mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-03-13 17:30:51 +00:00
update assimp lib
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parent
03a348deb7
commit
d3f8fee74e
1725 changed files with 196314 additions and 62009 deletions
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@ -13,6 +13,8 @@
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// Written by IAS. :)
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// ---------------------------------------------------------------------------
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#include <assimp/types.h>
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#include <Windows.h>
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#include <shellapi.h>
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#include <stdexcept>
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@ -21,8 +23,9 @@
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#include <dxgi1_2.h>
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#include <DirectXMath.h>
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#include <d3dcompiler.h>
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#include <utf8.h>
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#include "ModelLoader.h"
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#include "UTFConverter.h"
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#include "SafeRelease.hpp"
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#ifdef _MSC_VER
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@ -33,7 +36,6 @@
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#endif // _MSC_VER
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using namespace DirectX;
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using namespace AssimpSamples::SharedCode;
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#define VERTEX_SHADER_FILE L"VertexShader.hlsl"
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#define PIXEL_SHADER_FILE L"PixelShader.hlsl"
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@ -50,10 +52,10 @@ struct ConstantBuffer {
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// ------------------------------------------------------------
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// Window Variables
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// ------------------------------------------------------------
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#define SCREEN_WIDTH 800
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#define SCREEN_HEIGHT 600
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static constexpr uint32_t SCREEN_WIDTH = 800;
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static constexpr uint32_t SCREEN_HEIGHT = 600;
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const char g_szClassName[] = "directxWindowClass";
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constexpr char g_szClassName[] = "directxWindowClass";
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static std::string g_ModelPath;
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@ -154,8 +156,14 @@ int WINAPI wWinMain(HINSTANCE hInstance, HINSTANCE /*hPrevInstance*/,
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}
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// Retrieve the model file path.
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g_ModelPath = UTFConverter(argv[1]).str();
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std::wstring filename(argv[1]);
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char *targetStart = new char[filename.size()+1];
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memset(targetStart, '\0', filename.size() + 1);
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utf8::utf16to8(filename.c_str(), filename.c_str() + filename.size(), targetStart);
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g_ModelPath = targetStart;
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delete[] targetStart;
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free_command_line_allocated_memory();
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WNDCLASSEX wc;
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@ -511,9 +519,9 @@ void InitPipeline()
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{
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ID3DBlob *VS, *PS;
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if(FAILED(CompileShaderFromFile(SHADER_PATH VERTEX_SHADER_FILE, 0, "main", "vs_4_0", &VS)))
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Throwanerror(UTFConverter(L"Failed to compile shader from file " VERTEX_SHADER_FILE).c_str());
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Throwanerror("Failed to compile shader from file");
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if(FAILED(CompileShaderFromFile(SHADER_PATH PIXEL_SHADER_FILE, 0, "main", "ps_4_0", &PS)))
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Throwanerror(UTFConverter(L"Failed to compile shader from file " PIXEL_SHADER_FILE).c_str());
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Throwanerror("Failed to compile shader from file ");
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dev->CreateVertexShader(VS->GetBufferPointer(), VS->GetBufferSize(), nullptr, &pVS);
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dev->CreatePixelShader(PS->GetBufferPointer(), PS->GetBufferSize(), nullptr, &pPS);
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