Core Update
This commit is contained in:
parent
c9e6bbf899
commit
425a838f31
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@ -1,9 +1,9 @@
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#include "Buffer.h"
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#include "Core.h"
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using namespace Oyster;
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using namespace Oyster::Graphics;
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Oyster::Buffer::Buffer()
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Buffer::Buffer()
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{
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mBuffer = NULL;
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}
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@ -23,32 +23,32 @@ HRESULT Buffer::Apply(UINT32 misc) const
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{
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UINT32 vertexSize = mElementSize;
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UINT32 offset = 0;
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Oyster::Core::DeviceContext->IASetVertexBuffers(misc, 1, &mBuffer, &vertexSize, &offset );
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Core::deviceContext->IASetVertexBuffers(misc, 1, &mBuffer, &vertexSize, &offset );
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}
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break;
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case INDEX_BUFFER:
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{
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Oyster::Core::DeviceContext->IASetIndexBuffer(mBuffer, DXGI_FORMAT_R32_UINT, 0);
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Core::deviceContext->IASetIndexBuffer(mBuffer, DXGI_FORMAT_R32_UINT, 0);
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}
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break;
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case CONSTANT_BUFFER_VS:
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{
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Oyster::Core::DeviceContext->VSSetConstantBuffers(misc, 1, &mBuffer);
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Core::deviceContext->VSSetConstantBuffers(misc, 1, &mBuffer);
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}
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break;
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case CONSTANT_BUFFER_GS:
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{
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Oyster::Core::DeviceContext->GSSetConstantBuffers(misc, 1, &mBuffer);
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Core::deviceContext->GSSetConstantBuffers(misc, 1, &mBuffer);
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}
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break;
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case CONSTANT_BUFFER_PS:
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{
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Oyster::Core::DeviceContext->PSSetConstantBuffers(misc, 1, &mBuffer);
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Core::deviceContext->PSSetConstantBuffers(misc, 1, &mBuffer);
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}
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break;
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case CONSTANT_BUFFER_CS:
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{
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Oyster::Core::DeviceContext->CSSetConstantBuffers(misc,1,&mBuffer);
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Core::deviceContext->CSSetConstantBuffers(misc,1,&mBuffer);
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}
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break;
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default:
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@ -145,11 +145,11 @@ HRESULT Buffer::Init(const BUFFER_INIT_DESC& initDesc)
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data.pSysMem = initDesc.InitData;
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data.SysMemPitch=0;
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data.SysMemSlicePitch = 0;
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hr = Oyster::Core::Device->CreateBuffer(&bufferDesc, &data, &mBuffer);
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hr = Core::device->CreateBuffer(&bufferDesc, &data, &mBuffer);
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}
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else
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{
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hr = Oyster::Core::Device->CreateBuffer(&bufferDesc, NULL, &mBuffer);
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hr = Core::device->CreateBuffer(&bufferDesc, NULL, &mBuffer);
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}
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if(FAILED(hr))
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@ -173,7 +173,7 @@ void* Buffer::Map()
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else if(mUsage == BUFFER_CPU_WRITE_DISCARD) mapType = D3D11_MAP_WRITE_DISCARD;
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HRESULT hr = S_OK;
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if(FAILED(hr = Oyster::Core::DeviceContext->Map(
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if(FAILED(hr = Core::deviceContext->Map(
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mBuffer,
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0,
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(D3D11_MAP)mapType,
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@ -194,10 +194,10 @@ void* Buffer::Map()
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void Buffer::Unmap()
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{
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Oyster::Core::DeviceContext->Unmap( mBuffer, 0 );
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Core::deviceContext->Unmap( mBuffer, 0 );
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}
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Oyster::Buffer::operator ID3D11Buffer *()
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Buffer::operator ID3D11Buffer *()
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{
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return this->mBuffer;
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}
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@ -6,72 +6,74 @@
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namespace Oyster
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{
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class Buffer
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namespace Graphics
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{
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public:
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enum BUFFER_TYPE
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class Buffer
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{
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VERTEX_BUFFER,
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INDEX_BUFFER,
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CONSTANT_BUFFER_VS,
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CONSTANT_BUFFER_GS,
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CONSTANT_BUFFER_PS,
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CONSTANT_BUFFER_CS,
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STRUCTURED_BUFFER,
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BUFFER_TYPE_COUNT
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};
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enum BUFFER_USAGE
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{
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BUFFER_DEFAULT,
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BUFFER_STREAM_OUT_TARGET,
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BUFFER_CPU_WRITE,
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BUFFER_CPU_WRITE_DISCARD,
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BUFFER_CPU_READ,
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BUFFER_USAGE_COUNT,
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BUFFER_USAGE_IMMUTABLE
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};
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struct BUFFER_INIT_DESC
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{
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BUFFER_TYPE Type;
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UINT32 NumElements;
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UINT32 ElementSize;
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BUFFER_USAGE Usage;
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void* InitData;
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BUFFER_INIT_DESC()
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public:
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enum BUFFER_TYPE
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{
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InitData = NULL;
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Usage = BUFFER_DEFAULT;
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}
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VERTEX_BUFFER,
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INDEX_BUFFER,
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CONSTANT_BUFFER_VS,
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CONSTANT_BUFFER_GS,
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CONSTANT_BUFFER_PS,
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CONSTANT_BUFFER_CS,
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STRUCTURED_BUFFER,
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BUFFER_TYPE_COUNT
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};
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enum BUFFER_USAGE
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{
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BUFFER_DEFAULT,
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BUFFER_STREAM_OUT_TARGET,
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BUFFER_CPU_WRITE,
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BUFFER_CPU_WRITE_DISCARD,
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BUFFER_CPU_READ,
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BUFFER_USAGE_COUNT,
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BUFFER_USAGE_IMMUTABLE
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};
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struct BUFFER_INIT_DESC
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{
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BUFFER_TYPE Type;
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UINT32 NumElements;
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UINT32 ElementSize;
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BUFFER_USAGE Usage;
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void* InitData;
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BUFFER_INIT_DESC()
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{
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InitData = NULL;
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Usage = BUFFER_DEFAULT;
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}
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};
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protected:
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ID3D11Buffer* mBuffer;
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BUFFER_TYPE mType;
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BUFFER_USAGE mUsage;
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UINT32 mElementSize;
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UINT32 mElementCount;
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public:
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Buffer();
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virtual ~Buffer();
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HRESULT Init(const BUFFER_INIT_DESC& initDesc);
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void* Map();
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void Unmap();
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operator ID3D11Buffer*();
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operator const ID3D11Buffer*() const;
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HRESULT Apply(UINT32 misc = 0) const;
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ID3D11Buffer* GetBufferPointer();
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UINT32 GetVertexSize();
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UINT32 GetElementCount();
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};
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protected:
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ID3D11Buffer* mBuffer;
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BUFFER_TYPE mType;
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BUFFER_USAGE mUsage;
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UINT32 mElementSize;
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UINT32 mElementCount;
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public:
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Buffer();
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virtual ~Buffer();
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HRESULT Init(const BUFFER_INIT_DESC& initDesc);
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void* Map();
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void Unmap();
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operator ID3D11Buffer*();
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operator const ID3D11Buffer*() const;
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HRESULT Apply(UINT32 misc = 0) const;
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ID3D11Buffer* GetBufferPointer();
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UINT32 GetVertexSize();
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UINT32 GetElementCount();
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};
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}
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}
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#endif
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@ -1,169 +1,25 @@
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#include "Core.h"
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using namespace Oyster;
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using namespace Oyster::Graphics;
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using std::string;
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//GPU
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ID3D11Device *Core::Device = NULL;
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ID3D11Device *Core::device = NULL;
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//API
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ID3D11DeviceContext *Core::DeviceContext = NULL;
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ID3D11DeviceContext *Core::deviceContext = NULL;
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//SwapChain
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IDXGISwapChain* Core::SwapChain = NULL;
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IDXGISwapChain* Core::swapChain = NULL;
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std::stringstream Log;
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std::stringstream Core::log;
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inline std::stringstream* AccesLog(){return &Log;}
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ID3D11RenderTargetView* Core::backBufferRTV = NULL;
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bool Core::Init(bool SingleThreaded, bool Reference,bool ForceDX11)
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{
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UINT createDeviceFlags = 0;
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ID3D11UnorderedAccessView* Core::backBufferUAV = NULL;
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if( SingleThreaded )
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createDeviceFlags = ::D3D11_CREATE_DEVICE_SINGLETHREADED;
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ID3D11DepthStencilView* Core::depthStencil = NULL;
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::D3D_DRIVER_TYPE driverType = ::D3D_DRIVER_TYPE_HARDWARE;
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D3D11_VIEWPORT* Core::viewPort = NULL;
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if(Reference)
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driverType = D3D_DRIVER_TYPE_REFERENCE;
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#if defined(DEBUG) || defined(_DEBUG)
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Log << "DirectX running in debug mode.\n";
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createDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG;
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#endif
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D3D_FEATURE_LEVEL featureLevelsToTry[] =
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{
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D3D_FEATURE_LEVEL_11_0,
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D3D_FEATURE_LEVEL_10_1,
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D3D_FEATURE_LEVEL_10_0
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};
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D3D_FEATURE_LEVEL initiatedFeatureLevel;
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if( FAILED( ::D3D11CreateDevice( NULL, // default adapter
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driverType,
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NULL, // no software device
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createDeviceFlags,
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featureLevelsToTry, 3, // default feature level array. DX11 support assumed
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D3D11_SDK_VERSION,
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&Device, // device
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&initiatedFeatureLevel,
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&DeviceContext ) ) ) // context
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{ // if failed
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if( DeviceContext ) { DeviceContext->Release(); DeviceContext = NULL; } // safe cleanup
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if( Device ) { Device->Release(); Device = NULL; } // safe cleanup
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}
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if( driverType == ::D3D_DRIVER_TYPE_HARDWARE )
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Log << "D3D_DRIVER_TYPE_HARDWARE support discovered.\n";
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else
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Log << "D3D_DRIVER_TYPE_REFERENCE support discovered.\n";
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if( initiatedFeatureLevel == ::D3D_FEATURE_LEVEL_11_0 )
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{
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Log << "DirectX Featurelevel 11.0 supported.\n";
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}
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else
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{
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if(ForceDX11)
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return false;
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if( initiatedFeatureLevel == ::D3D_FEATURE_LEVEL_10_1 )
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{
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Log << "DirectX Featurelevel 10.1 supported.\n";
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}
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else
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{
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if( initiatedFeatureLevel == ::D3D_FEATURE_LEVEL_10_0 )
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{
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Log << "DirectX Featurelevel 10.0 supported.\n";
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}
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}
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}
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if(Device)
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return true;
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return false;
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}
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bool Core::CreateSwapChain(HWND Window, int NrofBuffers,bool MSAA_Quality,bool Fullscreen)
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{
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//generate static Swapchain Desc
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DXGI_SWAP_CHAIN_DESC desc;
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desc.OutputWindow=Window;
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desc.BufferCount=NrofBuffers;
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desc.Windowed=!Fullscreen;
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desc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT | DXGI_USAGE_UNORDERED_ACCESS;
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desc.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
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desc.Flags=0;
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desc.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
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desc.BufferDesc.ScanlineOrdering = DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED;
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desc.BufferDesc.Scaling = DXGI_MODE_SCALING_CENTERED;
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desc.BufferDesc.RefreshRate.Denominator=1;
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desc.BufferDesc.RefreshRate.Numerator=60;
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RECT rc;
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GetClientRect( Window, &rc );
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int screenWidth = rc.right - rc.left;
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int screenHeight = rc.bottom - rc.top;
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desc.BufferDesc.Height = screenHeight;
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desc.BufferDesc.Width = screenWidth;
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//Check and Set multiSampling
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if(MSAA_Quality)
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{
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if(FAILED(Device->CheckMultisampleQualityLevels(DXGI_FORMAT_R8G8B8A8_UNORM,4,&desc.SampleDesc.Quality)))
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{
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Log<< "Failed to check multisample quality levels (MSAAQuality).\n";
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return false;
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}
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desc.SampleDesc.Count=4;
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--desc.SampleDesc.Quality;
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Log << "Supported multisample quality levels (MSAAQuality): " << desc.SampleDesc.Quality+1 << "x\n";
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}
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else
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{
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desc.SampleDesc.Count=1;
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desc.SampleDesc.Quality=0;
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}
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//Get Device Factory
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::IDXGIDevice *dxgiDevice = NULL;
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if( FAILED( Device->QueryInterface( __uuidof( IDXGIDevice ), (void**)&dxgiDevice ) ) )
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{
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Log << "Failed to Query for the GPU's dxgiDevice.\nFailed to create swapChain for the GPU.\n";
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return false;
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}
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::IDXGIAdapter *dxgiAdapter = NULL;
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if( FAILED( dxgiDevice->GetParent( __uuidof( IDXGIAdapter ), (void**)&dxgiAdapter ) ) )
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{
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dxgiDevice->Release();
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Log << "Failed to get GPU's parent dxgiAdapter.\nFailed to create swapChain for the GPU.\n";
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return false;
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}
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dxgiDevice->Release();
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::IDXGIFactory *dxgiFactory = NULL;
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if( FAILED( dxgiAdapter->GetParent( __uuidof( IDXGIFactory ), (void**)&dxgiFactory ) ) )
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{
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dxgiAdapter->Release();
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Log << "Failed to get GPU's parent dxgiFactory.\nFailed to create swapChain for the GPU.\n";
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return false;
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}
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dxgiAdapter->Release();
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//Create SwapChain
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if( FAILED( dxgiFactory->CreateSwapChain( Device, &desc, &SwapChain ) ) )
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{
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dxgiFactory->Release();
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Log << "Failed to create swapChain for the GPU.\n";
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return false;
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}
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dxgiFactory->Release();
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return true;
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}
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Oyster::Math::Float2 Core::resolution = Oyster::Math::Float2::null;
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@ -7,108 +7,146 @@
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#include "CoreIncludes.h"
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#include <sstream>
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#include "Buffer.h"
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#include "OysterMath.h";
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namespace Oyster
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{
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class Core
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namespace Graphics
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{
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public:
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static ID3D11Device* Device;
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static ID3D11DeviceContext* DeviceContext;
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static IDXGISwapChain* SwapChain;
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static std::stringstream* AccesLog();
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static bool Init(bool SingleThreaded,bool Reference,bool ForceDX11);
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static bool CreateSwapChain(HWND Window, int NrofBuffers,bool MSAA_Quality,bool Fullscreen);
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class ShaderManager
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class Core
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{
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public:
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struct ShaderEffect
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static ID3D11Device* device;
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static ID3D11DeviceContext* deviceContext;
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static IDXGISwapChain* swapChain;
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static std::stringstream log;
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//BackBufferRTV
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static ID3D11RenderTargetView* backBufferRTV;
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//BackBufferUAV
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static ID3D11UnorderedAccessView* backBufferUAV;
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//DepthStencil
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static ID3D11DepthStencilView* depthStencil;
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//ViewPort
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static D3D11_VIEWPORT* viewPort;
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static Oyster::Math::Float2 resolution;
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class ShaderManager
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{
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struct
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public:
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struct ShaderEffect
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{
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int Pixel,Vertex,Geometry,Compute,Hull,Domain;
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}Shaders;
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struct
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{
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int Pixel,Vertex,Geometry,Compute,Hull,Domain;
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}Shaders;
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struct IAStage_
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{
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ID3D11InputLayout* Layout;
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D3D11_PRIMITIVE_TOPOLOGY Topology;
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}IAStage;
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struct IAStage_
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{
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ID3D11InputLayout* Layout;
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D3D11_PRIMITIVE_TOPOLOGY Topology;
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}IAStage;
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struct RenderStates_
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{
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ID3D11DepthStencilState *DepthStencil;
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ID3D11RasterizerState *Rasterizer;
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ID3D11SamplerState **SampleState;
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int SampleCount;
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ID3D11BlendState *BlendState;
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}RenderStates;
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struct RenderStates_
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{
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ID3D11DepthStencilState *DepthStencil;
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ID3D11RasterizerState *Rasterizer;
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ID3D11SamplerState **SampleState;
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int SampleCount;
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ID3D11BlendState *BlendState;
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}RenderStates;
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struct
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{
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std::vector<Oyster::Buffer*> Vertex;
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std::vector<Oyster::Buffer*> Geometry;
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std::vector<Oyster::Buffer*> Pixel;
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}CBuffers;
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struct
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{
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std::vector<Buffer*> Vertex;
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std::vector<Buffer*> Geometry;
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std::vector<Buffer*> Pixel;
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}CBuffers;
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ShaderEffect()
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ShaderEffect()
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{
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RenderStates.BlendState=NULL;
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RenderStates.DepthStencil=NULL;
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RenderStates.Rasterizer=NULL;
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RenderStates.SampleState=NULL;
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RenderStates.SampleCount=0;
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Shaders.Compute=-1;
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Shaders.Domain=-1;
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Shaders.Geometry=-1;
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Shaders.Hull=-1;
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Shaders.Pixel=-1;
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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);
|
||||
};
|
||||
};
|
||||
};
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
|
|
@ -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;
|
||||
}
|
||||
}
|
||||
}
|
|
@ -5,347 +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)
|
||||
{
|
||||
|
||||
std::ifstream stream;
|
||||
ShaderData sd;
|
||||
|
||||
|
||||
//Create Vertex shader and Layout
|
||||
stream.open(filename, std::ifstream::in | std::ifstream::binary);
|
||||
if(stream.good())
|
||||
bool LoadPrecompiled(std::wstring filename, Core::ShaderManager::ShaderType type, std::wstring name)
|
||||
{
|
||||
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();
|
||||
|
||||
std::ifstream stream;
|
||||
ShaderData sd;
|
||||
|
||||
|
||||
ID3D11VertexShader* vertex;
|
||||
ID3D11GeometryShader* geometry;
|
||||
ID3D11PixelShader* pixel;
|
||||
ID3D11ComputeShader* compute;
|
||||
//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::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);
|
||||
if(FAILED(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;
|
||||
|
||||
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)))
|
||||
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;
|
||||
}
|
||||
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)))
|
||||
if(FAILED(Core::device->CreateGeometryShader(Shader->GetBufferPointer(),Shader->GetBufferSize(),NULL,&geometry)))
|
||||
{
|
||||
Shader->Release();
|
||||
return false;
|
||||
}
|
||||
PSMap[name] = PS.size();
|
||||
PS.push_back(pixel);
|
||||
Shader->Release();
|
||||
if(!GSMap.count(name))
|
||||
{
|
||||
GSMap[name] = GS.size();
|
||||
GS.push_back(geometry);
|
||||
}
|
||||
else
|
||||
{
|
||||
GS[GSMap[name]] = geometry;
|
||||
}
|
||||
break;
|
||||
|
||||
case Core::ShaderManager::ShaderType::Compute:
|
||||
case Core::ShaderManager::ShaderType::Vertex:
|
||||
|
||||
if(CSMap.count(name))
|
||||
return false;
|
||||
if(FAILED(Core::Device->CreateComputeShader(sd.data, sd.size, 0, &compute)))
|
||||
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;
|
||||
}
|
||||
CSMap[name] = CS.size();
|
||||
CS.push_back(compute);
|
||||
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;
|
||||
|
||||
}
|
||||
return true;
|
||||
}
|
||||
else
|
||||
#pragma endregion
|
||||
|
||||
void Core::ShaderManager::CreateInputLayout(const D3D11_INPUT_ELEMENT_DESC *desc, int ElementCount,int VertexIndex,ID3D11InputLayout *&Layout)
|
||||
{
|
||||
return false;
|
||||
if(VertexIndex==-1)
|
||||
{
|
||||
Layout=0;
|
||||
return;
|
||||
}
|
||||
Core::device->CreateInputLayout(desc,ElementCount,VData[VertexIndex].data,VData[VertexIndex].size,&Layout);
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
bool LoadCompile(std::wstring filename, Core::ShaderManager::ShaderType type, std::wstring name)
|
||||
{
|
||||
/// \todo error reporting
|
||||
ID3D10Blob *Shader,*Error;
|
||||
switch(type)
|
||||
#pragma region Get
|
||||
int Core::ShaderManager::Get::Pixel(std::wstring Name)
|
||||
{
|
||||
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;
|
||||
|
||||
if(PSMap.count(Name))
|
||||
return PSMap[Name];
|
||||
return -1;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
#pragma endregion
|
||||
|
||||
void Core::ShaderManager::CreateInputLayout(const D3D11_INPUT_ELEMENT_DESC *desc, int ElementCount,int VertexIndex,ID3D11InputLayout *&Layout)
|
||||
{
|
||||
if(VertexIndex==-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);
|
||||
}
|
||||
|
||||
}
|
|
@ -9,157 +9,160 @@
|
|||
|
||||
namespace Oyster
|
||||
{
|
||||
class Engine
|
||||
namespace Graphics
|
||||
{
|
||||
private:
|
||||
Engine();
|
||||
~Engine();
|
||||
|
||||
public:
|
||||
class Init
|
||||
class Engine
|
||||
{
|
||||
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();
|
||||
};
|
||||
Engine();
|
||||
~Engine();
|
||||
|
||||
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
|
|
@ -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"
|
|
@ -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;
|
||||
};
|
||||
}
|
||||
|
||||
};
|
||||
};
|
|
@ -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
|
|
@ -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);
|
||||
};
|
||||
}
|
||||
}
|
||||
}
|
|
@ -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 +143,15 @@
|
|||
<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" />
|
||||
</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="Render\Preparations.h" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ProjectReference Include="..\Misc\Misc.vcxproj">
|
||||
|
@ -192,6 +179,8 @@
|
|||
<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" />
|
||||
|
|
|
@ -21,30 +21,12 @@
|
|||
<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>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClInclude Include="Core\Buffer.h">
|
||||
|
@ -56,40 +38,10 @@
|
|||
<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.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
</ItemGroup>
|
||||
|
|
|
@ -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);
|
||||
};
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
|
@ -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);
|
||||
};
|
||||
}
|
||||
}
|
|
@ -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_
|
||||
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 CreateInputLayout(const D3D11_INPUT_ELEMENT_DESC *desc, int ElementCount,int VertexIndex,ID3D11InputLayout *&Layout);
|
||||
|
||||
struct Set
|
||||
{
|
||||
ID3D11InputLayout* Layout;
|
||||
D3D11_PRIMITIVE_TOPOLOGY Topology;
|
||||
}IAStage;
|
||||
struct RenderStates_
|
||||
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
|
||||
{
|
||||
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 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();
|
||||
};
|
||||
static bool InitShaders(const std::string &name = "..\\Shaders\\ShaderConfig.txt");
|
||||
|
||||
static void SetShaderEffect(ShaderEffect);
|
||||
|
||||
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 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();
|
||||
};
|
||||
}
|
||||
}
|
|
@ -131,22 +131,21 @@ 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 );
|
||||
|
||||
if(Oyster::Graphics::Core::Init::FullInit(g_hWnd,false,false)==Oyster::Graphics::Core::Init::Fail)
|
||||
return E_FAIL;
|
||||
|
||||
|
||||
Oyster::Engine::Init::FullInit( setup );
|
||||
|
||||
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"Debug",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"Debug"));
|
||||
Oyster::Graphics::Core::ShaderManager::Set::Pixel(Oyster::Graphics::Core::ShaderManager::Get::Pixel(L"Debug"));
|
||||
|
||||
D3D11_INPUT_ELEMENT_DESC inputDesc[] =
|
||||
{
|
||||
|
@ -155,12 +154,14 @@ 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"Debug"), 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::Core::deviceContext->OMSetRenderTargets(1,&Oyster::Graphics::Core::backBufferRTV,Oyster::Graphics::Core::depthStencil);
|
||||
|
||||
Oyster::Graphics::Core::deviceContext->RSSetViewports(1,Oyster::Graphics::Core::viewPort);
|
||||
|
||||
struct float4
|
||||
{
|
||||
|
@ -174,14 +175,14 @@ 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 +196,12 @@ HRESULT Update(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;
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue