Danbias/Code/OysterGraphics/Render/Rendering/BasicRender.cpp

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#include "Render.h"
#include "../Resources/Deffered.h"
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#include "../../Definitions/GraphicalDefinition.h"
#include "../../Model/ModelInfo.h"
#include <map>
#include <vector>
namespace Oyster
{
namespace Graphics
{
namespace Render
{
namespace Rendering
{
Definitions::Pointlight pl;
void Basic::NewFrame(Oyster::Math::Float4x4 View, Oyster::Math::Float4x4 Projection, Definitions::Pointlight* Lights, int numLights)
{
Preparations::Basic::ClearBackBuffer(Oyster::Math::Float4(1,0,0,1));
Preparations::Basic::ClearRTV(Resources::Deffered::GBufferRTV,Resources::Deffered::GBufferSize,Math::Float4(1,0,0,1));
Core::PipelineManager::SetRenderPass(Graphics::Render::Resources::Deffered::GeometryPass);
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Definitions::VP vp;
vp.V = View;
vp.P = Projection;
void* data = Resources::Deffered::VPData.Map();
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memcpy(data, &vp, sizeof(Definitions::VP));
Resources::Deffered::VPData.Unmap();
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Definitions::LightConstants lc;
lc.InvProj = Projection.GetInverse();
lc.Pixels = Core::resolution;
lc.Lights = numLights;
lc.View = View;
data = Resources::Deffered::LightConstantsData.Map();
memcpy(data, &lc, sizeof(Definitions::LightConstants));
Resources::Deffered::LightConstantsData.Unmap();
data = Resources::Deffered::PointLightsData.Map();
memcpy(data, Lights, sizeof(Definitions::Pointlight) * numLights);
Resources::Deffered::PointLightsData.Unmap();
}
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void Basic::RenderScene(Model::Model* models, int count)
{
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for(int i = 0; i < count; ++i)
{
if(models[i].Visible)
{
void* data = Resources::Deffered::ModelData.Map();
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memcpy(data,&(models[i].WorldMatrix),sizeof(Math::Float4x4));
Resources::Deffered::ModelData.Unmap();
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Model::ModelInfo* info = (Model::ModelInfo*)models[i].info;
if(info->Material.size())
{
Core::deviceContext->PSSetShaderResources(0,info->Material.size(),&(info->Material[0]));
}
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info->Vertices->Apply();
if(info->Indexed)
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{
info->Indecies->Apply();
Oyster::Graphics::Core::deviceContext->DrawIndexed(info->VertexCount,0,0);
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}
else
{
Oyster::Graphics::Core::deviceContext->Draw(info->VertexCount,0);
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}
}
}
}
void Basic::EndFrame()
{
Core::PipelineManager::SetRenderPass(Resources::Deffered::LightPass);
Core::deviceContext->Dispatch((Core::resolution.x + 15U) / 16U,(Core::resolution.y + 15U) / 16U,1);
Core::swapChain->Present(0,0);
}
}
}
}
}