merge with graphics

This commit is contained in:
Linda Andersson 2013-11-21 09:46:26 +01:00
commit 229741e707
43 changed files with 2198 additions and 1272 deletions

View File

@ -1,9 +1,9 @@
#include "Buffer.h"
#include "Core.h"
using namespace Oyster;
using namespace Oyster::Graphics;
Oyster::Buffer::Buffer()
Buffer::Buffer()
{
mBuffer = NULL;
}
@ -23,32 +23,32 @@ HRESULT Buffer::Apply(UINT32 misc) const
{
UINT32 vertexSize = mElementSize;
UINT32 offset = 0;
Oyster::Core::DeviceContext->IASetVertexBuffers(misc, 1, &mBuffer, &vertexSize, &offset );
Core::deviceContext->IASetVertexBuffers(misc, 1, &mBuffer, &vertexSize, &offset );
}
break;
case INDEX_BUFFER:
{
Oyster::Core::DeviceContext->IASetIndexBuffer(mBuffer, DXGI_FORMAT_R32_UINT, 0);
Core::deviceContext->IASetIndexBuffer(mBuffer, DXGI_FORMAT_R32_UINT, 0);
}
break;
case CONSTANT_BUFFER_VS:
{
Oyster::Core::DeviceContext->VSSetConstantBuffers(misc, 1, &mBuffer);
Core::deviceContext->VSSetConstantBuffers(misc, 1, &mBuffer);
}
break;
case CONSTANT_BUFFER_GS:
{
Oyster::Core::DeviceContext->GSSetConstantBuffers(misc, 1, &mBuffer);
Core::deviceContext->GSSetConstantBuffers(misc, 1, &mBuffer);
}
break;
case CONSTANT_BUFFER_PS:
{
Oyster::Core::DeviceContext->PSSetConstantBuffers(misc, 1, &mBuffer);
Core::deviceContext->PSSetConstantBuffers(misc, 1, &mBuffer);
}
break;
case CONSTANT_BUFFER_CS:
{
Oyster::Core::DeviceContext->CSSetConstantBuffers(misc,1,&mBuffer);
Core::deviceContext->CSSetConstantBuffers(misc,1,&mBuffer);
}
break;
default:
@ -145,11 +145,11 @@ HRESULT Buffer::Init(const BUFFER_INIT_DESC& initDesc)
data.pSysMem = initDesc.InitData;
data.SysMemPitch=0;
data.SysMemSlicePitch = 0;
hr = Oyster::Core::Device->CreateBuffer(&bufferDesc, &data, &mBuffer);
hr = Core::device->CreateBuffer(&bufferDesc, &data, &mBuffer);
}
else
{
hr = Oyster::Core::Device->CreateBuffer(&bufferDesc, NULL, &mBuffer);
hr = Core::device->CreateBuffer(&bufferDesc, NULL, &mBuffer);
}
if(FAILED(hr))
@ -173,7 +173,7 @@ void* Buffer::Map()
else if(mUsage == BUFFER_CPU_WRITE_DISCARD) mapType = D3D11_MAP_WRITE_DISCARD;
HRESULT hr = S_OK;
if(FAILED(hr = Oyster::Core::DeviceContext->Map(
if(FAILED(hr = Core::deviceContext->Map(
mBuffer,
0,
(D3D11_MAP)mapType,
@ -194,10 +194,10 @@ void* Buffer::Map()
void Buffer::Unmap()
{
Oyster::Core::DeviceContext->Unmap( mBuffer, 0 );
Core::deviceContext->Unmap( mBuffer, 0 );
}
Oyster::Buffer::operator ID3D11Buffer *()
Buffer::operator ID3D11Buffer *()
{
return this->mBuffer;
}

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@ -6,72 +6,74 @@
namespace Oyster
{
class Buffer
namespace Graphics
{
public:
enum BUFFER_TYPE
class Buffer
{
VERTEX_BUFFER,
INDEX_BUFFER,
CONSTANT_BUFFER_VS,
CONSTANT_BUFFER_GS,
CONSTANT_BUFFER_PS,
CONSTANT_BUFFER_CS,
STRUCTURED_BUFFER,
BUFFER_TYPE_COUNT
};
enum BUFFER_USAGE
{
BUFFER_DEFAULT,
BUFFER_STREAM_OUT_TARGET,
BUFFER_CPU_WRITE,
BUFFER_CPU_WRITE_DISCARD,
BUFFER_CPU_READ,
BUFFER_USAGE_COUNT,
BUFFER_USAGE_IMMUTABLE
};
struct BUFFER_INIT_DESC
{
BUFFER_TYPE Type;
UINT32 NumElements;
UINT32 ElementSize;
BUFFER_USAGE Usage;
void* InitData;
BUFFER_INIT_DESC()
public:
enum BUFFER_TYPE
{
InitData = NULL;
Usage = BUFFER_DEFAULT;
}
VERTEX_BUFFER,
INDEX_BUFFER,
CONSTANT_BUFFER_VS,
CONSTANT_BUFFER_GS,
CONSTANT_BUFFER_PS,
CONSTANT_BUFFER_CS,
STRUCTURED_BUFFER,
BUFFER_TYPE_COUNT
};
enum BUFFER_USAGE
{
BUFFER_DEFAULT,
BUFFER_STREAM_OUT_TARGET,
BUFFER_CPU_WRITE,
BUFFER_CPU_WRITE_DISCARD,
BUFFER_CPU_READ,
BUFFER_USAGE_COUNT,
BUFFER_USAGE_IMMUTABLE
};
struct BUFFER_INIT_DESC
{
BUFFER_TYPE Type;
UINT32 NumElements;
UINT32 ElementSize;
BUFFER_USAGE Usage;
void* InitData;
BUFFER_INIT_DESC()
{
InitData = NULL;
Usage = BUFFER_DEFAULT;
}
};
protected:
ID3D11Buffer* mBuffer;
BUFFER_TYPE mType;
BUFFER_USAGE mUsage;
UINT32 mElementSize;
UINT32 mElementCount;
public:
Buffer();
virtual ~Buffer();
HRESULT Init(const BUFFER_INIT_DESC& initDesc);
void* Map();
void Unmap();
operator ID3D11Buffer*();
operator const ID3D11Buffer*() const;
HRESULT Apply(UINT32 misc = 0) const;
ID3D11Buffer* GetBufferPointer();
UINT32 GetVertexSize();
UINT32 GetElementCount();
};
protected:
ID3D11Buffer* mBuffer;
BUFFER_TYPE mType;
BUFFER_USAGE mUsage;
UINT32 mElementSize;
UINT32 mElementCount;
public:
Buffer();
virtual ~Buffer();
HRESULT Init(const BUFFER_INIT_DESC& initDesc);
void* Map();
void Unmap();
operator ID3D11Buffer*();
operator const ID3D11Buffer*() const;
HRESULT Apply(UINT32 misc = 0) const;
ID3D11Buffer* GetBufferPointer();
UINT32 GetVertexSize();
UINT32 GetElementCount();
};
}
}
#endif

View File

@ -1,169 +1,25 @@
#include "Core.h"
using namespace Oyster;
using namespace Oyster::Graphics;
using std::string;
//GPU
ID3D11Device *Core::Device = NULL;
ID3D11Device *Core::device = NULL;
//API
ID3D11DeviceContext *Core::DeviceContext = NULL;
ID3D11DeviceContext *Core::deviceContext = NULL;
//SwapChain
IDXGISwapChain* Core::SwapChain = NULL;
IDXGISwapChain* Core::swapChain = NULL;
std::stringstream Log;
std::stringstream Core::log;
inline std::stringstream* AccesLog(){return &Log;}
ID3D11RenderTargetView* Core::backBufferRTV = NULL;
bool Core::Init(bool SingleThreaded, bool Reference,bool ForceDX11)
{
UINT createDeviceFlags = 0;
ID3D11UnorderedAccessView* Core::backBufferUAV = NULL;
if( SingleThreaded )
createDeviceFlags = ::D3D11_CREATE_DEVICE_SINGLETHREADED;
ID3D11DepthStencilView* Core::depthStencil = NULL;
::D3D_DRIVER_TYPE driverType = ::D3D_DRIVER_TYPE_HARDWARE;
if(Reference)
driverType = D3D_DRIVER_TYPE_REFERENCE;
#if defined(DEBUG) || defined(_DEBUG)
Log << "DirectX running in debug mode.\n";
createDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG;
#endif
D3D11_VIEWPORT* Core::viewPort = NULL;
D3D_FEATURE_LEVEL featureLevelsToTry[] =
{
D3D_FEATURE_LEVEL_11_0,
D3D_FEATURE_LEVEL_10_1,
D3D_FEATURE_LEVEL_10_0
};
D3D_FEATURE_LEVEL initiatedFeatureLevel;
if( FAILED( ::D3D11CreateDevice( NULL, // default adapter
driverType,
NULL, // no software device
createDeviceFlags,
featureLevelsToTry, 3, // default feature level array. DX11 support assumed
D3D11_SDK_VERSION,
&Device, // device
&initiatedFeatureLevel,
&DeviceContext ) ) ) // context
{ // if failed
if( DeviceContext ) { DeviceContext->Release(); DeviceContext = NULL; } // safe cleanup
if( Device ) { Device->Release(); Device = NULL; } // safe cleanup
}
if( driverType == ::D3D_DRIVER_TYPE_HARDWARE )
Log << "D3D_DRIVER_TYPE_HARDWARE support discovered.\n";
else
Log << "D3D_DRIVER_TYPE_REFERENCE support discovered.\n";
if( initiatedFeatureLevel == ::D3D_FEATURE_LEVEL_11_0 )
{
Log << "DirectX Featurelevel 11.0 supported.\n";
}
else
{
if(ForceDX11)
return false;
if( initiatedFeatureLevel == ::D3D_FEATURE_LEVEL_10_1 )
{
Log << "DirectX Featurelevel 10.1 supported.\n";
}
else
{
if( initiatedFeatureLevel == ::D3D_FEATURE_LEVEL_10_0 )
{
Log << "DirectX Featurelevel 10.0 supported.\n";
}
}
}
if(Device)
return true;
return false;
}
bool Core::CreateSwapChain(HWND Window, int NrofBuffers,bool MSAA_Quality,bool Fullscreen)
{
//generate static Swapchain Desc
DXGI_SWAP_CHAIN_DESC desc;
desc.OutputWindow=Window;
desc.BufferCount=NrofBuffers;
desc.Windowed=!Fullscreen;
desc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT | DXGI_USAGE_UNORDERED_ACCESS;
desc.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
desc.Flags=0;
desc.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
desc.BufferDesc.ScanlineOrdering = DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED;
desc.BufferDesc.Scaling = DXGI_MODE_SCALING_CENTERED;
desc.BufferDesc.RefreshRate.Denominator=1;
desc.BufferDesc.RefreshRate.Numerator=60;
RECT rc;
GetClientRect( Window, &rc );
int screenWidth = rc.right - rc.left;
int screenHeight = rc.bottom - rc.top;
desc.BufferDesc.Height = screenHeight;
desc.BufferDesc.Width = screenWidth;
//Check and Set multiSampling
if(MSAA_Quality)
{
if(FAILED(Device->CheckMultisampleQualityLevels(DXGI_FORMAT_R8G8B8A8_UNORM,4,&desc.SampleDesc.Quality)))
{
Log<< "Failed to check multisample quality levels (MSAAQuality).\n";
return false;
}
desc.SampleDesc.Count=4;
--desc.SampleDesc.Quality;
Log << "Supported multisample quality levels (MSAAQuality): " << desc.SampleDesc.Quality+1 << "x\n";
}
else
{
desc.SampleDesc.Count=1;
desc.SampleDesc.Quality=0;
}
//Get Device Factory
::IDXGIDevice *dxgiDevice = NULL;
if( FAILED( Device->QueryInterface( __uuidof( IDXGIDevice ), (void**)&dxgiDevice ) ) )
{
Log << "Failed to Query for the GPU's dxgiDevice.\nFailed to create swapChain for the GPU.\n";
return false;
}
::IDXGIAdapter *dxgiAdapter = NULL;
if( FAILED( dxgiDevice->GetParent( __uuidof( IDXGIAdapter ), (void**)&dxgiAdapter ) ) )
{
dxgiDevice->Release();
Log << "Failed to get GPU's parent dxgiAdapter.\nFailed to create swapChain for the GPU.\n";
return false;
}
dxgiDevice->Release();
::IDXGIFactory *dxgiFactory = NULL;
if( FAILED( dxgiAdapter->GetParent( __uuidof( IDXGIFactory ), (void**)&dxgiFactory ) ) )
{
dxgiAdapter->Release();
Log << "Failed to get GPU's parent dxgiFactory.\nFailed to create swapChain for the GPU.\n";
return false;
}
dxgiAdapter->Release();
//Create SwapChain
if( FAILED( dxgiFactory->CreateSwapChain( Device, &desc, &SwapChain ) ) )
{
dxgiFactory->Release();
Log << "Failed to create swapChain for the GPU.\n";
return false;
}
dxgiFactory->Release();
return true;
}
Oyster::Math::Float2 Core::resolution = Oyster::Math::Float2::null;

View File

@ -7,108 +7,146 @@
#include "CoreIncludes.h"
#include <sstream>
#include "Buffer.h"
#include "OysterMath.h";
namespace Oyster
{
class Core
namespace Graphics
{
public:
static ID3D11Device* Device;
static ID3D11DeviceContext* DeviceContext;
static IDXGISwapChain* SwapChain;
static std::stringstream* AccesLog();
static bool Init(bool SingleThreaded,bool Reference,bool ForceDX11);
static bool CreateSwapChain(HWND Window, int NrofBuffers,bool MSAA_Quality,bool Fullscreen);
class ShaderManager
class Core
{
public:
struct ShaderEffect
static ID3D11Device* device;
static ID3D11DeviceContext* deviceContext;
static IDXGISwapChain* swapChain;
static std::stringstream log;
//BackBufferRTV
static ID3D11RenderTargetView* backBufferRTV;
//BackBufferUAV
static ID3D11UnorderedAccessView* backBufferUAV;
//DepthStencil
static ID3D11DepthStencilView* depthStencil;
//ViewPort
static D3D11_VIEWPORT* viewPort;
static Oyster::Math::Float2 resolution;
class ShaderManager
{
struct
public:
struct ShaderEffect
{
int Pixel,Vertex,Geometry,Compute,Hull,Domain;
}Shaders;
struct
{
int Pixel,Vertex,Geometry,Compute,Hull,Domain;
}Shaders;
struct IAStage_
{
ID3D11InputLayout* Layout;
D3D11_PRIMITIVE_TOPOLOGY Topology;
}IAStage;
struct IAStage_
{
ID3D11InputLayout* Layout;
D3D11_PRIMITIVE_TOPOLOGY Topology;
}IAStage;
struct RenderStates_
{
ID3D11DepthStencilState *DepthStencil;
ID3D11RasterizerState *Rasterizer;
ID3D11SamplerState **SampleState;
int SampleCount;
ID3D11BlendState *BlendState;
}RenderStates;
struct RenderStates_
{
ID3D11DepthStencilState *DepthStencil;
ID3D11RasterizerState *Rasterizer;
ID3D11SamplerState **SampleState;
int SampleCount;
ID3D11BlendState *BlendState;
}RenderStates;
struct
{
std::vector<Oyster::Buffer*> Vertex;
std::vector<Oyster::Buffer*> Geometry;
std::vector<Oyster::Buffer*> Pixel;
}CBuffers;
struct
{
std::vector<Buffer*> Vertex;
std::vector<Buffer*> Geometry;
std::vector<Buffer*> Pixel;
}CBuffers;
ShaderEffect()
ShaderEffect()
{
RenderStates.BlendState=NULL;
RenderStates.DepthStencil=NULL;
RenderStates.Rasterizer=NULL;
RenderStates.SampleState=NULL;
RenderStates.SampleCount=0;
Shaders.Compute=-1;
Shaders.Domain=-1;
Shaders.Geometry=-1;
Shaders.Hull=-1;
Shaders.Pixel=-1;
Shaders.Vertex=-1;
}
};
enum ShaderType
{
RenderStates.BlendState=NULL;
RenderStates.DepthStencil=NULL;
RenderStates.Rasterizer=NULL;
RenderStates.SampleState=NULL;
RenderStates.SampleCount=0;
Shaders.Compute=-1;
Shaders.Domain=-1;
Shaders.Geometry=-1;
Shaders.Hull=-1;
Shaders.Pixel=-1;
Shaders.Vertex=-1;
}
};
enum ShaderType
{
Vertex,
Hull,
Domain,
Geometry,
Pixel,
Compute
Vertex,
Hull,
Domain,
Geometry,
Pixel,
Compute
};
static void SetShaderEffect(ShaderEffect);
static void CreateInputLayout(const D3D11_INPUT_ELEMENT_DESC *desc, int ElementCount,int VertexIndex,ID3D11InputLayout *&Layout);
static bool Init(std::wstring filename, ShaderType type, std::wstring name, bool Precompiled = true);
struct Get
{
static int Pixel(std::wstring Name);
static int Vertex(std::wstring Name);
static int Geometry(std::wstring Name);
static int Compute(std::wstring Name);
static int Hull(std::wstring Name);
static int Domain(std::wstring Name);
};
struct Set
{
static void Pixel(int Index);
static void Vertex(int Index);
static void Geometry(int Index);
static void Compute(int Index);
static void Hull(int Index);
static void Domain(int Index);
};
};
static void SetShaderEffect(ShaderEffect);
static void CreateInputLayout(const D3D11_INPUT_ELEMENT_DESC *desc, int ElementCount,int VertexIndex,ID3D11InputLayout *&Layout);
static bool Init(std::wstring filename, ShaderType type, std::wstring name, bool Precompiled = true);
struct Get
//Set resulotion Before Calling Full Init
class Init
{
static int Pixel(std::wstring Name);
static int Vertex(std::wstring Name);
static int Geometry(std::wstring Name);
static int Compute(std::wstring Name);
static int Hull(std::wstring Name);
static int Domain(std::wstring Name);
};
public:
enum State
{
Sucsess,
Fail
};
struct Set
{
static void Pixel(int Index);
static void Vertex(int Index);
static void Geometry(int Index);
static void Compute(int Index);
static void Hull(int Index);
static void Domain(int Index);
static State CreateDeviceAndDeviceContext(bool SingleThreaded = true, bool Reference = false, bool ForceDX11 = true);
static State CreateSwapChain(HWND Window, int NrofBuffers,bool MSAA_Quality,bool Fullscreen, Oyster::Math::Float2 Size);
static State CreateDepthStencil(bool MSAA_Quality, Oyster::Math::Float2 Size);
static State CreateBackBufferViews();
static State CreateViewPort(Oyster::Math::Float2 Origin, Oyster::Math::Float2 Size);
static State FullInit(HWND Window, bool MSAA_Quality, bool Fullscreen);
static State ReInitialize(HWND Window, bool MSAA_Quality, bool Fullscreen);
};
};
};
}
}

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@ -6,7 +6,7 @@
// http://lolengine.net/blog/2011/3/4/fuck-you-microsoft-near-far-macros
#include <windows.h>
#include <D3D11.h>
#include <d3dCompiler.h>
#include <d3dcompiler.h>
#pragma comment(lib, "d3d11.lib")
#pragma comment(lib, "d3dcompiler.lib")

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@ -0,0 +1,337 @@
#include "Core.h"
namespace Oyster
{
namespace Graphics
{
Core::Init::State Core::Init::CreateDeviceAndDeviceContext(bool SingleThreaded,bool Reference,bool ForceDX11)
{
UINT createDeviceFlags = 0;
if(Core::deviceContext)
{
Core::deviceContext->Release();
delete Core::deviceContext;
}
if(Core::device)
{
Core::device->Release();
delete Core::device;
}
if( SingleThreaded )
createDeviceFlags = ::D3D11_CREATE_DEVICE_SINGLETHREADED;
::D3D_DRIVER_TYPE driverType = ::D3D_DRIVER_TYPE_HARDWARE;
if(Reference)
driverType = D3D_DRIVER_TYPE_REFERENCE;
#if defined(DEBUG) || defined(_DEBUG)
log << "DirectX running in debug mode.\n";
createDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG;
#endif
D3D_FEATURE_LEVEL featureLevelsToTry[] =
{
D3D_FEATURE_LEVEL_11_0,
D3D_FEATURE_LEVEL_10_1,
D3D_FEATURE_LEVEL_10_0
};
D3D_FEATURE_LEVEL initiatedFeatureLevel;
if( FAILED( ::D3D11CreateDevice( NULL, // default adapter
driverType,
NULL, // no software device
createDeviceFlags,
featureLevelsToTry, 3, // default feature level array. DX11 support assumed
D3D11_SDK_VERSION,
&Core::device, // device
&initiatedFeatureLevel,
&Core::deviceContext ) ) ) // context
{ // if failed
if( Core::deviceContext ) { Core::deviceContext->Release(); Core::deviceContext = NULL; } // safe cleanup
if( Core::device ) { Core::device->Release(); Core::device = NULL; } // safe cleanup
}
if( driverType == ::D3D_DRIVER_TYPE_HARDWARE )
log << "D3D_DRIVER_TYPE_HARDWARE support discovered.\n";
else
log << "D3D_DRIVER_TYPE_REFERENCE support discovered.\n";
if( initiatedFeatureLevel == ::D3D_FEATURE_LEVEL_11_0 )
{
log << "DirectX Featurelevel 11.0 supported.\n";
}
else
{
if(ForceDX11)
return Init::Fail;
if( initiatedFeatureLevel == ::D3D_FEATURE_LEVEL_10_1 )
{
log << "DirectX Featurelevel 10.1 supported.\n";
}
else
{
if( initiatedFeatureLevel == ::D3D_FEATURE_LEVEL_10_0 )
{
log << "DirectX Featurelevel 10.0 supported.\n";
}
}
}
if(Core::device)
return Init::Sucsess;
return Init::Fail;
}
Core::Init::State Core::Init::CreateSwapChain(HWND Window, int NrofBuffers,bool MSAA_Quality,bool Fullscreen, Oyster::Math::Float2 Size)
{
//generate static Swapchain Desc
DXGI_SWAP_CHAIN_DESC desc;
desc.OutputWindow=Window;
desc.BufferCount=NrofBuffers;
desc.Windowed=!Fullscreen;
desc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT | DXGI_USAGE_UNORDERED_ACCESS;
desc.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
desc.Flags=0;
desc.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
desc.BufferDesc.ScanlineOrdering = DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED;
desc.BufferDesc.Scaling = DXGI_MODE_SCALING_CENTERED;
desc.BufferDesc.RefreshRate.Denominator=1;
desc.BufferDesc.RefreshRate.Numerator=60;
desc.BufferDesc.Height = Size.y;
desc.BufferDesc.Width = Size.x;
if(Core::swapChain)
{
Core::swapChain->Release();
delete Core::swapChain;
}
//Check and Set multiSampling
if(MSAA_Quality)
{
if(FAILED(Core::device->CheckMultisampleQualityLevels(DXGI_FORMAT_R8G8B8A8_UNORM,4,&desc.SampleDesc.Quality)))
{
log<< "Failed to check multisample quality levels (MSAAQuality).\n";
return Init::Fail;
}
desc.SampleDesc.Count=4;
--desc.SampleDesc.Quality;
log << "Supported multisample quality levels (MSAAQuality): " << desc.SampleDesc.Quality+1 << "x\n";
}
else
{
desc.SampleDesc.Count=1;
desc.SampleDesc.Quality=0;
}
//Get Device Factory
::IDXGIDevice *dxgiDevice = NULL;
if( FAILED( Core::device->QueryInterface( __uuidof( IDXGIDevice ), (void**)&dxgiDevice ) ) )
{
log << "Failed to Query for the GPU's dxgiDevice.\nFailed to create swapChain for the GPU.\n";
return Init::Fail;
}
::IDXGIAdapter *dxgiAdapter = NULL;
if( FAILED( dxgiDevice->GetParent( __uuidof( IDXGIAdapter ), (void**)&dxgiAdapter ) ) )
{
dxgiDevice->Release();
log << "Failed to get GPU's parent dxgiAdapter.\nFailed to create swapChain for the GPU.\n";
return Init::Fail;
}
dxgiDevice->Release();
::IDXGIFactory *dxgiFactory = NULL;
if( FAILED( dxgiAdapter->GetParent( __uuidof( IDXGIFactory ), (void**)&dxgiFactory ) ) )
{
dxgiAdapter->Release();
log << "Failed to get GPU's parent dxgiFactory.\nFailed to create swapChain for the GPU.\n";
return Init::Fail;
}
dxgiAdapter->Release();
//Create SwapChain
if( FAILED( dxgiFactory->CreateSwapChain( Core::device, &desc, &Core::swapChain ) ) )
{
dxgiFactory->Release();
log << "Failed to create swapChain for the GPU.\n";
return Init::Fail;
}
dxgiFactory->Release();
return Init::Sucsess;
}
Core::Init::State Core::Init::CreateDepthStencil(bool MSAA_Quality, Oyster::Math::Float2 Size)
{
D3D11_TEXTURE2D_DESC desc;
desc.MipLevels=1;
desc.ArraySize=1;
desc.Format = DXGI_FORMAT_D32_FLOAT;
desc.Usage = D3D11_USAGE_DEFAULT;
desc.BindFlags = D3D11_BIND_DEPTH_STENCIL;
desc.CPUAccessFlags=0;
desc.MiscFlags=0;
desc.Height = Size.y;
desc.Width = Size.x;
if(Core::depthStencil)
{
Core::depthStencil->Release();
delete Core::depthStencil;
}
//Check and Set multiSampling
if(MSAA_Quality)
{
if(FAILED(Core::device->CheckMultisampleQualityLevels(DXGI_FORMAT_R8G8B8A8_UNORM,4,&desc.SampleDesc.Quality)))
{
log<< "Failed to check multisample quality levels (MSAAQuality).\n";
return Init::Fail;
}
desc.SampleDesc.Count=4;
--desc.SampleDesc.Quality;
log << "Supported multisample quality levels (MSAAQuality): " << desc.SampleDesc.Quality+1 << "x\n";
}
else
{
desc.SampleDesc.Count=1;
desc.SampleDesc.Quality=0;
}
ID3D11Texture2D* depthstencil;
if(FAILED(Core::device->CreateTexture2D(&desc,0,&depthstencil)))
return Init::Fail;
if(FAILED(Core::device->CreateDepthStencilView(depthstencil,0,&Core::depthStencil)))
{
depthstencil->Release();
return Init::Fail;
}
depthstencil->Release();
return Init::Sucsess;
}
Core::Init::State Core::Init::CreateBackBufferViews()
{
D3D11_UNORDERED_ACCESS_VIEW_DESC descView;
ZeroMemory( &descView, sizeof(descView) );
descView.ViewDimension = D3D11_UAV_DIMENSION_TEXTURE2D;
descView.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
descView.Texture2D.MipSlice=0;
ID3D11Texture2D* backBuffer;
if(FAILED(Core::swapChain->GetBuffer(0,__uuidof(ID3D11Texture2D),reinterpret_cast<void**>(&backBuffer))))
{
log << "Failed to get BackBuffer from Swapchain";
return Init::Fail;
}
if(Core::backBufferRTV)
{
Core::backBufferRTV->Release();
delete Core::backBufferRTV;
}
if(FAILED(Core::device->CreateRenderTargetView(backBuffer,0,&Core::backBufferRTV)))
{
log << "Failed to create RTV for BackBuffer";
backBuffer->Release();
return Init::Fail;
}
if(Core::backBufferUAV)
{
Core::backBufferUAV->Release();
delete Core::backBufferUAV;
}
if(FAILED(Core::device->CreateUnorderedAccessView(backBuffer,0,&Core::backBufferUAV)))
{
log << "Failed to create UAV for BackBuffer";
backBuffer->Release();
return Init::Fail;
}
backBuffer->Release();
return Init::Sucsess;
}
Core::Init::State Core::Init::CreateViewPort(Oyster::Math::Float2 Origin, Oyster::Math::Float2 Size)
{
if(Core::viewPort)
delete Core::viewPort;
Core::viewPort = new D3D11_VIEWPORT;
Core::viewPort->TopLeftX = Origin.x;
Core::viewPort->TopLeftY = Origin.y;
Core::viewPort->Width = Size.x;
Core::viewPort->Height = Size.y;
Core::viewPort->MinDepth = 0.0f;
Core::viewPort->MaxDepth = 1.0f;
return Init::Sucsess;
}
Core::Init::State Core::Init::FullInit(HWND Window, bool MSAA_Quality, bool Fullscreen)
{
if(Init::CreateDeviceAndDeviceContext() == Init::Fail)
{
return Init::Fail;
}
if(Init::CreateSwapChain(Window, 1, MSAA_Quality, Fullscreen, Core::resolution) == Init::Fail)
{
return Init::Fail;
}
if(Init::CreateDepthStencil(MSAA_Quality, Core::resolution) == Init::Fail)
{
return Init::Fail;
}
if(Init::CreateBackBufferViews() == Init::Fail)
{
return Init::Fail;
}
if(Init::CreateViewPort(Oyster::Math::Float2::null, Core::resolution) == Init::Fail)
{
return Init::Fail;
}
return Init::Sucsess;
}
Core::Init::State Core::Init::ReInitialize(HWND Window, bool MSAA_Quality, bool Fullscreen)
{
if(Init::CreateSwapChain(Window, 1, MSAA_Quality, Fullscreen, Core::resolution) == Init::Fail)
{
return Init::Fail;
}
if(Init::CreateDepthStencil(MSAA_Quality, Core::resolution) == Init::Fail)
{
return Init::Fail;
}
if(Init::CreateBackBufferViews() == Init::Fail)
{
return Init::Fail;
}
if(Init::CreateViewPort(Oyster::Math::Float2::null, Core::resolution) == Init::Fail)
{
return Init::Fail;
}
return Init::Sucsess;
}
}
}

View File

@ -5,345 +5,346 @@ const char* ShaderFunction = "main";
namespace Oyster
{
bool LoadPrecompiled(std::wstring filename, Core::ShaderManager::ShaderType type, std::wstring name);
bool LoadCompile(std::wstring filename, Core::ShaderManager::ShaderType type, std::wstring name);
namespace
namespace Graphics
{
struct ShaderData
bool LoadPrecompiled(std::wstring filename, Core::ShaderManager::ShaderType type, std::wstring name);
bool LoadCompile(std::wstring filename, Core::ShaderManager::ShaderType type, std::wstring name);
namespace
{
size_t size;
char* data;
};
std::vector<ID3D11PixelShader*> PS;
std::map<std::wstring,int> PSMap;
struct ShaderData
{
size_t size;
char* data;
};
std::vector<ID3D11PixelShader*> PS;
std::map<std::wstring,int> PSMap;
std::vector<ID3D11GeometryShader*> GS;
std::map<std::wstring,int> GSMap;
std::vector<ID3D11GeometryShader*> GS;
std::map<std::wstring,int> GSMap;
std::vector<ID3D11ComputeShader*> CS;
std::map<std::wstring,int> CSMap;
std::vector<ID3D11ComputeShader*> CS;
std::map<std::wstring,int> CSMap;
std::vector<ID3D11VertexShader*> VS;
std::vector<ShaderData> VData;
std::map<std::wstring,int> VSMap;
}
#pragma region Init
bool Core::ShaderManager::Init(std::wstring filename, ShaderType type, std::wstring name, bool Precompiled)
{
if(Precompiled)
{
return LoadPrecompiled(filename, type, name);
std::vector<ID3D11VertexShader*> VS;
std::vector<ShaderData> VData;
std::map<std::wstring,int> VSMap;
}
else
#pragma region Init
bool Core::ShaderManager::Init(std::wstring filename, ShaderType type, std::wstring name, bool Precompiled)
{
return LoadCompile(filename, type, name);
if(Precompiled)
{
return LoadPrecompiled(filename, type, name);
}
else
{
return LoadCompile(filename, type, name);
}
return true;
}
return true;
}
bool LoadPrecompiled(std::wstring filename, Core::ShaderManager::ShaderType type, std::wstring name)
{
bool LoadPrecompiled(std::wstring filename, Core::ShaderManager::ShaderType type, std::wstring name)
{
std::ifstream stream;
ShaderData sd;
std::ifstream stream;
ShaderData sd;
//Create Vertex shader and Layout
stream.open(filename, std::ifstream::in | std::ifstream::binary);
if(stream.good())
{
stream.seekg(0, std::ios::end);
sd.size = size_t(stream.tellg());
sd.data = new char[sd.size];
stream.seekg(0, std::ios::beg);
stream.read(&sd.data[0], sd.size);
stream.close();
//Create Vertex shader and Layout
stream.open(filename, std::ifstream::in | std::ifstream::binary);
if(stream.good())
{
stream.seekg(0, std::ios::end);
sd.size = size_t(stream.tellg());
sd.data = new char[sd.size];
stream.seekg(0, std::ios::beg);
stream.read(&sd.data[0], sd.size);
stream.close();
ID3D11VertexShader* vertex;
ID3D11GeometryShader* geometry;
ID3D11PixelShader* pixel;
ID3D11ComputeShader* compute;
ID3D11VertexShader* vertex;
ID3D11GeometryShader* geometry;
ID3D11PixelShader* pixel;
ID3D11ComputeShader* compute;
switch(type)
{
case Core::ShaderManager::ShaderType::Vertex:
if(VSMap.count(name))
return false;
if(FAILED(Core::device->CreateVertexShader(sd.data, sd.size, 0, &vertex)))
{
return false;
}
VSMap[name] = VS.size();
VS.push_back(vertex);
VData.push_back(sd);
break;
case Core::ShaderManager::ShaderType::Hull:
case Core::ShaderManager::ShaderType::Domain:
return false;
case Core::ShaderManager::ShaderType::Geometry:
if(GSMap.count(name))
return false;
if(FAILED(Core::device->CreateGeometryShader(sd.data, sd.size, 0, &geometry)))
{
return false;
}
GSMap[name] = GS.size();
GS.push_back(geometry);
break;
case Core::ShaderManager::ShaderType::Pixel:
if(PSMap.count(name))
return false;
if(FAILED(Core::device->CreatePixelShader(sd.data, sd.size, 0, &pixel)))
{
return false;
}
PSMap[name] = PS.size();
PS.push_back(pixel);
break;
case Core::ShaderManager::ShaderType::Compute:
if(CSMap.count(name))
return false;
if(FAILED(Core::device->CreateComputeShader(sd.data, sd.size, 0, &compute)))
{
return false;
}
CSMap[name] = CS.size();
CS.push_back(compute);
break;
}
}
else
{
return false;
}
return true;
}
bool LoadCompile(std::wstring filename, Core::ShaderManager::ShaderType type, std::wstring name)
{
/// \todo error reporting
ID3D10Blob *Shader,*Error;
switch(type)
{
case Core::ShaderManager::ShaderType::Vertex:
case Core::ShaderManager::ShaderType::Pixel:
if(VSMap.count(name))
return false;
ID3D11PixelShader* pixel;
if(FAILED(Core::Device->CreateVertexShader(sd.data, sd.size, 0, &vertex)))
if(FAILED(D3DCompileFromFile(filename.c_str(),NULL,NULL,ShaderFunction,"ps_5_0",0,0,&Shader,&Error)))
{
std::string fel = (char*)Error->GetBufferPointer();
Error->Release();
return false;
}
VSMap[name] = VS.size();
VS.push_back(vertex);
VData.push_back(sd);
break;
case Core::ShaderManager::ShaderType::Hull:
case Core::ShaderManager::ShaderType::Domain:
return false;
case Core::ShaderManager::ShaderType::Geometry:
if(GSMap.count(name))
return false;
if(FAILED(Core::Device->CreateGeometryShader(sd.data, sd.size, 0, &geometry)))
if(FAILED(Core::device->CreatePixelShader(Shader->GetBufferPointer(),Shader->GetBufferSize(),NULL,&pixel)))
{
Shader->Release();
return false;
}
GSMap[name] = GS.size();
GS.push_back(geometry);
break;
case Core::ShaderManager::ShaderType::Pixel:
if(PSMap.count(name))
return false;
if(FAILED(Core::Device->CreatePixelShader(sd.data, sd.size, 0, &pixel)))
{
return false;
}
PSMap[name] = PS.size();
PS.push_back(pixel);
break;
case Core::ShaderManager::ShaderType::Compute:
if(CSMap.count(name))
return false;
if(FAILED(Core::Device->CreateComputeShader(sd.data, sd.size, 0, &compute)))
{
return false;
}
CSMap[name] = CS.size();
CS.push_back(compute);
break;
}
}
else
{
return false;
}
return true;
}
bool LoadCompile(std::wstring filename, Core::ShaderManager::ShaderType type, std::wstring name)
{
/// \todo error reporting
ID3D10Blob *Shader,*Error;
switch(type)
{
case Core::ShaderManager::ShaderType::Pixel:
ID3D11PixelShader* pixel;
if(FAILED(D3DCompileFromFile(filename.c_str(),NULL,NULL,ShaderFunction,"ps_5_0",0,0,&Shader,&Error)))
{
std::string fel = (char*)Error->GetBufferPointer();
Error->Release();
return false;
}
if(FAILED(Oyster::Core::Device->CreatePixelShader(Shader->GetBufferPointer(),Shader->GetBufferSize(),NULL,&pixel)))
{
Shader->Release();
return false;
}
Shader->Release();
if(!PSMap.count(name))
{
PSMap[name] = PS.size();
PS.push_back(pixel);
}
else
{
PS[PSMap[name]] = pixel;
}
break;
if(!PSMap.count(name))
{
PSMap[name] = PS.size();
PS.push_back(pixel);
}
else
{
PS[PSMap[name]] = pixel;
}
break;
case Core::ShaderManager::ShaderType::Geometry:
case Core::ShaderManager::ShaderType::Geometry:
ID3D11GeometryShader* geometry;
ID3D11GeometryShader* geometry;
if(FAILED(D3DCompileFromFile(filename.c_str(),NULL,NULL,ShaderFunction,"gs_5_0",0,0,&Shader,&Error)))
{
std::string fel = (char*)Error->GetBufferPointer();
Error->Release();
return false;
}
if(FAILED(Oyster::Core::Device->CreateGeometryShader(Shader->GetBufferPointer(),Shader->GetBufferSize(),NULL,&geometry)))
{
Error->Release();
if(FAILED(D3DCompileFromFile(filename.c_str(),NULL,NULL,ShaderFunction,"gs_5_0",0,0,&Shader,&Error)))
{
std::string fel = (char*)Error->GetBufferPointer();
Error->Release();
return false;
}
if(FAILED(Core::device->CreateGeometryShader(Shader->GetBufferPointer(),Shader->GetBufferSize(),NULL,&geometry)))
{
Shader->Release();
return false;
}
Shader->Release();
return false;
}
Shader->Release();
if(!GSMap.count(name))
{
GSMap[name] = GS.size();
GS.push_back(geometry);
}
else
{
GS[GSMap[name]] = geometry;
}
break;
if(!GSMap.count(name))
{
GSMap[name] = GS.size();
GS.push_back(geometry);
}
else
{
GS[GSMap[name]] = geometry;
}
break;
case Core::ShaderManager::ShaderType::Vertex:
case Core::ShaderManager::ShaderType::Vertex:
ID3D11VertexShader* vertex;
ID3D11VertexShader* vertex;
if(FAILED(D3DCompileFromFile(filename.c_str(),NULL,NULL,ShaderFunction,"vs_5_0",0,0,&Shader,&Error)))
{
std::string fel = (char*)Error->GetBufferPointer();
Error->Release();
return false;
}
if(FAILED(Oyster::Core::Device->CreateVertexShader(Shader->GetBufferPointer(),Shader->GetBufferSize(),NULL,&vertex)))
{
Shader->Release();
return false;
}
if(!VSMap.count(name))
{
VSMap[name] = VS.size();
VS.push_back(vertex);
ShaderData sd;
sd.size = Shader->GetBufferSize();
sd.data = new char[sd.size];
memcpy(sd.data,Shader->GetBufferPointer(),sd.size);
VData.push_back(sd);
}
else
{
VS[VSMap[name]] = vertex;
delete[] VData[VSMap[name]].data;
VData[VSMap[name]].size = Shader->GetBufferSize();
VData[VSMap[name]].data = new char[VData[VSMap[name]].size];
memcpy(VData[VSMap[name]].data,Shader->GetBufferPointer(),VData[VSMap[name]].size);
}
if(FAILED(D3DCompileFromFile(filename.c_str(),NULL,NULL,ShaderFunction,"vs_5_0",0,0,&Shader,&Error)))
{
std::string fel = (char*)Error->GetBufferPointer();
Error->Release();
return false;
}
if(FAILED(Core::device->CreateVertexShader(Shader->GetBufferPointer(),Shader->GetBufferSize(),NULL,&vertex)))
{
Shader->Release();
return false;
}
if(!VSMap.count(name))
{
VSMap[name] = VS.size();
VS.push_back(vertex);
ShaderData sd;
sd.size = Shader->GetBufferSize();
sd.data = new char[sd.size];
memcpy(sd.data,Shader->GetBufferPointer(),sd.size);
VData.push_back(sd);
}
else
{
VS[VSMap[name]] = vertex;
delete[] VData[VSMap[name]].data;
VData[VSMap[name]].size = Shader->GetBufferSize();
VData[VSMap[name]].data = new char[VData[VSMap[name]].size];
memcpy(VData[VSMap[name]].data,Shader->GetBufferPointer(),VData[VSMap[name]].size);
}
Shader->Release();
break;
Shader->Release();
break;
}
return true;
}
return true;
}
#pragma endregion
#pragma endregion
void Core::ShaderManager::CreateInputLayout(const D3D11_INPUT_ELEMENT_DESC *desc, int ElementCount,int VertexIndex,ID3D11InputLayout *&Layout)
{
if(VertexIndex==-1)
void Core::ShaderManager::CreateInputLayout(const D3D11_INPUT_ELEMENT_DESC *desc, int ElementCount,int VertexIndex,ID3D11InputLayout *&Layout)
{
if(VertexIndex==-1)
{
Layout=0;
return;
}
Core::device->CreateInputLayout(desc,ElementCount,VData[VertexIndex].data,VData[VertexIndex].size,&Layout);
}
#pragma region Get
int Core::ShaderManager::Get::Pixel(std::wstring Name)
{
if(PSMap.count(Name))
return PSMap[Name];
return -1;
}
int Core::ShaderManager::Get::Vertex(std::wstring Name)
{
if(VSMap.count(Name))
return VSMap[Name];
return -1;
}
int Core::ShaderManager::Get::Geometry(std::wstring Name)
{
if(GSMap.count(Name))
return GSMap[Name];
return -1;
}
int Core::ShaderManager::Get::Compute(std::wstring Name)
{
if(CSMap.count(Name))
return CSMap[Name];
return -1;
}
int Core::ShaderManager::Get::Hull(std::wstring Name)
{
return -1;
}
int Core::ShaderManager::Get::Domain(std::wstring Name)
{
return -1;
}
#pragma endregion
#pragma region Set
/// \todo smart set
void Core::ShaderManager::Set::Pixel(int Index)
{
if(Index==-1)
Core::deviceContext->PSSetShader( NULL,NULL,0);
else
Core::deviceContext->PSSetShader( PS[Index],NULL,0);
}
void Core::ShaderManager::Set::Vertex(int Index)
{
if(Index==-1)
Core::deviceContext->VSSetShader( NULL,NULL,0);
else
Core::deviceContext->VSSetShader( VS[Index],NULL,0);
}
void Core::ShaderManager::Set::Geometry(int Index)
{
if(Index==-1)
Core::deviceContext->GSSetShader( NULL,NULL,0);
else
Core::deviceContext->GSSetShader( GS[Index],NULL,0);
}
void Core::ShaderManager::Set::Compute(int Index)
{
if(Index==-1)
Core::deviceContext->CSSetShader( NULL,NULL,0);
else
Core::deviceContext->CSSetShader( CS[Index],NULL,0);
}
/// \todo set Hull
void Core::ShaderManager::Set::Hull(int Index)
{
Layout=0;
return;
}
Device->CreateInputLayout(desc,ElementCount,VData[VertexIndex].data,VData[VertexIndex].size,&Layout);
}
/// \todo set Domain
void Core::ShaderManager::Set::Domain(int Index)
{
return;
}
#pragma endregion
#pragma region Get
int Core::ShaderManager::Get::Pixel(std::wstring Name)
{
if(PSMap.count(Name))
return PSMap[Name];
return -1;
/// \todo smart Set ie. not resetting the shader
/// \todo research states
/// \todo smart buffer set
void Core::ShaderManager::SetShaderEffect(ShaderEffect se)
{
Set::Pixel(se.Shaders.Pixel);
Set::Vertex(se.Shaders.Vertex);
Set::Geometry(se.Shaders.Geometry);
Set::Compute(se.Shaders.Compute);
Core::deviceContext->IASetInputLayout(se.IAStage.Layout);
Core::deviceContext->IASetPrimitiveTopology(se.IAStage.Topology);
for(unsigned int i=0;i<se.CBuffers.Vertex.size();++i)
se.CBuffers.Vertex[i]->Apply(i);
for(unsigned int i=0;i<se.CBuffers.Geometry.size();++i)
se.CBuffers.Geometry[i]->Apply(i);
for(unsigned int i=0;i<se.CBuffers.Pixel.size();++i)
se.CBuffers.Pixel[i]->Apply(i);
Core::deviceContext->RSSetState(se.RenderStates.Rasterizer);
Core::deviceContext->PSSetSamplers(0,se.RenderStates.SampleCount,se.RenderStates.SampleState);
float test[4] = {0};
Core::deviceContext->OMSetBlendState(se.RenderStates.BlendState,test,-1);
}
}
int Core::ShaderManager::Get::Vertex(std::wstring Name)
{
if(VSMap.count(Name))
return VSMap[Name];
return -1;
}
int Core::ShaderManager::Get::Geometry(std::wstring Name)
{
if(GSMap.count(Name))
return GSMap[Name];
return -1;
}
int Core::ShaderManager::Get::Compute(std::wstring Name)
{
if(CSMap.count(Name))
return CSMap[Name];
return -1;
}
int Core::ShaderManager::Get::Hull(std::wstring Name)
{
return -1;
}
int Core::ShaderManager::Get::Domain(std::wstring Name)
{
return -1;
}
#pragma endregion
#pragma region Set
/// \todo smart set
void Core::ShaderManager::Set::Pixel(int Index)
{
if(Index==-1)
DeviceContext->PSSetShader( NULL,NULL,0);
else
DeviceContext->PSSetShader( PS[Index],NULL,0);
}
void Core::ShaderManager::Set::Vertex(int Index)
{
if(Index==-1)
DeviceContext->VSSetShader( NULL,NULL,0);
else
DeviceContext->VSSetShader( VS[Index],NULL,0);
}
void Core::ShaderManager::Set::Geometry(int Index)
{
if(Index==-1)
DeviceContext->GSSetShader( NULL,NULL,0);
else
DeviceContext->GSSetShader( GS[Index],NULL,0);
}
void Core::ShaderManager::Set::Compute(int Index)
{
if(Index==-1)
DeviceContext->CSSetShader( NULL,NULL,0);
else
DeviceContext->CSSetShader( CS[Index],NULL,0);
}
/// \todo set Hull
void Core::ShaderManager::Set::Hull(int Index)
{
return;
}
/// \todo set Domain
void Core::ShaderManager::Set::Domain(int Index)
{
return;
}
#pragma endregion
/// \todo smart Set ie. not resetting the shader
/// \todo research states
/// \todo smart buffer set
void Core::ShaderManager::SetShaderEffect(ShaderEffect se)
{
Set::Pixel(se.Shaders.Pixel);
Set::Vertex(se.Shaders.Vertex);
Set::Geometry(se.Shaders.Geometry);
Set::Compute(se.Shaders.Compute);
Oyster::Core::DeviceContext->IASetInputLayout(se.IAStage.Layout);
Oyster::Core::DeviceContext->IASetPrimitiveTopology(se.IAStage.Topology);
for(unsigned int i=0;i<se.CBuffers.Vertex.size();++i)
se.CBuffers.Vertex[i]->Apply(i);
for(unsigned int i=0;i<se.CBuffers.Geometry.size();++i)
se.CBuffers.Geometry[i]->Apply(i);
for(unsigned int i=0;i<se.CBuffers.Pixel.size();++i)
se.CBuffers.Pixel[i]->Apply(i);
Oyster::Core::DeviceContext->RSSetState(se.RenderStates.Rasterizer);
Oyster::Core::DeviceContext->PSSetSamplers(0,se.RenderStates.SampleCount,se.RenderStates.SampleState);
float test[4] = {0};
Oyster::Core::DeviceContext->OMSetBlendState(se.RenderStates.BlendState,test,-1);
}
}

View File

@ -9,157 +9,160 @@
namespace Oyster
{
class Engine
namespace Graphics
{
private:
Engine();
~Engine();
class Engine
{
private:
Engine();
~Engine();
public:
class Init
{
public:
struct Setup
{
int NrOfBuffers;
bool MSAA_Quality;
bool Fullscreen;
bool SingleThreaded;
bool Reference;
bool ForceDX11;
bool GenerateDepthStencil;
bool BindDefault;
HWND window;
//all but Window params have Default Values
Setup()
{
NrOfBuffers=1;
MSAA_Quality = false;
Fullscreen = true;
SingleThreaded = true;
Reference = false;
ForceDX11 = false;
GenerateDepthStencil = true;
BindDefault = true;
}
};
static bool IsInstanced();
//Creates Device and DeviceContext, if not Initialized
static bool Instance(bool SingleThreaded=true,bool Reference=false,bool ForceDX11=false);
static bool HasSwapChain();
//Creates Swapchain, if not Aready Created
static bool CreateSwapChain(HWND Window, int NrofBuffers=1,bool MSAA_Quality=false,bool Fullscreen=true);
//CreateWindow, if Not Already Created
static bool InitializeWindow(const LPCSTR appName, const LPCSTR className,const HINSTANCE &hInstance, const int &nCmdShow, WNDPROC wProc, bool HandleLoop = false );
//Performs a full initialization of a rendering pipeline, including a Window
static bool FullInit(const Setup& setup);
struct Buffers
{
static Buffer* CreateBuffer(const Buffer::BUFFER_INIT_DESC BufferDesc);
};
private:
Init();
~Init();
};
class States
{
public:
//SSAO Quality
static void SetNrOfSSAOSamples(int);
static int GetNrOfSSAOSamples();
//SSAO Frequency
static void SetSSAOSampleSpread(int);
static int GetSSAOSampleSpread();
//PointLights
static void SetMaxPointlights(int);
static int GetMaxPointlights();
private:
States();
~States();
};
class Render
{
public:
/// Render a number of models, setting the Per model data to the included cBuffer
/// specify NULL if no such data exists
static void Geometry(const Oyster::Render::Model* models,int count,Oyster::Buffer* cBufferEveryObject, int slot);
static void Text(std::string text, Oyster::Math::Float2 size, Oyster::Math::Float3 Pos);
//static void TextBox(const Oyster::Render::
//ensure that a compatible 2D shadereffect is applied
static void ScreenQuad(ID3D11ShaderResourceView* srv, float ZPos=1);
//ensure that a compatible 2D shadereffect is applied and that pos.z is between 0 and 1
static void Sprite(ID3D11ShaderResourceView* srv, Oyster::Math::Float2 size, Oyster::Math::Float3 Pos);
static void PresentScene();
private:
Render();
~Render();
};
class PrepareForRendering
{
public:
//Binds several rendertargets and a depthstencil
static void BindRenderTargets(ID3D11RenderTargetView** RenderTargets,int NrOfTargets,ID3D11DepthStencilView* depth);
//Binds several Rendertargest and a default depthstencil
static void BindRenderTargets(ID3D11RenderTargetView** RenderTargets,int NrOfTargets);
//Binds the backbuffer and a depthstencil
static void BindBackBuffer(ID3D11DepthStencilView* depth);
//Binds the backbuffer and a default depthstencil
static void BindBackBuffer();
//Binds the backbuffer to the compute shader
static void BindBackBufferAsUAV();
//binds several UAV to the computeshader
static void BindUAV(ID3D11UnorderedAccessView** uav, int NrOfUavs);
//Clears the backbuffer and default depthstencil
static void ClearBackBuffer(Math::Float4 color);
static void Begin2DRender();
static void Begin2DTextRender();
};
class Pipeline
{
public:
class Deffered_Lightning
/*class Init
{
public:
//Basic Setup
static void NewFrame(const Float4& Color, const Matrix& View, const Matrix& Projection);
struct Setup
{
int NrOfBuffers;
bool MSAA_Quality;
bool Fullscreen;
bool SingleThreaded;
bool Reference;
bool ForceDX11;
bool GenerateDepthStencil;
bool BindDefault;
HWND window;
//all but Window params have Default Values
Setup()
{
NrOfBuffers=1;
MSAA_Quality = false;
Fullscreen = true;
SingleThreaded = true;
Reference = false;
ForceDX11 = false;
GenerateDepthStencil = true;
BindDefault = true;
}
//Geometry Pass
static void BeginRenderGeometry();
static void RenderGeometry(const Oyster::Render::Model* models,int count);
static void EndRenderGeometry();
};
//Lightning Pass
static void InputPointLights(Oyster::Resources::BufferDefinitions::PointLightDescription *p, int NrOfPointlights );
static void RenderLightning();
static bool IsInstanced();
//Creates Device and DeviceContext, if not Initialized
static bool Instance(bool SingleThreaded=true,bool Reference=false,bool ForceDX11=false);
static bool HasSwapChain();
//Creates Swapchain, if not Aready Created
static bool CreateSwapChain(HWND Window, int NrofBuffers=1,bool MSAA_Quality=false,bool Fullscreen=true);
//CreateWindow, if Not Already Created
static bool InitializeWindow(const LPCSTR appName, const LPCSTR className,const HINSTANCE &hInstance, const int &nCmdShow, WNDPROC wProc, bool HandleLoop = false );
//Performs a full initialization of a rendering pipeline, including a Window
static bool FullInit(const Setup& setup);
struct Buffers
{
static Buffer* CreateBuffer(const Buffer::BUFFER_INIT_DESC BufferDesc);
};
private:
Init();
~Init();
};*/
class States
{
public:
//SSAO Quality
static void SetNrOfSSAOSamples(int);
static int GetNrOfSSAOSamples();
//SSAO Frequency
static void SetSSAOSampleSpread(int);
static int GetSSAOSampleSpread();
//PointLights
static void SetMaxPointlights(int);
static int GetMaxPointlights();
private:
States();
~States();
};
class Render
{
public:
/// Render a number of models, setting the Per model data to the included cBuffer
/// specify NULL if no such data exists
//static void Geometry(const Oyster::Graphics::Render::Model* models,int count,Buffer* cBufferEveryObject, int slot);
static void Text(std::string text, Oyster::Math::Float2 size, Oyster::Math::Float3 Pos);
//static void TextBox(const Oyster::Render::
//ensure that a compatible 2D shadereffect is applied
static void ScreenQuad(ID3D11ShaderResourceView* srv, float ZPos=1);
//ensure that a compatible 2D shadereffect is applied and that pos.z is between 0 and 1
static void Sprite(ID3D11ShaderResourceView* srv, Oyster::Math::Float2 size, Oyster::Math::Float3 Pos);
static void PresentScene();
private:
Render();
~Render();
};
class PrepareForRendering
{
public:
//Binds several rendertargets and a depthstencil
static void BindRenderTargets(ID3D11RenderTargetView** RenderTargets,int NrOfTargets,ID3D11DepthStencilView* depth);
//Binds several Rendertargest and a default depthstencil
static void BindRenderTargets(ID3D11RenderTargetView** RenderTargets,int NrOfTargets);
//Binds the backbuffer and a depthstencil
static void BindBackBuffer(ID3D11DepthStencilView* depth);
//Binds the backbuffer and a default depthstencil
static void BindBackBuffer();
//Binds the backbuffer to the compute shader
static void BindBackBufferAsUAV();
//binds several UAV to the computeshader
static void BindUAV(ID3D11UnorderedAccessView** uav, int NrOfUavs);
//Clears the backbuffer and default depthstencil
static void ClearBackBuffer(Math::Float4 color);
static void Begin2DRender();
static void Begin2DTextRender();
};
class Pipeline
{
public:
class Deffered_Lightning
{
public:
//Basic Setup
//static void NewFrame(const Float4& Color, const Matrix& View, const Matrix& Projection);
//Geometry Pass
static void BeginRenderGeometry();
//static void RenderGeometry(const Oyster::Graphics::Render::Model* models,int count);
static void EndRenderGeometry();
//Lightning Pass
//static void InputPointLights(Oyster::Resources::BufferDefinitions::PointLightDescription *p, int NrOfPointlights );
static void RenderLightning();
};
};
};
};
}
};
#endif

View File

@ -1,9 +1,9 @@
//Oyster
// Render
#include "Render\Model.h"
#include "Render\Camera.h"
#include "Render\TextBox.h"
//#include "Render\Model.h"
//#include "Render\Camera.h"
//#include "Render\TextBox.h"
// Core
#include "Core\Core.h"
@ -16,8 +16,8 @@
#include "OysterMath.h"
// Resources
#include "Resourses\ShaderEffects.h"
#include "Resourses\Buffers.h"
#include "Resourses\PipelineResources.h"
#include "Resourses\GraphicsDefinitions.h"
#include "Resourses\Manager.h"
//#include "Resourses\ShaderEffects.h"
//#include "Resourses\Buffers.h"
//#include "Resourses\PipelineResources.h"
//#include "Resourses\GraphicsDefinitions.h"
//#include "Resourses\Manager.h"

View File

@ -1,268 +1,122 @@
#include "ObjReader.h"
#include "Utilities.h"
#include "..\Core\Core.h"
#include "OBJReader.h"
#include <sstream>
#include <fstream>
#include <map>
using namespace std;
using namespace Oyster::FileLoaders;
using namespace Oyster;
using namespace Oyster::Math;
ObjReader *ObjReader::LoadFile(std::string fileName, Oyster::Math::Float4x4 transform)
OBJReader::OBJReader()
{
static std::map<std::string, ObjReader *> cache;
ObjReader *reader = NULL;
if (cache.count(fileName))
{
reader = cache[fileName];
}
else
{
reader = new ObjReader();
reader->ParseFile(fileName, transform);
cache[fileName] = reader;
}
return reader;
_mPos = 0;
_mNormal = 0;
_mTexel = 0;
}
ObjReader::ObjReader(void)
OBJReader::~OBJReader()
{
}
ObjReader::~ObjReader(void)
void OBJReader::readOBJFile( wstring fileName )
{
}
fstream inStream;
string typeOfData = " ";
float vertexData;
string face1, face2, face3;
void ObjReader::ParseFile(std::string fileName, Float4x4 transform)
{
ifstream input;
input.open(fileName.c_str());
if(!input.is_open())
inStream.open( fileName, fstream::in );
if( inStream.is_open() )
{
return;
}
string path;
Utility::String::extractDirPath(path,fileName,'\\');
std::vector<Vertex> VertexList;
std::vector<Float3> vList;
std::vector<Float3> nList;
std::vector<Float2> uvList;
Vertex vertex1, vertex2, vertex3;
Float3 face[3];
Float3 position, normal;
Float2 uv;
string s;
while(!input.eof())
{
getline(input,s);
int offset = (int)s.find(' ');
if(offset!=-1)
while( !inStream.eof() )
{
string c = s.substr(0,offset);
inStream >> typeOfData;
if(c=="v")
if( typeOfData == "v" )
{
position = readVertex(offset,s);
vList.push_back(position);
Oyster::Math::Float3 position;
inStream >> vertexData;
position.x = vertexData;
inStream >> vertexData;
position.y = vertexData;
inStream >> vertexData;
position.z = vertexData;
_mVertexCoord.push_back( position );
}
else if(c=="vt")
else if( typeOfData == "vt" )
{
uv = readUV(offset,s);
uvList.push_back(uv);
Oyster::Math::Float2 texel;
inStream >> vertexData;
texel.x = vertexData;
inStream >> vertexData;
texel.y = 1 - vertexData;
_mVertexTexture.push_back( texel );
}
else if(c=="vn")
else if( typeOfData == "vn" )
{
normal = readNormal(offset,s);
nList.push_back(normal);
Oyster::Math::Float3 normal;
inStream >> vertexData;
normal.x = vertexData;
inStream >> vertexData;
normal.y = vertexData;
inStream >> vertexData;
normal.z = vertexData;
_mVertexNormal.push_back( normal );
}
else if(c=="f")
else if( typeOfData == "f" )
{
readFace(offset, s, face);
inStream >> face1;
stringSplit( face1 );
addToOBJarray();
vertex1.Position = vList[(int)face[0].x];
vertex1.UV = uvList[(int)face[0].y];
vertex1.Normal = nList[(int)face[0].z];
inStream >> face2;
stringSplit( face2 );
vertex2.Position = vList[(int)face[1].x];
vertex2.UV = uvList[(int)face[1].y];
vertex2.Normal = nList[(int)face[1].z];
addToOBJarray();
vertex3.Position = vList[(int)face[2].x];
vertex3.UV = uvList[(int)face[2].y];
vertex3.Normal = nList[(int)face[2].z];
inStream >> face3;
stringSplit( face3 );
VertexList.push_back(vertex1);
VertexList.push_back(vertex3);
VertexList.push_back(vertex2);
}
else if(c=="mtllib")
{
this->materials = GetMaterials(path+s.substr(offset+1));
addToOBJarray();
}
}
}
input.close();
this->numVertices = VertexList.size();
this->vertices = new Vertex[this->numVertices];
for(size_t i=0;i<this->numVertices;++i)
{
vertices[i].Position=Math::transformVector(Math::Float4(VertexList[i].Position,1),transform);
vertices[i].Normal=Math::transformVector(Math::Float4(VertexList[i].Normal,0),transform);
vertices[i].UV = VertexList[i].UV;
}
inStream.close();
}
void ObjReader::GetVertexData(Vertex **vertex,int &numVertex, std::map<std::string, ID3D11ShaderResourceView *> &Textures)
//Private functions
void OBJReader::stringSplit( string strToSplit )
{
numVertex=(int)this->numVertices;
(*vertex)=this->vertices;
Textures = this->materials;
char delim = '/';
string vPos, vNormal, vTexel;
stringstream aStream(strToSplit);
getline( aStream, vPos, delim );
getline( aStream, vTexel, delim );
getline( aStream, vNormal );
_mPos = atoi( vPos.c_str() );
_mNormal = atoi( vNormal.c_str() );
_mTexel = atoi( vTexel.c_str() );
}
Float3 ObjReader::extract(std::string d)
void OBJReader::addToOBJarray()
{
Float3 data;
int offset=(int)d.find('/');
data.x=(float)atoi(d.substr(1,offset).c_str())-1;
OBJFormat temp;
int newOffset = (int)d.find('/',offset+1);
string d2=d.substr(offset+1,newOffset-offset-1);
data.y=(float)atoi(d2.c_str())-1;
offset=newOffset;
temp._d3VertexCoord = _mVertexCoord.at( _mPos - 1 );
temp._d3VertexNormal = _mVertexNormal.at( _mNormal - 1 );
temp._d3VertexTexture = _mVertexTexture.at( _mTexel - 1 );
newOffset = (int)d.find('/',offset+1);
string d3=d.substr(offset+1,newOffset-offset-1);
data.z=(float)atoi(d3.c_str())-1;
return data;
}
Float3 ObjReader::readVertex(int offset,string s)
{
int newOffset = (int)s.find(' ',offset+1);
Float3 vertex;
string d = s.substr(offset,newOffset-offset);
vertex.x = (float)atof(d.c_str());
offset=newOffset;
newOffset = (int)s.find(' ',offset+1);
vertex.y = (float)atof(s.substr(offset,newOffset-offset).c_str());
offset=newOffset;
newOffset = (int)s.find(' ',offset+1);
vertex.z = (float)-atof(s.substr(offset,newOffset-offset).c_str());
return vertex;
}
Float2 ObjReader::readUV(int offset,string s)
{
int newOffset = (int)s.find(' ',offset+1);
Float2 uv;
string d = s.substr(offset,newOffset-offset);
uv.x =(float)atof(d.c_str());
offset=newOffset;
newOffset = (int)s.find(' ',offset+1);
d = s.substr(offset,newOffset-offset);
uv.y =1- (float)atof(d.c_str());
offset=newOffset;
return uv;
}
Float3 ObjReader::readNormal(int offset,string s)
{
int newOffset = (int)s.find(' ',offset+1);
Float3 vertex;
string d = s.substr(offset,newOffset-offset);
vertex.x = (float)atof(d.c_str());
offset=newOffset;
newOffset = (int)s.find(' ',offset+1);
vertex.y = (float)atof(s.substr(offset,newOffset-offset).c_str());
offset=newOffset;
newOffset = (int)s.find(' ',offset+1);
vertex.z = (float)-atof(s.substr(offset,newOffset-offset).c_str());
return vertex;
}
void ObjReader::readFace(int offset,string s, Oyster::Math::Float3 face[3])
{
int newOffset = (int)s.find(' ',offset+1);
string point1 = s.substr(offset,newOffset-offset);
offset = newOffset;
newOffset = (int)s.find(' ',offset+1);
string point2 = s.substr(offset,newOffset-offset);
offset = newOffset;
newOffset = (int)s.find(' ',offset+1);
string point3 = s.substr(offset,newOffset-offset);
face[0] = extract(point1);
face[1] = extract(point2);
face[2] = extract(point3);
}
std::map<std::string, ID3D11ShaderResourceView *> ObjReader::GetMaterials(std::string fileName)
{
ifstream input;
input.open(fileName.c_str());
std::map<std::string, ID3D11ShaderResourceView *> materials;
ID3D11ShaderResourceView *srv;
string texture;
string s;
string path;
Utility::String::extractDirPath(path,fileName,'\\');
if(!input.is_open())
return materials;
while(!input.eof())
{
getline(input,s);
int offset = (int)s.find(' ');
if(offset!=-1)
{
string c = s.substr(0,offset);
if(c=="map_Kd")
{
texture = path+s.substr(offset+1);
D3DX11CreateShaderResourceViewFromFile(Oyster::Core::Device,texture.c_str(), NULL, NULL, &srv, NULL);
materials["Diffuse"] = srv;
}
if(c=="map_G")
{
texture = path+s.substr(offset+1);
D3DX11CreateShaderResourceViewFromFile(Oyster::Core::Device,texture.c_str(), NULL, NULL, &srv, NULL);
materials["Glow"] = srv;
}
if(c=="map_Ks")
{
texture = path+s.substr(offset+1);
D3DX11CreateShaderResourceViewFromFile(Oyster::Core::Device,texture.c_str(), NULL, NULL, &srv, NULL);
materials["Specular"] = srv;
}
}
}
input.close();
return materials;
}
_myOBJ.push_back( temp );
}

View File

@ -1,42 +1,53 @@
#pragma once
#include "..\Core\CoreIncludes.h"
#include "..\Math\OysterMath.h"
#ifndef OBJREADER_H
#define OBJREADER_H
#include "..\..\Misc\Utilities.h"
#include "..\..\OysterMath\OysterMath.h"
namespace Oyster
//#include <fstream>
class OBJReader
{
namespace FileLoaders
{
class ObjReader
public:
struct OBJFormat
{
public:
struct Vertex
{
Oyster::Math::Float3 Position;
Oyster::Math::Float3 Normal;
Oyster::Math::Float2 UV;
};
static ObjReader *LoadFile(std::string fileName, Oyster::Math::Float4x4 transform = Oyster::Math::Float4x4::identity);
ObjReader(void);
~ObjReader(void);
void GetVertexData(Vertex **vertex,int &numVertex, std::map<std::string, ID3D11ShaderResourceView *> &textures);
private:
Vertex *vertices;
size_t numVertices;
std::map<std::string, ID3D11ShaderResourceView *> materials;
void ParseFile(std::string fileName, Oyster::Math::Float4x4 transform = Oyster::Math::Float4x4::identity);
Oyster::Math::Float3 extract(std::string d);
Oyster::Math::Float3 readVertex(int offset,std::string s);
Oyster::Math::Float2 readUV(int offset,std::string s);
Oyster::Math::Float3 readNormal(int offset,std::string s);
void readFace(int offset,std::string s, Oyster::Math::Float3 face[3]);
std::map<std::string, ID3D11ShaderResourceView *> GetMaterials(std::string fileName);
Oyster::Math::Float3 _d3VertexCoord;
Oyster::Math::Float2 _d3VertexTexture;
Oyster::Math::Float3 _d3VertexNormal;
};
}
}
struct OBJMaterialData
{
string _name;
string _mapKd;
float _kd[3];
float _ka[3];
float _tf[3];
float _ni;
OBJMaterialData()
{
_name = " ";
_mapKd = " ";
}
};
std::vector<OBJFormat> _myOBJ;
private:
vector<Oyster::Math::Float3> _mVertexCoord, _mVertexNormal;
vector<Oyster::Math::Float2> _mVertexTexture;
int _mNrOfCoords, _mNrOfNormals, _mNrOfTexels, _mNrOfFaces;
int _mPos, _mNormal, _mTexel;
void stringSplit( string strToSplit );
void addToOBJarray();
public:
OBJReader();
~OBJReader();
void readOBJFile( wstring fileName);
};
#endif

View File

@ -15,16 +15,17 @@ using namespace Oyster::Math;
namespace Oyster
{
namespace Render
namespace Graphics
{
struct Model
namespace Render
{
ModelInfo* info;
Float4x4 *World;
bool Visible;
};
struct Model
{
ModelInfo* info;
Float4x4 *World;
bool Visible;
};
}
};
};

View File

@ -14,16 +14,19 @@ using namespace Oyster::Math;
namespace Oyster
{
namespace Render
namespace Graphics
{
struct ModelInfo
namespace Render
{
std::vector<ID3D11ShaderResourceView*> Material;
Oyster::Buffer Vertices,Indecies;
bool Indexed;
int VertexCount;
};
};
struct ModelInfo
{
std::vector<ID3D11ShaderResourceView*> Material;
Buffer Vertices,Indecies;
bool Indexed;
int VertexCount;
};
}
}
};
#endif

View File

@ -0,0 +1,70 @@
#pragma once
#include "..\Engine.h"
const int MAX_LETTER_COUNT=60;
const int TEXT_NR_LETTERS=95;
const float TEXT_SIZE=2.5;
struct Text2D
{
Oyster::Math::Float Pos;
int offset;
float coff;
};
/*struct TextInstanceData
{
Oyster::Buffer InstanceBuffer;
bool Visible;
int NumLetters;
Oyster::Math::Float4x4 World;
};*/
/*struct TextData
{
Oyster::Math::Float3 pos;
Oyster::Math::Float2 uv;
};
struct PerCharData
{
float data;
Oyster::Math::Float3 charOffset;
};
struct TextInstanceData
{
Oyster::Buffer InstanceBuffer;
bool Visible;
int NumLetters;
Oyster::Math::Float4x4 World;
};*/
namespace Oyster
{
namespace Graphics
{
namespace Render
{
class Textbox
{
private:
static float getCharID(char _in);
static HRESULT CreateVertexBuffer();
static HRESULT CreateTextfield(int _id);
public:
//static Oyster::Buffer TextBuffer;
//static int NumVertices;
//static std::vector<TextInstanceData> TextInstances;
static Buffer TextBuffer;
static int NumLetters;
static ID3D11ShaderResourceView* Texture;
static bool Init();
static bool UpdateTextField(std::string _str);
static bool SetTexture(const char* _file);
//Updates a textbox with the certain id
static void Update(std::string _str, float _scale);
//Removes all old instances and recreates it with the input data
static HRESULT Reset(int _count, std::string* _str, Float3* _pos);
static void Apply(int _id);
};
}
}
}

View File

@ -90,11 +90,14 @@
<WarningLevel>Level3</WarningLevel>
<Optimization>Disabled</Optimization>
<SDLCheck>true</SDLCheck>
<AdditionalIncludeDirectories>..\OysterMath;..\Misc;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<AdditionalIncludeDirectories>$(SolutionDir)OysterMath;$(SolutionDir)Misc;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
</Link>
<ProjectReference>
<LinkLibraryDependencies>true</LinkLibraryDependencies>
</ProjectReference>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
<ClCompile>
@ -140,31 +143,22 @@
<ItemGroup>
<ClCompile Include="Core\Buffer.cpp" />
<ClCompile Include="Core\Core.cpp" />
<ClCompile Include="Core\Init.cpp" />
<ClCompile Include="Core\ShaderManager.cpp" />
<ClCompile Include="Engine.cpp" />
<ClCompile Include="Render\Model.cpp" />
<ClCompile Include="Render\TextBox.cpp" />
<ClCompile Include="Resourses\Buffers.cpp" />
<ClCompile Include="Resourses\Manager.cpp" />
<ClCompile Include="Resourses\PipelineResources.cpp" />
<ClCompile Include="Resourses\ShaderEffects.cpp" />
<ClCompile Include="Render\Preparations\Basic.cpp" />
<ClCompile Include="Render\Rendering\Basic.cpp" />
<ClCompile Include="Resources\Resources.cpp" />
</ItemGroup>
<ItemGroup>
<ClInclude Include="Core\Buffer.h" />
<ClInclude Include="Core\Core.h" />
<ClInclude Include="Core\CoreIncludes.h" />
<ClInclude Include="Engine.h" />
<ClInclude Include="EngineIncludes.h" />
<ClInclude Include="FileLoader\ObjReader.h" />
<ClInclude Include="Render\Lights.h" />
<ClInclude Include="Render\Model.h" />
<ClInclude Include="Render\ModelInfo.h" />
<ClInclude Include="Render\TextBox.h" />
<ClInclude Include="Resourses\Buffers.h" />
<ClInclude Include="Resourses\GraphicsDefinitions.h" />
<ClInclude Include="Resourses\Manager.h" />
<ClInclude Include="Resourses\PipelineResources.h" />
<ClInclude Include="Resourses\ShaderEffects.h" />
<ClInclude Include="Model\Model.h" />
<ClInclude Include="Model\ModelInfo.h" />
<ClInclude Include="Render\Preparations\Preparations.h" />
<ClInclude Include="Render\Rendering\Render.h" />
<ClInclude Include="Resources\Resources.h" />
</ItemGroup>
<ItemGroup>
<ProjectReference Include="..\Misc\Misc.vcxproj">
@ -175,6 +169,12 @@
</ProjectReference>
</ItemGroup>
<ItemGroup>
<FxCompile Include="Shader\HLSL\SimpleDebug\DebugCameraVertex.hlsl">
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">Vertex</ShaderType>
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">Vertex</ShaderType>
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">Vertex</ShaderType>
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|x64'">Vertex</ShaderType>
</FxCompile>
<FxCompile Include="Shader\HLSL\SimpleDebug\DebugPixel.hlsl">
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">Pixel</ShaderType>
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">Pixel</ShaderType>
@ -192,6 +192,8 @@
<DeploymentContent Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">true</DeploymentContent>
<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">5.0</ShaderModel>
<EntryPointName Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">main</EntryPointName>
<AssemblerOutput Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
</AssemblerOutput>
</FxCompile>
</ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />

View File

@ -21,30 +21,21 @@
<ClCompile Include="Core\Core.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="Render\Model.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="Render\TextBox.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="Resourses\Buffers.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="Resourses\Manager.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="Resourses\PipelineResources.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="Resourses\ShaderEffects.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="Engine.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="Core\ShaderManager.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="Core\Init.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="Render\Preparations\Basic.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="Render\Rendering\Basic.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="Resources\Resources.cpp">
<Filter>Source Files</Filter>
</ClCompile>
</ItemGroup>
<ItemGroup>
<ClInclude Include="Core\Buffer.h">
@ -56,45 +47,28 @@
<ClInclude Include="Core\CoreIncludes.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="Render\Lights.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="Render\Model.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="Render\ModelInfo.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="Render\TextBox.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="Resourses\Buffers.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="Resourses\GraphicsDefinitions.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="Resourses\Manager.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="Resourses\PipelineResources.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="Resourses\ShaderEffects.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="Engine.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="EngineIncludes.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="FileLoader\ObjReader.h">
<ClInclude Include="Render\Preparations\Preparations.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="Render\Rendering\Render.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="Model\ModelInfo.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="Model\Model.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="Resources\Resources.h">
<Filter>Header Files</Filter>
</ClInclude>
</ItemGroup>
<ItemGroup>
<FxCompile Include="Shader\HLSL\SimpleDebug\DebugVertex.hlsl" />
<FxCompile Include="Shader\HLSL\SimpleDebug\DebugPixel.hlsl" />
<FxCompile Include="Shader\HLSL\SimpleDebug\DebugCameraVertex.hlsl" />
</ItemGroup>
</Project>

View File

@ -0,0 +1,84 @@
#include "Preparations.h"
namespace Oyster
{
namespace Graphics
{
namespace Render
{
namespace Preparations
{
void Basic::BindBackBufferRTV(bool DepthStencil)
{
if(DepthStencil)
{
Core::deviceContext->OMSetRenderTargets(1,&Core::backBufferRTV,Core::depthStencil);
}
else
{
Core::deviceContext->OMSetRenderTargets(1,&Core::backBufferRTV,NULL);
}
}
void Basic::BindBackBufferRTV(ID3D11DepthStencilView& depthStencil)
{
Core::deviceContext->OMSetRenderTargets(1,&Core::backBufferRTV,&depthStencil);
}
void Basic::BindBackBufferUAV()
{
Core::deviceContext->CSSetUnorderedAccessViews(0,1,&Core::backBufferUAV,0);
}
void Basic::BindRTV(ID3D11RenderTargetView* RTVs[], int size, bool UseDepthStencil)
{
if(UseDepthStencil)
{
BindRTV(RTVs, size, Core::depthStencil);
}
else
{
Core::deviceContext->OMSetRenderTargets(size,RTVs,NULL);
}
}
void Basic::BindRTV(ID3D11RenderTargetView* RTVs[], int size,ID3D11DepthStencilView& depthStencil)
{
Core::deviceContext->OMSetRenderTargets(size,RTVs,&depthStencil);
}
void Basic::BindUAV(ID3D11UnorderedAccessView* UAVs[], int size)
{
Core::deviceContext->CSSetUnorderedAccessViews(0,size,UAVs,0);
}
void Basic::ClearBackBuffer(Oyster::Math::Float4 Color, bool ClearDefaultDepthStencil)
{
Core::deviceContext->ClearRenderTargetView(Core::backBufferRTV,Color);
if(ClearDefaultDepthStencil)
{
Core::deviceContext->ClearDepthStencilView(Core::depthStencil,1,1,0);
}
}
void Basic::ClearRTV(ID3D11RenderTargetView* RTVs[], int size,Oyster::Math::Float4 Color)
{
for(int i = 0; i < size; ++i)
{
Core::deviceContext->ClearRenderTargetView(RTVs[i],Color);
}
}
void Basic::ClearDepthStencil(ID3D11DepthStencilView &depthStencil)
{
Core::deviceContext->ClearDepthStencilView(&depthStencil,1,1,0);
}
void Basic::SetViewPort()
{
Core::deviceContext->RSSetViewports(1,Core::viewPort);
}
}
}
}
}

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@ -0,0 +1,47 @@
#pragma once
#include "..\..\Core\Core.h"
namespace Oyster
{
namespace Graphics
{
namespace Render
{
namespace Preparations
{
static class Basic
{
public:
/** @brief Binds the backbuffer as a RenderTargetView with the specified DepthStencil*/
static void BindBackBufferRTV(ID3D11DepthStencilView& depthStencil);
/** @brief Binds the backbuffer as a RenderTargetView with or without the default DepthStencil*/
static void BindBackBufferRTV(bool UseDefaultDepthStencil = true);
/** @brief Binds the backbuffer as a UnorderedAccessView*/
static void BindBackBufferUAV();
/** @brief Binds the specified RenderTargetViews with or without the default DepthStencil*/
static void BindRTV(ID3D11RenderTargetView* RTVs[], int size, bool UseDepthStencil = true);
/** @brief Binds the specified RenderTargetViews with the specified DepthStencil*/
static void BindRTV(ID3D11RenderTargetView* RTVs[], int size,ID3D11DepthStencilView& depthStencil);
/** @brief Binds the specified UnorderedAccessViews*/
static void BindUAV(ID3D11UnorderedAccessView* UAVs[], int size);
/** @brief Clear the BackBuffer and if true the default DepthStencil*/
static void ClearBackBuffer(Oyster::Math::Float4 Color, bool ClearDefaultDepthStencil = true);
/** @brief Clear the specified RenderTargetViews*/
static void ClearRTV(ID3D11RenderTargetView* RTVs[], int size,Oyster::Math::Float4 Color);
/** @brief Clear the specified DepthStencil*/
static void ClearDepthStencil(ID3D11DepthStencilView &depthStencil);
/** @brief Binds the default ViewPort*/
static void SetViewPort();
};
}
}
}
}

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@ -0,0 +1,33 @@
#include "Render.h"
namespace Oyster
{
namespace Graphics
{
namespace Render
{
namespace Rendering
{
Core::ShaderManager::ShaderEffect Basic::Resources::se = Core::ShaderManager::ShaderEffect();
void Basic::Resources::Init()
{
se.Shaders.Vertex = Core::ShaderManager::Get::Vertex(L"DebugCamera");
se.Shaders.Pixel = Core::ShaderManager::Get::Pixel(L"Debug");
}
void Basic::NewFrame(Oyster::Math::Float4x4 View, Oyster::Math::Float4 Projection)
{
Preparations::Basic::ClearBackBuffer(Oyster::Math::Float4(0,0,0,1));
}
void Basic::RenderScene(Model* models, int count)
{
}
void Basic::EndFrame()
{
}
}
}
}
}

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@ -0,0 +1,33 @@
#pragma once
#include "..\..\Core\Core.h"
#include "..\Preparations\Preparations.h"
#include "..\..\Model\Model.h"
namespace Oyster
{
namespace Graphics
{
namespace Render
{
namespace Rendering
{
static class Basic
{
public:
class Resources
{
static Core::ShaderManager::ShaderEffect se;
static void Init();
};
static void NewFrame(Oyster::Math::Float4x4 View, Oyster::Math::Float4 Projection);
static void RenderScene(Model* models, int count);
static void EndFrame();
};
}
}
}
}

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@ -1,67 +0,0 @@
#pragma once
#include "..\Engine.h"
const int MAX_LETTER_COUNT=60;
const int TEXT_NR_LETTERS=95;
const float TEXT_SIZE=2.5;
struct Text2D
{
Oyster::Math::Float Pos;
int offset;
float coff;
};
/*struct TextInstanceData
{
Oyster::Buffer InstanceBuffer;
bool Visible;
int NumLetters;
Oyster::Math::Float4x4 World;
};*/
/*struct TextData
{
Oyster::Math::Float3 pos;
Oyster::Math::Float2 uv;
};
struct PerCharData
{
float data;
Oyster::Math::Float3 charOffset;
};
struct TextInstanceData
{
Oyster::Buffer InstanceBuffer;
bool Visible;
int NumLetters;
Oyster::Math::Float4x4 World;
};*/
namespace Oyster
{
namespace Render
{
class Textbox
{
private:
static float getCharID(char _in);
static HRESULT CreateVertexBuffer();
static HRESULT CreateTextfield(int _id);
public:
//static Oyster::Buffer TextBuffer;
//static int NumVertices;
//static std::vector<TextInstanceData> TextInstances;
static Oyster::Buffer TextBuffer;
static int NumLetters;
static ID3D11ShaderResourceView* Texture;
static bool Init();
static bool UpdateTextField(std::string _str);
static bool SetTexture(const char* _file);
//Updates a textbox with the certain id
static void Update(std::string _str, float _scale);
//Removes all old instances and recreates it with the input data
static HRESULT Reset(int _count, std::string* _str, Float3* _pos);
static void Apply(int _id);
};
}
}

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@ -0,0 +1,52 @@
#include "Resources.h"
const std::wstring PathFromExeToHlsl = L"";
const std::wstring VertexTransformDebug = L"TransformDebugVertex";
const std::wstring VertexDebug = L"DebugVertex";
const std::wstring PixelRed = L"DebugPixel";
typedef Oyster::Graphics::Core::ShaderManager::ShaderType Shader;
namespace Oyster
{
namespace Graphics
{
namespace Render
{
Core::Init::State Resources::Init()
{
#pragma region LoadShaders
#ifdef _DEBUG
/** Load Vertex Shader for d3dcompile*/
Core::ShaderManager::Init(PathFromExeToHlsl + L"SimpleDebug\\" +L"DebugCameraVertex",Shader::Vertex, VertexTransformDebug, false);
Core::ShaderManager::Init(PathFromExeToHlsl + L"SimpleDebug\\" +L"DebugVertex",Shader::Vertex, VertexDebug, false);
/** Load Pixel Shader for d3dcompile */
Core::ShaderManager::Init(PathFromExeToHlsl + L"SimpleDebug\\" + L"DebugPixel", Shader::Pixel, PixelRed, false);
#else
/** Load Vertex Shader with Precompiled */
#endif
#pragma endregion
#pragma region CreateBuffers
/** @todo Create Buffers */
#pragma endregion
#pragma region Setup Render States
/** @todo Create DX States */
#pragma endregion
#pragma region Create Shader Effects
/** @todo Create ShaderEffects */
#pragma endregion
return Core::Init::Sucsess;
}
}
}
}

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@ -0,0 +1,21 @@
#pragma once
#include <map>
#include "..\Core\Core.h"
namespace Oyster
{
namespace Graphics
{
namespace Render
{
static class Resources
{
const Core::ShaderManager::ShaderEffect basic;
const Buffer ModelData;
Core::Init::State Init();
};
}
}
}

View File

@ -0,0 +1,17 @@
cbuffer PerFrame : register(b0)
{
matrix View;
float4x4 Projection;
}
cbuffer PerModel : register(b1)
{
matrix World;
}
float4 main( float4 pos : POSITION ) : SV_POSITION
{
matrix VP = mul(View, Projection);
matrix WVP = mul(World, VP);
return mul(WVP, pos);
}

View File

@ -4,75 +4,78 @@
namespace Oyster
{
class Shader
namespace Graphics
{
public:
struct ShaderEffect
class Shader
{
struct
public:
struct ShaderEffect
{
int Pixel,Vertex,Geometry,Compute,Hull,Domain;
}Shaders;
struct IAStage_
{
ID3D11InputLayout* Layout;
D3D11_PRIMITIVE_TOPOLOGY Topology;
}IAStage;
struct RenderStates_
{
ID3D11DepthStencilState *DepthStencil;
ID3D11RasterizerState *Rasterizer;
ID3D11SamplerState **SampleState;
int SampleCount;
ID3D11BlendState *BlendState;
}RenderStates;
struct
{
std::vector<Buffer*> Vertex;
std::vector<Buffer*> Geometry;
std::vector<Buffer*> Pixel;
}CBuffers;
ShaderEffect()
{
RenderStates.BlendState=NULL;
RenderStates.DepthStencil=NULL;
RenderStates.Rasterizer=NULL;
RenderStates.SampleState=NULL;
RenderStates.SampleCount=0;
Shaders.Compute=-1;
Shaders.Domain=-1;
Shaders.Geometry=-1;
Shaders.Hull=-1;
Shaders.Pixel=-1;
Shaders.Vertex=-1;
}
};
static bool InitShaders(const std::string &name = "..\\Shaders\\ShaderConfig.txt");
struct
{
int Pixel,Vertex,Geometry,Compute,Hull,Domain;
}Shaders;
struct IAStage_
{
ID3D11InputLayout* Layout;
D3D11_PRIMITIVE_TOPOLOGY Topology;
}IAStage;
struct RenderStates_
{
ID3D11DepthStencilState *DepthStencil;
ID3D11RasterizerState *Rasterizer;
ID3D11SamplerState **SampleState;
int SampleCount;
ID3D11BlendState *BlendState;
}RenderStates;
struct
{
std::vector<Buffer*> Vertex;
std::vector<Buffer*> Geometry;
std::vector<Buffer*> Pixel;
}CBuffers;
ShaderEffect()
{
RenderStates.BlendState=NULL;
RenderStates.DepthStencil=NULL;
RenderStates.Rasterizer=NULL;
RenderStates.SampleState=NULL;
RenderStates.SampleCount=0;
Shaders.Compute=-1;
Shaders.Domain=-1;
Shaders.Geometry=-1;
Shaders.Hull=-1;
Shaders.Pixel=-1;
Shaders.Vertex=-1;
}
};
static bool InitShaders(const std::string &name = "..\\Shaders\\ShaderConfig.txt");
static void SetShaderEffect(ShaderEffect);
static void SetShaderEffect(ShaderEffect);
static void CreateInputLayout(const D3D11_INPUT_ELEMENT_DESC *desc, int ElementCount,int VertexIndex,ID3D11InputLayout *&Layout);
static void CreateInputLayout(const D3D11_INPUT_ELEMENT_DESC *desc, int ElementCount,int VertexIndex,ID3D11InputLayout *&Layout);
struct Set
{
static void SetPixel(int Index);
static void SetVertex(int Index);
static void SetGeometry(int Index);
static void SetCompute(int Index);
static void SetHull(int Index);
static void SetDomain(int Index);
struct Set
{
static void SetPixel(int Index);
static void SetVertex(int Index);
static void SetGeometry(int Index);
static void SetCompute(int Index);
static void SetHull(int Index);
static void SetDomain(int Index);
};
struct Get
{
static int GetPixel(std::string Name);
static int GetVertex(std::string Name);
static int GetGeometry(std::string Name);
static int GetCompute(std::string Name);
static int GetHull(std::string Name);
static int GetDomain(std::string Name);
};
static std::stringstream* AccesLog();
};
struct Get
{
static int GetPixel(std::string Name);
static int GetVertex(std::string Name);
static int GetGeometry(std::string Name);
static int GetCompute(std::string Name);
static int GetHull(std::string Name);
static int GetDomain(std::string Name);
};
static std::stringstream* AccesLog();
};
}
}

View File

@ -7,7 +7,8 @@
//--------------------------------------------------------------------------------------
#define NOMINMAX
#include <Windows.h>
#include "Engine.h"
#include "Core/Core.h"
#include "Render\Preparations\Preparations.h"
//--------------------------------------------------------------------------------------
// Global Variables
@ -131,22 +132,21 @@ HRESULT InitDirect3D()
{
HRESULT hr = S_OK;;
Oyster::Engine::Init::Setup setup;
setup.Fullscreen = false;
setup.ForceDX11 = true;
setup.SingleThreaded = true;
setup.window = g_hWnd;
Oyster::Graphics::Core::resolution = Oyster::Math::Float2( 1024, 768 );
Oyster::Engine::Init::FullInit( setup );
if(Oyster::Graphics::Core::Init::FullInit(g_hWnd,false,false)==Oyster::Graphics::Core::Init::Fail)
return E_FAIL;
std::wstring ShaderPath = L"..\\OysterGraphics\\Shader\\HLSL\\";
std::wstring EffectPath = L"SimpleDebug\\";
Oyster::Core::ShaderManager::Init(ShaderPath + EffectPath + L"DebugPixel.hlsl",Oyster::Core::ShaderManager::ShaderType::Pixel,L"Debug",false);
Oyster::Core::ShaderManager::Init(ShaderPath + EffectPath + L"DebugVertex.hlsl",Oyster::Core::ShaderManager::ShaderType::Vertex,L"Debug",false);
Oyster::Graphics::Core::ShaderManager::Init(ShaderPath + EffectPath + L"DebugPixel.hlsl",Oyster::Graphics::Core::ShaderManager::ShaderType::Pixel,L"Debug",false);
Oyster::Graphics::Core::ShaderManager::Init(ShaderPath + EffectPath + L"DebugVertex.hlsl",Oyster::Graphics::Core::ShaderManager::ShaderType::Vertex,L"PassThroughFloat4",false);
Oyster::Core::ShaderManager::Set::Vertex(Oyster::Core::ShaderManager::Get::Vertex(L"Debug"));
Oyster::Core::ShaderManager::Set::Pixel(Oyster::Core::ShaderManager::Get::Pixel(L"Debug"));
Oyster::Graphics::Core::ShaderManager::Set::Vertex(Oyster::Graphics::Core::ShaderManager::Get::Vertex(L"PassThroughFloat4"));
Oyster::Graphics::Core::ShaderManager::Set::Pixel(Oyster::Graphics::Core::ShaderManager::Get::Pixel(L"Debug"));
D3D11_INPUT_ELEMENT_DESC inputDesc[] =
{
@ -155,12 +155,14 @@ HRESULT InitDirect3D()
ID3D11InputLayout* layout;
Oyster::Core::ShaderManager::CreateInputLayout( inputDesc, 1, Oyster::Core::ShaderManager::Get::Vertex(L"Debug"), layout);
Oyster::Graphics::Core::ShaderManager::CreateInputLayout( inputDesc, 1, Oyster::Graphics::Core::ShaderManager::Get::Vertex(L"PassThroughFloat4"), layout);
Oyster::Core::DeviceContext->IASetInputLayout(layout);
Oyster::Core::DeviceContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
Oyster::Graphics::Core::deviceContext->IASetInputLayout(layout);
Oyster::Graphics::Core::deviceContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
Oyster::Engine::PrepareForRendering::BindBackBuffer();
Oyster::Graphics::Render::Preparations::Basic::BindBackBufferRTV();
Oyster::Graphics::Render::Preparations::Basic::SetViewPort();
struct float4
{
@ -174,14 +176,14 @@ HRESULT InitDirect3D()
{1.0f,-1.0f,0.0f,1.0f},
};
Oyster::Buffer::BUFFER_INIT_DESC desc;
Oyster::Graphics::Buffer::BUFFER_INIT_DESC desc;
desc.ElementSize= sizeof(float4);
desc.NumElements = 3;
desc.InitData=mesh;
desc.Type = Oyster::Buffer::BUFFER_TYPE::VERTEX_BUFFER;
desc.Usage = Oyster::Buffer::BUFFER_USAGE::BUFFER_USAGE_IMMUTABLE;
desc.Type = Oyster::Graphics::Buffer::BUFFER_TYPE::VERTEX_BUFFER;
desc.Usage = Oyster::Graphics::Buffer::BUFFER_USAGE::BUFFER_USAGE_IMMUTABLE;
Oyster::Buffer b;
Oyster::Graphics::Buffer b;
b.Init(desc);
b.Apply(0);
@ -195,11 +197,11 @@ HRESULT Update(float deltaTime)
HRESULT Render(float deltaTime)
{
Oyster::Engine::PrepareForRendering::ClearBackBuffer(Oyster::Math::Float4(0,0,1,1));
Oyster::Graphics::Render::Preparations::Basic::ClearBackBuffer(Oyster::Math::Float4(0,0,1,1));
Oyster::Core::DeviceContext->Draw(3,0);
Oyster::Graphics::Core::deviceContext->Draw(3,0);
Oyster::Core::SwapChain->Present(0,0);
Oyster::Graphics::Core::swapChain->Present(0,0);
return S_OK;
}

View File

@ -0,0 +1,351 @@
#include "Core.h"
#include <fstream>
const char* ShaderFunction = "main";
namespace Oyster
{
bool LoadPrecompiled(std::wstring filename, Core::ShaderManager::ShaderType type, std::wstring name);
bool LoadCompile(std::wstring filename, Core::ShaderManager::ShaderType type, std::wstring name);
namespace
{
struct ShaderData
{
size_t size;
char* data;
};
std::vector<ID3D11PixelShader*> PS;
std::map<std::wstring,int> PSMap;
std::vector<ID3D11GeometryShader*> GS;
std::map<std::wstring,int> GSMap;
std::vector<ID3D11ComputeShader*> CS;
std::map<std::wstring,int> CSMap;
std::vector<ID3D11VertexShader*> VS;
std::vector<ShaderData> VData;
std::map<std::wstring,int> VSMap;
}
#pragma region Init
bool Core::ShaderManager::Init(std::wstring filename, ShaderType type, std::wstring name, bool Precompiled)
{
if(Precompiled)
{
return LoadPrecompiled(filename, type, name);
}
else
{
return LoadCompile(filename, type, name);
}
return true;
}
bool LoadPrecompiled(std::wstring filename, Core::ShaderManager::ShaderType type, std::wstring name)
{
std::ifstream stream;
ShaderData sd;
//Create Vertex shader and Layout
stream.open(filename, std::ifstream::in | std::ifstream::binary);
if(stream.good())
{
stream.seekg(0, std::ios::end);
sd.size = size_t(stream.tellg());
sd.data = new char[sd.size];
stream.seekg(0, std::ios::beg);
stream.read(&sd.data[0], sd.size);
stream.close();
ID3D11VertexShader* vertex;
ID3D11GeometryShader* geometry;
ID3D11PixelShader* pixel;
ID3D11ComputeShader* compute;
switch(type)
{
case Core::ShaderManager::ShaderType::Vertex:
if(VSMap.count(name))
return false;
if(FAILED(Core::Device->CreateVertexShader(sd.data, sd.size, 0, &vertex)))
{
return false;
}
VSMap[name] = VS.size();
VS.push_back(vertex);
VData.push_back(sd);
break;
case Core::ShaderManager::ShaderType::Hull:
case Core::ShaderManager::ShaderType::Domain:
return false;
case Core::ShaderManager::ShaderType::Geometry:
if(GSMap.count(name))
return false;
if(FAILED(Core::Device->CreateGeometryShader(sd.data, sd.size, 0, &geometry)))
{
return false;
}
GSMap[name] = GS.size();
GS.push_back(geometry);
break;
case Core::ShaderManager::ShaderType::Pixel:
if(PSMap.count(name))
return false;
if(FAILED(Core::Device->CreatePixelShader(sd.data, sd.size, 0, &pixel)))
{
return false;
}
PSMap[name] = PS.size();
PS.push_back(pixel);
break;
case Core::ShaderManager::ShaderType::Compute:
if(CSMap.count(name))
return false;
if(FAILED(Core::Device->CreateComputeShader(sd.data, sd.size, 0, &compute)))
{
return false;
}
CSMap[name] = CS.size();
CS.push_back(compute);
break;
}
}
else
{
return false;
}
return true;
}
bool LoadCompile(std::wstring filename, Core::ShaderManager::ShaderType type, std::wstring name)
{
/// \todo error reporting
ID3D10Blob *Shader,*Error;
switch(type)
{
case Core::ShaderManager::ShaderType::Pixel:
ID3D11PixelShader* pixel;
if(FAILED(D3DCompileFromFile(filename.c_str(),NULL,NULL,ShaderFunction,"ps_5_0",0,0,&Shader,&Error)))
{
std::string fel = (char*)Error->GetBufferPointer();
Error->Release();
return false;
}
if(FAILED(Oyster::Core::Device->CreatePixelShader(Shader->GetBufferPointer(),Shader->GetBufferSize(),NULL,&pixel)))
{
Error->Release();
Shader->Release();
return false;
}
Shader->Release();
if(!PSMap.count(name))
{
PSMap[name] = PS.size();
PS.push_back(pixel);
}
else
{
PS[PSMap[name]] = pixel;
}
break;
case Core::ShaderManager::ShaderType::Geometry:
ID3D11GeometryShader* geometry;
if(FAILED(D3DCompileFromFile(filename.c_str(),NULL,NULL,ShaderFunction,"gs_5_0",0,0,&Shader,&Error)))
{
std::string fel = (char*)Error->GetBufferPointer();
Error->Release();
return false;
}
if(FAILED(Oyster::Core::Device->CreateGeometryShader(Shader->GetBufferPointer(),Shader->GetBufferSize(),NULL,&geometry)))
{
Error->Release();
Shader->Release();
return false;
}
Shader->Release();
if(!GSMap.count(name))
{
GSMap[name] = GS.size();
GS.push_back(geometry);
}
else
{
GS[GSMap[name]] = geometry;
}
break;
case Core::ShaderManager::ShaderType::Vertex:
ID3D11VertexShader* vertex;
if(FAILED(D3DCompileFromFile(filename.c_str(),NULL,NULL,ShaderFunction,"vs_5_0",0,0,&Shader,&Error)))
{
std::string fel = (char*)Error->GetBufferPointer();
Error->Release();
return false;
}
if(FAILED(Oyster::Core::Device->CreateVertexShader(Shader->GetBufferPointer(),Shader->GetBufferSize(),NULL,&vertex)))
{
Error->Release();
Shader->Release();
return false;
}
if(!VSMap.count(name))
{
VSMap[name] = VS.size();
VS.push_back(vertex);
ShaderData sd;
sd.size = Shader->GetBufferSize();
sd.data = new char[sd.size];
memcpy(sd.data,Shader->GetBufferPointer(),sd.size);
VData.push_back(sd);
}
else
{
VS[VSMap[name]] = vertex;
delete[] VData[VSMap[name]].data;
VData[VSMap[name]].size = Shader->GetBufferSize();
VData[VSMap[name]].data = new char[VData[VSMap[name]].size];
memcpy(VData[VSMap[name]].data,Shader->GetBufferPointer(),VData[VSMap[name]].size);
}
Shader->Release();
break;
}
return true;
}
#pragma endregion
void Core::ShaderManager::CreateInputLayout(const D3D11_INPUT_ELEMENT_DESC *desc, int ElementCount,int VertexIndex,ID3D11InputLayout *&Layout)
{
if(VertexIndex==-1)
{
Layout=0;
return;
}
Device->CreateInputLayout(desc,ElementCount,VData[VertexIndex].data,VData[VertexIndex].size,&Layout);
}
#pragma region Get
int Core::ShaderManager::Get::Pixel(std::wstring Name)
{
if(PSMap.count(Name))
return PSMap[Name];
return -1;
}
int Core::ShaderManager::Get::Vertex(std::wstring Name)
{
if(VSMap.count(Name))
return VSMap[Name];
return -1;
}
int Core::ShaderManager::Get::Geometry(std::wstring Name)
{
if(GSMap.count(Name))
return GSMap[Name];
return -1;
}
int Core::ShaderManager::Get::Compute(std::wstring Name)
{
if(CSMap.count(Name))
return CSMap[Name];
return -1;
}
int Core::ShaderManager::Get::Hull(std::wstring Name)
{
return -1;
}
int Core::ShaderManager::Get::Domain(std::wstring Name)
{
return -1;
}
#pragma endregion
#pragma region Set
/// \todo smart set
void Core::ShaderManager::Set::Pixel(int Index)
{
if(Index==-1)
DeviceContext->PSSetShader( NULL,NULL,0);
else
DeviceContext->PSSetShader( PS[Index],NULL,0);
}
void Core::ShaderManager::Set::Vertex(int Index)
{
if(Index==-1)
DeviceContext->VSSetShader( NULL,NULL,0);
else
DeviceContext->VSSetShader( VS[Index],NULL,0);
}
void Core::ShaderManager::Set::Geometry(int Index)
{
if(Index==-1)
DeviceContext->GSSetShader( NULL,NULL,0);
else
DeviceContext->GSSetShader( GS[Index],NULL,0);
}
void Core::ShaderManager::Set::Compute(int Index)
{
if(Index==-1)
DeviceContext->CSSetShader( NULL,NULL,0);
else
DeviceContext->CSSetShader( CS[Index],NULL,0);
}
/// \todo set Hull
void Core::ShaderManager::Set::Hull(int Index)
{
return;
}
/// \todo set Domain
void Core::ShaderManager::Set::Domain(int Index)
{
return;
}
#pragma endregion
/// \todo smart Set ie. not resetting the shader
/// \todo research states
/// \todo smart buffer set
void Core::ShaderManager::SetShaderEffect(ShaderEffect se)
{
Set::Pixel(se.Shaders.Pixel);
Set::Vertex(se.Shaders.Vertex);
Set::Geometry(se.Shaders.Geometry);
Set::Compute(se.Shaders.Compute);
Oyster::Core::DeviceContext->IASetInputLayout(se.IAStage.Layout);
Oyster::Core::DeviceContext->IASetPrimitiveTopology(se.IAStage.Topology);
for(unsigned int i=0;i<se.CBuffers.Vertex.size();++i)
se.CBuffers.Vertex[i]->Apply(i);
for(unsigned int i=0;i<se.CBuffers.Geometry.size();++i)
se.CBuffers.Geometry[i]->Apply(i);
for(unsigned int i=0;i<se.CBuffers.Pixel.size();++i)
se.CBuffers.Pixel[i]->Apply(i);
Oyster::Core::DeviceContext->RSSetState(se.RenderStates.Rasterizer);
Oyster::Core::DeviceContext->PSSetSamplers(0,se.RenderStates.SampleCount,se.RenderStates.SampleState);
float test[4] = {0};
Oyster::Core::DeviceContext->OMSetBlendState(se.RenderStates.BlendState,test,-1);
}
}

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