Core Update

This commit is contained in:
lanariel 2013-11-20 10:22:01 +01:00
parent c9e6bbf899
commit 425a838f31
22 changed files with 1214 additions and 1003 deletions

View File

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

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@ -6,6 +6,8 @@
namespace Oyster namespace Oyster
{ {
namespace Graphics
{
class Buffer class Buffer
{ {
public: public:
@ -71,7 +73,7 @@ namespace Oyster
UINT32 GetVertexSize(); UINT32 GetVertexSize();
UINT32 GetElementCount(); UINT32 GetElementCount();
}; };
}
} }
#endif #endif

View File

@ -1,169 +1,25 @@
#include "Core.h" #include "Core.h"
using namespace Oyster; using namespace Oyster::Graphics;
using std::string; using std::string;
//GPU //GPU
ID3D11Device *Core::Device = NULL; ID3D11Device *Core::device = NULL;
//API //API
ID3D11DeviceContext *Core::DeviceContext = NULL; ID3D11DeviceContext *Core::deviceContext = NULL;
//SwapChain //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) ID3D11UnorderedAccessView* Core::backBufferUAV = NULL;
{
UINT createDeviceFlags = 0;
if( SingleThreaded ) ID3D11DepthStencilView* Core::depthStencil = NULL;
createDeviceFlags = ::D3D11_CREATE_DEVICE_SINGLETHREADED;
::D3D_DRIVER_TYPE driverType = ::D3D_DRIVER_TYPE_HARDWARE; D3D11_VIEWPORT* Core::viewPort = NULL;
if(Reference) Oyster::Math::Float2 Core::resolution = Oyster::Math::Float2::null;
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,
&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;
}

View File

@ -7,23 +7,35 @@
#include "CoreIncludes.h" #include "CoreIncludes.h"
#include <sstream> #include <sstream>
#include "Buffer.h" #include "Buffer.h"
#include "OysterMath.h";
namespace Oyster namespace Oyster
{ {
namespace Graphics
{
class Core class Core
{ {
public: public:
static ID3D11Device* Device; static ID3D11Device* device;
static ID3D11DeviceContext* DeviceContext; static ID3D11DeviceContext* deviceContext;
static IDXGISwapChain* SwapChain; static IDXGISwapChain* swapChain;
static std::stringstream* AccesLog(); static std::stringstream log;
static bool Init(bool SingleThreaded,bool Reference,bool ForceDX11); //BackBufferRTV
static ID3D11RenderTargetView* backBufferRTV;
//BackBufferUAV
static ID3D11UnorderedAccessView* backBufferUAV;
//DepthStencil
static ID3D11DepthStencilView* depthStencil;
//ViewPort
static D3D11_VIEWPORT* viewPort;
static Oyster::Math::Float2 resolution;
static bool CreateSwapChain(HWND Window, int NrofBuffers,bool MSAA_Quality,bool Fullscreen);
class ShaderManager class ShaderManager
{ {
@ -52,9 +64,9 @@ namespace Oyster
struct struct
{ {
std::vector<Oyster::Buffer*> Vertex; std::vector<Buffer*> Vertex;
std::vector<Oyster::Buffer*> Geometry; std::vector<Buffer*> Geometry;
std::vector<Oyster::Buffer*> Pixel; std::vector<Buffer*> Pixel;
}CBuffers; }CBuffers;
ShaderEffect() ShaderEffect()
@ -108,7 +120,33 @@ namespace Oyster
static void Domain(int Index); static void Domain(int Index);
}; };
}; };
//Set resulotion Before Calling Full Init
class Init
{
public:
enum State
{
Sucsess,
Fail
}; };
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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@ -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

@ -5,6 +5,8 @@ const char* ShaderFunction = "main";
namespace Oyster namespace Oyster
{ {
namespace Graphics
{
bool LoadPrecompiled(std::wstring filename, Core::ShaderManager::ShaderType type, std::wstring name); bool LoadPrecompiled(std::wstring filename, Core::ShaderManager::ShaderType type, std::wstring name);
bool LoadCompile(std::wstring filename, Core::ShaderManager::ShaderType type, std::wstring name); bool LoadCompile(std::wstring filename, Core::ShaderManager::ShaderType type, std::wstring name);
namespace namespace
@ -28,7 +30,7 @@ namespace Oyster
std::map<std::wstring,int> VSMap; std::map<std::wstring,int> VSMap;
} }
#pragma region Init #pragma region Init
bool Core::ShaderManager::Init(std::wstring filename, ShaderType type, std::wstring name, bool Precompiled) bool Core::ShaderManager::Init(std::wstring filename, ShaderType type, std::wstring name, bool Precompiled)
{ {
if(Precompiled) if(Precompiled)
@ -73,7 +75,7 @@ namespace Oyster
if(VSMap.count(name)) if(VSMap.count(name))
return false; return false;
if(FAILED(Core::Device->CreateVertexShader(sd.data, sd.size, 0, &vertex))) if(FAILED(Core::device->CreateVertexShader(sd.data, sd.size, 0, &vertex)))
{ {
return false; return false;
} }
@ -91,7 +93,7 @@ namespace Oyster
if(GSMap.count(name)) if(GSMap.count(name))
return false; return false;
if(FAILED(Core::Device->CreateGeometryShader(sd.data, sd.size, 0, &geometry))) if(FAILED(Core::device->CreateGeometryShader(sd.data, sd.size, 0, &geometry)))
{ {
return false; return false;
} }
@ -103,7 +105,7 @@ namespace Oyster
if(PSMap.count(name)) if(PSMap.count(name))
return false; return false;
if(FAILED(Core::Device->CreatePixelShader(sd.data, sd.size, 0, &pixel))) if(FAILED(Core::device->CreatePixelShader(sd.data, sd.size, 0, &pixel)))
{ {
return false; return false;
} }
@ -115,7 +117,7 @@ namespace Oyster
if(CSMap.count(name)) if(CSMap.count(name))
return false; return false;
if(FAILED(Core::Device->CreateComputeShader(sd.data, sd.size, 0, &compute))) if(FAILED(Core::device->CreateComputeShader(sd.data, sd.size, 0, &compute)))
{ {
return false; return false;
} }
@ -147,9 +149,8 @@ namespace Oyster
Error->Release(); Error->Release();
return false; return false;
} }
if(FAILED(Oyster::Core::Device->CreatePixelShader(Shader->GetBufferPointer(),Shader->GetBufferSize(),NULL,&pixel))) if(FAILED(Core::device->CreatePixelShader(Shader->GetBufferPointer(),Shader->GetBufferSize(),NULL,&pixel)))
{ {
Error->Release();
Shader->Release(); Shader->Release();
return false; return false;
} }
@ -175,9 +176,8 @@ namespace Oyster
Error->Release(); Error->Release();
return false; return false;
} }
if(FAILED(Oyster::Core::Device->CreateGeometryShader(Shader->GetBufferPointer(),Shader->GetBufferSize(),NULL,&geometry))) if(FAILED(Core::device->CreateGeometryShader(Shader->GetBufferPointer(),Shader->GetBufferSize(),NULL,&geometry)))
{ {
Error->Release();
Shader->Release(); Shader->Release();
return false; return false;
} }
@ -203,9 +203,8 @@ namespace Oyster
Error->Release(); Error->Release();
return false; return false;
} }
if(FAILED(Oyster::Core::Device->CreateVertexShader(Shader->GetBufferPointer(),Shader->GetBufferSize(),NULL,&vertex))) if(FAILED(Core::device->CreateVertexShader(Shader->GetBufferPointer(),Shader->GetBufferSize(),NULL,&vertex)))
{ {
Error->Release();
Shader->Release(); Shader->Release();
return false; return false;
} }
@ -234,7 +233,7 @@ namespace Oyster
} }
return true; return true;
} }
#pragma endregion #pragma endregion
void Core::ShaderManager::CreateInputLayout(const D3D11_INPUT_ELEMENT_DESC *desc, int ElementCount,int VertexIndex,ID3D11InputLayout *&Layout) void Core::ShaderManager::CreateInputLayout(const D3D11_INPUT_ELEMENT_DESC *desc, int ElementCount,int VertexIndex,ID3D11InputLayout *&Layout)
{ {
@ -243,10 +242,10 @@ namespace Oyster
Layout=0; Layout=0;
return; return;
} }
Device->CreateInputLayout(desc,ElementCount,VData[VertexIndex].data,VData[VertexIndex].size,&Layout); Core::device->CreateInputLayout(desc,ElementCount,VData[VertexIndex].data,VData[VertexIndex].size,&Layout);
} }
#pragma region Get #pragma region Get
int Core::ShaderManager::Get::Pixel(std::wstring Name) int Core::ShaderManager::Get::Pixel(std::wstring Name)
{ {
if(PSMap.count(Name)) if(PSMap.count(Name))
@ -281,37 +280,37 @@ namespace Oyster
{ {
return -1; return -1;
} }
#pragma endregion #pragma endregion
#pragma region Set #pragma region Set
/// \todo smart set /// \todo smart set
void Core::ShaderManager::Set::Pixel(int Index) void Core::ShaderManager::Set::Pixel(int Index)
{ {
if(Index==-1) if(Index==-1)
DeviceContext->PSSetShader( NULL,NULL,0); Core::deviceContext->PSSetShader( NULL,NULL,0);
else else
DeviceContext->PSSetShader( PS[Index],NULL,0); Core::deviceContext->PSSetShader( PS[Index],NULL,0);
} }
void Core::ShaderManager::Set::Vertex(int Index) void Core::ShaderManager::Set::Vertex(int Index)
{ {
if(Index==-1) if(Index==-1)
DeviceContext->VSSetShader( NULL,NULL,0); Core::deviceContext->VSSetShader( NULL,NULL,0);
else else
DeviceContext->VSSetShader( VS[Index],NULL,0); Core::deviceContext->VSSetShader( VS[Index],NULL,0);
} }
void Core::ShaderManager::Set::Geometry(int Index) void Core::ShaderManager::Set::Geometry(int Index)
{ {
if(Index==-1) if(Index==-1)
DeviceContext->GSSetShader( NULL,NULL,0); Core::deviceContext->GSSetShader( NULL,NULL,0);
else else
DeviceContext->GSSetShader( GS[Index],NULL,0); Core::deviceContext->GSSetShader( GS[Index],NULL,0);
} }
void Core::ShaderManager::Set::Compute(int Index) void Core::ShaderManager::Set::Compute(int Index)
{ {
if(Index==-1) if(Index==-1)
DeviceContext->CSSetShader( NULL,NULL,0); Core::deviceContext->CSSetShader( NULL,NULL,0);
else else
DeviceContext->CSSetShader( CS[Index],NULL,0); Core::deviceContext->CSSetShader( CS[Index],NULL,0);
} }
/// \todo set Hull /// \todo set Hull
void Core::ShaderManager::Set::Hull(int Index) void Core::ShaderManager::Set::Hull(int Index)
@ -323,7 +322,7 @@ namespace Oyster
{ {
return; return;
} }
#pragma endregion #pragma endregion
/// \todo smart Set ie. not resetting the shader /// \todo smart Set ie. not resetting the shader
/// \todo research states /// \todo research states
@ -334,18 +333,18 @@ namespace Oyster
Set::Vertex(se.Shaders.Vertex); Set::Vertex(se.Shaders.Vertex);
Set::Geometry(se.Shaders.Geometry); Set::Geometry(se.Shaders.Geometry);
Set::Compute(se.Shaders.Compute); Set::Compute(se.Shaders.Compute);
Oyster::Core::DeviceContext->IASetInputLayout(se.IAStage.Layout); Core::deviceContext->IASetInputLayout(se.IAStage.Layout);
Oyster::Core::DeviceContext->IASetPrimitiveTopology(se.IAStage.Topology); Core::deviceContext->IASetPrimitiveTopology(se.IAStage.Topology);
for(unsigned int i=0;i<se.CBuffers.Vertex.size();++i) for(unsigned int i=0;i<se.CBuffers.Vertex.size();++i)
se.CBuffers.Vertex[i]->Apply(i); se.CBuffers.Vertex[i]->Apply(i);
for(unsigned int i=0;i<se.CBuffers.Geometry.size();++i) for(unsigned int i=0;i<se.CBuffers.Geometry.size();++i)
se.CBuffers.Geometry[i]->Apply(i); se.CBuffers.Geometry[i]->Apply(i);
for(unsigned int i=0;i<se.CBuffers.Pixel.size();++i) for(unsigned int i=0;i<se.CBuffers.Pixel.size();++i)
se.CBuffers.Pixel[i]->Apply(i); se.CBuffers.Pixel[i]->Apply(i);
Oyster::Core::DeviceContext->RSSetState(se.RenderStates.Rasterizer); Core::deviceContext->RSSetState(se.RenderStates.Rasterizer);
Oyster::Core::DeviceContext->PSSetSamplers(0,se.RenderStates.SampleCount,se.RenderStates.SampleState); Core::deviceContext->PSSetSamplers(0,se.RenderStates.SampleCount,se.RenderStates.SampleState);
float test[4] = {0}; float test[4] = {0};
Oyster::Core::DeviceContext->OMSetBlendState(se.RenderStates.BlendState,test,-1); Core::deviceContext->OMSetBlendState(se.RenderStates.BlendState,test,-1);
}
} }
} }

View File

@ -9,6 +9,8 @@
namespace Oyster namespace Oyster
{ {
namespace Graphics
{
class Engine class Engine
{ {
private: private:
@ -16,7 +18,7 @@ namespace Oyster
~Engine(); ~Engine();
public: public:
class Init /*class Init
{ {
public: public:
struct Setup struct Setup
@ -66,7 +68,7 @@ namespace Oyster
private: private:
Init(); Init();
~Init(); ~Init();
}; };*/
class States class States
{ {
@ -94,7 +96,7 @@ namespace Oyster
public: public:
/// Render a number of models, setting the Per model data to the included cBuffer /// Render a number of models, setting the Per model data to the included cBuffer
/// specify NULL if no such data exists /// specify NULL if no such data exists
static void Geometry(const Oyster::Render::Model* models,int count,Oyster::Buffer* cBufferEveryObject, int slot); //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 Text(std::string text, Oyster::Math::Float2 size, Oyster::Math::Float3 Pos);
//static void TextBox(const Oyster::Render:: //static void TextBox(const Oyster::Render::
@ -147,19 +149,20 @@ namespace Oyster
{ {
public: public:
//Basic Setup //Basic Setup
static void NewFrame(const Float4& Color, const Matrix& View, const Matrix& Projection); //static void NewFrame(const Float4& Color, const Matrix& View, const Matrix& Projection);
//Geometry Pass //Geometry Pass
static void BeginRenderGeometry(); static void BeginRenderGeometry();
static void RenderGeometry(const Oyster::Render::Model* models,int count); //static void RenderGeometry(const Oyster::Graphics::Render::Model* models,int count);
static void EndRenderGeometry(); static void EndRenderGeometry();
//Lightning Pass //Lightning Pass
static void InputPointLights(Oyster::Resources::BufferDefinitions::PointLightDescription *p, int NrOfPointlights ); //static void InputPointLights(Oyster::Resources::BufferDefinitions::PointLightDescription *p, int NrOfPointlights );
static void RenderLightning(); static void RenderLightning();
}; };
}; };
}; };
}
}; };
#endif #endif

View File

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

View File

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

View File

@ -14,16 +14,19 @@ using namespace Oyster::Math;
namespace Oyster namespace Oyster
{ {
namespace Graphics
{
namespace Render namespace Render
{ {
struct ModelInfo struct ModelInfo
{ {
std::vector<ID3D11ShaderResourceView*> Material; std::vector<ID3D11ShaderResourceView*> Material;
Oyster::Buffer Vertices,Indecies; Buffer Vertices,Indecies;
bool Indexed; bool Indexed;
int VertexCount; int VertexCount;
}; };
}; }
}
}; };
#endif #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> <WarningLevel>Level3</WarningLevel>
<Optimization>Disabled</Optimization> <Optimization>Disabled</Optimization>
<SDLCheck>true</SDLCheck> <SDLCheck>true</SDLCheck>
<AdditionalIncludeDirectories>..\OysterMath;..\Misc;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories> <AdditionalIncludeDirectories>$(SolutionDir)OysterMath;$(SolutionDir)Misc;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
</ClCompile> </ClCompile>
<Link> <Link>
<GenerateDebugInformation>true</GenerateDebugInformation> <GenerateDebugInformation>true</GenerateDebugInformation>
</Link> </Link>
<ProjectReference>
<LinkLibraryDependencies>true</LinkLibraryDependencies>
</ProjectReference>
</ItemDefinitionGroup> </ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'"> <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
<ClCompile> <ClCompile>
@ -140,31 +143,15 @@
<ItemGroup> <ItemGroup>
<ClCompile Include="Core\Buffer.cpp" /> <ClCompile Include="Core\Buffer.cpp" />
<ClCompile Include="Core\Core.cpp" /> <ClCompile Include="Core\Core.cpp" />
<ClCompile Include="Core\Init.cpp" />
<ClCompile Include="Core\ShaderManager.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" />
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<ClInclude Include="Core\Buffer.h" /> <ClInclude Include="Core\Buffer.h" />
<ClInclude Include="Core\Core.h" /> <ClInclude Include="Core\Core.h" />
<ClInclude Include="Core\CoreIncludes.h" /> <ClInclude Include="Core\CoreIncludes.h" />
<ClInclude Include="Engine.h" />
<ClInclude Include="EngineIncludes.h" /> <ClInclude Include="EngineIncludes.h" />
<ClInclude Include="FileLoader\ObjReader.h" /> <ClInclude Include="Render\Preparations.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" />
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<ProjectReference Include="..\Misc\Misc.vcxproj"> <ProjectReference Include="..\Misc\Misc.vcxproj">
@ -192,6 +179,8 @@
<DeploymentContent Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">true</DeploymentContent> <DeploymentContent Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">true</DeploymentContent>
<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">5.0</ShaderModel> <ShaderModel Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">5.0</ShaderModel>
<EntryPointName Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">main</EntryPointName> <EntryPointName Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">main</EntryPointName>
<AssemblerOutput Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
</AssemblerOutput>
</FxCompile> </FxCompile>
</ItemGroup> </ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" /> <Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />

View File

@ -21,30 +21,12 @@
<ClCompile Include="Core\Core.cpp"> <ClCompile Include="Core\Core.cpp">
<Filter>Source Files</Filter> <Filter>Source Files</Filter>
</ClCompile> </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"> <ClCompile Include="Core\ShaderManager.cpp">
<Filter>Source Files</Filter> <Filter>Source Files</Filter>
</ClCompile> </ClCompile>
<ClCompile Include="Core\Init.cpp">
<Filter>Source Files</Filter>
</ClCompile>
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<ClInclude Include="Core\Buffer.h"> <ClInclude Include="Core\Buffer.h">
@ -56,40 +38,10 @@
<ClInclude Include="Core\CoreIncludes.h"> <ClInclude Include="Core\CoreIncludes.h">
<Filter>Header Files</Filter> <Filter>Header Files</Filter>
</ClInclude> </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"> <ClInclude Include="EngineIncludes.h">
<Filter>Header Files</Filter> <Filter>Header Files</Filter>
</ClInclude> </ClInclude>
<ClInclude Include="FileLoader\ObjReader.h"> <ClInclude Include="Render\Preparations.h">
<Filter>Header Files</Filter> <Filter>Header Files</Filter>
</ClInclude> </ClInclude>
</ItemGroup> </ItemGroup>

View File

@ -0,0 +1,23 @@
#include "..\Core\Core.h"
namespace Oyster
{
namespace Graphics
{
namespace Render
{
namespace Preparations
{
class Basic
{
void BindBackBufferRTV(bool UseDepthStencil = true);
void BindBackBufferRTV(ID3D11DepthStencilView* depthStencil);
void BindBackBufferUAV();
void ClearBackBuffer(Oyster::Math::Float4 Color, bool ClearDepthStencil);
};
}
}
}
}

View File

@ -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);
};
}
}

View File

@ -4,6 +4,8 @@
namespace Oyster namespace Oyster
{ {
namespace Graphics
{
class Shader class Shader
{ {
public: public:
@ -75,4 +77,5 @@ namespace Oyster
static std::stringstream* AccesLog(); static std::stringstream* AccesLog();
}; };
}
} }

View File

@ -131,22 +131,21 @@ HRESULT InitDirect3D()
{ {
HRESULT hr = S_OK;; HRESULT hr = S_OK;;
Oyster::Engine::Init::Setup setup; Oyster::Graphics::Core::resolution = Oyster::Math::Float2( 1024, 768 );
setup.Fullscreen = false;
setup.ForceDX11 = true; if(Oyster::Graphics::Core::Init::FullInit(g_hWnd,false,false)==Oyster::Graphics::Core::Init::Fail)
setup.SingleThreaded = true; return E_FAIL;
setup.window = g_hWnd;
Oyster::Engine::Init::FullInit( setup );
std::wstring ShaderPath = L"..\\OysterGraphics\\Shader\\HLSL\\"; std::wstring ShaderPath = L"..\\OysterGraphics\\Shader\\HLSL\\";
std::wstring EffectPath = L"SimpleDebug\\"; std::wstring EffectPath = L"SimpleDebug\\";
Oyster::Core::ShaderManager::Init(ShaderPath + EffectPath + L"DebugPixel.hlsl",Oyster::Core::ShaderManager::ShaderType::Pixel,L"Debug",false); Oyster::Graphics::Core::ShaderManager::Init(ShaderPath + EffectPath + L"DebugPixel.hlsl",Oyster::Graphics::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"DebugVertex.hlsl",Oyster::Graphics::Core::ShaderManager::ShaderType::Vertex,L"Debug",false);
Oyster::Core::ShaderManager::Set::Vertex(Oyster::Core::ShaderManager::Get::Vertex(L"Debug")); Oyster::Graphics::Core::ShaderManager::Set::Vertex(Oyster::Graphics::Core::ShaderManager::Get::Vertex(L"Debug"));
Oyster::Core::ShaderManager::Set::Pixel(Oyster::Core::ShaderManager::Get::Pixel(L"Debug")); Oyster::Graphics::Core::ShaderManager::Set::Pixel(Oyster::Graphics::Core::ShaderManager::Get::Pixel(L"Debug"));
D3D11_INPUT_ELEMENT_DESC inputDesc[] = D3D11_INPUT_ELEMENT_DESC inputDesc[] =
{ {
@ -155,12 +154,14 @@ HRESULT InitDirect3D()
ID3D11InputLayout* layout; 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"Debug"), layout);
Oyster::Core::DeviceContext->IASetInputLayout(layout); Oyster::Graphics::Core::deviceContext->IASetInputLayout(layout);
Oyster::Core::DeviceContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST); Oyster::Graphics::Core::deviceContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
Oyster::Engine::PrepareForRendering::BindBackBuffer(); Oyster::Graphics::Core::deviceContext->OMSetRenderTargets(1,&Oyster::Graphics::Core::backBufferRTV,Oyster::Graphics::Core::depthStencil);
Oyster::Graphics::Core::deviceContext->RSSetViewports(1,Oyster::Graphics::Core::viewPort);
struct float4 struct float4
{ {
@ -174,14 +175,14 @@ HRESULT InitDirect3D()
{1.0f,-1.0f,0.0f,1.0f}, {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.ElementSize= sizeof(float4);
desc.NumElements = 3; desc.NumElements = 3;
desc.InitData=mesh; desc.InitData=mesh;
desc.Type = Oyster::Buffer::BUFFER_TYPE::VERTEX_BUFFER; desc.Type = Oyster::Graphics::Buffer::BUFFER_TYPE::VERTEX_BUFFER;
desc.Usage = Oyster::Buffer::BUFFER_USAGE::BUFFER_USAGE_IMMUTABLE; desc.Usage = Oyster::Graphics::Buffer::BUFFER_USAGE::BUFFER_USAGE_IMMUTABLE;
Oyster::Buffer b; Oyster::Graphics::Buffer b;
b.Init(desc); b.Init(desc);
b.Apply(0); b.Apply(0);
@ -195,11 +196,12 @@ HRESULT Update(float deltaTime)
HRESULT Render(float deltaTime) HRESULT Render(float deltaTime)
{ {
Oyster::Engine::PrepareForRendering::ClearBackBuffer(Oyster::Math::Float4(0,0,1,1)); Oyster::Graphics::Core::deviceContext->ClearRenderTargetView(Oyster::Graphics::Core::backBufferRTV, Oyster::Math::Float4(0,0,1,1));
Oyster::Graphics::Core::deviceContext->ClearDepthStencilView(Oyster::Graphics::Core::depthStencil,1,1,0);
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; return S_OK;
} }