uwp fixes and content packaging project

This commit is contained in:
Turanszki Janos
2020-05-13 22:42:57 +01:00
parent b687645407
commit aa69b18e04
8 changed files with 1279 additions and 4 deletions
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+94
View File
@@ -28,6 +28,44 @@
#include <sstream>
#ifdef PLATFORM_UWP
#include <collection.h>
#include <ppltasks.h>
using namespace concurrency;
using namespace Platform;
using namespace Windows::Storage;
using namespace Windows::Storage::Pickers;
using namespace Windows::Storage::AccessCache;
using namespace Windows::Foundation::Collections;
void copy_folder(StorageFolder^ src, StorageFolder^ dst) {
create_task(src->GetItemsAsync()).then([=](IVectorView<IStorageItem^>^ items) {
for (IStorageItem^ item : items)
{
if (item->IsOfType(StorageItemTypes::File))
{
StorageFile^ file = (StorageFile^)item;
try {
file->CopyAsync(dst);
}
catch (...) {
// file already exists, we don't want to overwrite
}
}
else if (item->IsOfType(StorageItemTypes::Folder))
{
StorageFolder^ src_child = (StorageFolder^)item;
create_task(dst->CreateFolderAsync(item->Name, CreationCollisionOption::OpenIfExists)).then([=](StorageFolder^ dst_child) {
if (dst_child)
{
copy_folder(src_child, dst_child);
}
});
}
}
});
};
#endif // PLATFORM_UWP
using namespace std;
using namespace wiGraphics;
using namespace wiRectPacker;
@@ -349,6 +387,62 @@ void EditorComponent::Load()
{
__super::Load();
#ifdef PLATFORM_UWP
// On UWP we will copy the base content from application folder to 3D Objects directory
// for easy access to the user:
StorageFolder^ location = KnownFolders::Objects3D;
// Objects3D/WickedEngine
create_task(location->CreateFolderAsync("WickedEngine", CreationCollisionOption::OpenIfExists)).then([=](StorageFolder^ destfolder) {
string rootdir = wiHelper::ExpandPath(wiHelper::GetOriginalWorkingDirectory());
wstring wstr;
// images:
wiHelper::StringConvert(rootdir + "images\\", wstr);
create_task(StorageFolder::GetFolderFromPathAsync(ref new String(wstr.c_str()))).then([=](StorageFolder^ src) {
if (src)
{
create_task(destfolder->CreateFolderAsync("images", CreationCollisionOption::OpenIfExists)).then([=](StorageFolder^ dst) {
if (dst)
{
copy_folder(src, dst);
}
});
}
});
// scripts:
wiHelper::StringConvert(rootdir + "scripts\\", wstr);
create_task(StorageFolder::GetFolderFromPathAsync(ref new String(wstr.c_str()))).then([=](StorageFolder^ src) {
if (src)
{
create_task(destfolder->CreateFolderAsync("scripts", CreationCollisionOption::OpenIfExists)).then([=](StorageFolder^ dst) {
if (dst)
{
copy_folder(src, dst);
}
});
}
});
// models:
wiHelper::StringConvert(rootdir + "models\\", wstr);
create_task(StorageFolder::GetFolderFromPathAsync(ref new String(wstr.c_str()))).then([=](StorageFolder^ src) {
if (src)
{
create_task(destfolder->CreateFolderAsync("models", CreationCollisionOption::OpenIfExists)).then([=](StorageFolder^ dst) {
if (dst)
{
copy_folder(src, dst);
}
});
}
});
});
#endif // PLATFORM_UWP
wiJobSystem::context ctx;
wiJobSystem::Execute(ctx, [this] { pointLightTex = wiResourceManager::Load("images/pointlight.dds"); });
wiJobSystem::Execute(ctx, [this] { spotLightTex = wiResourceManager::Load("images/spotlight.dds"); });
+1
View File
@@ -106,6 +106,7 @@
<ImportGroup Label="Shared">
<Import Project="Editor_SOURCE.vcxitems" Label="Shared" />
<Import Project="..\WickedEngine\WickedEngine_SHADERS.vcxitems" Label="Shared" />
<Import Project="..\Content.vcxitems" Label="Shared" />
</ImportGroup>
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
+4
View File
@@ -29,6 +29,8 @@ Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "WickedEngine_UWP", "WickedE
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "WickedEngine_SHADERS", "WickedEngine\WickedEngine_SHADERS.vcxitems", "{92E86448-0724-4387-ABAC-96E63EDF4190}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "Content", "Content.vcxitems", "{C48F6BFF-F91B-4DB5-98B5-15287DFB7C95}"
EndProject
Global
GlobalSection(SharedMSBuildProjectFiles) = preSolution
WickedEngine\WickedEngine_SHADERS.vcxitems*{06163dcb-b183-4ed9-9c62-13ef1658e049}*SharedItemsImports = 4
@@ -39,6 +41,8 @@ Global
Editor\Editor_SOURCE.vcxitems*{867febca-09c4-4fe7-8a4c-4d9b1c27e7d0}*SharedItemsImports = 9
WickedEngine\WickedEngine_SHADERS.vcxitems*{92e86448-0724-4387-abac-96e63edf4190}*SharedItemsImports = 9
WickedEngine\WickedEngine_SHADERS.vcxitems*{c222218b-b6d1-406b-b2c0-8c1ced4a8d19}*SharedItemsImports = 4
Content.vcxitems*{c48f6bff-f91b-4db5-98b5-15287dfb7c95}*SharedItemsImports = 9
Content.vcxitems*{fa78bfad-4b23-4a6b-92fa-a48ce56bed03}*SharedItemsImports = 4
Editor\Editor_SOURCE.vcxitems*{fa78bfad-4b23-4a6b-92fa-a48ce56bed03}*SharedItemsImports = 4
WickedEngine\WickedEngine_SHADERS.vcxitems*{fa78bfad-4b23-4a6b-92fa-a48ce56bed03}*SharedItemsImports = 4
EndGlobalSection
+3 -3
View File
@@ -203,13 +203,13 @@ namespace wiHelper
return appDir;
}
std::string workingdir = std::string(_getcwd(NULL, 0)) + "/";
const std::string __originalWorkingDir = workingdir;
string GetOriginalWorkingDirectory()
{
static const string __originalWorkingDir = GetWorkingDirectory();
return __originalWorkingDir;
}
std::string workingdir = std::string(_getcwd(NULL, 0)) + "/";
string GetWorkingDirectory()
{
return workingdir;
@@ -699,7 +699,7 @@ namespace wiHelper
case FileDialogParams::SAVE:
{
FileSavePicker^ picker = ref new FileSavePicker();
picker->SuggestedStartLocation = PickerLocationId::ComputerFolder;
picker->SuggestedStartLocation = PickerLocationId::Objects3D;
for (auto& x : params.extensions)
{
+1 -1
View File
@@ -9,7 +9,7 @@ namespace wiVersion
// minor features, major updates
const int minor = 42;
// minor bug fixes, alterations, refactors, updates
const int revision = 1;
const int revision = 2;
const std::string version_string = std::to_string(major) + "." + std::to_string(minor) + "." + std::to_string(revision);
+25
View File
@@ -0,0 +1,25 @@
July 14, 2011 Morgan McGuire modified the model from Crytek's OBJ
export to correct some small errors. He computed bump maps from the
normal maps using <a
href="http://cs.williams.edu/~morgan/code/">normal2bump.cpp</a> (since
MTL files expect height bumps, not normals), put the "mask" textures
into the alpha channel of the associated diffuse texture, cleaned up
noise in the masks, created the missing gi_flag.tga texture, and
removed the long untextured banner floating in the middle of the
atrium that appears in the file but in none of the published images of
the model. The banner is in banner.obj.
http://www.crytek.com/cryengine/cryengine3/downloads
Sponza Model
August 19, 2010
The Atrium Sponza Palace, Dubrovnik, is an elegant and improved model created by Frank Meinl. The original Sponza model was created by Marko Dabrovic in early 2002. Over the years, the Sponza Atrium scene has become one of the most popular 3D scenes for testing global illumination and radiosity due to it's specific architectural structure which is particularly complex for global illumination light.
However, nowadays it is considered as a simple model, thus it was decided to crate a new model with highly improved appearance and scene complexity. It is donated to the public for radiosity and is represented in several different formats (3ds, Obj) for use with various commercial 3D applications and renderers.
Screenshot from the I3D paper
http://crytek.com/sites/default/files/20100301_lpv.pdf