Danbias/Code/OysterGraphics/Render/Resources/Deffered.cpp

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#pragma once
#include "Deffered.h"
#include "..\..\Definitions\GraphicalDefinition.h"
typedef Oyster::Graphics::Core::PipelineManager::ShaderType ShaderType;
typedef Oyster::Graphics::Core::PipelineManager::Get GetShader;
typedef Oyster::Graphics::Core::PipelineManager Shader;
typedef Oyster::Graphics::Core::Buffer Buffer;
const std::wstring PathToHLSL = L"..\\..\\Code\\OysterGraphics\\Shader\\HLSL\\Deffered Shaders\\";
const std::wstring PathToCSO = L"..\\Content\\Shaders\\";
namespace Oyster
{
namespace Graphics
{
namespace Render
{
namespace Resources
{
ID3D11RenderTargetView* Deffered::GBufferRTV[2] = {0};
ID3D11ShaderResourceView* Deffered::GBufferSRV[2] = {0};
Shader::RenderPass Deffered::GeometryPass;
Shader::RenderPass Deffered::LightPass;
Buffer Deffered::ModelData = Buffer();
Buffer Deffered::VPData = Buffer();
Buffer Deffered::LightConstantsData = Buffer();
Buffer Deffered::PointLightsData = Buffer();
ID3D11ShaderResourceView* Deffered::PointLightView = NULL;
Core::Init::State Deffered::Init()
{
#ifdef _DEBUG
std::wstring path = PathToHLSL;
std::wstring end = L".hlsl";
#else
std::wstring path = PathToCSO;
std::wstring end = L".cso";
#endif
//Load Shaders
Core::PipelineManager::Init(path + L"PixelGatherData" + end, ShaderType::Pixel, L"Geometry");
Core::PipelineManager::Init(path + L"VertexGatherData" + end, ShaderType::Vertex, L"Geometry");
Core::PipelineManager::Init(path + L"LightPass" + end, ShaderType::Compute, L"LightPass");
//Create Buffers
Buffer::BUFFER_INIT_DESC desc;
desc.ElementSize = sizeof(Oyster::Math::Matrix);
desc.NumElements = 1;
desc.InitData = NULL;
desc.Type = Buffer::BUFFER_TYPE::CONSTANT_BUFFER_VS;
desc.Usage = Buffer::BUFFER_USAGE::BUFFER_CPU_WRITE_DISCARD;
ModelData.Init(desc);
desc.NumElements = 2;
VPData.Init(desc);
desc.ElementSize = sizeof(Definitions::LightConstants);
desc.NumElements = 1;
desc.Type = Buffer::BUFFER_TYPE::CONSTANT_BUFFER_CS;
LightConstantsData.Init(desc);
desc.ElementSize = sizeof(Definitions::Pointlight);
desc.NumElements = MaxLightSize;
desc.Type = Buffer::STRUCTURED_BUFFER;
PointLightsData.Init(desc);
//Create States
D3D11_RASTERIZER_DESC rdesc;
rdesc.CullMode = D3D11_CULL_BACK;
rdesc.FillMode = D3D11_FILL_SOLID;
rdesc.FrontCounterClockwise = true;
rdesc.DepthBias = 0;
rdesc.DepthBiasClamp = 0;
rdesc.DepthClipEnable = true;
rdesc.SlopeScaledDepthBias = 0;
rdesc.ScissorEnable = false;
rdesc.MultisampleEnable = false;
rdesc.AntialiasedLineEnable = false;
ID3D11RasterizerState* rs = NULL;
Oyster::Graphics::Core::device->CreateRasterizerState(&rdesc,&rs);
D3D11_SAMPLER_DESC sdesc;
sdesc.Filter = D3D11_FILTER_ANISOTROPIC;
sdesc.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP;
sdesc.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP;
sdesc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP;
sdesc.MipLODBias = 0;
sdesc.MaxAnisotropy =4;
sdesc.ComparisonFunc = D3D11_COMPARISON_LESS_EQUAL;
*sdesc.BorderColor = *Oyster::Math::Float4(1,1,1,1).element;
sdesc.MinLOD = 0;
sdesc.MaxLOD = D3D11_FLOAT32_MAX;
ID3D11SamplerState** ss = new ID3D11SamplerState*[1];
Oyster::Graphics::Core::device->CreateSamplerState(&sdesc,ss);
D3D11_DEPTH_STENCIL_DESC ddesc;
ddesc.DepthEnable = true;
ddesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
ddesc.DepthFunc = D3D11_COMPARISON_LESS;
ddesc.StencilEnable = true;
ddesc.StencilReadMask = 0xFF;
ddesc.StencilWriteMask = 0xFF;
ddesc.FrontFace.StencilFailOp = D3D11_STENCIL_OP_KEEP;
ddesc.FrontFace.StencilDepthFailOp = D3D11_STENCIL_OP_INCR;
ddesc.FrontFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
ddesc.FrontFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
ddesc.BackFace.StencilFailOp = D3D11_STENCIL_OP_KEEP;
ddesc.BackFace.StencilDepthFailOp = D3D11_STENCIL_OP_DECR;
ddesc.BackFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
ddesc.BackFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
ID3D11DepthStencilState* dsState;
Core::device->CreateDepthStencilState(&ddesc,&dsState);
//Create Views
for(int i = 0; i< Resources::Deffered::GBufferSize; ++i)
{
Core::Init::CreateLinkedShaderResourceFromTexture(&GBufferRTV[i],&GBufferSRV[i],NULL);
}
Buffer* b = &PointLightsData;
Core::Init::CreateLinkedShaderResourceFromStructuredBuffer(&b,&PointLightView,NULL);
//Create ShaderEffects
GeometryPass.Shaders.Pixel = GetShader::Pixel(L"Geometry");
GeometryPass.Shaders.Vertex = GetShader::Vertex(L"Geometry");
D3D11_INPUT_ELEMENT_DESC indesc[] =
{
{ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 20, D3D11_INPUT_PER_VERTEX_DATA, 0 }
};
Shader::CreateInputLayout(indesc,3,GetShader::Vertex(L"Geometry"),GeometryPass.IAStage.Layout);
GeometryPass.IAStage.Topology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST;
GeometryPass.CBuffers.Vertex.push_back(VPData);
GeometryPass.CBuffers.Vertex.push_back(ModelData);
GeometryPass.RenderStates.Rasterizer = rs;
GeometryPass.RenderStates.SampleCount = 1;
GeometryPass.RenderStates.SampleState = ss;
GeometryPass.RenderStates.DepthStencil = dsState;
for(int i = 0; i<Deffered::GBufferSize;++i)
{
GeometryPass.RTV.push_back(GBufferRTV[i]);
}
GeometryPass.depth = Core::depthStencil;
LightPass.Shaders.Compute = GetShader::Compute(L"LightPass");
LightPass.UAV.Compute.push_back(Core::backBufferUAV);
for(int i = 0; i<Deffered::GBufferSize;++i)
{
LightPass.SRV.Compute.push_back(GBufferSRV[i]);
}
LightPass.SRV.Compute.push_back(Core::depthStencilUAV);
LightPass.CBuffers.Compute.push_back(LightConstantsData);
LightPass.SRV.Compute.push_back(PointLightView);
return Core::Init::State::Success;
}
void Deffered::Clean()
{
Resources::Deffered::ModelData.~Buffer();
Resources::Deffered::VPData.~Buffer();
Resources::Deffered::LightConstantsData.~Buffer();
Resources::Deffered::PointLightsData.~Buffer();
for(int i = 0; i< GBufferSize; ++i)
{
SAFE_RELEASE(GBufferRTV[i]);
SAFE_RELEASE(GBufferSRV[i]);
}
for(int i = 0; i < (int)GeometryPass.CBuffers.Vertex.size(); ++i)
{
SAFE_RELEASE(GeometryPass.CBuffers.Vertex[i]);
}
for(int i = 0; i < (int)GeometryPass.CBuffers.Pixel.size(); ++i)
{
SAFE_RELEASE(GeometryPass.CBuffers.Pixel[i]);
}
for(int i = 0; i < (int)GeometryPass.CBuffers.Geometry.size(); ++i)
{
SAFE_RELEASE(GeometryPass.CBuffers.Geometry[i]);
}
for(int i = 0; i < (int)GeometryPass.CBuffers.Compute.size(); ++i)
{
SAFE_RELEASE(GeometryPass.CBuffers.Compute[i]);
}
SAFE_RELEASE(GeometryPass.IAStage.Layout);
SAFE_RELEASE(GeometryPass.RenderStates.BlendState);
SAFE_RELEASE(GeometryPass.RenderStates.DepthStencil);
SAFE_RELEASE(GeometryPass.RenderStates.Rasterizer);
for(int i = 0; i < GeometryPass.RenderStates.SampleCount; ++i)
{
SAFE_RELEASE(GeometryPass.RenderStates.SampleState[i]);
}
SAFE_DELETE_ARRAY(GeometryPass.RenderStates.SampleState);
}
}
}
}
}