ) );
// Create a sampler state
D3D11_SAMPLER_DESC SamDesc;
SamDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
SamDesc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP;
SamDesc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP;
SamDesc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP;
SamDesc.MipLODBias = 0.0f;
SamDesc.MaxAnisotropy = 1;
SamDesc.ComparisonFunc = D3D11_COMPARISON_ALWAYS;
SamDesc.BorderColor[0] = SamDesc.BorderColor[1] = SamDesc.BorderColor[2] = SamDesc.BorderColor[3] = 0;
SamDesc.MinLOD = 0;
SamDesc.MaxLOD = D3D11_FLOAT32_MAX;
V_RETURN( pd3dDevice->CreateSamplerState( &SamDesc, &g_pSamLinear ) );
DXUT_SetDebugName( g_pSamLinear, "Primary" );
// Setup constant buffers
D3D11_BUFFER_DESC Desc;
Desc.Usage = D3D11_USAGE_DYNAMIC;
Desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
Desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
Desc.MiscFlags = 0;
Desc.ByteWidth = sizeof( CB_VS_PER_OBJECT );
V_RETURN( pd3dDevice->CreateBuffer( &Desc, NULL, &g_pcbVSPerObject ) );
DXUT_SetDebugName( g_pcbVSPerObject, "CB_VS_PER_OBJECT" );
Desc.ByteWidth = sizeof( CB_PS_PER_OBJECT );
V_RETURN( pd3dDevice->CreateBuffer( &Desc, NULL, &g_pcbPSPerObject ) );
DXUT_SetDebugName( g_pcbPSPerObject, "CB_PS_PER_OBJECT" );
Desc.ByteWidth = sizeof( CB_PS_PER_FRAME );
V_RETURN( pd3dDevice->CreateBuffer( &Desc, NULL, &g_pcbPSPerFrame ) );
DXUT_SetDebugName( g_pcbPSPerFrame, "CB_PS_PER_FRAME" );
// Setup the camera's view parameters
D3DXVECTOR3 vecEye( 0.0f, 0.0f, -100.0f );
D3DXVECTOR3 vecAt ( 0.0f, 0.0f, -0.0f );
g_Camera.SetViewParams( &vecEye, &vecAt );
g_Camera.SetRadius( fObjectRadius * 3.0f, fObjectRadius * 0.5f, fObjectRadius * 10.0f );
return S_OK;
}
//--------------------------------------------------------------------------------------
// Create any D3D11 resources that depend on the back buffer
//--------------------------------------------------------------------------------------
HRESULT CALLBACK OnD3D11ResizedSwapChain( ID3D11Device* pd3dDevice, IDXGISwapChain* pSwapChain,
const DXGI_SURFACE_DESC* pBackBufferSurfaceDesc, void* pUserContext )
{
HRESULT hr;
V_RETURN( g_DialogResourceManager.OnD3D11ResizedSwapChain( pd3dDevice, pBackBufferSurfaceDesc ) );
V_RETURN( g_D3DSettingsDlg.OnD3D11ResizedSwapChain( pd3dDevice, pBackBufferSurfaceDesc ) );
// Setup the camera's projection parameters
float fAspectRatio = pBackBufferSurfaceDesc->Width / ( FLOAT )pBackBufferSurfaceDesc->Height;
g_Camera.SetProjParams( D3DX_PI / 4, fAspectRatio, 2.0f, 4000.0f );
g_Camera.SetWindow( pBackBufferSurfaceDesc->Width, pBackBufferSurfaceDesc->Height );
g_Camera.SetButtonMasks( MOUSE_MIDDLE_BUTTON, MOUSE_WHEEL, MOUSE_LEFT_BUTTON );
g_HUD.SetLocation( pBackBufferSurfaceDesc->Width - 170, 0 );
g_HUD.SetSize( 170, 170 );
g_SampleUI.SetLocation( pBackBufferSurfaceDesc->Width - 170, pBackBufferSurfaceDesc->Height - 300 );
g_SampleUI.SetSize( 170, 300 );
return S_OK;
}
//--------------------------------------------------------------------------------------
// Render the scene using the D3D11 device
//--------------------------------------------------------------------------------------
void CALLBACK OnD3D11FrameRender( ID3D11Device* pd3dDevice, ID3D11DeviceContext* pd3dImmediateContext, double fTime,
float fElapsedTime, void* pUserContext )
{
HRESULT hr;
g_highlights.OnTick();
switch (g_state)
{
case AppState::Init:
g_state = AppState::LoadResources;
return;
case AppState::LoadResources:
RenderLoadingText();
//g_highlights.Init(g_highlightsConfig);
g_highlights.Init(g_highlightsConfig.gameName.c_str(), g_highlightsConfig.defaultLocale.c_str(), &g_highlightsConfig.highlights[0], g_highlightsConfig.highlights.size());
g_state = AppState::Main;
return;
case AppState::Main:
{
// Clear the render target and depth stencil
float ClearColor[4] = { 0.0f, 0.25f, 0.25f, 0.55f };
ID3D11RenderTargetView* pRTV = DXUTGetD3D11RenderTargetView();
pd3dImmediateContext->ClearRenderTargetView(pRTV, ClearColor);
ID3D11DepthStencilView* pDSV = DXUTGetD3D11DepthStencilView();
pd3dImmediateContext->ClearDepthStencilView(pDSV, D3D11_CLEAR_DEPTH, 1.0, 0);
D3DXMATRIX mWorldViewProjection;
D3DXVECTOR3 vLightDir;
D3DXMATRIX mWorld;
D3DXMATRIX mView;
D3DXMATRIX mProj;
// Get the projection & view matrix from the camera class
mProj = *g_Camera.GetProjMatrix();
mView = *g_Camera.GetViewMatrix();
// Get the light direction
vLightDir = g_LightControl.GetLightDirection();
// Per frame cb update
D3D11_MAPPED_SUBRESOURCE MappedResource;
V(pd3dImmediateContext->Map(g_pcbPSPerFrame, 0, D3D11_MAP_WRITE_DISCARD, 0, &MappedResource));
CB_PS_PER_FRAME* pPerFrame = (CB_PS_PER_FRAME*)MappedResource.pData;
float fAmbient = 0.1f;
pPerFrame->m_vLightDirAmbient = D3DXVECTOR4(vLightDir.x, vLightDir.y, vLightDir.z, fAmbient);
pd3dImmediateContext->Unmap(g_pcbPSPerFrame, 0);
pd3dImmediateContext->PSSetConstantBuffers(g_iCBPSPerFrameBind, 1, &g_pcbPSPerFrame);
//Get the mesh
//IA setup
pd3dImmediateContext->IASetInputLayout(g_pVertexLayout11);
UINT Strides[1];
UINT Offsets[1];
ID3D11Buffer* pVB[1];
pVB[0] = g_Mesh11.GetVB11(0, 0);
Strides[0] = (UINT)g_Mesh11.GetVertexStride(0, 0);
Offsets[0] = 0;
pd3dImmediateContext->IASetVertexBuffers(0, 1, pVB, Strides, Offsets);
pd3dImmediateContext->IASetIndexBuffer(g_Mesh11.GetIB11(0), g_Mesh11.GetIBFormat11(0), 0);
// Set the shaders
pd3dImmediateContext->VSSetShader(g_pVertexShader, NULL, 0);
pd3dImmediateContext->PSSetShader(g_pPixelShader, NULL, 0);
// Set the per object constant data
mWorld = g_mCenterMesh * *g_Camera.GetWorldMatrix();
mProj = *g_Camera.GetProjMatrix();
mView = *g_Camera.GetViewMatrix();
mWorldViewProjection = mWorld * mView * mProj;
// VS Per object
V(pd3dImmediateContext->Map(g_pcbVSPerObject, 0, D3D11_MAP_WRITE_DISCARD, 0, &MappedResource));
CB_VS_PER_OBJECT* pVSPerObject = (CB_VS_PER_OBJECT*)MappedResource.pData;
D3DXMatrixTranspose(&pVSPerObject->m_WorldViewProj, &mWorldViewProjection);
D3DXMatrixTranspose(&pVSPerObject->m_World, &mWorld);
pd3dImmediateContext->Unmap(g_pcbVSPerObject, 0);
pd3dImmediateContext->VSSetConstantBuffers(g_iCBVSPerObjectBind, 1, &g_pcbVSPerObject);
// PS Per object
V(pd3dImmediateContext->Map(g_pcbPSPerObject, 0, D3D11_MAP_WRITE_DISCARD, 0, &MappedResource));
CB_PS_PER_OBJECT* pPSPerObject = (CB_PS_PER_OBJECT*)MappedResource.pData;
pPSPerObject->m_vObjectColor = D3DXVECTOR4(1, 1, 1, 1);
pd3dImmediateContext->Unmap(g_pcbPSPerObject, 0);
pd3dImmediateContext->PSSetConstantBuffers(g_iCBPSPerObjectBind, 1, &g_pcbPSPerObject);
//Render
SDKMESH_SUBSET* pSubset = NULL;
D3D11_PRIMITIVE_TOPOLOGY PrimType;
pd3dImmediateContext->PSSetSamplers(0, 1, &g_pSamLinear);
for (UINT subset = 0; subset < g_Mesh11.GetNumSubsets(0); ++subset)
{
// Get the subset
pSubset = g_Mesh11.GetSubset(0, subset);
PrimType = CDXUTSDKMesh::GetPrimitiveType11((SDKMESH_PRIMITIVE_TYPE)pSubset->PrimitiveType);
pd3dImmediateContext->IASetPrimitiveTopology(PrimType);
// TODO: D3D11 - material loading
ID3D11ShaderResourceView* pDiffuseRV = g_Mesh11.GetMaterial(pSubset->MaterialID)->pDiffuseRV11;
pd3dImmediateContext->PSSetShaderResources(0, 1, &pDiffuseRV);
pd3dImmediateContext->DrawIndexed((UINT)pSubset->IndexCount, 0, (UINT)pSubset->VertexStart);
}
DXUT_BeginPerfEvent(DXUT_PERFEVENTCOLOR, L"HUD / Stats");
g_HUD.OnRender(fElapsedTime);
g_SampleUI.OnRender(fElapsedTime);
RenderText();
DXUT_EndPerfEvent();
return;
}
}
}
//--------------------------------------------------------------------------------------
// Release D3D11 resources created in OnD3D11ResizedSwapChain
//--------------------------------------------------------------------------------------
void CALLBACK OnD3D11ReleasingSwapChain( void* pUserContext )
{
g_DialogResourceManager.OnD3D11ReleasingSwapChain();
}
//--------------------------------------------------------------------------------------
// Release D3D11 resources created in OnD3D11CreateDevice
//--------------------------------------------------------------------------------------
void CALLBACK OnD3D11DestroyDevice( void* pUserContext )
{
g_DialogResourceManager.OnD3D11DestroyDevice();
g_D3DSettingsDlg.OnD3D11DestroyDevice();
//CDXUTDirectionWidget::StaticOnD3D11DestroyDevice();
DXUTGetGlobalResourceCache().OnDestroyDevice();
SAFE_DELETE( g_pTxtHelper );
g_Mesh11.Destroy();
SAFE_RELEASE( g_pVertexLayout11 );
SAFE_RELEASE( g_pVertexBuffer );
SAFE_RELEASE( g_pIndexBuffer );
SAFE_RELEASE( g_pVertexShader );
SAFE_RELEASE( g_pPixelShader );
SAFE_RELEASE( g_pSamLinear );
SAFE_RELEASE( g_pcbVSPerObject );
SAFE_RELEASE( g_pcbPSPerObject );
SAFE_RELEASE( g_pcbPSPerFrame );
}
|