create window, added directx rendering, assets folder: shader, load files, include math, log and string header
git-svn-id: svn://ammerhai.com/home/mike/pokemon_repo@2 24008968-59e6-ed4c-a10b-0b2c954b24ab
This commit is contained in:
parent
1bed76ca70
commit
c9a741df87
18
assets/shader/basic_pixel_shader.hlsl
Normal file
18
assets/shader/basic_pixel_shader.hlsl
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@ -0,0 +1,18 @@
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struct PixelShaderInput {
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float4 pos : SV_POSITION;
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float4 color : COLOR;
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};
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struct PixelShaderOutput {
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float4 color : SV_TARGET;
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};
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PixelShaderOutput main(PixelShaderInput input) {
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PixelShaderOutput output;
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#if 1
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output.color = input.color;
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#else
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output.color = float4(1, 0, 1, 1);
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#endif
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return output;
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}
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53
assets/shader/basic_vertex_shader.hlsl
Normal file
53
assets/shader/basic_vertex_shader.hlsl
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@ -0,0 +1,53 @@
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struct VertexShaderInput {
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// Per Vertex
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float4 pos : VERTEX_POSITION;
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uint vid : SV_VertexID;
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// Per Instance
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float4 pos_size : INSTANCE_POSITION_SIZE;
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float4 left_color : LEFT_COLOR;
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};
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struct VertexShaderOutput {
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float4 pos : SV_POSITION;
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float4 color : COLOR;
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};
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VertexShaderOutput main(VertexShaderInput input) {
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VertexShaderOutput output;
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float2 rect_pos = input.pos_size.xy;
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float2 rect_size = input.pos_size.zw;
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float3x3 coord_sys = {
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2, 0, -1,
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0, -2, 1,
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0, 0, 1
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};
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input.pos_size.xy = mul(coord_sys, float3(input.pos_size.xy, 1)).xy;
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float3x3 pos = {
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1, 0, input.pos_size.x,
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0, 1, input.pos_size.y,
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0, 0, 1
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};
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float3x3 size = {
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rect_size.x, 0, 0,
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0, rect_size.y, 0,
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0, 0, 1
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};
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output.pos.xy = mul(pos, mul(size, input.pos.xyz)).xy;
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//output.pos.xy = mul(pos, input.pos.xyz).xy;
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output.pos.zw = float2(0, 1);
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output.color = input.left_color;
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return output;
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}
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BIN
bin/pokemon.exe
BIN
bin/pokemon.exe
Binary file not shown.
BIN
bin/pokemon.pdb
BIN
bin/pokemon.pdb
Binary file not shown.
@ -70,8 +70,8 @@
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<LinkIncremental>true</LinkIncremental>
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</PropertyGroup>
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
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<OutDir>$(SolutionDir)bin</OutDir>
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<IntDir>$(SolutionDir)vs_trash</IntDir>
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<OutDir>$(SolutionDir)bin\</OutDir>
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<IntDir>$(SolutionDir)vs_trash\</IntDir>
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</PropertyGroup>
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
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<OutDir>$(SolutionDir)bin</OutDir>
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@ -106,9 +106,26 @@
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<OptimizeReferences>true</OptimizeReferences>
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</Link>
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</ItemDefinitionGroup>
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<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
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<ClCompile>
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<AdditionalOptions>-Wno-missing-braces -Wno-parentheses -Wno-reorder-init-list -Wno-unused-variable -Wno-format %(AdditionalOptions)</AdditionalOptions>
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</ClCompile>
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</ItemDefinitionGroup>
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<ItemGroup>
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<ClCompile Include="src\create_window.cpp" />
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<ClCompile Include="src\load_entire_file.cpp" />
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<ClCompile Include="src\load_tga_file.cpp" />
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<ClCompile Include="src\log.cpp" />
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<ClCompile Include="src\main.cpp" />
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</ItemGroup>
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<ItemGroup>
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<ClInclude Include="src\create_window.h" />
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<ClInclude Include="src\load_entire_file.h" />
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<ClInclude Include="src\load_tga_file.h" />
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<ClInclude Include="src\log.h" />
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<ClInclude Include="src\math_graphics.h" />
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<ClInclude Include="src\m_string.h" />
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</ItemGroup>
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<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
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<ImportGroup Label="ExtensionTargets">
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</ImportGroup>
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@ -18,5 +18,37 @@
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<ClCompile Include="src\main.cpp">
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<Filter>Source Files</Filter>
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</ClCompile>
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<ClCompile Include="src\create_window.cpp">
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<Filter>Source Files</Filter>
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</ClCompile>
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<ClCompile Include="src\log.cpp">
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<Filter>Source Files</Filter>
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</ClCompile>
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<ClCompile Include="src\load_tga_file.cpp">
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<Filter>Source Files</Filter>
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</ClCompile>
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<ClCompile Include="src\load_entire_file.cpp">
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<Filter>Source Files</Filter>
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</ClCompile>
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</ItemGroup>
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<ItemGroup>
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<ClInclude Include="src\create_window.h">
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<Filter>Header Files</Filter>
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</ClInclude>
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<ClInclude Include="src\log.h">
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<Filter>Header Files</Filter>
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</ClInclude>
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<ClInclude Include="src\m_string.h">
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<Filter>Header Files</Filter>
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</ClInclude>
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<ClInclude Include="src\math_graphics.h">
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<Filter>Header Files</Filter>
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</ClInclude>
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<ClInclude Include="src\load_entire_file.h">
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<Filter>Header Files</Filter>
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</ClInclude>
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<ClInclude Include="src\load_tga_file.h">
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<Filter>Header Files</Filter>
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</ClInclude>
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</ItemGroup>
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</Project>
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@ -3,4 +3,8 @@
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<PropertyGroup>
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<ShowAllFiles>true</ShowAllFiles>
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</PropertyGroup>
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
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<LocalDebuggerWorkingDirectory>$(ProjectDir)bin</LocalDebuggerWorkingDirectory>
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<DebuggerFlavor>WindowsLocalDebugger</DebuggerFlavor>
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</PropertyGroup>
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</Project>
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25
src/create_window.cpp
Normal file
25
src/create_window.cpp
Normal file
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#include "create_window.h"
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//create Window
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void* create_window(LRESULT (*WindowProc)(HWND, UINT, WPARAM, LPARAM)) {
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WNDCLASSEXA window_class_struct = {};
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window_class_struct.cbSize = sizeof(WNDCLASSEXW);
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window_class_struct.style = CS_CLASSDC | CS_HREDRAW | CS_VREDRAW;
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window_class_struct.lpfnWndProc = WindowProc;
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window_class_struct.cbClsExtra = 0;
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window_class_struct.cbWndExtra = 0;
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window_class_struct.hInstance = GetModuleHandle(NULL);
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window_class_struct.hIcon = 0;
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window_class_struct.hCursor = LoadCursor(NULL, IDC_ARROW);
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window_class_struct.hbrBackground = 0;
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window_class_struct.lpszMenuName = 0;
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window_class_struct.lpszClassName = "DX_WINDOW_CLASS";
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window_class_struct.hIconSm = 0;
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ATOM window_class = RegisterClassExA(&window_class_struct);
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if (!window_class)
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return 0;
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return CreateWindowExA(0, "DX_WINDOW_CLASS", "Pokemon", WS_OVERLAPPEDWINDOW | WS_VISIBLE, CW_USEDEFAULT, CW_USEDEFAULT, CW_USEDEFAULT, CW_USEDEFAULT, 0, 0, GetModuleHandle(NULL), 0);
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}
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3
src/create_window.h
Normal file
3
src/create_window.h
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@ -0,0 +1,3 @@
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#pragma once
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#include <Windows.h>
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void* create_window(LRESULT(*WindowProc)(HWND, UINT, WPARAM, LPARAM));
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32
src/load_entire_file.cpp
Normal file
32
src/load_entire_file.cpp
Normal file
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#define _CRT_SECURE_NO_WARNINGS
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#include "load_entire_file.h"
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#include <stdio.h>
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#include <stdlib.h>
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String load_entire_file(const char* filename) {
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auto file = fopen(filename, "rb");
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if (!file)
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return {};
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if (fseek(file, 0, SEEK_END))
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return {};
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auto file_length = ftell(file);
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if (file_length == -1)
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return {};
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if (fseek(file, 0, SEEK_SET))
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return {};
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auto file_mem = malloc(file_length);
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if (!file_mem)
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return {};
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if (fread(file_mem, file_length, 1, file) != 1) {
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free(file_mem);
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return {};
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}
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return { (size_t)file_length, (char*)file_mem };
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}
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4
src/load_entire_file.h
Normal file
4
src/load_entire_file.h
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#pragma once
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#include "m_string.h"
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String load_entire_file(const char* filename);
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153
src/load_tga_file.cpp
Normal file
153
src/load_tga_file.cpp
Normal file
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#include <stdint.h>
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#include <stdio.h>
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#include <stdlib.h>
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#include "load_tga_file.h"
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#include "m_string.h"
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#include "log.h"
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#include "load_entire_file.h"
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#define print_value(v) _Generic((v), \
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int8_t: printf("%hhd", v), \
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int16_t: printf("%hd", v), \
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int32_t: printf("%d", v), \
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int64_t: printf("%lld", v), \
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long: printf("%lld", v), \
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\
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uint8_t: printf("%hhu", v), \
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uint16_t: printf("%hu", v), \
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uint32_t: printf("%u", v), \
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uint64_t: printf("%llu", v), \
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unsigned long: printf("%llu", v) \
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)
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bool _expect_read(String& file, String expected_value, const char* path, const char* error_msg) {
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if (file.length < expected_value.length)
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return false;
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if (!(String{ expected_value.length, file.data } == expected_value)) {
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log_error("'%s' %s expected '%.*s' got '%.*s'\n", path, error_msg, expected_value.length, expected_value.data, expected_value.length, file.data);
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return false;
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}
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advance(file, expected_value.length);
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return true;
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}
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template<typename T>
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bool _expect_read(String& file, T expected_value, const char* path, const char* error_msg) {
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if (file.length < sizeof(T))
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return false;
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if (*(T*)file.data != expected_value) {
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printf("'%s' %s expected '", path, error_msg);
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print_value(expected_value);
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printf("' got '");
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print_value(*(T*)file.data);
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printf("'\n");
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return false;
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}
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advance(file, sizeof(T));
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return true;
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}
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template<typename T, typename S>
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bool _expect(T value, S expected_value, const char* path, const char* error_msg) {
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if (value != expected_value) {
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printf("'%s' %s expected '", path, error_msg);
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print_value(expected_value);
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printf("' got '");
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print_value(value);
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printf("'\n");
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return false;
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}
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return true;
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}
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#define expect_read(expected_value, error_msg) if(!_expect_read(file, expected_value, path, error_msg)) return{0, 0};
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#define expect(value, expected_value, error_msg) if(!_expect(value, expected_value, path, error_msg)) return{0, 0};
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#pragma pack(1)
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struct TGA_Color_Map_Info {
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uint16_t index;
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uint16_t length;
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uint8_t size;
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};
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#pragma pack(1)
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struct TGA_Image_Specification {
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uint16_t x_origin;
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uint16_t y_origin;
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uint16_t width;
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uint16_t height;
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uint8_t bits_per_pixel;
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uint8_t image_descriptor;
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};
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BMP_Texture load_tga_file(const char* path) {
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auto file = load_entire_file(path);
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auto start_file = file;
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if (!file.length) {
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log_error("'%s' failed to load", path);
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return{ 0, 0, 0 };
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}
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auto id_length = read<uint8_t>(file);
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auto color_map_type = read<uint8_t>(file);
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expect(color_map_type, 0, "wrong color map type");
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auto image_type = read<uint8_t>(file);
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expect(image_type, 10, "wrong image type");
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auto color_map_info = read<TGA_Color_Map_Info >(file);
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expect(color_map_info.size, 0, "no existing color map");
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|
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auto image_specification = read<TGA_Image_Specification>(file);
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expect(image_specification.bits_per_pixel, 32, "not 32 bitsperpixel");
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auto descriptor_mask = 0x30;
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auto image_origin = image_specification.image_descriptor & descriptor_mask;
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expect(image_origin, 32, "wrong image origin");
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advance(file, id_length);
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uint32_t* start_pixel = (uint32_t*)malloc(image_specification.width * image_specification.height * 4);
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uint32_t* pixel = start_pixel;
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if (!start_pixel) {
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log_error("'%s' malloc failed", path);
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return { 0, 0 };
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}
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|
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auto needed_pixel = image_specification.height * image_specification.width;
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|
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for (; needed_pixel;) {
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auto type_and_repetition_count = read<uint8_t>(file);
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auto repetition_count = type_and_repetition_count & 0x7F;
|
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|
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if ((type_and_repetition_count & 0x80)) {
|
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auto pixel_value = read<uint32_t>(file);
|
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for (; repetition_count + 1; repetition_count--) {
|
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*pixel = pixel_value;
|
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pixel++;
|
||||
needed_pixel--;
|
||||
}
|
||||
}
|
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else {
|
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for (; repetition_count + 1; repetition_count--) {
|
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auto pixel_value = read<uint32_t>(file);
|
||||
*pixel = pixel_value;
|
||||
pixel++;
|
||||
needed_pixel--;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return { image_specification.width, image_specification.height, start_pixel };
|
||||
}
|
||||
|
||||
11
src/load_tga_file.h
Normal file
11
src/load_tga_file.h
Normal file
@ -0,0 +1,11 @@
|
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#pragma once
|
||||
#include <stdint.h>
|
||||
|
||||
struct BMP_Texture {
|
||||
int64_t bmp_width;
|
||||
int64_t bmp_height;
|
||||
uint32_t* pixel;
|
||||
};
|
||||
|
||||
|
||||
BMP_Texture load_tga_file(const char* path);
|
||||
25
src/log.cpp
Normal file
25
src/log.cpp
Normal file
@ -0,0 +1,25 @@
|
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#include "log.h"
|
||||
#include <stdio.h>
|
||||
#include <stdarg.h>
|
||||
|
||||
void _log(const char* function_name, const char* format, ...) {
|
||||
printf("[%s] ", function_name);
|
||||
|
||||
va_list args;
|
||||
va_start(args, format);
|
||||
vprintf(format, args);
|
||||
va_end(args);
|
||||
|
||||
printf("\n");
|
||||
}
|
||||
|
||||
void _log_error(const char* function_name, const char* format, ...) {
|
||||
printf("[%s]ERROR: ", function_name);
|
||||
|
||||
va_list args;
|
||||
va_start(args, format);
|
||||
vprintf(format, args);
|
||||
va_end(args);
|
||||
|
||||
printf("\n");
|
||||
}
|
||||
6
src/log.h
Normal file
6
src/log.h
Normal file
@ -0,0 +1,6 @@
|
||||
#pragma once
|
||||
#define log(format, ...) _log(__FUNCTION__, format, __VA_ARGS__)
|
||||
#define log_error(format, ...) _log_error(__FUNCTION__, format, __VA_ARGS__)
|
||||
|
||||
void _log(const char* function_name, const char* format, ...);
|
||||
void _log_error(const char* function_name, const char* format, ...);
|
||||
67
src/m_string.h
Normal file
67
src/m_string.h
Normal file
@ -0,0 +1,67 @@
|
||||
#pragma once
|
||||
#define min(a,b) (((a) < (b)) ? (a) : (b))
|
||||
|
||||
struct String {
|
||||
|
||||
size_t length;
|
||||
char* data;
|
||||
|
||||
constexpr String() : length(0), data(0) {};
|
||||
constexpr String(size_t length, char* data) : length(length), data(data) {};
|
||||
template<size_t _len> constexpr String(const char(&data)[_len]) : length(_len - 1), data((char*)data) {};
|
||||
|
||||
char operator[](int index) {
|
||||
if (index < 0) {
|
||||
return 0;
|
||||
}
|
||||
if (index < length) {
|
||||
return data[index];
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
};
|
||||
|
||||
inline String operator""_str(const char* str, size_t length) {
|
||||
return { length, (char*)str };
|
||||
}
|
||||
|
||||
inline bool operator==(String a, String b) {
|
||||
if (a.length != b.length)
|
||||
return false;
|
||||
|
||||
if (a.data == b.data)
|
||||
return true;
|
||||
|
||||
for (int i = 0; i < a.length; i++)
|
||||
if (a[i] != b[i])
|
||||
return false;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
inline void advance(String& s, int num = 1) {
|
||||
int to_advance = min(s.length, num);
|
||||
s.data = s.data + to_advance;
|
||||
s.length = s.length - to_advance;
|
||||
}
|
||||
|
||||
inline bool starts_with(String s, String start) {
|
||||
if (s.length < start.length) {
|
||||
return false;
|
||||
}
|
||||
for (int i = 0; i < start.length; i++) {
|
||||
if (s[i] != start[i]) {
|
||||
return false;
|
||||
}
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
template <typename T>
|
||||
inline T read(String& file) {
|
||||
if (file.length < sizeof(T))
|
||||
return {};
|
||||
T value = *(T*)file.data;
|
||||
advance(file, sizeof(T));
|
||||
return value;
|
||||
}
|
||||
372
src/main.cpp
372
src/main.cpp
@ -1,3 +1,373 @@
|
||||
int main() {
|
||||
#define NOMINMAX
|
||||
|
||||
#pragma comment(lib, "d3dcompiler.lib")
|
||||
#pragma comment(lib, "d3d11.lib")
|
||||
#pragma comment(lib, "dxguid.lib")
|
||||
|
||||
#include <d3d11.h>
|
||||
#include <D3DCompiler.h>
|
||||
#include <Windows.h>
|
||||
#include <stdio.h>
|
||||
#include <stdint.h>
|
||||
#include <math.h>
|
||||
|
||||
#include "create_window.h"
|
||||
#include "log.h"
|
||||
#include "m_string.h"
|
||||
#include "math_graphics.h"
|
||||
#include "load_tga_file.h"
|
||||
|
||||
typedef uint8_t uint8;
|
||||
typedef uint16_t uint16;
|
||||
typedef uint32_t uint32;
|
||||
typedef uint64_t uint64;
|
||||
|
||||
typedef int8_t int8;
|
||||
typedef int16_t int16;
|
||||
typedef int32_t int32;
|
||||
typedef int64_t int64;
|
||||
|
||||
IDXGISwapChain* swap_chain;
|
||||
ID3D11Device* device;
|
||||
ID3D11DeviceContext* devicecontext;
|
||||
ID3D11DepthStencilState* depth_stencil_state;
|
||||
|
||||
ID3D11RenderTargetView* render_target_view;
|
||||
|
||||
ID3D11InputLayout* input_layout;
|
||||
ID3D11Buffer* vertex_buffer;
|
||||
ID3D11Buffer* index_buffer;
|
||||
ID3D11Buffer* instance_buffer;
|
||||
|
||||
ID3DBlob* vertex_shader_code;
|
||||
ID3D11VertexShader* vertex_shader;
|
||||
|
||||
ID3DBlob* pixel_shader_code;
|
||||
ID3D11PixelShader* pixel_shader;
|
||||
|
||||
bool Running = true;
|
||||
|
||||
BMP_Texture tex1 = load_tga_file("../assets/strawberry.tga");
|
||||
|
||||
struct Vertex {
|
||||
V4 pos;
|
||||
};
|
||||
|
||||
Vertex vertices[] = {
|
||||
{{ -1, 1, 1, 1 } },
|
||||
{{ 1, -1, 1, 1 } },
|
||||
{{ -1, -1, 1, 1 } },
|
||||
{{ 1, 1, 1, 1 } },
|
||||
};
|
||||
|
||||
uint16 indices[] = {
|
||||
0, 1, 2,
|
||||
0, 3, 1,
|
||||
};
|
||||
|
||||
struct Instance {
|
||||
V4 pos_size;
|
||||
V4 left_color;
|
||||
V4 right_color;
|
||||
};
|
||||
|
||||
Instance instances[1] = {
|
||||
{{0.1, 0.1, 0.2, 0.2}, {0, 1, 1, 1}, {1, 0, 1, 1}},
|
||||
};
|
||||
|
||||
bool LoadShaders() {
|
||||
|
||||
ID3DBlob* error_msgs = 0;
|
||||
HRESULT error_code = 0;
|
||||
|
||||
if (error_code = D3DCompileFromFile(L"../Assets/Shader/basic_vertex_shader.hlsl", 0, 0, "main", "vs_5_0", D3DCOMPILE_DEBUG | D3DCOMPILE_WARNINGS_ARE_ERRORS | D3DCOMPILE_OPTIMIZATION_LEVEL0 | D3DCOMPILE_SKIP_OPTIMIZATION, 0, &vertex_shader_code, &error_msgs)) {
|
||||
log("CompileFromFile has failed");
|
||||
if (error_msgs)
|
||||
log_error("%.*s", error_msgs->GetBufferSize(), error_msgs->GetBufferPointer());
|
||||
return false;
|
||||
}
|
||||
|
||||
if (device->CreateVertexShader(vertex_shader_code->GetBufferPointer(), vertex_shader_code->GetBufferSize(), 0, &vertex_shader)) {
|
||||
log_error("CreateVertexShader has failed");
|
||||
return false;
|
||||
}
|
||||
|
||||
if (error_code = D3DCompileFromFile(L"../Assets/Shader/basic_pixel_shader.hlsl", 0, 0, "main", "ps_5_0", D3DCOMPILE_DEBUG | D3DCOMPILE_WARNINGS_ARE_ERRORS | D3DCOMPILE_OPTIMIZATION_LEVEL0, 0, &pixel_shader_code, &error_msgs)) {
|
||||
log("CompileFromFile has failed");
|
||||
if (error_msgs)
|
||||
log_error("%.*s", error_msgs->GetBufferSize(), error_msgs->GetBufferPointer());
|
||||
return false;
|
||||
}
|
||||
|
||||
if (device->CreatePixelShader(pixel_shader_code->GetBufferPointer(), pixel_shader_code->GetBufferSize(), 0, &pixel_shader)) {
|
||||
log_error("CreatePixelShader has failed");
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
LRESULT WindowMsgs(HWND Window, UINT Message, WPARAM wParam, LPARAM lParam) {
|
||||
LRESULT Result = 0;
|
||||
|
||||
switch (Message) {
|
||||
case WM_SIZE: {
|
||||
if(swap_chain)
|
||||
swap_chain->ResizeBuffers(0, 0, 0, DXGI_FORMAT_UNKNOWN, 0);
|
||||
printf("size\n");
|
||||
} break;
|
||||
|
||||
case WM_DESTROY: {
|
||||
PostQuitMessage(0);
|
||||
printf("destroy\n");
|
||||
} break;
|
||||
|
||||
case WM_CLOSE: {
|
||||
Running = false;
|
||||
printf("close\n");
|
||||
} break;
|
||||
|
||||
case WM_ACTIVATEAPP: {
|
||||
printf("app\n");
|
||||
} break;
|
||||
|
||||
|
||||
case WM_KEYDOWN: {
|
||||
if (!(lParam & (1 << 30))) {
|
||||
//key_down[wParam] = true;
|
||||
}
|
||||
|
||||
if (wParam == VK_F5) {
|
||||
//LoadShaders();
|
||||
}
|
||||
} break;
|
||||
|
||||
case WM_KEYUP: {
|
||||
//key_down[wParam] = false;
|
||||
} break;
|
||||
|
||||
default: {
|
||||
Result = DefWindowProc(Window, Message, wParam, lParam);
|
||||
} break;
|
||||
|
||||
}
|
||||
return Result;
|
||||
}
|
||||
|
||||
void DX11SetDebugName(ID3D11DeviceChild* child, String name) {
|
||||
#ifdef _DEBUG
|
||||
if (child && name.data)
|
||||
child->SetPrivateData(WKPDID_D3DDebugObjectName, name.length, name.data);
|
||||
#endif
|
||||
}
|
||||
|
||||
ID3D11Buffer* CreateBuffer(String name, uint32 num_bytes, void* data = 0, uint32 BindFlags = D3D11_BIND_CONSTANT_BUFFER, D3D11_USAGE Usage = D3D11_USAGE_DEFAULT, uint32 CPUAccessFlags = 0, uint32 MiscFlags = 0, uint32 StructureByteStride = 0, uint32 SysMemPitch = 0, uint32 SysMemSlicePitch = 0) {
|
||||
D3D11_BUFFER_DESC buffer_desc = {
|
||||
.ByteWidth = num_bytes,
|
||||
.Usage = Usage,
|
||||
.BindFlags = BindFlags,
|
||||
.CPUAccessFlags = CPUAccessFlags,
|
||||
.MiscFlags = MiscFlags,
|
||||
.StructureByteStride = StructureByteStride,
|
||||
};
|
||||
|
||||
D3D11_SUBRESOURCE_DATA subresource_data = {
|
||||
.pSysMem = data,
|
||||
.SysMemPitch = SysMemPitch,
|
||||
.SysMemSlicePitch = SysMemSlicePitch,
|
||||
};
|
||||
|
||||
ID3D11Buffer* buffer;
|
||||
if (device->CreateBuffer(&buffer_desc, &subresource_data, &buffer)) {
|
||||
return 0;
|
||||
}
|
||||
DX11SetDebugName(buffer, name);
|
||||
|
||||
return buffer;
|
||||
}
|
||||
|
||||
|
||||
bool init_directx11(HWND Window) {
|
||||
D3D_FEATURE_LEVEL feature_levels[] = { D3D_FEATURE_LEVEL_11_0 };
|
||||
|
||||
DXGI_RATIONAL refresh_rate = {
|
||||
.Numerator = 60,
|
||||
.Denominator = 1,
|
||||
};
|
||||
|
||||
DXGI_MODE_DESC buffer_desc = {
|
||||
.Width = 0,
|
||||
.Height = 0,
|
||||
.RefreshRate = refresh_rate,
|
||||
.Format = DXGI_FORMAT_R8G8B8A8_UNORM,
|
||||
.ScanlineOrdering = DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED,
|
||||
.Scaling = DXGI_MODE_SCALING_UNSPECIFIED,
|
||||
};
|
||||
|
||||
DXGI_SAMPLE_DESC sample_desc = {
|
||||
.Count = 1,
|
||||
.Quality = 0,
|
||||
};
|
||||
|
||||
DXGI_SWAP_CHAIN_DESC swap_chain_desc = {
|
||||
.BufferDesc = buffer_desc,
|
||||
.SampleDesc = sample_desc,
|
||||
.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT,
|
||||
.BufferCount = 2,
|
||||
.OutputWindow = Window,
|
||||
.Windowed = TRUE,
|
||||
.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD,
|
||||
.Flags = 0,
|
||||
};
|
||||
|
||||
if (D3D11CreateDeviceAndSwapChain(0, D3D_DRIVER_TYPE_HARDWARE, 0, D3D11_CREATE_DEVICE_DEBUG, feature_levels, 1, D3D11_SDK_VERSION, &swap_chain_desc, &swap_chain, &device, 0, &devicecontext)) {
|
||||
log_error("D3D11CreateDeviceAndSwapChain has failed.");
|
||||
return 1;
|
||||
}
|
||||
|
||||
ID3D11Texture2D* present_buffer;
|
||||
if (swap_chain->GetBuffer(0, IID_PPV_ARGS(&present_buffer))) {
|
||||
log_error("PresentBuffer getting failed");
|
||||
return 1;
|
||||
}
|
||||
|
||||
|
||||
if (device->CreateRenderTargetView(present_buffer, 0, &render_target_view)) {
|
||||
log_error("CreateRenderTargetView has failed");
|
||||
return 1;
|
||||
}
|
||||
|
||||
present_buffer->Release();
|
||||
|
||||
D3D11_DEPTH_STENCIL_DESC depth_stencil_desc = {
|
||||
.DepthEnable = FALSE,
|
||||
.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL,
|
||||
.DepthFunc = D3D11_COMPARISON_LESS,
|
||||
.StencilEnable = FALSE,
|
||||
.StencilReadMask = D3D11_DEFAULT_STENCIL_READ_MASK,
|
||||
.StencilWriteMask = D3D11_DEFAULT_STENCIL_WRITE_MASK,
|
||||
.FrontFace = {
|
||||
.StencilFunc = D3D11_COMPARISON_ALWAYS,
|
||||
.StencilDepthFailOp = D3D11_STENCIL_OP_KEEP,
|
||||
.StencilFailOp = D3D11_STENCIL_OP_KEEP,
|
||||
.StencilPassOp = D3D11_STENCIL_OP_KEEP,
|
||||
},
|
||||
.BackFace = {
|
||||
.StencilFunc = D3D11_COMPARISON_ALWAYS,
|
||||
.StencilDepthFailOp = D3D11_STENCIL_OP_KEEP,
|
||||
.StencilFailOp = D3D11_STENCIL_OP_KEEP,
|
||||
.StencilPassOp = D3D11_STENCIL_OP_KEEP,
|
||||
},
|
||||
};
|
||||
|
||||
|
||||
if (device->CreateDepthStencilState(&depth_stencil_desc, &depth_stencil_state)) {
|
||||
log_error("CreateDepthStencilState has failed.");
|
||||
return 1;
|
||||
}
|
||||
|
||||
if (!LoadShaders()) {
|
||||
log_error("LoadShaders has failed");
|
||||
return 1;
|
||||
}
|
||||
//device->CreateVertexShader()
|
||||
|
||||
D3D11_INPUT_ELEMENT_DESC input_element_desc[] = {
|
||||
{ "VERTEX_POSITION", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
|
||||
{ "INSTANCE_POSITION_SIZE", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 1, 0, D3D11_INPUT_PER_INSTANCE_DATA, 1 },
|
||||
{ "LEFT_COLOR", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 1, 16, D3D11_INPUT_PER_INSTANCE_DATA, 1 },
|
||||
{ "RIGHT_COLOR", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 1, 32, D3D11_INPUT_PER_INSTANCE_DATA, 1 },
|
||||
};
|
||||
|
||||
if (device->CreateInputLayout(input_element_desc, sizeof(input_element_desc) / sizeof(*input_element_desc), vertex_shader_code->GetBufferPointer(), vertex_shader_code->GetBufferSize(), &input_layout)) {
|
||||
log_error("CreateInputLayout has failed");
|
||||
return 1;
|
||||
}
|
||||
|
||||
RECT rect;
|
||||
if (!GetClientRect(Window, &rect)) {
|
||||
log_error("GetClientRect has failed.");
|
||||
return 1;
|
||||
}
|
||||
|
||||
D3D11_VIEWPORT viewport = {
|
||||
.TopLeftX = 0,
|
||||
.TopLeftY = 0,
|
||||
.Width = (float)(rect.right),
|
||||
.Height = (float)(rect.bottom),
|
||||
.MinDepth = 0,
|
||||
.MaxDepth = 1,
|
||||
};
|
||||
devicecontext->RSSetViewports(1, &viewport);
|
||||
|
||||
vertex_buffer = CreateBuffer("vertex_buffer", sizeof(vertices), vertices, D3D11_BIND_VERTEX_BUFFER);
|
||||
index_buffer = CreateBuffer("index_buffer", sizeof(indices), indices, D3D11_BIND_INDEX_BUFFER);
|
||||
instance_buffer = CreateBuffer("instance_buffer", sizeof(instances), instances, D3D11_BIND_VERTEX_BUFFER, D3D11_USAGE_DYNAMIC, D3D11_CPU_ACCESS_WRITE);
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
int main() {
|
||||
CoInitializeEx(0, COINIT_MULTITHREADED);
|
||||
|
||||
auto Window = (HWND)create_window(WindowMsgs);
|
||||
if (!Window) {
|
||||
|
||||
printf("CreateWindow failed!\n");
|
||||
return 1;
|
||||
}
|
||||
|
||||
if (init_directx11(Window))
|
||||
return 1;
|
||||
|
||||
MSG Message;
|
||||
while (Running) {
|
||||
while (PeekMessage(&Message, 0, 0, 0, PM_REMOVE)) {
|
||||
|
||||
if (Message.message == WM_QUIT) {
|
||||
Running = false;
|
||||
}
|
||||
TranslateMessage(&Message);
|
||||
DispatchMessage(&Message);
|
||||
}
|
||||
devicecontext->OMSetRenderTargets(1, &render_target_view, 0);
|
||||
V4 clear_color = { 0, 0, 0, 1 };
|
||||
devicecontext->ClearRenderTargetView(render_target_view, clear_color.E);
|
||||
|
||||
//Quad rendern
|
||||
D3D11_MAPPED_SUBRESOURCE mapped_subresource;
|
||||
devicecontext->Map(instance_buffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped_subresource);
|
||||
memcpy(mapped_subresource.pData, instances, sizeof(instances));
|
||||
devicecontext->Unmap(instance_buffer, 0);
|
||||
|
||||
devicecontext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
|
||||
devicecontext->IASetInputLayout(input_layout);
|
||||
|
||||
ID3D11Buffer* input_buffers[] = {
|
||||
vertex_buffer,
|
||||
instance_buffer,
|
||||
};
|
||||
|
||||
UINT input_strides[] = {
|
||||
sizeof(Vertex),
|
||||
sizeof(Instance),
|
||||
};
|
||||
|
||||
UINT input_offsets[] = {
|
||||
0,
|
||||
0,
|
||||
};
|
||||
|
||||
devicecontext->IASetVertexBuffers(0, sizeof(input_buffers) / sizeof(*input_buffers), input_buffers, input_strides, input_offsets);
|
||||
devicecontext->IASetIndexBuffer(index_buffer, DXGI_FORMAT_R16_UINT, 0);
|
||||
|
||||
devicecontext->IASetInputLayout(input_layout);
|
||||
devicecontext->VSSetShader(vertex_shader, 0, 0);
|
||||
devicecontext->PSSetShader(pixel_shader, 0, 0);
|
||||
devicecontext->DrawIndexedInstanced(6, 1, 0, 0, 0);
|
||||
|
||||
//
|
||||
swap_chain->Present(0, 0);
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
704
src/math_graphics.h
Normal file
704
src/math_graphics.h
Normal file
@ -0,0 +1,704 @@
|
||||
#pragma once
|
||||
#define _CRT_SECURE_NO_WARNINGS
|
||||
|
||||
|
||||
#include <emmintrin.h>
|
||||
#include <immintrin.h>
|
||||
#include <xmmintrin.h>
|
||||
#include <stdint.h>
|
||||
#include <assert.h>
|
||||
|
||||
#undef min
|
||||
#undef max
|
||||
|
||||
//clamp
|
||||
constexpr inline float clamp(float min, float a, float max) {
|
||||
float result = a;
|
||||
if (a < min)
|
||||
result = min;
|
||||
if (a > max)
|
||||
result = max;
|
||||
return result;
|
||||
}
|
||||
|
||||
//clamp für 0-1 Bereich (Grafik)
|
||||
constexpr inline float clamp01(float a) {
|
||||
return clamp(0, a, 1);
|
||||
}
|
||||
|
||||
|
||||
//wurzelberechnung
|
||||
inline float square_root(float a) {
|
||||
return _mm_cvtss_f32(_mm_sqrt_ss(_mm_set_ss(a)));
|
||||
}
|
||||
|
||||
inline float reciprocal_square_root(float a) {
|
||||
return _mm_cvtss_f32(_mm_rsqrt_ss(_mm_set_ss(a)));
|
||||
}
|
||||
|
||||
constexpr inline float min(float a, float b) {
|
||||
return a < b ? a : b;
|
||||
}
|
||||
|
||||
constexpr inline float max(float a, float b) {
|
||||
return a > b ? a : b;
|
||||
}
|
||||
|
||||
constexpr inline double min(double a, double b) {
|
||||
return a < b ? a : b;
|
||||
}
|
||||
|
||||
constexpr inline double max(double a, double b) {
|
||||
return a > b ? a : b;
|
||||
}
|
||||
|
||||
constexpr inline int64_t min(int64_t a, int64_t b) {
|
||||
return a < b ? a : b;
|
||||
}
|
||||
|
||||
template<typename T>
|
||||
constexpr inline T min(T a, T b) {
|
||||
return a < b ? a : b;
|
||||
}
|
||||
|
||||
constexpr float lerp(float a, float t, float b) {
|
||||
return (1.0f - t) * a + t * b;
|
||||
}
|
||||
|
||||
|
||||
//-----------------------------------------------
|
||||
//Vektorberechnung 2-dim
|
||||
union V2 {
|
||||
struct {
|
||||
float x;
|
||||
float y;
|
||||
};
|
||||
|
||||
struct {
|
||||
float u;
|
||||
float v;
|
||||
};
|
||||
|
||||
struct {
|
||||
float width;
|
||||
float height;
|
||||
};
|
||||
|
||||
struct {
|
||||
float E[2];
|
||||
};
|
||||
|
||||
float operator [](size_t index) {
|
||||
assert(index < 2);
|
||||
return E[index];
|
||||
}
|
||||
};
|
||||
|
||||
|
||||
//Negation von 2-dim Vektor
|
||||
inline V2 operator -(V2 a) {
|
||||
return {
|
||||
-a.x,
|
||||
-a.y
|
||||
};
|
||||
}
|
||||
|
||||
//Addition 2er 2-dim Vektoren
|
||||
inline V2 operator +(V2 a, V2 b) {
|
||||
return {
|
||||
a.x + b.x,
|
||||
a.y + b.y
|
||||
};
|
||||
}
|
||||
|
||||
//Subtraktion 2er 2-dim Vektoren
|
||||
inline V2 operator -(V2 a, V2 b) {
|
||||
return {
|
||||
a.x - b.x,
|
||||
a.y - b.y
|
||||
};
|
||||
}
|
||||
|
||||
//Skalarmultiplikation -> erst Skalar, dann Vektor
|
||||
inline V2 operator *(float a, V2 b) {
|
||||
return {
|
||||
a * b.x,
|
||||
a * b.y
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
//Skalarmultiplikation -> erst Vektor, dann Skalar
|
||||
inline V2 operator *(V2 a, float b) {
|
||||
return {
|
||||
a.x * b,
|
||||
a.y * b
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
//Division mit nem Skalar Oo -> Skalar geteilt durch Vektor
|
||||
inline V2 operator /(float a, V2 b) {
|
||||
return {
|
||||
a / b.x,
|
||||
a / b.y
|
||||
};
|
||||
}
|
||||
|
||||
//Division mit nem Skalar Oo -> Vektor geteilt durch Skalar
|
||||
inline V2 operator /(V2 a, float b) {
|
||||
return {
|
||||
a.x / b,
|
||||
a.y / b
|
||||
};
|
||||
}
|
||||
|
||||
//Skalarprodukt
|
||||
inline float dot(V2 a, V2 b) {
|
||||
return a.x * b.x + a.y * b.y;
|
||||
}
|
||||
|
||||
//Hadamard-Produkt
|
||||
inline V2 hadamard(V2 a, V2 b) {
|
||||
return {
|
||||
a.x * b.x,
|
||||
a.y * b.y
|
||||
};
|
||||
}
|
||||
|
||||
//Betrag des Vektors quadrieren
|
||||
inline float length_squared(V2 a) {
|
||||
return dot(a, a);
|
||||
}
|
||||
|
||||
//Betrag eines Vektors
|
||||
inline float length(V2 a) {
|
||||
return square_root(length_squared(a));
|
||||
}
|
||||
|
||||
//Reziproke der Länge
|
||||
inline float reciprocal_length(V2 a) {
|
||||
return reciprocal_square_root(length_squared(a));
|
||||
}
|
||||
|
||||
//Einheitsvektor
|
||||
inline V2 normalize(V2 a) {
|
||||
return a * reciprocal_length(a);
|
||||
}
|
||||
|
||||
//Vektor der 90°
|
||||
inline V2 perp(V2 a) {
|
||||
return {
|
||||
-a.y,
|
||||
a.x
|
||||
};
|
||||
}
|
||||
|
||||
//clamp für 2-dim Vektor
|
||||
inline V2 clamp01(V2 a) {
|
||||
return {
|
||||
clamp01(a.x),
|
||||
clamp01(a.y)
|
||||
};
|
||||
}
|
||||
|
||||
inline V2 min(V2 a, V2 b) {
|
||||
return {
|
||||
min(a.x, b.x),
|
||||
min(a.y, b.y),
|
||||
};
|
||||
}
|
||||
|
||||
inline V2 max(V2 a, V2 b) {
|
||||
return {
|
||||
max(a.x, b.x),
|
||||
max(a.y, b.y),
|
||||
};
|
||||
}
|
||||
|
||||
inline float min(V2 a) {
|
||||
return min(a.x, a.y);
|
||||
}
|
||||
|
||||
inline float max(V2 a) {
|
||||
return max(a.x, a.y);
|
||||
}
|
||||
|
||||
|
||||
//-----------------------------------------------
|
||||
//Vektorberechnung 3-dim
|
||||
union V3 {
|
||||
struct {
|
||||
float x;
|
||||
float y;
|
||||
float z;
|
||||
};
|
||||
|
||||
//farbvektor
|
||||
struct {
|
||||
float r;
|
||||
float g;
|
||||
float b;
|
||||
};
|
||||
|
||||
//texturvektor
|
||||
struct {
|
||||
float u;
|
||||
float v;
|
||||
float s;
|
||||
};
|
||||
|
||||
//von V3 zu V2 ohne z
|
||||
struct {
|
||||
V2 xy;
|
||||
float _z;
|
||||
};
|
||||
|
||||
//von V3 zu V2 ohne x
|
||||
struct {
|
||||
float _x;
|
||||
V2 yz;
|
||||
};
|
||||
|
||||
struct {
|
||||
float E[3];
|
||||
};
|
||||
|
||||
float operator [](size_t index) {
|
||||
assert(index < 3);
|
||||
return E[index];
|
||||
}
|
||||
};
|
||||
|
||||
//Negation von 2-dim Vektor
|
||||
inline V3 operator -(V3 a) {
|
||||
return {
|
||||
-a.x,
|
||||
-a.y,
|
||||
-a.z
|
||||
};
|
||||
}
|
||||
|
||||
|
||||
//Addition 2er 2-dim Vektoren
|
||||
inline V3 operator +(V3 a, V3 b) {
|
||||
return {
|
||||
a.x + b.x,
|
||||
a.y + b.y,
|
||||
a.z + b.z
|
||||
};
|
||||
}
|
||||
|
||||
//Subtraktion 2er 2-dim Vektoren
|
||||
inline V3 operator -(V3 a, V3 b) {
|
||||
return {
|
||||
a.x - b.x,
|
||||
a.y - b.y,
|
||||
a.z - b.z
|
||||
};
|
||||
}
|
||||
|
||||
//Skalarmultiplikation -> erst Skalar, dann Vektor
|
||||
inline V3 operator *(float a, V3 b) {
|
||||
return {
|
||||
a * b.x,
|
||||
a * b.y,
|
||||
a * b.z
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
//Skalarmultiplikation -> erst Vektor, dann Skalar
|
||||
inline V3 operator *(V3 a, float b) {
|
||||
return {
|
||||
a.x * b,
|
||||
a.y * b,
|
||||
a.z * b
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
//Division mit nem Skalar Oo -> Skalar geteilt durch Vektor
|
||||
inline V3 operator /(float a, V3 b) {
|
||||
return {
|
||||
a / b.x,
|
||||
a / b.y,
|
||||
a / b.z
|
||||
};
|
||||
}
|
||||
|
||||
//Division mit nem Skalar Oo -> Vektor geteilt durch Skalar
|
||||
inline V3 operator /(V3 a, float b) {
|
||||
return {
|
||||
a.x / b,
|
||||
a.y / b,
|
||||
a.z / b
|
||||
};
|
||||
}
|
||||
|
||||
//Skalarprodukt
|
||||
inline float dot(V3 a, V3 b) {
|
||||
return a.x * b.x + a.y * b.y + a.z * b.z;
|
||||
}
|
||||
|
||||
//Hadamard-Produkt
|
||||
inline V3 hadamard(V3 a, V3 b) {
|
||||
return {
|
||||
a.x * b.x,
|
||||
a.y * b.y,
|
||||
a.z * b.z
|
||||
};
|
||||
}
|
||||
|
||||
//Kreuzprodukt
|
||||
inline V3 cross(V3 a, V3 b) {
|
||||
return {
|
||||
a.y * b.z - a.z * b.y,
|
||||
a.z * b.x - a.x * b.z,
|
||||
a.x * b.y - a.y * b.x
|
||||
};
|
||||
}
|
||||
|
||||
//Betrag des Vektors quadrieren
|
||||
inline float length_squared(V3 a) {
|
||||
return dot(a, a);
|
||||
}
|
||||
|
||||
//Betrag eines Vektors
|
||||
inline float length(V3 a) {
|
||||
return square_root(length_squared(a));
|
||||
}
|
||||
|
||||
//Reziproke der Länge
|
||||
inline float reciprocal_length(V3 a) {
|
||||
return reciprocal_square_root(length_squared(a));
|
||||
}
|
||||
|
||||
//Einheitsvektor
|
||||
inline V3 normalize(V3 a) {
|
||||
return a * reciprocal_length(a);
|
||||
}
|
||||
|
||||
union V4 {
|
||||
struct {
|
||||
float x;
|
||||
float y;
|
||||
float z;
|
||||
float w;
|
||||
};
|
||||
|
||||
//farbvektor
|
||||
struct {
|
||||
float r;
|
||||
float g;
|
||||
float b;
|
||||
float a;
|
||||
};
|
||||
|
||||
//texturvektor
|
||||
struct {
|
||||
float u;
|
||||
float v;
|
||||
float s;
|
||||
float t;
|
||||
};
|
||||
|
||||
//von V3 zu V2 ohne z
|
||||
struct {
|
||||
V2 xy;
|
||||
V2 zw;
|
||||
};
|
||||
|
||||
//von V3 zu V2 ohne x
|
||||
struct {
|
||||
float _x;
|
||||
V2 yz;
|
||||
float _w;
|
||||
};
|
||||
|
||||
struct {
|
||||
float E[4];
|
||||
};
|
||||
|
||||
V4(V2 a, V2 b) { xy = a; zw = b; }
|
||||
V4(float a, float b, float c, float d) { x = a; y = b; z = c; w = d; }
|
||||
V4(float a, float b, float c) { x = a; y = b; z = c; w = 1; }
|
||||
V4() {}
|
||||
|
||||
float operator [](size_t index) {
|
||||
assert(index < 4);
|
||||
return E[index];
|
||||
}
|
||||
};
|
||||
|
||||
|
||||
//-----------------------------------------------
|
||||
//2x2 Matrix
|
||||
|
||||
//M2x2 m;
|
||||
//m.E[0][1]
|
||||
//m.V[1]
|
||||
|
||||
//m[1][0]
|
||||
union M2x2 {
|
||||
struct {
|
||||
float x1; float x2;
|
||||
float y1; float y2;
|
||||
};
|
||||
|
||||
struct {
|
||||
float E[2][2];
|
||||
};
|
||||
|
||||
struct {
|
||||
V2 V[2];
|
||||
};
|
||||
|
||||
V2 &operator [](size_t index) {
|
||||
assert(index < 2);
|
||||
return V[index];
|
||||
}
|
||||
};
|
||||
|
||||
//Matrix negieren
|
||||
inline M2x2 operator -(M2x2 a){
|
||||
return {
|
||||
-a[0][0], -a[0][1],
|
||||
-a[1][0], -a[1][1]
|
||||
};
|
||||
}
|
||||
|
||||
//Matrix Addition
|
||||
inline M2x2 operator +(M2x2 a, M2x2 b) {
|
||||
return {
|
||||
a[0][0] + b[0][0], a[0][1] + b[0][1],
|
||||
a[1][0] + b[1][0], a[1][1] + b[1][1]
|
||||
};
|
||||
}
|
||||
|
||||
//Matrix Subtraktion
|
||||
inline M2x2 operator -(M2x2 a, M2x2 b) {
|
||||
return {
|
||||
a[0][0] - b[0][0], a[0][1] - b[0][1],
|
||||
a[1][0] - b[1][0], a[1][1] - b[1][1]
|
||||
};
|
||||
}
|
||||
|
||||
//Matrix Skalarmultiplikation
|
||||
inline M2x2 operator *(M2x2 a, float b) {
|
||||
return {
|
||||
a[0][0] * b, a[0][1] * b,
|
||||
a[1][0] * b, a[1][1] * b
|
||||
};
|
||||
}
|
||||
|
||||
//Matrix Skalarmultiplikation
|
||||
inline M2x2 operator *(float a, M2x2 b) {
|
||||
return {
|
||||
a * b[0][0], a * b[0][1],
|
||||
a * b[1][0], a * b[1][1]
|
||||
};
|
||||
}
|
||||
|
||||
//Matrix Multiplikation
|
||||
inline M2x2 operator *(M2x2 a, M2x2 b) {
|
||||
return {
|
||||
a[0][0] * b[0][0] + a[0][1] * b[1][0], a[0][0] * b[0][1] + a[0][1] * b[1][1],
|
||||
a[1][0] * b[0][0] + a[1][1] * b[1][0], a[1][0] * b[0][1] + a[1][1] * b[1][1]
|
||||
};
|
||||
}
|
||||
|
||||
//Matrix * Vektor
|
||||
inline V2 operator *(M2x2 a, V2 b) {
|
||||
return {
|
||||
a[0][0] * b[0] + a[0][1] * b[1],
|
||||
a[1][0] * b[0] + a[1][1] * b[1],
|
||||
};
|
||||
}
|
||||
|
||||
//Matrix Transponieren
|
||||
inline M2x2 transpose(M2x2 a) {
|
||||
return {
|
||||
a[0][0], a[1][0],
|
||||
a[0][1], a[1][1]
|
||||
};
|
||||
}
|
||||
|
||||
//Einheitsmatrix (oder Identitätsmatrix)
|
||||
constexpr inline M2x2 identityM2x2() {
|
||||
return {
|
||||
1.0f, 0.0f,
|
||||
0.0f, 1.0f
|
||||
};
|
||||
}
|
||||
|
||||
|
||||
//-----------------------------------------------
|
||||
//3x3 Matrix
|
||||
union M3x3 {
|
||||
struct {
|
||||
float x1; float x2; float x3;
|
||||
float y1; float y2; float y3;
|
||||
float z1; float z2; float z3;
|
||||
};
|
||||
|
||||
struct {
|
||||
float E[3][3];
|
||||
};
|
||||
|
||||
struct {
|
||||
V3 V[3];
|
||||
};
|
||||
|
||||
|
||||
V3& operator [](size_t index) {
|
||||
assert(index < 3);
|
||||
return V[index];
|
||||
}
|
||||
|
||||
};
|
||||
|
||||
//Matrix negieren
|
||||
inline M3x3 operator -(M3x3 a) {
|
||||
return {
|
||||
-a[0][0], -a[0][1], -a[0][1],
|
||||
-a[1][0], -a[1][1], -a[1][2],
|
||||
-a[2][0], -a[2][1], -a[2][2]
|
||||
};
|
||||
}
|
||||
|
||||
//Matrix Addition
|
||||
inline M3x3 operator +(M3x3 a, M3x3 b) {
|
||||
return {
|
||||
a[0][0] + b[0][0], a[0][1] + b[0][1], a[0][2] + b[0][2],
|
||||
a[1][0] + b[1][0], a[1][1] + b[1][1], a[1][2] + b[1][2],
|
||||
a[2][0] + b[2][0], a[2][1] + b[2][1], a[2][2] + b[2][2]
|
||||
};
|
||||
}
|
||||
|
||||
//Matrix Subtraktion
|
||||
inline M3x3 operator -(M3x3 a, M3x3 b) {
|
||||
return {
|
||||
a[0][0] - b[0][0], a[0][1] - b[0][1], a[0][2] - b[0][2],
|
||||
a[1][0] - b[1][0], a[1][1] - b[1][1], a[1][2] - b[1][2],
|
||||
a[2][0] - b[2][0], a[2][1] - b[2][1], a[2][2] - b[2][2]
|
||||
};
|
||||
}
|
||||
|
||||
//Matrix Skalarmultiplikation
|
||||
inline M3x3 operator *(M3x3 a, float b) {
|
||||
return {
|
||||
a[0][0] * b, a[0][1] * b, a[0][2] * b,
|
||||
a[1][0] * b, a[1][1] * b, a[1][2] * b,
|
||||
a[2][0] * b, a[2][1] * b, a[2][2] * b
|
||||
};
|
||||
}
|
||||
|
||||
//Matrix Skalarmultiplikation
|
||||
inline M3x3 operator *(float a, M3x3 b) {
|
||||
return {
|
||||
a * b[0][0], a * b[0][1], a * b[0][2],
|
||||
a * b[1][0], a * b[1][1], a * b[1][2],
|
||||
a * b[2][0], a * b[2][1], a * b[2][2]
|
||||
};
|
||||
}
|
||||
|
||||
//Matrix Multiplikation
|
||||
inline M3x3 operator *(M3x3 a, M3x3 b) {
|
||||
return {
|
||||
a[0][0] * b[0][0] + a[0][1] * b[1][0] + a[0][2] * b[2][0], a[0][0] * b[0][1] + a[0][1] * b[1][1] + a[0][2] * b[2][1], a[0][0] * b[0][2] + a[0][1] * b[1][2] + a[0][2] * b[2][2],
|
||||
a[1][0] * b[0][0] + a[1][1] * b[1][0] + a[1][2] * b[2][0], a[1][0] * b[0][1] + a[1][1] * b[1][1] + a[1][2] * b[2][1], a[1][0] * b[0][2] + a[1][1] * b[1][2] + a[0][2] * b[2][2],
|
||||
a[2][0] * b[0][0] + a[2][1] * b[1][0] + a[2][2] * b[2][0], a[2][0] * b[0][1] + a[2][1] * b[1][1] + a[2][2] * b[2][1], a[2][0] * b[0][2] + a[2][1] * b[1][2] + a[0][2] * b[2][2]
|
||||
};
|
||||
}
|
||||
|
||||
//Matrix * V2
|
||||
inline V2 operator *(M3x3 a, V2 b) {
|
||||
return {
|
||||
b.x * a[0][0] + b.y * a[0][1] + 1.0f * a[0][2],
|
||||
b.x * a[1][0] + b.y * a[1][1] + 1.0f * a[1][2],
|
||||
};
|
||||
}
|
||||
|
||||
//Matrix * V3
|
||||
inline V3 operator *(M3x3 a, V3 b) {
|
||||
return {
|
||||
b.x * a[0][0] + b.y * a[0][1] + b.z * a[0][2],
|
||||
b.x * a[1][0] + b.y * a[1][1] + b.z * a[1][2],
|
||||
b.x * a[2][0] + b.y * a[2][1] + b.z * a[2][2]
|
||||
};
|
||||
}
|
||||
|
||||
|
||||
//Matrix transponieren
|
||||
inline M3x3 transpose(M3x3 a) {
|
||||
return {
|
||||
a[0][0], a[1][0], a[2][0],
|
||||
a[0][1], a[1][1], a[2][1],
|
||||
a[0][2], a[1][2], a[2][2]
|
||||
};
|
||||
}
|
||||
|
||||
//Einheitsmatrix (oder Identitätsmatrix)
|
||||
inline M3x3 identityM3x3() {
|
||||
return {
|
||||
1.0f, 0.0f, 0.0f,
|
||||
0.0f, 1.0f, 0.0f,
|
||||
0.0f, 0.0f, 1.0f
|
||||
};
|
||||
}
|
||||
|
||||
|
||||
|
||||
//-----------------------------------------------
|
||||
//m128i
|
||||
struct m128i {
|
||||
__m128i val;
|
||||
};
|
||||
|
||||
inline __m128i operator &(m128i a, m128i b) {
|
||||
return _mm_and_si128(a.val, b.val);
|
||||
}
|
||||
|
||||
inline __m128i operator |(m128i a, m128i b) {
|
||||
return _mm_or_si128(a.val, b.val);
|
||||
}
|
||||
|
||||
inline __m128i operator >>(m128i a, int b) {
|
||||
return _mm_srli_epi32(a.val, b);
|
||||
}
|
||||
|
||||
inline __m128i operator <<(m128i a, int b) {
|
||||
return _mm_slli_epi32(a.val, b);
|
||||
}
|
||||
|
||||
|
||||
//-----------------------------------------------
|
||||
//m128
|
||||
struct m128 {
|
||||
__m128 val;
|
||||
};
|
||||
|
||||
inline __m128 operator +(m128 a, m128 b) {
|
||||
return _mm_mul_ps(a.val, b.val);
|
||||
}
|
||||
|
||||
inline __m128 operator *(m128 a, m128 b) {
|
||||
return _mm_mul_ps(a.val, b.val);
|
||||
}
|
||||
|
||||
inline __m128 operator *(float a, m128 b) {
|
||||
return _mm_mul_ps(_mm_set1_ps(a), b.val);
|
||||
}
|
||||
|
||||
inline __m128 square_root(__m128 a) {
|
||||
return _mm_sqrt_ps(a);
|
||||
}
|
||||
|
||||
inline __m128 operator /(m128 a, m128 b) {
|
||||
return _mm_div_ps(a.val, b.val);
|
||||
}
|
||||
|
||||
inline __m128 lerp(__m128 a, float t, float b) {
|
||||
return (1.0f - t) * a + (t * b);
|
||||
}
|
||||
Loading…
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Reference in New Issue
Block a user