GL - animated character and some textrendering

This commit is contained in:
lindaandersson 2014-02-11 15:00:52 +01:00
commit 5ebac80ec1
72 changed files with 1967 additions and 1854 deletions

View File

@ -5,14 +5,6 @@ Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "OysterGraphics", "OysterGra
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@ -23,25 +15,35 @@ Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "OysterNetworkServer", "Netw
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{666FEA52-975F-41CD-B224-B19AF3C0ABBA}.Debug|x64.ActiveCfg = Debug|x64
{666FEA52-975F-41CD-B224-B19AF3C0ABBA}.Debug|x64.Build.0 = Debug|x64
{666FEA52-975F-41CD-B224-B19AF3C0ABBA}.MinSizeRel|Mixed Platforms.ActiveCfg = Release|Win32
{666FEA52-975F-41CD-B224-B19AF3C0ABBA}.MinSizeRel|Mixed Platforms.Build.0 = Release|Win32
{666FEA52-975F-41CD-B224-B19AF3C0ABBA}.MinSizeRel|Win32.ActiveCfg = Release|Win32
{666FEA52-975F-41CD-B224-B19AF3C0ABBA}.MinSizeRel|Win32.Build.0 = Release|Win32
{666FEA52-975F-41CD-B224-B19AF3C0ABBA}.MinSizeRel|x64.ActiveCfg = Release|x64
{666FEA52-975F-41CD-B224-B19AF3C0ABBA}.MinSizeRel|x64.Build.0 = Release|x64
{666FEA52-975F-41CD-B224-B19AF3C0ABBA}.Release|Mixed Platforms.ActiveCfg = Release|Win32
{666FEA52-975F-41CD-B224-B19AF3C0ABBA}.Release|Mixed Platforms.Build.0 = Release|Win32
{666FEA52-975F-41CD-B224-B19AF3C0ABBA}.Release|Win32.ActiveCfg = Release|Win32
{666FEA52-975F-41CD-B224-B19AF3C0ABBA}.Release|Win32.Build.0 = Release|Win32
{666FEA52-975F-41CD-B224-B19AF3C0ABBA}.Release|x64.ActiveCfg = Release|x64
{666FEA52-975F-41CD-B224-B19AF3C0ABBA}.Release|x64.Build.0 = Release|x64
{666FEA52-975F-41CD-B224-B19AF3C0ABBA}.RelWithDebInfo|Mixed Platforms.ActiveCfg = Release|Win32
{666FEA52-975F-41CD-B224-B19AF3C0ABBA}.RelWithDebInfo|Mixed Platforms.Build.0 = Release|Win32
{666FEA52-975F-41CD-B224-B19AF3C0ABBA}.RelWithDebInfo|Win32.ActiveCfg = Release|Win32
{666FEA52-975F-41CD-B224-B19AF3C0ABBA}.RelWithDebInfo|Win32.Build.0 = Release|Win32
{666FEA52-975F-41CD-B224-B19AF3C0ABBA}.RelWithDebInfo|x64.ActiveCfg = Release|x64
{666FEA52-975F-41CD-B224-B19AF3C0ABBA}.RelWithDebInfo|x64.Build.0 = Release|x64
EndGlobalSection
GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE
@ -508,12 +531,12 @@ Global
{6A066806-F43F-4B31-A4E3-57179674F460} = {C27B926E-B3EF-4990-8822-47580E43A0BE}
{C5AA09D0-6594-4CD3-BD92-1D380C7B3B50} = {C27B926E-B3EF-4990-8822-47580E43A0BE}
{460D625F-2AC9-4559-B809-0BA89CEAEDF4} = {C27B926E-B3EF-4990-8822-47580E43A0BE}
{2A1BC987-AF42-4500-802D-89CD32FC1309} = {20720CA7-795C-45AD-A302-9383A6DD503A}
{B1195BB9-B3A5-47F0-906C-8DEA384D1520} = {20720CA7-795C-45AD-A302-9383A6DD503A}
{8690FDDF-C5B7-4C42-A337-BD5243F29B85} = {20720CA7-795C-45AD-A302-9383A6DD503A}
{DA2AA800-ED64-4649-8B3B-E7F1E3968B78} = {20720CA7-795C-45AD-A302-9383A6DD503A}
{060B1890-CBF3-4808-BA99-A4776222093B} = {20720CA7-795C-45AD-A302-9383A6DD503A}
{143BD516-20A1-4890-A3E4-F8BFD02220E7} = {20720CA7-795C-45AD-A302-9383A6DD503A}
{666FEA52-975F-41CD-B224-B19AF3C0ABBA} = {20720CA7-795C-45AD-A302-9383A6DD503A}
{666FEA52-975F-41CD-B224-B19AF3C0ABBA} = {B0AFF0DC-5C7E-43DC-9586-CD4E38EB037B}
{2A1BC987-AF42-4500-802D-89CD32FC1309} = {B0AFF0DC-5C7E-43DC-9586-CD4E38EB037B}
{8690FDDF-C5B7-4C42-A337-BD5243F29B85} = {B0AFF0DC-5C7E-43DC-9586-CD4E38EB037B}
{060B1890-CBF3-4808-BA99-A4776222093B} = {B0AFF0DC-5C7E-43DC-9586-CD4E38EB037B}
{B1195BB9-B3A5-47F0-906C-8DEA384D1520} = {B0AFF0DC-5C7E-43DC-9586-CD4E38EB037B}
{DA2AA800-ED64-4649-8B3B-E7F1E3968B78} = {B0AFF0DC-5C7E-43DC-9586-CD4E38EB037B}
{143BD516-20A1-4890-A3E4-F8BFD02220E7} = {B0AFF0DC-5C7E-43DC-9586-CD4E38EB037B}
EndGlobalSection
EndGlobal

View File

@ -93,8 +93,9 @@ namespace DanBias
m_data->recieverObj->Update();
capFrame += dt;
if(capFrame > 0.03)
//if(capFrame > 0.03)
{
Oyster::Graphics::API::Update(dt);
if(Update(dt) != S_OK)
return DanBiasClientReturn_Error;
if(Render(dt) != S_OK)
@ -116,12 +117,12 @@ namespace DanBias
//--------------------------------------------------------------------------------------
HRESULT DanBiasGame::InitDirect3D()
{
if(Oyster::Graphics::API::Init(m_data->window->GetHWND(), false, false, Oyster::Math::Float2( 1024, 768)) != Oyster::Graphics::API::Sucsess)
return E_FAIL;
Oyster::Graphics::API::Option p;
p.modelPath = L"..\\Content\\Models\\";
p.texturePath = L"..\\Content\\Textures\\";
Oyster::Graphics::API::SetOptions(p);
if(Oyster::Graphics::API::Init(m_data->window->GetHWND(), false, false, Oyster::Math::Float2( 1024, 768)) != Oyster::Graphics::API::Sucsess)
return E_FAIL;
return S_OK;
}
@ -190,10 +191,7 @@ namespace DanBias
HRESULT DanBiasGame::Render(float deltaTime)
{
m_data->recieverObj->gameClientState->Render();
m_data->recieverObj->gameClientState->Render(deltaTime);
return S_OK;
}

View File

@ -79,7 +79,7 @@ int C_Object::GetId() const
}
void C_Object::Render()
{
Oyster::Graphics::API::RenderModel(*(model));
Oyster::Graphics::API::RenderModel(model);
}
void C_Object::Release()
{

View File

@ -23,9 +23,11 @@ private:
Oyster::Math::Float3 position;
Oyster::Math::Quaternion rotation;
Oyster::Math::Float3 scale;
Oyster::Graphics::Model::Model *model;
int id;
void updateWorld();
protected:
Oyster::Graphics::Model::Model *model;
public:
virtual void Init(ModelInitData modelInit);

View File

@ -16,4 +16,6 @@ C_Player::~C_Player(void)
void C_Player::Init(ModelInitData modelInit)
{
C_Object::Init(modelInit);
Oyster::Graphics::API::PlayAnimation(model, L"movement");
//Oyster::Graphics::API::Update(0.002f);
}

View File

@ -64,7 +64,7 @@ public:
virtual ~GameClientState(void);
virtual bool Init(Oyster::Network::NetworkClient* nwClient) = 0;
virtual ClientState Update(float deltaTime, InputClass* KeyInput) = 0;
virtual bool Render() = 0;
virtual bool Render(float dt) = 0;
virtual bool Release() = 0;
virtual void Protocol(ProtocolStruct* protocolStruct) = 0;

View File

@ -49,33 +49,33 @@ bool GameState::Init(Oyster::Network::NetworkClient* nwClient)
}
GameState::gameStateState GameState::LoadGame()
{
Oyster::Graphics::Definitions::Pointlight plight;
plight.Pos = Float3(315, 0 ,5);
plight.Color = Float3(0.9f,0.7f,0.2f);
plight.Radius = 100;
plight.Bright = 0.9f;
Oyster::Graphics::API::AddLight(plight);
plight.Pos = Float3(10,350,5);
Oyster::Graphics::Definitions::Pointlight plight;
plight.Pos = Float3(315, 0 ,5);
plight.Color = Float3(0.9f,0.7f,0.2f);
plight.Radius = 10;
plight.Bright = 0.5f;
//Oyster::Graphics::API::AddLight(plight);
plight.Pos = Float3(10,800,5);
plight.Color = Float3(0.9f,0.7f,0.3f);
plight.Radius = 200;
plight.Bright = 0.7f;
plight.Radius = 300;
plight.Bright = 0.5f;
Oyster::Graphics::API::AddLight(plight);
plight.Pos = Float3(350,350,5);
plight.Color = Float3(0.9f,0.7f,0.3f);
plight.Radius = 200;
plight.Bright = 0.7f;
Oyster::Graphics::API::AddLight(plight);
plight.Pos = Float3(10,350,350);
plight.Color = Float3(0.9f,0.7f,0.3f);
plight.Radius = 200;
plight.Bright = 0.7f;
Oyster::Graphics::API::AddLight(plight);
plight.Pos = Float3(10,-15,5);
plight.Color = Float3(0,0,1);
plight.Radius = 50;
plight.Bright = 2;
//plight.Pos = Float3(350,350,5);
//plight.Color = Float3(0.9f,0.7f,0.3f);
//plight.Radius = 200;
//plight.Bright = 0.7f;
//Oyster::Graphics::API::AddLight(plight);
//plight.Pos = Float3(10,350,350);
//plight.Color = Float3(0.9f,0.7f,0.3f);
//plight.Radius = 200;
//plight.Bright = 0.7f;
//Oyster::Graphics::API::AddLight(plight);
//plight.Pos = Float3(10,-15,5);
//plight.Color = Float3(0,0,1);
//plight.Radius = 50;
//plight.Bright = 0.5f;
Oyster::Graphics::API::AddLight(plight);
//Oyster::Graphics::API::AddLight(plight);
// use level loader
//LoadModels("3bana.bias");
// hardcoded objects
@ -293,7 +293,7 @@ void GameState::InitiatePlayer(int id, std::wstring modelName, Oyster::Math::Flo
obj = new C_Player();
this->dynamicObjects.Push(obj);
this->dynamicObjects[this->dynamicObjects.Size() -1 ]->Init(modelData);
Oyster::Math::Float3 right = Oyster::Math::Float3(world[0], world[1], world[2]);
Oyster::Math::Float3 up = Oyster::Math::Float3(world[4], world[5], world[6]);
@ -357,7 +357,7 @@ GameClientState::ClientState GameState::Update(float deltaTime, InputClass* KeyI
// send key input to server.
return ClientState_Same;
}
bool GameState::Render()
bool GameState::Render(float dt)
{
Oyster::Graphics::API::SetView(camera->View());
@ -370,6 +370,11 @@ bool GameState::Render()
{
dynamicObjects[i]->Render();
}
Oyster::Graphics::API::StartTextRender();
std::wstring fps;
float f = 1/dt;
fps = std::to_wstring(f);
Oyster::Graphics::API::RenderText(fps,Oyster::Math::Float2(0.5f,0.1f),Oyster::Math::Float2(0.05f,0.08f));
Oyster::Graphics::API::EndFrame();
return true;

View File

@ -49,7 +49,7 @@ public:
void InitiatePlayer(int id, std::wstring modelName, Oyster::Math::Float4x4 world);
gameStateState LoadGame();
void readKeyInput(InputClass* KeyInput);
bool Render()override;
bool Render(float dt)override;
bool Release()override;
void Protocol(ProtocolStruct* pos)override;

View File

@ -169,7 +169,7 @@ GameClientState::ClientState LanMenuState::ChangeState(InputClass* KeyInput)
return ClientState_Same;
}
bool LanMenuState::Render()
bool LanMenuState::Render(float dt)
{
Oyster::Graphics::API::SetView(privData->view);
Oyster::Graphics::API::SetProjection( privData->proj);

View File

@ -22,7 +22,7 @@ namespace DanBias
bool LoadModels(std::wstring file);
bool InitCamera(Oyster::Math::Float3 startPos);
virtual bool Render();
virtual bool Render(float dt);
virtual bool Release();
virtual void Protocol(ProtocolStruct* protocolStruct);

View File

@ -103,7 +103,7 @@ GameClientState::ClientState LobbyState::Update(float deltaTime, InputClass* Key
return ClientState_Same;
}
bool LobbyState::Render()
bool LobbyState::Render(float dt)
{
Oyster::Graphics::API::SetView(privData->view);
@ -126,6 +126,7 @@ bool LobbyState::Render()
}
bool LobbyState::Release()
{
Oyster::Graphics::API::ClearLights();
for (int i = 0; i < privData->modelCount; i++)
{
privData->object[i]->Release();

View File

@ -32,7 +32,7 @@ public:
// chat
// kick
bool Render();
bool Render(float dt);
bool Release();
void Protocol(ProtocolStruct* protocol)override;
void PlayerJoinProtocol(PlayerName* name);

View File

@ -42,7 +42,7 @@ bool LoginState::LoadModels(std::wstring file)
{
Oyster::Graphics::Definitions::Pointlight plight;
plight.Pos = Oyster::Math::Float3(0,0,5);
plight.Color = Oyster::Math::Float3(1,1,1);
plight.Color = Oyster::Math::Float3(1,0,1);
plight.Radius = 100;
plight.Bright = 1;
Oyster::Graphics::API::AddLight(plight);
@ -121,7 +121,7 @@ GameClientState::ClientState LoginState::Update(float deltaTime, InputClass* Key
}
return ClientState_Same;
}
bool LoginState::Render()
bool LoginState::Render(float dt)
{
Oyster::Graphics::API::SetView(privData->view);
@ -143,6 +143,7 @@ bool LoginState::Render()
}
bool LoginState::Release()
{
Oyster::Graphics::API::ClearLights();
for (int i = 0; i < privData->modelCount; i++)
{
privData->object[i]->Release();

View File

@ -24,7 +24,7 @@ namespace DanBias
bool InitCamera(Oyster::Math::Float3 startPos);
ClientState Update(float deltaTime, InputClass* KeyInput);
bool Render();
bool Render(float dt);
bool Release();
void Protocol(ProtocolStruct* protocol)override;
void PlayerJoinProtocol(PlayerName* name);

View File

@ -155,6 +155,10 @@ HRESULT Core::Buffer::Init(const BUFFER_INIT_DESC& initDesc)
{
//MessageBox(NULL, L"Unable to create buffer.", L"Slenda Error", MB_ICONERROR | MB_OK);
}
else
{
Core::UsedMem += bufferDesc.ByteWidth;
}
return hr;
}

View File

@ -33,4 +33,6 @@ Oyster::Math::Float2 Core::resolution = Oyster::Math::Float2::null;
ID3D11ShaderResourceView* Core::srvNULL[16] = {0};
ID3D11RenderTargetView* Core::rtvNULL[8] = {0};
ID3D11UnorderedAccessView* Core::uavNULL[8] = {0};
ID3D11UnorderedAccessView* Core::uavNULL[8] = {0};
int Core::UsedMem = 0;

View File

@ -7,7 +7,8 @@
#include "Dx11Includes.h"
#include <sstream>
#include "OysterMath.h"
#include "../Misc/Resource/ResourceManager.h"
//#include "../Misc/Resource/ResourceManager.h"
#include "../../Misc/Resource/ResourceManager.h"
//#include <vld.h>
namespace Oyster
@ -46,6 +47,8 @@ namespace Oyster
static ID3D11RenderTargetView* rtvNULL[8];
static ID3D11UnorderedAccessView* uavNULL[8];
static int UsedMem;
class Buffer
{
public:

View File

@ -33,7 +33,7 @@ namespace Oyster
createDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG;
#endif
createDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG;
//createDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG;
D3D_FEATURE_LEVEL featureLevelsToTry[] =
{
@ -110,6 +110,7 @@ namespace Oyster
if(Core::swapChain)
{
Core::swapChain->Release();
Core::UsedMem -= desc.BufferDesc.Height * desc.BufferDesc.Width * 16;
delete Core::swapChain;
}
@ -167,7 +168,7 @@ namespace Oyster
}
dxgiFactory->Release();
Core::UsedMem += desc.BufferDesc.Height * desc.BufferDesc.Width * 16;
return Init::Success;
}
@ -187,6 +188,7 @@ namespace Oyster
if(Core::depthStencil)
{
Core::depthStencil->Release();
Core::UsedMem -= desc.Height * desc.Width * 4;
delete Core::depthStencil;
}
@ -214,6 +216,7 @@ namespace Oyster
{
return Init::Fail;
}
Core::UsedMem += desc.Height * desc.Width * 4;
D3D11_DEPTH_STENCIL_VIEW_DESC dsvDesc;
dsvDesc.Format = DXGI_FORMAT_D32_FLOAT;
dsvDesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D;
@ -382,6 +385,9 @@ namespace Oyster
if(FAILED(Core::device->CreateTexture2D(&texDesc,NULL,&tex)))
return State::Fail;
Core::UsedMem += texDesc.Height*texDesc.Width*16;
if(rtv)
{
D3D11_RENDER_TARGET_VIEW_DESC rtvDesc;

View File

@ -18,6 +18,8 @@ namespace Oyster
{
Math::Matrix WV;
Math::Matrix WVP;
int Animated;
Math::Float3 Pad;
};
struct FinalVertex
@ -51,11 +53,26 @@ namespace Oyster
struct AnimationData
{
Math::Float4x4 animatedData[100];
int Animated;
Math::Float3 Pad;
Math::Float4x4 AnimatedData[100];
};
struct GuiData
{
Math::Matrix Translation;
};
struct PostData
{
int x;
int y;
};
struct Text2D
{
float pos;
int offset;
float coff;
};
}
}
}

View File

@ -1,13 +1,12 @@
#include "GFXAPI.h"
#include "../Core/Core.h"
#include "../Render/Resources/Debug.h"
#include "../Render/Resources/Deffered.h"
#include "../Render/Rendering/Render.h"
#include "../Render/Resources.h"
#include "../Render/DefaultRenderer.h"
#include "../FileLoader/ObjReader.h"
//#include "../../Misc/Resource/OysterResource.h"
#include "../../Misc/Resource/ResourceManager.h"
#include "../FileLoader/GeneralLoader.h"
#include "../Model/ModelInfo.h"
#include "../Render/GuiRenderer.h"
#include <vld.h>
namespace Oyster
@ -19,6 +18,7 @@ namespace Oyster
Math::Float4x4 View;
Math::Float4x4 Projection;
std::vector<Definitions::Pointlight> Lights;
float deltaTime;
}
API::State API::Init(HWND Window, bool MSAA_Quality, bool Fullscreen, Math::Float2 resulotion)
@ -29,18 +29,19 @@ namespace Oyster
{
return API::Fail;
}
Render::Resources::Deffered::Init();
Render::Resources::Gui::Text::Font = (ID3D11ShaderResourceView*)API::CreateTexture(L"font_generic.png");
Render::Resources::Init();
Render::Preparations::Basic::SetViewPort();
return API::Sucsess;
}
void API::SetProjection(Math::Float4x4& projection)
void API::SetProjection(const Math::Float4x4& projection)
{
Projection = projection;
}
void API::SetView(Math::Float4x4& view)
void API::SetView(const Math::Float4x4& view)
{
View = view;
}
@ -49,27 +50,27 @@ namespace Oyster
{
if(Lights.size())
{
Render::Rendering::Basic::NewFrame(View, Projection, &Lights[0], (int)Lights.size());
Render::DefaultRenderer::NewFrame(View, Projection, Lights[0], (int)Lights.size());
}
else
{
Render::Rendering::Basic::NewFrame(View, Projection, NULL, 0);
Render::DefaultRenderer::NewFrame(View, Projection, Definitions::Pointlight(), 0);
}
}
void API::RenderScene(Model::Model models[], int count)
{
Render::Rendering::Basic::RenderScene(models,count, View, Projection);
Render::DefaultRenderer::RenderScene(models,count, View, Projection, deltaTime);
}
void API::RenderModel(Model::Model& m)
void API::RenderModel(Model::Model* m)
{
Render::Rendering::Basic::RenderScene(&m,1, View, Projection);
Render::DefaultRenderer::RenderScene(m,1, View, Projection, deltaTime);
}
void API::EndFrame()
{
Render::Rendering::Basic::EndFrame();
Render::DefaultRenderer::EndFrame();
}
API::State API::SetOptions(API::Option option)
@ -85,7 +86,7 @@ namespace Oyster
Model::Model* m = new Model::Model();
m->WorldMatrix = Oyster::Math::Float4x4::identity;
m->Visible = true;
m->AnimationPlaying = -1;
m->Animation.AnimationPlaying = NULL;
m->info = (Model::ModelInfo*)Core::loader.LoadResource((Core::modelPath + filename).c_str(),Oyster::Graphics::Loading::LoadDAN, Oyster::Graphics::Loading::UnloadDAN);
Model::ModelInfo* mi = (Model::ModelInfo*)m->info;
@ -109,10 +110,11 @@ namespace Oyster
void API::Clean()
{
DeleteTexture(Render::Resources::Gui::Text::Font);
SAFE_DELETE(Core::viewPort);
Core::loader.Clean();
Oyster::Graphics::Core::PipelineManager::Clean();
Oyster::Graphics::Render::Resources::Deffered::Clean();
Oyster::Graphics::Render::Resources::Clean();
SAFE_RELEASE(Core::depthStencil);
SAFE_RELEASE(Core::depthStencilUAV);
@ -137,9 +139,61 @@ namespace Oyster
#ifdef _DEBUG
API::State API::ReloadShaders()
{
Render::Resources::Deffered::InitShaders();
Render::Resources::InitShaders();
return State::Sucsess;
}
#endif
API::Option API::GetOption()
{
Option o;
o.BytesUsed = Core::UsedMem;
o.modelPath = Core::modelPath;
o.texturePath = Core::texturePath;
return o;
}
void API::StartGuiRender()
{
Render::Gui::Begin2DRender();
}
void API::RenderGuiElement(API::Texture tex, Math::Float2 pos, Math::Float2 size)
{
Render::Gui::Render((ID3D11ShaderResourceView*)tex,pos,size);
}
API::Texture API::CreateTexture(std::wstring filename)
{
return Core::loader.LoadResource((Core::texturePath + filename).c_str(),Oyster::Graphics::Loading::LoadTexture, Oyster::Graphics::Loading::UnloadTexture);
}
void API::DeleteTexture(API::Texture tex)
{
Core::loader.ReleaseResource(tex);
}
float API::PlayAnimation(Model::Model* m, std::wstring name,bool looping)
{
m->Animation.AnimationPlaying = &(*m->info->Animations.find(name)).second;
m->Animation.AnimationTime=0;
m->Animation.LoopAnimation = looping;
return m->Animation.AnimationPlaying->duration;
}
void API::Update(float dt)
{
deltaTime = dt;
}
void API::StartTextRender()
{
Render::Gui::Begin2DTextRender();
}
void API::RenderText(std::wstring text, Math::Float2 Pos, Math::Float2 Size)
{
Render::Gui::RenderText(text,Pos,Size);
}
}
}

View File

@ -27,7 +27,9 @@ namespace Oyster
struct Option
{
std::wstring modelPath, texturePath;
int BytesUsed;
};
typedef void* Texture;
static State Init(HWND Window, bool MSAA_Quality, bool Fullscreen, Oyster::Math::Float2 StartResulotion);
#ifdef _DEBUG
@ -40,16 +42,29 @@ namespace Oyster
static void Clean();
//! @brief Sets the view matrix to use next frame
static void SetView(Oyster::Math::Float4x4& View);
static void SetView(const Oyster::Math::Float4x4& View);
//! @brief Sets the projection matrix to use next frame
static void SetProjection(Oyster::Math::Float4x4& Projection);
static void SetProjection(const Oyster::Math::Float4x4& Projection);
//! @brief will internally use last values from SetView and SetProjection
static void NewFrame();
//! @brief Renders a list of models
static void RenderScene(Oyster::Graphics::Model::Model models[], int count);
//! @brief Renders a single model
static void RenderModel(Oyster::Graphics::Model::Model& model);
static void RenderModel(Oyster::Graphics::Model::Model* model);
//! @brief Configures Renderer to process 2D graphics, data will be passed in to EndFrame()
static void StartGuiRender();
//! @brief Renders a single GUI element using the texture provided and the Pos in the center, %based system
static void RenderGuiElement(Texture, Math::Float2 Pos, Math::Float2 Size);
//! @brief Configures Renderer to process 2D Text, data will be passed in to EndFrame()
static void StartTextRender();
//! @brief Renders a single GUI string using the texture provided and the Pos in the center, %based system
static void RenderText(std::wstring, Math::Float2 Pos, Math::Float2 Size);
//! @brief Performs light calculations, post effects and presents the scene
static void EndFrame();
@ -58,13 +73,25 @@ namespace Oyster
//! @brief deletes a model and relases the models resources
static void DeleteModel(Oyster::Graphics::Model::Model* model);
static Texture CreateTexture(std::wstring filename);
static void DeleteTexture(Texture);
//! @brief adds a light to the scene
static void AddLight(Definitions::Pointlight light);
static void AddLight(const Definitions::Pointlight light);
//! @brief removes all lights from the scene
static void ClearLights();
//! @brief Sets Options to the graphics, note: currently unused
//! @brief Sets Options to the graphics
static State SetOptions(Option);
//! @brief Gets Options from the graphics
static Option GetOption();
//! @brief Starts an animation and returns the time of the animation
static float PlayAnimation(Model::Model* model, std::wstring name, bool looping = false);
//! @brief Moves all animating models forward the specified time;
static void Update(float deltaTime);
};
}
}

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@ -135,22 +135,23 @@ void Oyster::Graphics::Loading::UnloadDAN(void* data)
if(info->Animated)
{
//clean animation
delete[] info->bones;
for(int a = 0; a < info->AnimationCount; ++a)
for(auto a = info->Animations.begin(); a != info->Animations.end(); ++a)
{
for(int x = 0; x < info->Animations[a].Bones; ++x)
for(int x = 0; x < (*a).second.Bones; ++x)
{
delete[] info->Animations[a].Keyframes[x];
delete[] (*a).second.Keyframes[x];
}
delete[] info->Animations[a].Frames;
delete[] info->Animations[a].Keyframes;
delete[] (*a).second.Frames;
delete[] (*a).second.Keyframes;
}
delete[] info->Animations;
info->Animations.clear();
}
for(int i =0;i<info->Material.size();++i)
for(UINT i =0;i<info->Material.size();++i)
{
Core::loader.ReleaseResource(info->Material[i]);
}
if(info->BoneCount>0)
delete[] info->bones;
delete info;
}
@ -179,6 +180,7 @@ void* Oyster::Graphics::Loading::LoadDAN(const wchar_t filename[])
Oyster::Graphics::Model::ModelInfo* modelInfo = new Oyster::Graphics::Model::ModelInfo();
modelInfo->Indexed = false;
modelInfo->Animated = false;
modelInfo->BoneCount = 0;
// Open file in binary mode
std::ifstream danFile;
danFile.open(filename, std::ios::binary);
@ -349,7 +351,7 @@ void* Oyster::Graphics::Loading::LoadDAN(const wchar_t filename[])
Oyster::Graphics::Model::Animation* anims = new Oyster::Graphics::Model::Animation[animationHeader.numAnims];
for(int a = 0; a < animationHeader.numAnims; ++a)
for(UINT a = 0; a < animationHeader.numAnims; ++a)
{
//read name of animation
int nameLength;
@ -362,9 +364,6 @@ void* Oyster::Graphics::Loading::LoadDAN(const wchar_t filename[])
name[nameLength] = 0;
wchar_t* wName = charToWChar(name);
anims[a].name = std::wstring(wName);
delete[] wName;
delete name;
//read nr of bones in animation
ReadData(&anims[a].Bones,danFile,4);
@ -397,17 +396,18 @@ void* Oyster::Graphics::Loading::LoadDAN(const wchar_t filename[])
anims[a].Keyframes[b][f].bone.Parent = boneIndex;
//read bone transform
ReadData(&anims[a].Keyframes[b][f].bone.Transform,danFile,sizeof(Oyster::Math::Matrix));
ReadData(&anims[a].Keyframes[b][f].bone.Relative, danFile, sizeof(Math::Matrix));
ReadData(&anims[a].Keyframes[b][f].time,danFile,sizeof(double));
}
}
}
modelInfo->AnimationCount = animationHeader.numAnims;
modelInfo->Animations = anims;
modelInfo->Animated = true;
modelInfo->Animations.insert(std::pair<std::wstring,Model::Animation>(std::wstring(wName), anims[a]));
delete[] wName;
delete name;
}
modelInfo->Animated = true;
delete[] anims;
break;
}
}

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@ -70,7 +70,7 @@ void Oyster::Graphics::Loading::UnloadOBJ(void* data)
{
SAFE_DELETE(info->Indecies);
}
for(int i =0;i<info->Material.size();++i)
for(UINT i =0;i<info->Material.size();++i)
{
Core::loader.ReleaseResource(info->Material[i]);
}
@ -690,6 +690,7 @@ static HRESULT CreateTextureFromWIC( _In_ ID3D11Device* d3dDevice,
SRVDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
SRVDesc.Texture2D.MipLevels = (autogen) ? -1 : 1;
//TODO calc mipmap data
hr = d3dDevice->CreateShaderResourceView( tex, &SRVDesc, textureView );
if ( FAILED(hr) )
@ -697,6 +698,9 @@ static HRESULT CreateTextureFromWIC( _In_ ID3D11Device* d3dDevice,
tex->Release();
return hr;
}
//todo check calc
int TexSize = twidth * theight * bpp;
Oyster::Graphics::Core::UsedMem += TexSize;
if ( autogen )
{

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@ -146,6 +146,7 @@ namespace Oyster
return NULL;
}
#endif
Core::UsedMem += data.size;
return Core::PipelineManager::CreateShader(data, Core::PipelineManager::ShaderType(type));
}
}

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@ -10,13 +10,21 @@ namespace Oyster
namespace Model
{
struct ModelInfo;
struct Animation;
struct AnimationData
{
Animation* AnimationPlaying;
float AnimationTime;
bool LoopAnimation;
};
struct Model
{
ModelInfo* info;
Oyster::Math::Float4x4 WorldMatrix;
bool Visible, LoopAnimation;
int AnimationPlaying;
float AnimationTime;
bool Visible;
AnimationData Animation;
};
}

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@ -13,7 +13,8 @@ namespace Oyster
{
struct Bone
{
Math::Float4x4 Transform;
Math::Matrix Relative;
Math::Matrix Absolute;
int Parent;
};
struct Frame
@ -23,7 +24,6 @@ namespace Oyster
};
struct Animation
{
std::wstring name;
int Bones;
int* Frames; //! Bone as index
Frame** Keyframes; //! @brief [Bone][Frame]
@ -36,7 +36,7 @@ namespace Oyster
bool Indexed, Animated;
int VertexCount, IndexCount, BoneCount, AnimationCount;
Bone* bones;
Animation* Animations;
std::map<std::wstring,Animation> Animations;
};
}
}

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@ -10,31 +10,6 @@ struct Text2D
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
{
@ -49,9 +24,6 @@ namespace Oyster
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;
@ -59,8 +31,10 @@ namespace Oyster
static bool Init();
static bool UpdateTextField(std::string _str);
static bool SetTexture(const char* _file);
//Updates a textbox with the certain id
static void Update(std::string _str, float _scale);
//Removes all old instances and recreates it with the input data
static HRESULT Reset(int _count, std::string* _str, Float3* _pos);
static void Apply(int _id);

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@ -1,44 +0,0 @@
#include "Buffers.h"
namespace Oyster
{
namespace Resources
{
Buffer Buffers::V2DSprites = Buffer();
Buffer Buffers::CbufferVS = Buffer();
Buffer Buffers::CBufferGs = Buffer();
Buffer Buffers::CBufferPipelineCs = Buffer();
void Buffers::Init()
{
Buffer::BUFFER_INIT_DESC desc;
desc.ElementSize=sizeof(Math::Float2);
desc.NumElements=1;
desc.Type = Buffer::BUFFER_TYPE::VERTEX_BUFFER;
desc.Usage = Buffer::BUFFER_USAGE::BUFFER_DEFAULT;
desc.InitData = &Math::Float2(0,0);
V2DSprites.Init(desc);
desc.Type=Buffer::BUFFER_TYPE::CONSTANT_BUFFER_VS;
desc.Usage = Buffer::BUFFER_USAGE::BUFFER_CPU_WRITE_DISCARD;
desc.ElementSize=sizeof(Math::Float4x4);
desc.InitData=0;
CbufferVS.Init(desc);
desc.Type = Buffer::BUFFER_TYPE::CONSTANT_BUFFER_GS;
CBufferGs.Init(desc);
desc.ElementSize=sizeof(Oyster::Resources::BufferDefinitions::LightStructureBuffer);
desc.NumElements=1;
desc.Type = Buffer::BUFFER_TYPE::CONSTANT_BUFFER_CS;
desc.Usage = Buffer::BUFFER_USAGE::BUFFER_CPU_WRITE_DISCARD;
desc.InitData = NULL;
CBufferPipelineCs.Init(desc);
}
}
}

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@ -1,22 +0,0 @@
#pragma once
#include "../EngineIncludes.h"
namespace Oyster
{
namespace Resources
{
struct Buffers
{
static Buffer V2DSprites;
static Buffer CbufferVS;
static Buffer CBufferGs;
static Buffer CBufferPipelineCs;
static void Init();
};
}
}

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@ -1,34 +0,0 @@
#pragma once
#include "..\EngineIncludes.h"
namespace Oyster
{
namespace Resources
{
namespace BufferDefinitions
{
struct LightStructureBuffer
{
::Oyster::Math::Float4x4 viewMatrix, projectionMatrix;
::LinearAlgebra::Vector3<unsigned int> numDispatches;
unsigned int reservedPadding;
};
struct ScreenTileFrustrum
{
::Oyster::Math::Float rawElement[6 * 4];
};
class PointLightDescription
{
public:
struct{ ::Oyster::Math::Float3 center; ::Oyster::Math::Float radius; } pos;
::Oyster::Math::Float3 color;
::Oyster::Math::Float intensty;
};
};
}
}

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@ -1,47 +0,0 @@
#include "Manager.h"
std::unordered_map< std::string, Oyster::Render::ModelInfo*> Oyster::Resources::Manager::loadedModels = std::unordered_map< std::string, Oyster::Render::ModelInfo*>();
Oyster::Render::Model* Oyster::Resources::Manager::LoadModel(std::string Filename, Matrix Scale)
{
////TODO: Add redundncy sheck, to ensure not recreating model
////Loop to find filename
////If found Return Model
////else Create Model
//Oyster::FileLoaders::ObjReader *reader = Oyster::FileLoaders::ObjReader::LoadFile(Filename, Scale);
//Oyster::FileLoaders::ObjReader::Vertex** vertex = new Oyster::FileLoaders::ObjReader::Vertex*[1];
//int vcount;
//std::map<std::string,ID3D11ShaderResourceView *> textures;
//reader->GetVertexData( vertex, vcount, textures );
//Oyster::Buffer::BUFFER_INIT_DESC desc;
//desc.ElementSize=sizeof(Oyster::FileLoaders::ObjReader::Vertex);
//desc.NumElements = vcount;
//desc.InitData = *vertex;
//desc.Type = Oyster::Buffer::VERTEX_BUFFER;
//desc.Usage = Oyster::Buffer::BUFFER_DEFAULT;
//
//ID3D11ShaderResourceView *srv = textures["Diffuse"];
//Oyster::Render::ModelInfo* m = new Oyster::Render::ModelInfo();
//
//m->Vertices = *(Oyster::Engine::Init::Buffers::CreateBuffer(desc));
//m->VertexCount = vcount;
//m->Material.push_back(srv);
//srv = textures["Specular"];
//m->Material.push_back(srv);
//srv = textures["Glow"];
//m->Material.push_back(srv);
//m->Indexed=false;
//
//Oyster::Render::Model* model = new Oyster::Render::Model();
//model->info=m;
//model->Visible = true;
//model->World = &Oyster::Math::Float4x4(Oyster::Math::Float4x4::identity);
return NULL;
}

View File

@ -1,20 +0,0 @@
#pragma once
#include "../EngineIncludes.h"
#include <unordered_map>
namespace Oyster
{
namespace Resources
{
struct Manager
{
//Expects to be deleted either trough manager or after a clean
static Oyster::Render::Model* LoadModel(std::string Filename, Matrix Scale);
static void Clean();
private:
static std::unordered_map< std::string, Oyster::Render::ModelInfo*> loadedModels;
};
}
}

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@ -1,228 +0,0 @@
#include "PipelineResources.h"
using namespace Oyster::Resources;
ID3D11UnorderedAccessView* PipeLineResourses::TempUav = 0;
ID3D11ShaderResourceView* PipeLineResourses::TempSrv = 0;
ID3D11ShaderResourceView* PipeLineResourses::GeometryOut[5] = {0};
ID3D11RenderTargetView* PipeLineResourses::GeometryTarget[5] = {0};
ID3D11ShaderResourceView* PipeLineResourses::ComputeResources[4] = {0};
Oyster::Buffer* PipeLineResourses::Resources[2] = {0};
ID3D11ShaderResourceView* PipeLineResourses::LightOut[4] = {0};
ID3D11UnorderedAccessView* PipeLineResourses::LightTarget[4] = {0};
ID3D11RenderTargetView* PipeLineResourses::RtvNulls[16] = {0};
ID3D11ShaderResourceView* PipeLineResourses::SrvNulls[16] = {0};
ID3D11UnorderedAccessView* PipeLineResourses::uavNULL[16] = {0};
//Oyster::Collision3D::Frustrum* PipeLineResourses::SubFrustrums = 0;
int PipeLineResourses::FrustrumSize = 0;
LinearAlgebra::Vector3<unsigned int> PipeLineResourses::FrustrumDimensions = LinearAlgebra::Vector3<unsigned int>();
Oyster::Resources::BufferDefinitions::LightStructureBuffer PipeLineResourses::LightData = Oyster::Resources::BufferDefinitions::LightStructureBuffer();
void PipeLineResourses::Init(int sizeX, int sizeY)
{
InitGeometry(sizeX, sizeY);
InitSSAOData();
InitSubFrustrums(sizeX, sizeY);
InitPointLights();
InitLightData();
InitLighting(sizeX, sizeY);
}
void PipeLineResourses::InitGeometry(int sizeX, int sizeY)
{
D3D11_TEXTURE2D_DESC Tdesc;
Tdesc.Width = sizeX;
Tdesc.Height = sizeY;
Tdesc.MipLevels = Tdesc.ArraySize = 1;
Tdesc.Format = DXGI_FORMAT_R32G32B32A32_FLOAT;
Tdesc.SampleDesc.Count = 1;
Tdesc.SampleDesc.Quality=0;
Tdesc.Usage = D3D11_USAGE_DEFAULT;
Tdesc.BindFlags = D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET;
Tdesc.CPUAccessFlags = 0;
Tdesc.MiscFlags = 0;
ID3D11Texture2D *pTexture;
HRESULT hr;
//Geometry stage resourses
for( int i = 0; i < 5; ++i )
{
hr = Oyster::Core::Device->CreateTexture2D( &Tdesc, NULL, &pTexture );
hr = Oyster::Core::Device->CreateShaderResourceView(pTexture,0,&GeometryOut[i]);
hr = Oyster::Core::Device->CreateRenderTargetView(pTexture,0,&GeometryTarget[i]);
pTexture->Release();
}
}
void PipeLineResourses::InitSSAOData()
{
//create Half Spheres and Random Data
Oyster::Buffer::BUFFER_INIT_DESC desc;
HRESULT hr;
int NrOfSamples = Oyster::Engine::States::GetNrOfSSAOSamples();
int SampleSpread = Oyster::Engine::States::GetSSAOSampleSpread();
Oyster::Math::Vector3* kernel = new Oyster::Math::Vector3[ NrOfSamples ];
Oyster::Math::Vector3* random = new Oyster::Math::Vector3[ SampleSpread ];
for(int i = 0; i < NrOfSamples; ++i)
{
kernel[i] = Oyster::Math::Vector3::null;
while( kernel[i] == Oyster::Math::Vector3::null )
{
kernel[i] = Oyster::Math::Vector3(
(float)rand() / (RAND_MAX + 1) * (1 - -1) + -1,
(float)rand() / (RAND_MAX + 1) * (1 - -1) + -1,
(float)rand() / (RAND_MAX + 1) * (1 - 0) + 0);
}
kernel[i].Normalize();
float scale = float(i) / float(NrOfSamples);
scale = (0.1f*(1 - scale * scale) + 1.0f *( scale * scale));
kernel[i] *= scale;
if( i < SampleSpread)
{
random[i] = Oyster::Math::Vector3::null;
while( random[i] == Oyster::Math::Vector3::null )
{
random[i] = Oyster::Math::Vector3(
(float)rand() / (RAND_MAX + 1) * (1 - -1)+ -1,
(float)rand() / (RAND_MAX + 1) * (1 - -1)+ -1,
0.0f);
}
random[i].Normalize();
}
}
D3D11_TEXTURE1D_DESC T1desc;
T1desc.Width = NrOfSamples;
T1desc.MipLevels = T1desc.ArraySize = 1;
T1desc.Format = DXGI_FORMAT_R32G32B32_FLOAT;
T1desc.Usage = D3D11_USAGE_DEFAULT;
T1desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
T1desc.CPUAccessFlags = 0;
T1desc.MiscFlags = 0;
D3D11_SUBRESOURCE_DATA sphere;
sphere.pSysMem = kernel;
D3D11_SUBRESOURCE_DATA rnd;
rnd.pSysMem = random;
ID3D11Texture1D *pTexture1[2];
hr = Oyster::Core::Device->CreateTexture1D( &T1desc, &sphere, &pTexture1[0] );
hr = Oyster::Core::Device->CreateShaderResourceView( pTexture1[0], 0, &ComputeResources[3] );
pTexture1[0]->Release();
delete[] kernel;
T1desc.Width = SampleSpread;
hr = Oyster::Core::Device->CreateTexture1D( &T1desc, &rnd, &pTexture1[1] );
hr = Oyster::Core::Device->CreateShaderResourceView( (pTexture1[1]), 0, &ComputeResources[2] );
pTexture1[1]->Release();
delete[] random;
}
void PipeLineResourses::InitSubFrustrums(int sizeX, int sizeY)
{
FrustrumDimensions.x = (sizeX + 15U) / 16U;
FrustrumDimensions.y = (sizeY + 15U) / 16U;
FrustrumDimensions.z = 1;
FrustrumSize = FrustrumDimensions.x * FrustrumDimensions.y * FrustrumDimensions.z;
//if(SubFrustrums!=0)
//delete[] SubFrustrums;
//SubFrustrums = new Collision3D::Frustrum[ FrustrumSize ];
Oyster::Buffer::BUFFER_INIT_DESC desc;
D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
//buffer description for SubFrustrums
desc.Usage = Oyster::Buffer::BUFFER_CPU_WRITE_DISCARD;
desc.Type = Oyster::Buffer::STRUCTURED_BUFFER;
desc.ElementSize = sizeof( ::Oyster::Resources::BufferDefinitions::ScreenTileFrustrum);
desc.NumElements = FrustrumSize;
desc.InitData = NULL;
//create matching srv
srvDesc.ViewDimension = D3D11_SRV_DIMENSION_BUFFER;
srvDesc.Format = DXGI_FORMAT_UNKNOWN;
srvDesc.Buffer.FirstElement = 0;
srvDesc.Buffer.NumElements = FrustrumSize;
PipeLineResourses::Resources[0] = Oyster::Engine::Init::Buffers::CreateBuffer(desc);
HRESULT hr = Oyster::Core::Device->CreateShaderResourceView( *PipeLineResourses::Resources[0], &srvDesc, &Oyster::Resources::PipeLineResourses::ComputeResources[0] );
}
void PipeLineResourses::InitPointLights()
{
D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
Oyster::Buffer::BUFFER_INIT_DESC desc;
HRESULT hr;
//buffer description for pointlight
desc.Usage = Oyster::Buffer::BUFFER_CPU_WRITE_DISCARD;
desc.Type = Oyster::Buffer::STRUCTURED_BUFFER;
desc.ElementSize = sizeof(Oyster::Resources::BufferDefinitions::PointLightDescription);
desc.NumElements = Oyster::Engine::States::GetMaxPointlights();
desc.InitData = NULL;
PipeLineResourses::Resources[1] = Oyster::Engine::Init::Buffers::CreateBuffer(desc);
//create matching srv
srvDesc.ViewDimension = D3D11_SRV_DIMENSION_BUFFER;
srvDesc.Format = DXGI_FORMAT_UNKNOWN;
srvDesc.Buffer.FirstElement = 0;
srvDesc.Buffer.NumElements = Oyster::Engine::States::GetMaxPointlights();
hr = Oyster::Core::Device->CreateShaderResourceView( *PipeLineResourses::Resources[1], &srvDesc, &Oyster::Resources::PipeLineResourses::ComputeResources[1] );
}
void PipeLineResourses::InitLightData()
{
LightData.numDispatches = FrustrumDimensions;
}
void PipeLineResourses::InitLighting(int sizeX, int sizeY)
{
D3D11_TEXTURE2D_DESC Tdesc;
Tdesc.Width = sizeX;
Tdesc.Height = sizeY;
Tdesc.MipLevels = Tdesc.ArraySize = 1;
Tdesc.Format = DXGI_FORMAT_R32G32B32A32_FLOAT;
Tdesc.SampleDesc.Count = 1;
Tdesc.SampleDesc.Quality=0;
Tdesc.Usage = D3D11_USAGE_DEFAULT;
Tdesc.BindFlags = D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_UNORDERED_ACCESS;
Tdesc.CPUAccessFlags = 0;
Tdesc.MiscFlags = 0;
ID3D11Texture2D *pTexture;
HRESULT hr;
for(int i = 0; i < 4; ++i )
{
hr = Oyster::Core::Device->CreateTexture2D( &Tdesc, NULL, &pTexture );
hr = Oyster::Core::Device->CreateShaderResourceView( pTexture, 0, &(LightOut[i]) );
hr = Oyster::Core::Device->CreateUnorderedAccessView( pTexture, 0, &(LightTarget[i]) );
pTexture->Release();
}
hr = Oyster::Core::Device->CreateTexture2D( &Tdesc, NULL, &pTexture );
hr = Oyster::Core::Device->CreateShaderResourceView( pTexture, 0, &TempSrv );
hr = Oyster::Core::Device->CreateUnorderedAccessView( pTexture, 0, &TempUav );
pTexture->Release();
}

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@ -1,66 +0,0 @@
#pragma once
#ifndef PipeLineResources_H
#define PipeLineResources_H
#include "..\EngineIncludes.h"
namespace Oyster
{
namespace Resources
{
struct PipeLineResourses
{
//0 = Diffuse
//1 = Specular
//2 = Glow
//3 = Pos
//4 = Normal
static ID3D11ShaderResourceView* GeometryOut[5];
static ID3D11RenderTargetView* GeometryTarget[5];
//0 = TileBuffer
//1 = PointList
//2 = Random
//3 = Sphere
static ID3D11ShaderResourceView* ComputeResources[4];
static Oyster::Buffer* Resources[2];
//0 = Diffuse
//1 = Specular
//2 = Glow
//3 = SSAO
static ID3D11ShaderResourceView* LightOut[4];
static ID3D11UnorderedAccessView* LightTarget[4];
//0 = BlurTempStorage
static ID3D11UnorderedAccessView* TempUav;
static ID3D11ShaderResourceView* TempSrv;
static ID3D11RenderTargetView* RtvNulls[16];
static ID3D11ShaderResourceView* SrvNulls[16];
static ID3D11UnorderedAccessView* uavNULL[16];
//static Oyster::Collision3D::Frustrum* SubFrustrums;
static int FrustrumSize;
static LinearAlgebra::Vector3<unsigned int> FrustrumDimensions;
static Oyster::Resources::BufferDefinitions::LightStructureBuffer LightData;
static void Init(int sizeX, int sizeY);
static void InitGeometry(int sizeX, int sizeY);
static void InitSSAOData();
static void InitSubFrustrums(int sizeX, int sizeY);
static void InitPointLights();
static void InitLightData();
static void InitLighting(int sizeX, int sizeY);
};
}
}
#endif

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@ -1,100 +0,0 @@
#include "ShaderEffects.h"
namespace Oyster
{
namespace Resources
{
Core::ShaderManager::ShaderEffect ShaderEffects::BasicSprite = Core::ShaderManager::ShaderEffect();
Core::ShaderManager::ShaderEffect ShaderEffects::Text2DEffect = Core::ShaderManager::ShaderEffect();
Core::ShaderManager::ShaderEffect ShaderEffects::ModelEffect = Core::ShaderManager::ShaderEffect();
void ShaderEffects::Init()
{
BasicSprite.IAStage.Topology = D3D11_PRIMITIVE_TOPOLOGY_POINTLIST;
BasicSprite.Shaders.Vertex = Oyster::Core::ShaderManager::Get::Vertex(L"2D");
BasicSprite.Shaders.Geometry = Oyster::Core::ShaderManager::Get::Geometry(L"2D");
BasicSprite.Shaders.Pixel = Oyster::Core::ShaderManager::Get::Pixel(L"Texture0");
D3D11_BLEND_DESC blendDesc;
blendDesc.AlphaToCoverageEnable=false;
blendDesc.IndependentBlendEnable=false;
blendDesc.RenderTarget[0].BlendEnable=true;
blendDesc.RenderTarget[0].SrcBlend = D3D11_BLEND_SRC_ALPHA;
blendDesc.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC_ALPHA;
blendDesc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD;
blendDesc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ONE;
blendDesc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ONE;
blendDesc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_MAX;
blendDesc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
ID3D11BlendState* blender;
Oyster::Core::Device->CreateBlendState(&blendDesc,&blender);
BasicSprite.RenderStates.BlendState = blender;
ID3D11InputLayout* layout;
Oyster::Core::ShaderManager::CreateInputLayout(SpriteVertexDesc,1,Oyster::Core::ShaderManager::Get::Vertex(L"2D"),layout);
BasicSprite.IAStage.Layout = layout;
Text2DEffect.IAStage.Topology=D3D11_PRIMITIVE_TOPOLOGY_POINTLIST;
Text2DEffect.Shaders.Vertex = Oyster::Core::ShaderManager::Get::Vertex(L"Text");
Text2DEffect.Shaders.Geometry = Oyster::Core::ShaderManager::Get::Geometry(L"Text");
Text2DEffect.Shaders.Pixel = Oyster::Core::ShaderManager::Get::Pixel(L"Texture0");
Oyster::Core::ShaderManager::CreateInputLayout(Text2DDesc,3,Oyster::Core::ShaderManager::Get::Vertex(L"Text"),layout);
Text2DEffect.IAStage.Layout = layout;
blendDesc.AlphaToCoverageEnable = true;
Oyster::Core::Device->CreateBlendState(&blendDesc,&blender);
Text2DEffect.RenderStates.BlendState = blender;
ModelEffect.IAStage.Topology = D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST;
Oyster::Core::ShaderManager::CreateInputLayout(ModelDesc,3,Oyster::Core::ShaderManager::Get::Vertex(L"OBJ"),layout);
ModelEffect.IAStage.Layout = layout;
ModelEffect.Shaders.Vertex = Oyster::Core::ShaderManager::Get::Vertex(L"OBJ");
ModelEffect.Shaders.Pixel = Oyster::Core::ShaderManager::Get::Pixel(L"OBJDEF");
Oyster::Buffer::BUFFER_INIT_DESC desc;
desc.ElementSize=sizeof(Oyster::Math::Float4x4);
desc.NumElements = 1;
desc.Usage = Oyster::Buffer::BUFFER_CPU_WRITE_DISCARD;
desc.Type = Oyster::Buffer::CONSTANT_BUFFER_VS;
desc.InitData = NULL;
ModelEffect.CBuffers.Vertex.push_back(Oyster::Engine::Init::Buffers::CreateBuffer(desc));
ModelEffect.CBuffers.Vertex.push_back(Oyster::Engine::Init::Buffers::CreateBuffer(desc));
//use Oyster::Resources::Buffers::CbufferVS for per object data
//perObject = Oyster::Engine::Init::Buffers::CreateBuffer(desc);
}
D3D11_INPUT_ELEMENT_DESC ShaderEffects::SpriteVertexDesc[1] =
{
{"POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0},
};
D3D11_INPUT_ELEMENT_DESC ShaderEffects::Text2DDesc[3] =
{
{"Position",0, DXGI_FORMAT_R32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0},
{"Offset",0, DXGI_FORMAT_R32_SINT, 0, 4, D3D11_INPUT_PER_VERTEX_DATA, 0},
{"CharOffset",0, DXGI_FORMAT_R32_FLOAT, 0, 8, D3D11_INPUT_PER_VERTEX_DATA, 0},
};
D3D11_INPUT_ELEMENT_DESC ShaderEffects::ModelDesc[3] =
{
{"POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0},
{"NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0},
{"TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 24, D3D11_INPUT_PER_VERTEX_DATA, 0},
};
}
}

View File

@ -1,23 +0,0 @@
#pragma once
#include "../Engine.h"
#include "Buffers.h"
namespace Oyster
{
namespace Resources
{
struct ShaderEffects
{
static Oyster::Core::ShaderManager::ShaderEffect BasicSprite;
static Oyster::Core::ShaderManager::ShaderEffect Text2DEffect;
static Oyster::Core::ShaderManager::ShaderEffect ModelEffect;
static void Init();
static D3D11_INPUT_ELEMENT_DESC SpriteVertexDesc[1];
static D3D11_INPUT_ELEMENT_DESC Text2DDesc[3];
static D3D11_INPUT_ELEMENT_DESC ModelDesc[3];
};
}
}

View File

@ -78,6 +78,7 @@
<TargetName>$(ProjectName)_$(PlatformShortName)</TargetName>
<IncludePath>C:\Program Files (x86)\Visual Leak Detector\include;$(IncludePath)</IncludePath>
<LibraryPath>C:\Program Files (x86)\Visual Leak Detector\lib\Win32;$(LibraryPath)</LibraryPath>
<LinkIncremental>true</LinkIncremental>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
<OutDir>$(SolutionDir)..\Bin\DLL\</OutDir>
@ -181,8 +182,9 @@
<ClCompile Include="FileLoader\ShaderLoader.cpp" />
<ClCompile Include="FileLoader\ModelLoader.cpp" />
<ClCompile Include="Render\Preparations\BasicPreparations.cpp" />
<ClCompile Include="Render\Rendering\BasicRender.cpp" />
<ClCompile Include="Render\Resources\Deffered.cpp" />
<ClCompile Include="Render\DefaultRenderer.cpp" />
<ClCompile Include="Render\GuiRenderer.cpp" />
<ClCompile Include="Render\Resources.cpp" />
</ItemGroup>
<ItemGroup>
<ClInclude Include="Core\Core.h" />
@ -193,9 +195,10 @@
<ClInclude Include="Model\Model.h" />
<ClInclude Include="Model\ModelInfo.h" />
<ClInclude Include="Render\Preparations\Preparations.h" />
<ClInclude Include="Render\Rendering\Render.h" />
<ClInclude Include="Render\GuiRenderer.h" />
<ClInclude Include="Render\DefaultRenderer.h" />
<ClInclude Include="Definitions\GraphicalDefinition.h" />
<ClInclude Include="Render\Resources\Deffered.h" />
<ClInclude Include="Render\Resources.h" />
</ItemGroup>
<ItemGroup>
<ProjectReference Include="..\Misc\Misc.vcxproj">
@ -206,19 +209,57 @@
</ProjectReference>
</ItemGroup>
<ItemGroup>
<FxCompile Include="Shader\HLSL\Deffered Shaders\LightPass.hlsl">
<FxCompile Include="Shader\Passes\2D\2DGeometry.hlsl">
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">Geometry</ShaderType>
<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">5.0</ShaderModel>
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">Geometry</ShaderType>
<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">4.0</ShaderModel>
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">Geometry</ShaderType>
<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">4.0</ShaderModel>
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|x64'">Geometry</ShaderType>
<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Release|x64'">4.0</ShaderModel>
</FxCompile>
<FxCompile Include="Shader\Passes\2D\2DPixel.hlsl">
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">Pixel</ShaderType>
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">Pixel</ShaderType>
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">Pixel</ShaderType>
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|x64'">Pixel</ShaderType>
</FxCompile>
<FxCompile Include="Shader\Passes\2D\2DVertex.hlsl">
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">Vertex</ShaderType>
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">Vertex</ShaderType>
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">Vertex</ShaderType>
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|x64'">Vertex</ShaderType>
</FxCompile>
<FxCompile Include="Shader\Passes\2D\Text\2DTextGeometry.hlsl">
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">Geometry</ShaderType>
<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">4.0</ShaderModel>
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">Geometry</ShaderType>
<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">4.0</ShaderModel>
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">Geometry</ShaderType>
<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">4.0</ShaderModel>
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|x64'">Geometry</ShaderType>
<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Release|x64'">4.0</ShaderModel>
</FxCompile>
<FxCompile Include="Shader\Passes\2D\Text\2DTextVertex.hlsl">
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">Vertex</ShaderType>
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">Vertex</ShaderType>
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">Vertex</ShaderType>
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|x64'">Vertex</ShaderType>
</FxCompile>
<FxCompile Include="Shader\Passes\Light\LightPass.hlsl">
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">Compute</ShaderType>
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">Compute</ShaderType>
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">Compute</ShaderType>
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|x64'">Compute</ShaderType>
</FxCompile>
<FxCompile Include="Shader\HLSL\Deffered Shaders\PixelGatherData.hlsl">
<FxCompile Include="Shader\Passes\Gather\GatherPixel.hlsl">
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">Pixel</ShaderType>
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">Pixel</ShaderType>
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">Pixel</ShaderType>
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|x64'">Pixel</ShaderType>
</FxCompile>
<FxCompile Include="Shader\HLSL\Deffered Shaders\PostPass.hlsl">
<FxCompile Include="Shader\Passes\Blur\BlurHor.hlsl">
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">Compute</ShaderType>
<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">5.0</ShaderModel>
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">Compute</ShaderType>
@ -228,7 +269,27 @@
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|x64'">Compute</ShaderType>
<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Release|x64'">5.0</ShaderModel>
</FxCompile>
<FxCompile Include="Shader\HLSL\Deffered Shaders\VertexGatherData.hlsl">
<FxCompile Include="Shader\Passes\Blur\BlurVert.hlsl">
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">Compute</ShaderType>
<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">5.0</ShaderModel>
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">Compute</ShaderType>
<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">5.0</ShaderModel>
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">Compute</ShaderType>
<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">5.0</ShaderModel>
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|x64'">Compute</ShaderType>
<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Release|x64'">5.0</ShaderModel>
</FxCompile>
<FxCompile Include="Shader\Passes\Post\PostPass.hlsl">
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">Compute</ShaderType>
<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">5.0</ShaderModel>
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">Compute</ShaderType>
<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">5.0</ShaderModel>
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">Compute</ShaderType>
<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">5.0</ShaderModel>
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|x64'">Compute</ShaderType>
<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Release|x64'">5.0</ShaderModel>
</FxCompile>
<FxCompile Include="Shader\Passes\Gather\GatherVertex.hlsl">
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">Vertex</ShaderType>
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">Vertex</ShaderType>
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">Vertex</ShaderType>
@ -273,12 +334,15 @@
</FxCompile>
</ItemGroup>
<ItemGroup>
<None Include="Shader\HLSL\Deffered Shaders\Defines.hlsli" />
<None Include="Shader\HLSL\Deffered Shaders\GBufferHeader.hlsli" />
<None Include="Shader\HLSL\Deffered Shaders\LightCalc.hlsli" />
<None Include="Shader\HLSL\Deffered Shaders\PosManipulation.hlsli" />
<None Include="Shader\HLSL\Deffered Shaders\SSAO.hlsli" />
<None Include="Shader\Passes\2D\Header.hlsli" />
<None Include="Shader\Passes\2D\Text\Header.hlsli" />
<None Include="Shader\Passes\Light\Defines.hlsli" />
<None Include="Shader\Passes\Gather\Header.hlsli" />
<None Include="Shader\Passes\Light\LightCalc.hlsli" />
<None Include="Shader\Passes\Light\PosManipulation.hlsli" />
<None Include="Shader\Passes\Light\SSAO.hlsli" />
<None Include="Shader\HLSL\SimpleDebug\Debug.hlsl" />
<None Include="Shader\Passes\Blur\BlurSharedData.hlsli" />
</ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets">

View File

@ -24,9 +24,6 @@
<ClCompile Include="Core\Init.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="Render\Rendering\BasicRender.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="Render\Preparations\BasicPreparations.cpp">
<Filter>Source Files</Filter>
</ClCompile>
@ -42,15 +39,21 @@
<ClCompile Include="FileLoader\ModelLoader.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="Render\Resources\Deffered.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="Render\Resources\Debug.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="Core\PipelineManager.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="FileLoader\DanLoader.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="Render\DefaultRenderer.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="Render\GuiRenderer.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="Render\Resources.cpp">
<Filter>Source Files</Filter>
</ClCompile>
</ItemGroup>
<ItemGroup>
<ClInclude Include="Core\Core.h">
@ -59,9 +62,6 @@
<ClInclude Include="Render\Preparations\Preparations.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="Render\Rendering\Render.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="Model\ModelInfo.h">
<Filter>Header Files</Filter>
</ClInclude>
@ -83,10 +83,13 @@
<ClInclude Include="FileLoader\GeneralLoader.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="Render\Resources\Deffered.h">
<ClInclude Include="Render\DefaultRenderer.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="Render\Resources\Debug.h">
<ClInclude Include="Render\GuiRenderer.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="Render\Resources.h">
<Filter>Header Files</Filter>
</ClInclude>
</ItemGroup>
@ -95,15 +98,27 @@
<FxCompile Include="Shader\HLSL\SimpleDebug\DebugPixel.hlsl" />
<FxCompile Include="Shader\HLSL\SimpleDebug\DebugCameraVertex.hlsl" />
<FxCompile Include="Shader\HLSL\SimpleDebug\TextureDebug.hlsl" />
<FxCompile Include="Shader\HLSL\Deffered Shaders\LightPass.hlsl" />
<FxCompile Include="Shader\HLSL\Deffered Shaders\PixelGatherData.hlsl" />
<FxCompile Include="Shader\HLSL\Deffered Shaders\VertexGatherData.hlsl" />
<FxCompile Include="Shader\Passes\Light\LightPass.hlsl" />
<FxCompile Include="Shader\Passes\Post\PostPass.hlsl" />
<FxCompile Include="Shader\Passes\Gather\GatherPixel.hlsl" />
<FxCompile Include="Shader\Passes\Gather\GatherVertex.hlsl" />
<FxCompile Include="Shader\Passes\2D\2DVertex.hlsl" />
<FxCompile Include="Shader\Passes\2D\2DPixel.hlsl" />
<FxCompile Include="Shader\Passes\2D\2DGeometry.hlsl" />
<FxCompile Include="Shader\Passes\Blur\BlurHor.hlsl" />
<FxCompile Include="Shader\Passes\Blur\BlurVert.hlsl" />
<FxCompile Include="Shader\Passes\2D\Text\2DTextVertex.hlsl" />
<FxCompile Include="Shader\Passes\2D\Text\2DTextGeometry.hlsl" />
</ItemGroup>
<ItemGroup>
<None Include="Shader\HLSL\SimpleDebug\Debug.hlsl" />
<None Include="Shader\HLSL\Deffered Shaders\Defines.hlsli" />
<None Include="Shader\HLSL\Deffered Shaders\GBufferHeader.hlsli" />
<None Include="Shader\HLSL\Deffered Shaders\LightCalc.hlsli" />
<None Include="Shader\HLSL\Deffered Shaders\PosManipulation.hlsli" />
<None Include="Shader\Passes\Light\Defines.hlsli" />
<None Include="Shader\Passes\Light\LightCalc.hlsli" />
<None Include="Shader\Passes\Light\PosManipulation.hlsli" />
<None Include="Shader\Passes\Light\SSAO.hlsli" />
<None Include="Shader\Passes\2D\Header.hlsli" />
<None Include="Shader\Passes\Gather\Header.hlsli" />
<None Include="Shader\Passes\Blur\BlurSharedData.hlsli" />
<None Include="Shader\Passes\2D\Text\Header.hlsli" />
</ItemGroup>
</Project>

View File

@ -0,0 +1,181 @@
#include "DefaultRenderer.h"
#include "Resources.h"
#include "../Definitions/GraphicalDefinition.h"
#include "../Model/ModelInfo.h"
#include "../DllInterfaces/GFXAPI.h"
#include <map>
#include <vector>
namespace Oyster
{
namespace Graphics
{
namespace Render
{
Definitions::Pointlight pl;
void DefaultRenderer::NewFrame(Oyster::Math::Float4x4 View, Oyster::Math::Float4x4 Projection, Definitions::Pointlight Lights, int numLights)
{
Preparations::Basic::ClearBackBuffer(Oyster::Math::Float4(1,0,0,1));
Preparations::Basic::ClearRTV(Resources::GBufferRTV,Resources::GBufferSize,Math::Float4(0,0,0,0));
Core::PipelineManager::SetRenderPass(Graphics::Render::Resources::Gather::Pass);
void* data;
Definitions::LightConstants lc;
lc.InvProj = Projection.GetInverse();
lc.Pixels = Core::resolution;
lc.Lights = numLights;
lc.View = View;
lc.Proj = Projection;
lc.SSAORadius = 3;
data = Resources::Light::LightConstantsData.Map();
memcpy(data, &lc, sizeof(Definitions::LightConstants));
Resources::Light::LightConstantsData.Unmap();
data = Resources::Light::PointLightsData.Map();
memcpy(data, &Lights, sizeof(Definitions::Pointlight) * numLights);
Resources::Light::PointLightsData.Unmap();
Definitions::PostData pd;
pd.x = lc.Pixels.x;
pd.y = lc.Pixels.y;
data = Resources::Post::Data.Map();
memcpy(data, &pd, sizeof(Definitions::PostData));
Resources::Post::Data.Unmap();
}
void DefaultRenderer::RenderScene(Model::Model* models, int count, Math::Matrix View, Math::Matrix Projection, float deltaTime)
{
for(int i = 0; i < count; ++i)
{
if(&models[i] == NULL)
continue;
if(models[i].Visible)
{
Definitions::PerModel pm;
pm.WV = View * models[i].WorldMatrix;
pm.WVP = Projection * pm.WV;
Model::ModelInfo* info = models[i].info;
Definitions::AnimationData am; //final
if(info->Animated && models[i].Animation.AnimationPlaying != NULL)
{
models[i].Animation.AnimationTime += deltaTime;
////store inverse absolut transform
Math::Matrix SkinTransform[100];
Math::Matrix BoneAnimated[100];
Math::Matrix BoneAbsAnimated[100];
for(int b = 0; b <info->BoneCount; ++b)
{
Model::Bone Bone = info->bones[b];
SkinTransform[b] = Bone.Absolute.GetInverse();
BoneAnimated[b] = Bone.Relative;
BoneAbsAnimated[b] = Bone.Absolute;
}
int b = 0;
Model::Animation A = *models[i].Animation.AnimationPlaying;
while(models[i].Animation.AnimationTime>A.duration)
models[i].Animation.AnimationTime -= (float)A.duration;
float position = models[i].Animation.AnimationTime;
for(int b = 0; b < A.Bones;++b)
{
//find current frame
int nrOfFrames = A.Frames[b];
Model::Frame PFrame = A.Keyframes[b][nrOfFrames-1];
Model::Frame NFrame = A.Keyframes[b][nrOfFrames-1];
bool FrameFound = false;
for (int i = 0; i < nrOfFrames; i++)
{
if(position < A.Keyframes[b][i].time)
{
PFrame = A.Keyframes[b][i-1];
NFrame = A.Keyframes[b][i];
break;
}
}
float denominator = (float)(NFrame.time - PFrame.time);
if(denominator == 0)
{
BoneAnimated[PFrame.bone.Parent] = PFrame.bone.Relative;
continue;
}
float inter = (float)((position - PFrame.time) / denominator);
Math3D::InterpolateOrientation_UsingNonRigidNlerp(PFrame.bone.Relative,NFrame.bone.Relative,inter, BoneAnimated[PFrame.bone.Parent]);
}
////calculate Absolute Animation Transform
for(int b = 0; b < info->BoneCount; ++b)
{
BoneAbsAnimated[b] = BoneAbsAnimated[info->bones[b].Parent] * BoneAnimated[b];
}
//write data to am
for(int b = 0; b < info->BoneCount; ++b)
{
am.AnimatedData[b] = (BoneAbsAnimated[b] * SkinTransform[b]);
}
void *data = Resources::Gather::AnimationData.Map();
memcpy(data,&am,sizeof(Definitions::AnimationData));
Resources::Gather::AnimationData.Unmap();
pm.Animated = 1;
}
else
pm.Animated = 0;
void* data = Resources::Gather::ModelData.Map();
memcpy(data,&(pm),sizeof(pm));
Resources::Gather::ModelData.Unmap();
if(info->Material.size())
{
Core::deviceContext->PSSetShaderResources(0,(UINT)info->Material.size(),&(info->Material[0]));
}
info->Vertices->Apply();
if(info->Indexed)
{
info->Indecies->Apply();
Oyster::Graphics::Core::deviceContext->DrawIndexed(info->IndexCount,0,0);
}
else
{
Oyster::Graphics::Core::deviceContext->Draw(info->VertexCount,0);
}
}
}
}
void DefaultRenderer::EndFrame()
{
Core::PipelineManager::SetRenderPass(Resources::Light::Pass);
Core::deviceContext->Dispatch((UINT)((Core::resolution.x + 15U) / 16U), (UINT)((Core::resolution.y + 15U) / 16U), 1);
Core::PipelineManager::SetRenderPass(Resources::Blur::HorPass);
Core::deviceContext->Dispatch((UINT)((Core::resolution.x + 15U) / 16U), (UINT)((Core::resolution.y + 15U) / 16U), 1);
Core::PipelineManager::SetRenderPass(Resources::Blur::VertPass);
Core::deviceContext->Dispatch((UINT)((Core::resolution.x + 15U) / 16U), (UINT)((Core::resolution.y + 15U) / 16U), 1);
Core::PipelineManager::SetRenderPass(Resources::Post::Pass);
Core::deviceContext->Dispatch((UINT)((Core::resolution.x + 15U) / 16U), (UINT)((Core::resolution.y + 15U) / 16U), 1);
Core::swapChain->Present(0,0);
}
}
}
}

View File

@ -0,0 +1,22 @@
#pragma once
#include "..\Definitions\GraphicalDefinition.h"
#include "..\Core\Core.h"
#include "Preparations\Preparations.h"
#include "..\Model\Model.h"
namespace Oyster
{
namespace Graphics
{
namespace Render
{
class DefaultRenderer
{
public:
static void NewFrame(Oyster::Math::Float4x4 View, Oyster::Math::Float4x4 Projection, Definitions::Pointlight Lights, int numLights);
static void RenderScene(Model::Model* models, int count, Math::Matrix View, Math::Matrix Projection, float DeltaTime = 0);
static void EndFrame();
};
}
}
}

View File

@ -0,0 +1,111 @@
#include "GuiRenderer.h"
#include "Resources.h"
#include "../Definitions/GraphicalDefinition.h"
namespace Oyster
{
namespace Graphics
{
namespace Render
{
const int TEXT_NR_LETTERS=95;
const float TEXT_SIZE=2.5;
void Gui::Begin2DRender()
{
Core::PipelineManager::SetRenderPass(Render::Resources::Gui::Pass);
}
void Gui::Render(ID3D11ShaderResourceView* tex,Math::Float2 pos, Math::Float2 size)
{
Core::deviceContext->PSSetShaderResources(0,1,&tex);
pos *= 2;
pos -= 1;
pos.y *= -1;
Definitions::GuiData gd;
gd.Translation = Math::Matrix::identity;
gd.Translation.m41 = pos.x;
gd.Translation.m42 = pos.y;
gd.Translation.m11 = size.x;
gd.Translation.m22 = size.y;
void* data = Render::Resources::Gui::Data.Map();
memcpy(data,&gd,sizeof(Definitions::GuiData));
Render::Resources::Gui::Data.Unmap();
Core::deviceContext->Draw(1,0);
}
void Gui::Begin2DTextRender()
{
Resources::Gui::Text::Vertex.Apply();
Core::PipelineManager::SetRenderPass(Resources::Gui::Text::Pass);
}
void Gui::RenderText(std::wstring text, Math::Float2 pos, Math::Float2 size)
{
//Pos.x -= instance.sizeX/2;
//Pos.x += size.x;
//Pos.y -= instance.sizeY/2;
//Pos.y += size.y;
//Matrix m;
//m = Math::Matrix::identity;
//float width = (1.0f/(instance.sizeX/2.0f));
//float height = (1.0f/(instance.sizeY/2.0f));
//m.m41=Pos.x * width;
//m.m42=-Pos.y * height;
//m.m43=Pos.z;
//m.m11=width*size.x;
//m.m22=height*size.y;
//void* dest = Resources::Buffers::CBufferGs.Map();
//memcpy(dest,&m.GetTranspose(),64);
//Resources::Buffers::CBufferGs.Unmap();
//Oyster::Render::Textbox::Update(text, size.x);
//Oyster::Engine::PrepareForRendering::Begin2DTextRender();
//Oyster::Core::DeviceContext->PSSetShaderResources(0,1,&(Oyster::Render::Textbox::Texture));
////Should be able to be outside of the for loop. Keeping it here for now though.
//Oyster::Core::DeviceContext->Draw(Oyster::Render::Textbox::NumLetters, 0);
pos *= 2;
pos -= 1;
pos.y *= -1;
Definitions::GuiData gd;
gd.Translation = Math::Matrix::identity;
gd.Translation.m41 = (pos.x - (size.x/2 * text.length()));
gd.Translation.m42 = pos.y;
gd.Translation.m11 = size.x;
gd.Translation.m22 = size.y;
void* data = Render::Resources::Gui::Data.Map();
memcpy(data,&gd,sizeof(Definitions::GuiData));
Render::Resources::Gui::Data.Unmap();
Definitions::Text2D tmpInst;
void* dest = Resources::Gui::Text::Vertex.Map();
Definitions::Text2D* dataView = reinterpret_cast<Definitions::Text2D*>(dest);
//tmpInst.charOffset=_pos;
for (unsigned int i=0; i<text.length(); i++)
{
tmpInst.coff=(1.0f/TEXT_NR_LETTERS);
tmpInst.offset=text[i]-32;
tmpInst.pos=i*(size.x*2);
//float tst=getCharID(_str[i]);
//tmpInst.offset=tst;
//tmpInst.charOffset.x=_pos.x-i*TEXT_SIZE;
//tmpInst.data=tst;
dataView[i]=tmpInst;
}
//TextInstances[_id].NumLetters=instances;
Resources::Gui::Text::Vertex.Unmap();
Core::deviceContext->Draw(text.length(), 0);
}
}
}
}

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#pragma once
#include "../Core/Core.h"
namespace Oyster
{
namespace Graphics
{
namespace Render
{
class Gui
{
public:
static void Begin2DRender();
static void Render(ID3D11ShaderResourceView* tex, Math::Float2 pos, Math::Float2 size);
static void Begin2DTextRender();
static void RenderText(std::wstring text, Math::Float2 pos, Math::Float2 size);
};
}
}
}

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#include "Render.h"
#include "../Resources/Deffered.h"
#include "../../Definitions/GraphicalDefinition.h"
#include "../../Model/ModelInfo.h"
#include <map>
#include <vector>
namespace Oyster
{
namespace Graphics
{
namespace Render
{
namespace Rendering
{
Definitions::Pointlight pl;
void Basic::NewFrame(Oyster::Math::Float4x4 View, Oyster::Math::Float4x4 Projection, Definitions::Pointlight* Lights, int numLights)
{
Preparations::Basic::ClearBackBuffer(Oyster::Math::Float4(1,0,0,1));
Preparations::Basic::ClearRTV(Resources::Deffered::GBufferRTV,Resources::Deffered::GBufferSize,Math::Float4(0,0,0,1));
Core::PipelineManager::SetRenderPass(Graphics::Render::Resources::Deffered::GeometryPass);
void* data;
Definitions::LightConstants lc;
lc.InvProj = Projection.GetInverse();
lc.Pixels = Core::resolution;
lc.Lights = numLights;
lc.View = View;
lc.Proj = Projection;
lc.SSAORadius = 3;
data = Resources::Deffered::LightConstantsData.Map();
memcpy(data, &lc, sizeof(Definitions::LightConstants));
Resources::Deffered::LightConstantsData.Unmap();
data = Resources::Deffered::PointLightsData.Map();
memcpy(data, Lights, sizeof(Definitions::Pointlight) * numLights);
Resources::Deffered::PointLightsData.Unmap();
}
void Basic::RenderScene(Model::Model* models, int count, Math::Matrix View, Math::Matrix Projection)
{
for(int i = 0; i < count; ++i)
{
if(&models[i] == NULL)
continue;
if(models[i].Visible)
{
Definitions::PerModel pm;
pm.WV = View * models[i].WorldMatrix;
pm.WVP = Projection * pm.WV;
void* data = Resources::Deffered::ModelData.Map();
memcpy(data,&(pm),sizeof(pm));
Resources::Deffered::ModelData.Unmap();
Model::ModelInfo* info = (Model::ModelInfo*)models[i].info;
Definitions::AnimationData am;
if(info->Animated && models[i].AnimationPlaying != -1)
{
Definitions::AnimationData am2;
//write default data
for (int b = 0; b < info->BoneCount; b++)
{
am2.animatedData[b] = info->bones[b].Transform;
}
//loop bones in animation
am.Animated = 1;
Model::Frame Prev, Next;
models[i].AnimationTime = fmod(models[i].AnimationTime,info->Animations[models[i].AnimationPlaying].duration);
for(int x = 0; x < info->Animations[models[i].AnimationPlaying].Bones; ++x)
{
//loop frame per bone
Prev.bone.Parent = 0;
Next = Prev;
for(int y = 0; y < info->Animations[models[i].AnimationPlaying].Frames[x]; ++y)
{
///TODO replace with binary search?
Model::Frame f = info->Animations[models[i].AnimationPlaying].Keyframes[x][y];
//if we hit frame
if(models[i].AnimationTime == f.time)
{
Prev = f;
Next = f;
break;
}
//if time is larger than frame time, store frames
if(models[i].AnimationTime < f.time)
{
Next = f;
Prev = info->Animations[models[i].AnimationPlaying].Keyframes[x][y-1];
break;
}
}
//calculate interpolated bone position
//rebase model time to between prev and next
float interpoation =(models[i].AnimationTime - Prev.time) / (Next.time - Prev.time);
//interpolate
Math::Matrix Interpolated;
Math3D::InterpolateOrientation_UsingNonRigidNlerp(Prev.bone.Transform,Next.bone.Transform,interpoation, Interpolated);
//write magic to animated data
am2.animatedData[Prev.bone.Parent] = Interpolated * am2.animatedData[info->bones[Prev.bone.Parent].Parent];
//sneaky write do correct data buffer
am.animatedData[x] = (am2.animatedData[Prev.bone.Parent] * info->bones[Prev.bone.Parent].Transform.GetInverse());
}
}
else
am.Animated = 0;
data = Resources::Deffered::AnimationData.Map();
memcpy(data,&am,sizeof(Definitions::AnimationData));
Resources::Deffered::AnimationData.Unmap();
if(info->Material.size())
{
Core::deviceContext->PSSetShaderResources(0,(UINT)info->Material.size(),&(info->Material[0]));
}
info->Vertices->Apply();
if(info->Indexed)
{
info->Indecies->Apply();
Oyster::Graphics::Core::deviceContext->DrawIndexed(info->IndexCount,0,0);
}
else
{
Oyster::Graphics::Core::deviceContext->Draw(info->VertexCount,0);
}
}
}
}
void Basic::EndFrame()
{
Core::PipelineManager::SetRenderPass(Resources::Deffered::LightPass);
Core::deviceContext->Dispatch((UINT)((Core::resolution.x + 15U) / 16U), (UINT)((Core::resolution.y + 15U) / 16U), 1);
Core::PipelineManager::SetRenderPass(Resources::Deffered::PostPass);
Core::deviceContext->Dispatch((UINT)((Core::resolution.x + 15U) / 16U), (UINT)((Core::resolution.y + 15U) / 16U), 1);
Core::swapChain->Present(0,0);
}
}
}
}
}

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#pragma once
#include "..\..\Definitions\GraphicalDefinition.h"
#include "..\..\Core\Core.h"
#include "..\Preparations\Preparations.h"
#include "..\..\Model\Model.h"
namespace Oyster
{
namespace Graphics
{
namespace Render
{
namespace Rendering
{
class Basic
{
public:
static void NewFrame(Oyster::Math::Float4x4 View, Oyster::Math::Float4x4 Projection, Definitions::Pointlight* Lights, int numLights);
static void RenderScene(Model::Model* models, int count, Math::Matrix View, Math::Matrix Projection);
static void EndFrame();
};
}
}
}
}

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#pragma once
#include "Resources.h"
#include "..\Definitions\GraphicalDefinition.h"
typedef Oyster::Graphics::Core::PipelineManager::ShaderType ShaderType;
typedef Oyster::Graphics::Core::PipelineManager::Get GetShader;
typedef Oyster::Graphics::Core::PipelineManager Shader;
typedef Oyster::Graphics::Core::Buffer Buffer;
const std::wstring PathToHLSL = L"..\\..\\Code\\OysterGraphics\\Shader\\Passes\\";
const std::wstring PathToCSO = L"..\\Content\\Shaders\\";
const int KernelSize = 10;
const int SampleSpread = 16;
const int MAX_LETTER_COUNT=60;
namespace Oyster
{
namespace Graphics
{
namespace Render
{
ID3D11RenderTargetView* Resources::GBufferRTV[Resources::GBufferSize] = {0};
ID3D11ShaderResourceView* Resources::GBufferSRV[Resources::GBufferSize] = {0};
ID3D11UnorderedAccessView* Resources::LBufferUAV[Resources::LBufferSize] = {0};
ID3D11ShaderResourceView* Resources::LBufferSRV[Resources::LBufferSize] = {0};
ID3D11UnorderedAccessView* Resources::Blur::BufferUAV = {0};
ID3D11ShaderResourceView* Resources::Blur::BufferSRV = {0};
Shader::RenderPass Resources::Gather::Pass;
Shader::RenderPass Resources::Light::Pass;
Shader::RenderPass Resources::Post::Pass;
Shader::RenderPass Resources::Gui::Pass;
Shader::RenderPass Resources::Gui::Text::Pass;
Shader::RenderPass Resources::Blur::VertPass; //Set this pass second when doing a "fullscreen" blur
Shader::RenderPass Resources::Blur::HorPass; //Set this pass first when doing a "fullscreen" blur
Buffer Resources::Gather::ModelData = Buffer();
Buffer Resources::Gather::AnimationData = Buffer();
Buffer Resources::Light::LightConstantsData = Buffer();
Buffer Resources::Gui::Data = Buffer();
Buffer Resources::Gui::Text::Vertex = Buffer();
Buffer Resources::Post::Data = Buffer();
Buffer Resources::Light::PointLightsData = Buffer();
ID3D11ShaderResourceView* Resources::Light::PointLightView = NULL;
ID3D11ShaderResourceView* Resources::Light::SSAOKernel = NULL;
ID3D11ShaderResourceView* Resources::Light::SSAORandom = NULL;
ID3D11RasterizerState* Resources::RenderStates::rs = NULL;
ID3D11SamplerState** Resources::RenderStates::ss = new ID3D11SamplerState*[1];
ID3D11DepthStencilState* Resources::RenderStates::dsState = NULL;
ID3D11BlendState* Resources::RenderStates::bs = NULL;
ID3D11ShaderResourceView* Resources::Gui::Text::Font = NULL;
Core::Init::State Resources::InitShaders()
{
#ifdef _DEBUG
std::wstring path = PathToHLSL+L"Gather\\";
std::wstring end = L".hlsl";
#else
std::wstring path = PathToCSO;
std::wstring end = L".cso";
#endif
//Load Shaders
Core::PipelineManager::Init(path + L"GatherPixel" + end, ShaderType::Pixel, L"Gather");
Core::PipelineManager::Init(path + L"GatherVertex" + end, ShaderType::Vertex, L"Gather");
#ifdef _DEBUG
path = PathToHLSL+L"Light\\";
#endif
Core::PipelineManager::Init(path + L"LightPass" + end, ShaderType::Compute, L"LightPass");
#ifdef _DEBUG
path = PathToHLSL+L"Post\\";
#endif
Core::PipelineManager::Init(path + L"PostPass" + end, ShaderType::Compute, L"PostPass");
#ifdef _DEBUG
path = PathToHLSL+L"Blur\\";
#endif
Core::PipelineManager::Init(path + L"BlurHor" + end, ShaderType::Compute, L"BlurHor");
Core::PipelineManager::Init(path + L"BlurVert" + end, ShaderType::Compute, L"BlurVert");
#ifdef _DEBUG
path = PathToHLSL+L"2D\\";
#endif
Core::PipelineManager::Init(path + L"2DVertex" + end,ShaderType::Vertex, L"2D");
Core::PipelineManager::Init(path + L"2DGeometry" + end,ShaderType::Geometry, L"2D");
Core::PipelineManager::Init(path + L"2DPixel" + end,ShaderType::Pixel, L"2D");
#ifdef _DEBUG
path = PathToHLSL+L"2D\\Text\\";
#endif
Core::PipelineManager::Init(path + L"2DTextVertex" + end,ShaderType::Vertex, L"2DText");
Core::PipelineManager::Init(path + L"2DTextGeometry" + end,ShaderType::Geometry, L"2DText");
return Core::Init::State::Success;
}
Core::Init::State Resources::InitBuffers()
{
//Create Buffers
Buffer::BUFFER_INIT_DESC desc;
desc.ElementSize = sizeof(Definitions::PerModel);
desc.NumElements = 1;
desc.InitData = NULL;
desc.Type = Buffer::BUFFER_TYPE::CONSTANT_BUFFER_VS;
desc.Usage = Buffer::BUFFER_USAGE::BUFFER_CPU_WRITE_DISCARD;
Gather::ModelData.Init(desc);
desc.NumElements = 1;
desc.ElementSize = sizeof(Definitions::AnimationData);
Gather::AnimationData.Init(desc);
desc.Type = Buffer::BUFFER_TYPE::CONSTANT_BUFFER_GS;
desc.NumElements = 1;
desc.ElementSize = sizeof(Definitions::GuiData);
Gui::Data.Init(desc);
desc.Type = Buffer::BUFFER_TYPE::CONSTANT_BUFFER_CS;
desc.ElementSize = sizeof(Definitions::PostData);
Post::Data.Init(desc);
desc.ElementSize = sizeof(Definitions::LightConstants);
Light::LightConstantsData.Init(desc);
desc.ElementSize = sizeof(Definitions::Pointlight);
desc.NumElements = MaxLightSize;
desc.Type = Buffer::STRUCTURED_BUFFER;
Light::PointLightsData.Init(desc);
desc.Type = Buffer::BUFFER_TYPE::VERTEX_BUFFER;
desc.ElementSize = sizeof(Definitions::Text2D);
desc.NumElements = MAX_LETTER_COUNT;
Gui::Text::Vertex.Init(desc);
return Core::Init::Success;
}
Core::Init::State Resources::InitRenderStates()
{
////Create States
D3D11_RASTERIZER_DESC rdesc;
rdesc.CullMode = D3D11_CULL_BACK;
rdesc.FillMode = D3D11_FILL_SOLID;
rdesc.FrontCounterClockwise = false;
rdesc.DepthBias = 0;
rdesc.DepthBiasClamp = 0;
rdesc.DepthClipEnable = true;
rdesc.SlopeScaledDepthBias = 0;
rdesc.ScissorEnable = false;
rdesc.MultisampleEnable = false;
rdesc.AntialiasedLineEnable = false;
Oyster::Graphics::Core::device->CreateRasterizerState(&rdesc,&RenderStates::rs);
D3D11_SAMPLER_DESC sdesc;
sdesc.Filter = D3D11_FILTER_ANISOTROPIC;
sdesc.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP;
sdesc.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP;
sdesc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP;
sdesc.MipLODBias = 0;
sdesc.MaxAnisotropy =4;
sdesc.ComparisonFunc = D3D11_COMPARISON_LESS_EQUAL;
*sdesc.BorderColor = *Oyster::Math::Float4(1,1,1,1).element;
sdesc.MinLOD = 0;
sdesc.MaxLOD = D3D11_FLOAT32_MAX;
Oyster::Graphics::Core::device->CreateSamplerState(&sdesc,RenderStates::ss);
D3D11_DEPTH_STENCIL_DESC ddesc;
ddesc.DepthEnable = true;
ddesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
ddesc.DepthFunc = D3D11_COMPARISON_LESS;
ddesc.StencilEnable = true;
ddesc.StencilReadMask = 0xFF;
ddesc.StencilWriteMask = 0xFF;
ddesc.FrontFace.StencilFailOp = D3D11_STENCIL_OP_KEEP;
ddesc.FrontFace.StencilDepthFailOp = D3D11_STENCIL_OP_INCR;
ddesc.FrontFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
ddesc.FrontFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
ddesc.BackFace.StencilFailOp = D3D11_STENCIL_OP_KEEP;
ddesc.BackFace.StencilDepthFailOp = D3D11_STENCIL_OP_DECR;
ddesc.BackFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
ddesc.BackFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
Core::device->CreateDepthStencilState(&ddesc,&RenderStates::dsState);
D3D11_BLEND_DESC bdesc;
bdesc.AlphaToCoverageEnable = true;
bdesc.IndependentBlendEnable = false;
bdesc.RenderTarget[0].BlendEnable = true;
bdesc.RenderTarget[0].SrcBlend = D3D11_BLEND_SRC_ALPHA;
bdesc.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC_ALPHA;
bdesc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD;
bdesc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ONE;
bdesc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ONE;
bdesc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_MAX;
bdesc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
Core::device->CreateBlendState(&bdesc,&RenderStates::bs);
return Core::Init::Success;
}
Core::Init::State Resources::InitViews()
{
//Create Views
for(int i = 0; i< GBufferSize; ++i)
{
Core::Init::CreateLinkedShaderResourceFromTexture(&GBufferRTV[i],&GBufferSRV[i],NULL);
}
for(int i = 0; i < LBufferSize; ++i)
{
Core::Init::CreateLinkedShaderResourceFromTexture(NULL,&LBufferSRV[i],&LBufferUAV[i]);
}
Buffer* b = &Light::PointLightsData;
Core::Init::CreateLinkedShaderResourceFromStructuredBuffer(&b,&Light::PointLightView,NULL);
srand((unsigned int)time(0));
//SSAO
Math::Vector3 kernel[KernelSize];
Math::Vector3 random[SampleSpread];
for(int i = 0;i < KernelSize; ++i)
{
kernel[i] = Oyster::Math::Vector3::null;
while( kernel[i] == Oyster::Math::Vector3::null )
{
kernel[i] = Oyster::Math::Vector3(
(float)rand() / (RAND_MAX + 1) * (1 - -1) + -1,
(float)rand() / (RAND_MAX + 1) * (1 - -1) + -1,
(float)rand() / (RAND_MAX + 1) * (1 - 0) + 0);
}
kernel[i].Normalize();
float scale = float(i) / float(KernelSize);
scale = (0.1f*(1 - scale * scale) + 1.0f *( scale * scale));
kernel[i] *= scale;
}
for( int i = 0; i < SampleSpread; ++i)
{
random[i] = Oyster::Math::Vector3::null;
while( random[i] == Oyster::Math::Vector3::null )
{
random[i] = Oyster::Math::Vector3(
(float)rand() / (RAND_MAX + 1) * (1 - -1)+ -1,
/*(float)rand() / (RAND_MAX + 1) * (1 - -1)+ -1,*/
1.0f,
0.0f);
}
random[i].Normalize();
}
D3D11_TEXTURE1D_DESC T1desc;
T1desc.Width = KernelSize;
T1desc.MipLevels = T1desc.ArraySize = 1;
T1desc.Format = DXGI_FORMAT_R32G32B32_FLOAT;
T1desc.Usage = D3D11_USAGE_DEFAULT;
T1desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
T1desc.CPUAccessFlags = 0;
T1desc.MiscFlags = 0;
D3D11_SUBRESOURCE_DATA sphere;
sphere.pSysMem = kernel;
D3D11_SUBRESOURCE_DATA rnd;
rnd.pSysMem = random;
rnd.SysMemPitch = (UINT)(sqrt(SampleSpread) * sizeof(Oyster::Math::Vector3));
ID3D11Texture1D *pTexture1;
Core::device->CreateTexture1D( &T1desc, &sphere, &pTexture1 );
Core::device->CreateShaderResourceView( pTexture1, 0, &Light::SSAOKernel );
pTexture1->Release();
D3D11_TEXTURE2D_DESC T2desc;
T2desc.Width = KernelSize;
T2desc.MipLevels = T2desc.ArraySize = 1;
T2desc.Format = DXGI_FORMAT_R32G32B32_FLOAT;
T2desc.Usage = D3D11_USAGE_DEFAULT;
T2desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
T2desc.CPUAccessFlags = 0;
T2desc.MiscFlags = 0;
T2desc.Height = (UINT)sqrt(SampleSpread);
T2desc.Width = (UINT)(SampleSpread/sqrt(SampleSpread));
T2desc.SampleDesc.Quality = 0;
T2desc.SampleDesc.Count = 1;
ID3D11Texture2D *pTexture2;
Core::device->CreateTexture2D( &T2desc, &rnd, &pTexture2 );
Core::device->CreateShaderResourceView( (pTexture2), 0, &Light::SSAORandom );
pTexture2->Release();
return Core::Init::Success;
}
Core::Init::State Resources::InitPasses()
{
////---------------- Geometry Pass Setup ----------------------------
Gather::Pass.Shaders.Pixel = GetShader::Pixel(L"Gather");
Gather::Pass.Shaders.Vertex = GetShader::Vertex(L"Gather");
D3D11_INPUT_ELEMENT_DESC indesc[] =
{
{ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 20, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "TANGENT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 32, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "BITANGENT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 44, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "BONEINDEX", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 56, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "BONEWEIGHT", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 72, D3D11_INPUT_PER_VERTEX_DATA, 0 }
};
Shader::CreateInputLayout(indesc,7,GetShader::Vertex(L"Gather"),Gather::Pass.IAStage.Layout);
Gather::Pass.IAStage.Topology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST;
Gather::Pass.CBuffers.Vertex.push_back(Gather::AnimationData);
Gather::Pass.CBuffers.Vertex.push_back(Gather::ModelData);
Gather::Pass.RenderStates.Rasterizer = RenderStates::rs;
Gather::Pass.RenderStates.SampleCount = 1;
Gather::Pass.RenderStates.SampleState = RenderStates::ss;
Gather::Pass.RenderStates.DepthStencil = RenderStates::dsState;
for(int i = 0; i<GBufferSize;++i)
{
Gather::Pass.RTV.push_back(GBufferRTV[i]);
}
Gather::Pass.depth = Core::depthStencil;
////---------------- Light Pass Setup ----------------------------
Light::Pass.Shaders.Compute = GetShader::Compute(L"LightPass");
for(int i = 0; i<LBufferSize;++i)
{
Light::Pass.UAV.Compute.push_back(LBufferUAV[i]);
}
for(int i = 0; i<GBufferSize;++i)
{
Light::Pass.SRV.Compute.push_back(GBufferSRV[i]);
}
Light::Pass.SRV.Compute.push_back(Core::depthStencilUAV);
Light::Pass.CBuffers.Compute.push_back(Light::LightConstantsData);
Light::Pass.SRV.Compute.push_back(Light::PointLightView);
Light::Pass.SRV.Compute.push_back(Light::SSAOKernel);
Light::Pass.SRV.Compute.push_back(Light::SSAORandom);
////---------------- Post Pass Setup ----------------------------
Post::Pass.Shaders.Compute = GetShader::Compute(L"PostPass");
for(int i = 0; i<LBufferSize;++i)
{
Post::Pass.SRV.Compute.push_back(LBufferSRV[i]);
}
Post::Pass.UAV.Compute.push_back(Core::backBufferUAV);
Post::Pass.CBuffers.Compute.push_back(Post::Data);
////---------------- GUI Pass Setup ----------------------------
Gui::Pass.Shaders.Vertex = GetShader::Vertex(L"2D");
Gui::Pass.Shaders.Pixel = GetShader::Pixel(L"2D");
Gui::Pass.Shaders.Geometry = GetShader::Geometry(L"2D");
Gui::Pass.RTV.push_back(GBufferRTV[2]);
Gui::Pass.CBuffers.Geometry.push_back(Gui::Data);
D3D11_INPUT_ELEMENT_DESC indesc2D[] =
{
{ "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
};
Shader::CreateInputLayout(indesc2D,1,GetShader::Vertex(L"2D"),Gui::Pass.IAStage.Layout);
Gui::Pass.IAStage.Topology = D3D_PRIMITIVE_TOPOLOGY_POINTLIST;
Gui::Pass.RenderStates.SampleCount = 1;
Gui::Pass.RenderStates.SampleState = RenderStates::ss;
////---------------- Blur Pass Setup ----------------------------
Blur::HorPass.Shaders.Compute = GetShader::Compute(L"BlurHor");
Blur::VertPass.Shaders.Compute = GetShader::Compute(L"BlurVert");
//Taking the Ambient SRV from LBufferSRV and setting it as input texture
Blur::HorPass.SRV.Compute.push_back(LBufferSRV[2]);
//Output texture is the Blur UAV buffer
Blur::HorPass.UAV.Compute.push_back(Blur::BufferUAV);
//Taking the Blur SRV and setting it as input texture now
Blur::VertPass.SRV.Compute.push_back(Blur::BufferSRV);
//And the Ambient UAV is now the output texture
Blur::VertPass.UAV.Compute.push_back(LBufferUAV[2]);
////---------------- 2DText Pass Setup ----------------------------
Gui::Text::Pass.Shaders.Vertex = GetShader::Vertex(L"2DText");
Gui::Text::Pass.Shaders.Geometry = GetShader::Geometry(L"2DText");
Gui::Text::Pass.Shaders.Pixel = GetShader::Pixel(L"2D");
Gui::Text::Pass.IAStage.Topology = D3D11_PRIMITIVE_TOPOLOGY_POINTLIST;
D3D11_INPUT_ELEMENT_DESC Text2Ddesc[] =
{
{"Position",0, DXGI_FORMAT_R32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0},
{"Offset",0, DXGI_FORMAT_R32_SINT, 0, 4, D3D11_INPUT_PER_VERTEX_DATA, 0},
{"CharOffset",0, DXGI_FORMAT_R32_FLOAT, 0, 8, D3D11_INPUT_PER_VERTEX_DATA, 0},
};
Shader::CreateInputLayout(Text2Ddesc,3, GetShader::Vertex(L"2DText") ,Gui::Text::Pass.IAStage.Layout);
Gui::Text::Pass.CBuffers.Geometry.push_back(Gui::Data);
Gui::Text::Pass.SRV.Pixel.push_back(Gui::Text::Font);
Gui::Text::Pass.RTV.push_back(GBufferRTV[2]);
Gui::Text::Pass.RenderStates.SampleCount = 1;
Gui::Text::Pass.RenderStates.SampleState = RenderStates::ss;
Gui::Text::Pass.RenderStates.BlendState = RenderStates::bs;
return Core::Init::Success;
}
Core::Init::State Resources::Init()
{
InitShaders();
InitBuffers();
InitRenderStates();
InitViews();
InitPasses();
return Core::Init::State::Success;
}
void Resources::Clean()
{
Gather::ModelData.~Buffer();
Gather::AnimationData.~Buffer();
Light::LightConstantsData.~Buffer();
Light::PointLightsData.~Buffer();
Gui::Data.~Buffer();
Gui::Text::Vertex.~Buffer();
Post::Data.~Buffer();
SAFE_RELEASE(Light::PointLightView);
SAFE_RELEASE(Light::SSAOKernel);
SAFE_RELEASE(Light::SSAORandom);
SAFE_RELEASE(Blur::BufferSRV);
SAFE_RELEASE(Blur::BufferUAV);
for(int i = 0; i< GBufferSize; ++i)
{
SAFE_RELEASE(GBufferRTV[i]);
SAFE_RELEASE(GBufferSRV[i]);
}
for(int i = 0; i< LBufferSize; ++i)
{
SAFE_RELEASE(LBufferUAV[i]);
SAFE_RELEASE(LBufferSRV[i]);
}
SAFE_RELEASE(Gather::Pass.IAStage.Layout);
SAFE_RELEASE(Gather::Pass.RenderStates.BlendState);
SAFE_RELEASE(Gather::Pass.RenderStates.DepthStencil);
SAFE_RELEASE(Gather::Pass.RenderStates.Rasterizer);
for(int i = 0; i < Gather::Pass.RenderStates.SampleCount; ++i)
{
SAFE_RELEASE(Gather::Pass.RenderStates.SampleState[i]);
}
SAFE_DELETE_ARRAY(Gather::Pass.RenderStates.SampleState);
SAFE_RELEASE(Gui::Pass.IAStage.Layout);
SAFE_RELEASE(Gui::Text::Pass.RenderStates.BlendState);
SAFE_RELEASE(Gui::Text::Pass.IAStage.Layout);
}
}
}
}

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#pragma once
#include "../Core/Core.h"
namespace Oyster
{
namespace Graphics
{
namespace Render
{
class Resources
{
public:
static const int GBufferSize = 3;
static const int LBufferSize = 3;
static const int MaxLightSize = 100;
//! GBuffers
//! 0 = Diffuse + Glow
//! 1 = Normal + Spec
//! 2 = GUI
static ID3D11RenderTargetView* GBufferRTV[GBufferSize];
static ID3D11ShaderResourceView* GBufferSRV[GBufferSize];
//! LBuffer
//! 0 = Diffuse
//! 1 = Specular
//! 2 = SSAO
static ID3D11UnorderedAccessView* LBufferUAV[LBufferSize];
static ID3D11ShaderResourceView* LBufferSRV[LBufferSize];
struct RenderStates
{
static ID3D11RasterizerState* rs;
static ID3D11SamplerState** ss;
static ID3D11DepthStencilState* dsState;
static ID3D11BlendState* bs;
};
struct Gather
{
static Core::PipelineManager::RenderPass Pass;
static Core::Buffer ModelData;
static Core::Buffer AnimationData;
};
struct Light
{
static Core::PipelineManager::RenderPass Pass;
static Core::Buffer LightConstantsData;
static Core::Buffer PointLightsData;
static ID3D11ShaderResourceView* PointLightView;
static ID3D11ShaderResourceView* SSAOKernel;
static ID3D11ShaderResourceView* SSAORandom;
};
struct Gui
{
static Core::PipelineManager::RenderPass Pass;
static Core::Buffer Data;
struct Text
{
static Core::PipelineManager::RenderPass Pass;
static Core::Buffer Vertex;
static ID3D11ShaderResourceView* Font;
};
};
struct Blur
{
static Core::PipelineManager::RenderPass HorPass;
static Core::PipelineManager::RenderPass VertPass;
//Blur UAV and SRV
static ID3D11UnorderedAccessView* BufferUAV;
static ID3D11ShaderResourceView* BufferSRV;
};
struct Post
{
static Core::PipelineManager::RenderPass Pass;
static Core::Buffer Data;
};
static Core::Init::State Init();
static Core::Init::State InitShaders();
static Core::Init::State InitRenderStates();
static Core::Init::State InitBuffers();
static Core::Init::State InitViews();
static Core::Init::State InitPasses();
static void Clean();
};
}
}
}

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#include "Debug.h"
#include "..\OysterGraphics\Definitions\GraphicalDefinition.h"
#ifdef _DEBUG
// /Bin/Executable/Tester ->
// /Code/OysterGraphics/Shader/HLSL
const std::wstring PathFromExeToCso = L"..\\Content\\Shaders\\";
const std::wstring PathFromExeToHlsl = L"..\\..\\Code\\OysterGraphics\\Shader\\HLSL\\";
const std::wstring VertexTransformDebug = L"TransformDebugVertex";
const std::wstring VertexDebug = L"DebugVertex";
const std::wstring PixelRed = L"DebugPixel";
const std::wstring PixelTexture = L"Texture";
const std::wstring ComputeDebug = L"Debug";
typedef Oyster::Graphics::Core::PipelineManager::ShaderType ShaderType;
typedef Oyster::Graphics::Core::PipelineManager::Get GetShader;
typedef Oyster::Graphics::Core::PipelineManager Shader;
typedef Oyster::Graphics::Core::Buffer Buffer;
namespace Oyster
{
namespace Graphics
{
namespace Render
{
//Shader::RenderPass Resources::Debug::obj;
Shader::RenderPass Resources::Debug::debugCompute;// = Shader::ShaderEffect();;
//Buffer Resources::Debug::ModelData = Buffer();
//Buffer Resources::Debug::VPData = Buffer();
//ID3D11ShaderResourceView* Resources::Debug::srv = NULL;
//ID3D11RenderTargetView* Resources::Debug::rtv = NULL;
Core::Init::State Resources::Debug::Init()
{
#pragma region LoadShaders
/** Load Compute Shaders for d3dcompile */
Core::PipelineManager::Init(PathFromExeToHlsl + L"ComputeDebug\\" + L"DebugCompute.hlsl", ShaderType::Compute, ComputeDebug);
#pragma endregion
return Core::Init::Success;
}
void Resources::Debug::Clean()
{
}
}
}
}
#endif

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#pragma once
#ifndef Reources_h
#define Reources_h
#ifdef _DEBUG
#include "../OysterGraphics/Core/Core.h"
namespace Oyster
{
namespace Graphics
{
namespace Render
{
namespace Resources
{
class Debug
{
public:
//static Core::PipelineManager::RenderPass obj;
static Core::PipelineManager::RenderPass debugCompute;
//static Core::Buffer ModelData;
//static Core::Buffer VPData;
//static ID3D11ShaderResourceView* srv;
//static ID3D11RenderTargetView* rtv;
static Core::Init::State Init();
static void Clean();
};
}
}
}
}
#endif
#endif

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#pragma once
#include "Deffered.h"
#include "..\..\Definitions\GraphicalDefinition.h"
typedef Oyster::Graphics::Core::PipelineManager::ShaderType ShaderType;
typedef Oyster::Graphics::Core::PipelineManager::Get GetShader;
typedef Oyster::Graphics::Core::PipelineManager Shader;
typedef Oyster::Graphics::Core::Buffer Buffer;
const std::wstring PathToHLSL = L"..\\..\\Code\\OysterGraphics\\Shader\\HLSL\\Deffered Shaders\\";
const std::wstring PathToCSO = L"..\\Content\\Shaders\\";
const int KernelSize = 10;
const int SampleSpread = 16;
namespace Oyster
{
namespace Graphics
{
namespace Render
{
namespace Resources
{
ID3D11RenderTargetView* Deffered::GBufferRTV[Deffered::GBufferSize] = {0};
ID3D11ShaderResourceView* Deffered::GBufferSRV[Deffered::GBufferSize] = {0};
ID3D11UnorderedAccessView* Deffered::LBufferUAV[Deffered::LBufferSize] = {0};
ID3D11ShaderResourceView* Deffered::LBufferSRV[Deffered::LBufferSize] = {0};
Shader::RenderPass Deffered::GeometryPass;
Shader::RenderPass Deffered::LightPass;
Shader::RenderPass Deffered::PostPass;
Buffer Deffered::ModelData = Buffer();
Buffer Deffered::AnimationData = Buffer();
Buffer Deffered::LightConstantsData = Buffer();
Buffer Deffered::PointLightsData = Buffer();
ID3D11ShaderResourceView* Deffered::PointLightView = NULL;
ID3D11ShaderResourceView* Deffered::SSAOKernel = NULL;
ID3D11ShaderResourceView* Deffered::SSAORandom = NULL;
Core::Init::State Deffered::InitShaders()
{
#ifdef _DEBUG
std::wstring path = PathToHLSL;
std::wstring end = L".hlsl";
#else
std::wstring path = PathToCSO;
std::wstring end = L".cso";
#endif
//Load Shaders
Core::PipelineManager::Init(path + L"PixelGatherData" + end, ShaderType::Pixel, L"Geometry");
Core::PipelineManager::Init(path + L"VertexGatherData" + end, ShaderType::Vertex, L"Geometry");
Core::PipelineManager::Init(path + L"LightPass" + end, ShaderType::Compute, L"LightPass");
Core::PipelineManager::Init(path + L"PostPass" + end, ShaderType::Compute, L"PostPass");
return Core::Init::State::Success;
}
Core::Init::State Deffered::Init()
{
InitShaders();
//Create Buffers
Buffer::BUFFER_INIT_DESC desc;
desc.ElementSize = sizeof(Definitions::PerModel);
desc.NumElements = 1;
desc.InitData = NULL;
desc.Type = Buffer::BUFFER_TYPE::CONSTANT_BUFFER_VS;
desc.Usage = Buffer::BUFFER_USAGE::BUFFER_CPU_WRITE_DISCARD;
ModelData.Init(desc);
desc.NumElements = 1;
desc.ElementSize = sizeof(Definitions::AnimationData);
AnimationData.Init(desc);
desc.ElementSize = sizeof(Definitions::LightConstants);
desc.NumElements = 1;
desc.Type = Buffer::BUFFER_TYPE::CONSTANT_BUFFER_CS;
LightConstantsData.Init(desc);
desc.ElementSize = sizeof(Definitions::Pointlight);
desc.NumElements = MaxLightSize;
desc.Type = Buffer::STRUCTURED_BUFFER;
PointLightsData.Init(desc);
////Create States
D3D11_RASTERIZER_DESC rdesc;
rdesc.CullMode = D3D11_CULL_BACK;
rdesc.FillMode = D3D11_FILL_SOLID;
rdesc.FrontCounterClockwise = false;
rdesc.DepthBias = 0;
rdesc.DepthBiasClamp = 0;
rdesc.DepthClipEnable = true;
rdesc.SlopeScaledDepthBias = 0;
rdesc.ScissorEnable = false;
rdesc.MultisampleEnable = false;
rdesc.AntialiasedLineEnable = false;
ID3D11RasterizerState* rs = NULL;
Oyster::Graphics::Core::device->CreateRasterizerState(&rdesc,&rs);
D3D11_SAMPLER_DESC sdesc;
sdesc.Filter = D3D11_FILTER_ANISOTROPIC;
sdesc.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP;
sdesc.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP;
sdesc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP;
sdesc.MipLODBias = 0;
sdesc.MaxAnisotropy =4;
sdesc.ComparisonFunc = D3D11_COMPARISON_LESS_EQUAL;
*sdesc.BorderColor = *Oyster::Math::Float4(1,1,1,1).element;
sdesc.MinLOD = 0;
sdesc.MaxLOD = D3D11_FLOAT32_MAX;
ID3D11SamplerState** ss = new ID3D11SamplerState*[1];
Oyster::Graphics::Core::device->CreateSamplerState(&sdesc,ss);
D3D11_DEPTH_STENCIL_DESC ddesc;
ddesc.DepthEnable = true;
ddesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
ddesc.DepthFunc = D3D11_COMPARISON_LESS;
ddesc.StencilEnable = true;
ddesc.StencilReadMask = 0xFF;
ddesc.StencilWriteMask = 0xFF;
ddesc.FrontFace.StencilFailOp = D3D11_STENCIL_OP_KEEP;
ddesc.FrontFace.StencilDepthFailOp = D3D11_STENCIL_OP_INCR;
ddesc.FrontFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
ddesc.FrontFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
ddesc.BackFace.StencilFailOp = D3D11_STENCIL_OP_KEEP;
ddesc.BackFace.StencilDepthFailOp = D3D11_STENCIL_OP_DECR;
ddesc.BackFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
ddesc.BackFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
ID3D11DepthStencilState* dsState;
Core::device->CreateDepthStencilState(&ddesc,&dsState);
//Create Views
for(int i = 0; i< Resources::Deffered::GBufferSize; ++i)
{
Core::Init::CreateLinkedShaderResourceFromTexture(&GBufferRTV[i],&GBufferSRV[i],NULL);
}
for(int i = 0; i < Resources::Deffered::LBufferSize; ++i)
{
Core::Init::CreateLinkedShaderResourceFromTexture(NULL,&LBufferSRV[i],&LBufferUAV[i]);
}
Buffer* b = &PointLightsData;
Core::Init::CreateLinkedShaderResourceFromStructuredBuffer(&b,&PointLightView,NULL);
srand((unsigned int)time(0));
//SSAO
Math::Vector3 kernel[KernelSize];
Math::Vector3 random[SampleSpread];
for(int i = 0;i < KernelSize; ++i)
{
kernel[i] = Oyster::Math::Vector3::null;
while( kernel[i] == Oyster::Math::Vector3::null )
{
kernel[i] = Oyster::Math::Vector3(
(float)rand() / (RAND_MAX + 1) * (1 - -1) + -1,
(float)rand() / (RAND_MAX + 1) * (1 - -1) + -1,
(float)rand() / (RAND_MAX + 1) * (1 - 0) + 0);
}
kernel[i].Normalize();
float scale = float(i) / float(KernelSize);
scale = (0.1f*(1 - scale * scale) + 1.0f *( scale * scale));
kernel[i] *= scale;
}
for( int i = 0; i < SampleSpread; ++i)
{
random[i] = Oyster::Math::Vector3::null;
while( random[i] == Oyster::Math::Vector3::null )
{
random[i] = Oyster::Math::Vector3(
(float)rand() / (RAND_MAX + 1) * (1 - -1)+ -1,
/*(float)rand() / (RAND_MAX + 1) * (1 - -1)+ -1,*/
1.0f,
0.0f);
}
random[i].Normalize();
}
D3D11_TEXTURE1D_DESC T1desc;
T1desc.Width = KernelSize;
T1desc.MipLevels = T1desc.ArraySize = 1;
T1desc.Format = DXGI_FORMAT_R32G32B32_FLOAT;
T1desc.Usage = D3D11_USAGE_DEFAULT;
T1desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
T1desc.CPUAccessFlags = 0;
T1desc.MiscFlags = 0;
D3D11_SUBRESOURCE_DATA sphere;
sphere.pSysMem = kernel;
D3D11_SUBRESOURCE_DATA rnd;
rnd.pSysMem = random;
rnd.SysMemPitch = sqrt(SampleSpread) * sizeof(Oyster::Math::Vector3);
ID3D11Texture1D *pTexture1;
Core::device->CreateTexture1D( &T1desc, &sphere, &pTexture1 );
Core::device->CreateShaderResourceView( pTexture1, 0, &SSAOKernel );
pTexture1->Release();
D3D11_TEXTURE2D_DESC T2desc;
T2desc.Width = KernelSize;
T2desc.MipLevels = T2desc.ArraySize = 1;
T2desc.Format = DXGI_FORMAT_R32G32B32_FLOAT;
T2desc.Usage = D3D11_USAGE_DEFAULT;
T2desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
T2desc.CPUAccessFlags = 0;
T2desc.MiscFlags = 0;
T2desc.Height = sqrt(SampleSpread);
T2desc.Width = SampleSpread/sqrt(SampleSpread);
T2desc.SampleDesc.Quality = 0;
T2desc.SampleDesc.Count = 1;
ID3D11Texture2D *pTexture2;
Core::device->CreateTexture2D( &T2desc, &rnd, &pTexture2 );
Core::device->CreateShaderResourceView( (pTexture2), 0, &SSAORandom );
pTexture2->Release();
////Create ShaderEffects
////---------------- Geometry Pass Setup ----------------------------
GeometryPass.Shaders.Pixel = GetShader::Pixel(L"Geometry");
GeometryPass.Shaders.Vertex = GetShader::Vertex(L"Geometry");
D3D11_INPUT_ELEMENT_DESC indesc[] =
{
{ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 20, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "TANGENT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 32, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "BITANGENT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 44, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "BONEINDEX", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 56, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "BONEWEIGHT", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 72, D3D11_INPUT_PER_VERTEX_DATA, 0 }
};
Shader::CreateInputLayout(indesc,7,GetShader::Vertex(L"Geometry"),GeometryPass.IAStage.Layout);
GeometryPass.IAStage.Topology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST;
GeometryPass.CBuffers.Vertex.push_back(AnimationData);
GeometryPass.CBuffers.Vertex.push_back(ModelData);
GeometryPass.RenderStates.Rasterizer = rs;
GeometryPass.RenderStates.SampleCount = 1;
GeometryPass.RenderStates.SampleState = ss;
GeometryPass.RenderStates.DepthStencil = dsState;
for(int i = 0; i<Deffered::GBufferSize;++i)
{
GeometryPass.RTV.push_back(GBufferRTV[i]);
}
GeometryPass.depth = Core::depthStencil;
////---------------- Light Pass Setup ----------------------------
LightPass.Shaders.Compute = GetShader::Compute(L"LightPass");
for(int i = 0; i<Deffered::LBufferSize;++i)
{
LightPass.UAV.Compute.push_back(LBufferUAV[i]);
}
for(int i = 0; i<Deffered::GBufferSize;++i)
{
LightPass.SRV.Compute.push_back(GBufferSRV[i]);
}
LightPass.SRV.Compute.push_back(Core::depthStencilUAV);
LightPass.CBuffers.Compute.push_back(LightConstantsData);
LightPass.SRV.Compute.push_back(PointLightView);
LightPass.SRV.Compute.push_back(SSAOKernel);
LightPass.SRV.Compute.push_back(SSAORandom);
////---------------- Post Pass Setup ----------------------------
PostPass.Shaders.Compute = GetShader::Compute(L"PostPass");
for(int i = 0; i<Deffered::LBufferSize;++i)
{
PostPass.SRV.Compute.push_back(LBufferSRV[i]);
}
PostPass.UAV.Compute.push_back(Core::backBufferUAV);
return Core::Init::State::Success;
}
void Deffered::Clean()
{
Resources::Deffered::ModelData.~Buffer();
Resources::Deffered::AnimationData.~Buffer();
Resources::Deffered::LightConstantsData.~Buffer();
Resources::Deffered::PointLightsData.~Buffer();
SAFE_RELEASE(Resources::Deffered::PointLightView);
SAFE_RELEASE(Deffered::SSAOKernel);
SAFE_RELEASE(Deffered::SSAORandom);
for(int i = 0; i< GBufferSize; ++i)
{
SAFE_RELEASE(GBufferRTV[i]);
SAFE_RELEASE(GBufferSRV[i]);
}
for(int i = 0; i< LBufferSize; ++i)
{
SAFE_RELEASE(LBufferUAV[i]);
SAFE_RELEASE(LBufferSRV[i]);
}
SAFE_RELEASE(GeometryPass.IAStage.Layout);
SAFE_RELEASE(GeometryPass.RenderStates.BlendState);
SAFE_RELEASE(GeometryPass.RenderStates.DepthStencil);
SAFE_RELEASE(GeometryPass.RenderStates.Rasterizer);
for(int i = 0; i < GeometryPass.RenderStates.SampleCount; ++i)
{
SAFE_RELEASE(GeometryPass.RenderStates.SampleState[i]);
}
SAFE_DELETE_ARRAY(GeometryPass.RenderStates.SampleState);
}
}
}
}
}

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#pragma once
#include "../../Core/Core.h"
namespace Oyster
{
namespace Graphics
{
namespace Render
{
namespace Resources
{
class Deffered
{
public:
static const int GBufferSize = 2;
static const int LBufferSize = 3;
static const int MaxLightSize = 100;
//! GBuffers
//! 0 = Diffuse + Glow
//! 1 = Normal + Spec
static ID3D11RenderTargetView* GBufferRTV[GBufferSize];
static ID3D11ShaderResourceView* GBufferSRV[GBufferSize];
//! LBuffer
//! 0 = Diffuse
//! 1 = Specular
//! 2 = SSAO
static ID3D11UnorderedAccessView* LBufferUAV[LBufferSize];
static ID3D11ShaderResourceView* LBufferSRV[LBufferSize];
static Core::PipelineManager::RenderPass GeometryPass;
static Core::PipelineManager::RenderPass LightPass;
static Core::PipelineManager::RenderPass PostPass;
static Core::Buffer ModelData;
static Core::Buffer AnimationData;
static Core::Buffer LightConstantsData;
static Core::Buffer PointLightsData;
static ID3D11ShaderResourceView* PointLightView;
static ID3D11ShaderResourceView* SSAOKernel;
static ID3D11ShaderResourceView* SSAORandom;
static Core::Init::State Init();
static Core::Init::State InitShaders();
static void Clean();
};
}
}
}
}

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Texture2D Diffuse : register(t0);
Texture2D Specular : register(t1);
Texture2D Ambient : register(t2);
RWTexture2D<float4> Output;
[numthreads(16, 16, 1)]
void main( uint3 DTid : SV_DispatchThreadID )
{
//Output[DTid.xy] = Diffuse[DTid.xy] + Specular[DTid.xy] + Diffuse[DTid.xy] * Ambient[DTid.xy/2].w;// + float4(Ambient[DTid.xy/4].xyz,1); GLOW
//Output[DTid.xy] = Ambient[DTid.xy/2];
Output[DTid.xy] = Diffuse[DTid.xy] + Specular[DTid.xy];
}

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#include "GBufferHeader.hlsli"
VertexOut main( VertexIn input )
{
VertexOut output;
/*input.pos = (
(mul(BoneAnimation[input.boneIndex.x], input.pos) * input.boneWeight.x) +
(mul(BoneAnimation[input.boneIndex.y], input.pos) * input.boneWeight.y) +
(mul(BoneAnimation[input.boneIndex.z], input.pos) * input.boneWeight.z) +
(mul(BoneAnimation[input.boneIndex.w], input.pos) * input.boneWeight.w)
* Animated) + input.pos * int(1-Animated);*/
input.pos = (
(mul(BoneAnimation[input.boneIndex.x], input.pos)/* * input.boneWeight.x*/)
* Animated) + input.pos * int(1-Animated);
//float4x4 m = matrix(float4(1,0,0,0),float4(0,1,0,0), float4(0,0,1,0), float4(0,0,0,1));
//input.pos = mul(BoneAnimation[0], float4(input.pos,1));
//input.pos = mul(m, float4(input.pos,1));
output.pos = mul(WVP, float4(input.pos,1));
output.normal = mul(WV, float4(input.normal,0)).xyz;
output.UV = input.UV;
return output;
}

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#include "Header.hlsli"
[maxvertexcount(4)]
void main(point Vertex2DIn input[1],inout TriangleStream<Pixel2DIn> Quads)
{
Pixel2DIn output;
output.Pos = mul(float4(-1,-1,0,1) ,Translation);
output.Uv = float2(0,1);
Quads.Append(output);
output.Pos = mul(float4(-1,1,0,1), Translation);
output.Uv = float2(0,0);
Quads.Append(output);
output.Pos = mul(float4(1,-1,0,1), Translation);
output.Uv = float2(1,1);
Quads.Append(output);
output.Pos = mul(float4(1,1,0,1), Translation);
output.Uv = float2(1,0);
Quads.Append(output);
}

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#include "Header.hlsli"
float4 main(Pixel2DIn input) : SV_Target0
{
return Material.Sample(LinearSampler,input.Uv);
}

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#include "Header.hlsli"
Vertex2DIn main(Vertex2DIn input)
{
return input;
}

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struct Vertex2DIn
{
float2 Pos : Position;
};
cbuffer EveryObject2D : register(c0)
{
float4x4 Translation;
};
struct Pixel2DIn
{
float4 Pos : SV_Position;
float2 Uv : TEXCOORD;
};
Texture2D Material : register(t0);
SamplerState LinearSampler : register(s0);

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#include "Header.hlsli"
[maxvertexcount(4)]
void main(point Text2DIn input[1],inout TriangleStream<Pixel2DIn> Quads)
{
float startoff=input[0].off*input[0].coff;
float endoff=startoff+input[0].coff;
Pixel2DIn output;
output.Pos = mul(float4(-1,-1,0,1), Translation);
output.Pos.x += input[0].Pos;
output.Uv = float2(startoff,1);
Quads.Append(output);
output.Pos = mul(float4(-1,1,0,1), Translation);
output.Pos.x += input[0].Pos;
output.Uv = float2(startoff,0);
Quads.Append(output);
output.Pos = mul(float4(1,-1,0,1), Translation);
output.Pos.x += input[0].Pos;
output.Uv = float2(endoff,1);
Quads.Append(output);
output.Pos = mul(float4(1,1,0,1), Translation);
output.Pos.x += input[0].Pos;
output.Uv = float2(endoff,0);
Quads.Append(output);
}

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#include "Header.hlsli"
Text2DIn main(Text2DIn input)
{
return input;
}

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#include "../Header.hlsli"
cbuffer TextPerObject : register(c0)
{
float4x4 gWorld;
};
Texture2D g_tex1 : register(t0);
struct Text2DIn
{
float Pos : Position;
int off : Offset;
float coff : CharOffset;
};
struct TEXT_VS_OUT
{
float4 pos : SV_POSITION;
float2 texCoord : TEXCOORD;
};

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#include "BlurSharedData.hlsli"
[numthreads(N,1,1)]
void main(int3 ThreadID : SV_DispatchThreadID, int3 gThreadID : SV_GroupThreadID)
{
if(gThreadID.x < blurRadius)
{
int x = max(ThreadID.x-blurRadius,0);
gCache[gThreadID.x] = inTex[int2(x,ThreadID.y)];
}
if(gThreadID.x >= N-blurRadius)
{
int x = min(ThreadID.x+blurRadius,inTex.Length.x-1);
gCache[gThreadID.x+2*blurRadius] = inTex[int2(x,ThreadID.y)];
}
gCache[gThreadID.x+blurRadius] = inTex[min(ThreadID.xy,inTex.Length.xy-1)];
GroupMemoryBarrierWithGroupSync();
float4 blurCol = float4(0,0,0,0);
[unroll]
for(int i = -blurRadius; i <= blurRadius;++i)
{
int k = gThreadID.x + blurRadius + i;
blurCol +=Weights[i + blurRadius] * gCache[k];
}
outTex[ThreadID.xy] = blurCol;
//Output[ThreadID.xy] = Diffuse[((ThreadID.xy))];
}

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@ -0,0 +1,35 @@
#ifndef BLURSHAREDDATA
#define BLURSHAREDDATA
static const float Weights[9] =
{
0.05f, 0.05f, 0.1f, 0.15f, 0.3f, 0.15f, 0.1f, 0.05f, 0.05f
};
static const int blurRadius = 4;
#define N 128
#define gSize (N+2*blurRadius)
groupshared float4 gCache[gSize];
Texture2D inTex : register(t0);
RWTexture2D<float4> outTex : register(u0);
//cbuffer BlurrData : register(c0)
//{
// static const int blurRadius = 5;
// static const float Weights[11] =
// {
// 0.05f,0.05f,0.1f,0.1f,0.1f,0.2f,0.1f,0.1f,0.1f,0.05f,0.05f
// };
//};
//[numthreads(16,16,1)]
//void TryCompute(uint3 ThreadID : SV_DispatchThreadID)
//{
// Output[ThreadID.xy] = Diffuse[ThreadID.xy]*0.5f+Glow[ThreadID.xy]*Glow[ThreadID.xy].w;
//}
#endif

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@ -0,0 +1,32 @@
#include "BlurSharedData.hlsli"
[numthreads(1,N,1)]
void main(int3 ThreadID : SV_DispatchThreadID, int3 gThreadID : SV_GroupThreadID)
{
if(gThreadID.y < blurRadius)
{
int y = max(ThreadID.y-blurRadius,0);
gCache[gThreadID.y] = inTex[int2(ThreadID.x,y)];
}
if(gThreadID.y >= N-blurRadius)
{
int y = min(ThreadID.y+blurRadius,inTex.Length.y-1);
gCache[gThreadID.y+2*blurRadius] = inTex[int2(ThreadID.x,y)];
}
gCache[gThreadID.y+blurRadius] = inTex[min(ThreadID.xy,inTex.Length.xy-1)];
GroupMemoryBarrierWithGroupSync();
float4 blurCol = float4(0,0,0,0);
[unroll]
for(int i = -blurRadius; i <= blurRadius;++i)
{
int k = gThreadID.y + blurRadius + i;
blurCol +=Weights[i + blurRadius] * gCache[k];
}
outTex[ThreadID.xy] = blurCol;
//Output[ThreadID.xy] = inTex[((ThreadID.xy))];
}

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@ -1,9 +1,9 @@
#include "GBufferHeader.hlsli"
#include "Header.hlsli"
PixelOut main(VertexOut input)
{
PixelOut output;
output.DiffuseGlow = Diffuse.Sample(S1, input.UV);
output.NormalSpec = float4(normalize(input.normal), 1.0f);
output.NormalSpec = float4(normalize(input.normal), Normal.Sample(S1,input.UV).w);
return output;
}

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@ -0,0 +1,20 @@
#include "Header.hlsli"
VertexOut main( VertexIn input )
{
VertexOut output;
Matrix boneTrans = AnimatedData[input.boneIndex.x]*input.boneWeight.x +
AnimatedData[input.boneIndex.y]*input.boneWeight.y +
AnimatedData[input.boneIndex.z]*input.boneWeight.z +
AnimatedData[input.boneIndex.w]*input.boneWeight.w;
input.pos = mul(boneTrans,float4(input.pos,1)).xyz * Animated + input.pos * int(1-Animated);
input.normal = mul(boneTrans,float4(input.normal,1)).xyz * Animated + input.normal * int(1-Animated);
output.pos = mul(WVP, float4(input.pos,1));
output.normal = mul(WV, float4(input.normal,0)).xyz;
output.UV = input.UV;
return output;
}

View File

@ -32,13 +32,13 @@ SamplerState S1 : register(s0);
cbuffer Animation : register(b0)
{
float4x4 BoneAnimation[100];
int Animated;
float3 Pad;
float4x4 AnimatedData[100];
}
cbuffer PerModel : register(b1)
{
matrix WV;
matrix WVP;
int Animated;
float3 Pad;
}

View File

@ -27,12 +27,13 @@ cbuffer LightConstants : register(b0)
Texture2D DiffuseGlow : register(t0);
Texture2D NormalSpec : register(t1);
Texture2D DepthTexture : register(t2);
Texture2D GUI : register(t2);
Texture2D DepthTexture : register(t3);
StructuredBuffer<PointLight> Points : register(t3);
StructuredBuffer<PointLight> Points : register(t4);
Texture1D SSAOKernel : register(t4);
Texture2D SSAORand : register(t5);
Texture1D SSAOKernel : register(t5);
Texture2D SSAORand : register(t6);
RWTexture2D<float4> Diffuse : register(u0);
RWTexture2D<float4> Specular : register(u1);

View File

@ -27,16 +27,16 @@ void main( uint3 DTid : SV_DispatchThreadID, uint3 GTid : SV_GroupThreadID )
Shaded.Specular += light.Specular;
}
//Diffuse[DTid.xy] = float4(Shaded.Diffuse * DiffuseGlow[DTid.xy].xyz,1);
Diffuse[DTid.xy] = float4(DiffuseGlow[DTid.xy].xyz,1);
Specular[DTid.xy] = float4(Shaded.Specular, 1);
Diffuse[DTid.xy] = float4(Shaded.Diffuse * DiffuseGlow[DTid.xy].xyz,0);
Specular[DTid.xy] = float4(Shaded.Specular, 0);
if(DTid.x & 1 && DTid.y & 1 )
{
float AmbValue = GetSSAO(ViewPos, UV, DTid.xy, GTid.xy/2);
Ambient[DTid.xy/2] = AmbValue;
Ambient[DTid.xy/2] = float4(DiffuseGlow[DTid.xy].xyz, AmbValue);
Ambient[DTid.xy/2 + float2(Pixels.x/2, 0)] = GUI[DTid.xy];
//Ambient[DTid.xy] = GUI[DTid.xy];
}
}

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@ -0,0 +1,26 @@
Texture2D Diffuse : register(t0);
Texture2D Specular : register(t1);
Texture2D Ambient : register(t2);
RWTexture2D<float4> Output;
cbuffer Size : register(b0)
{
int2 Pixels;
}
#define AmbFactor 0.8f;
[numthreads(16, 16, 1)]
void main( uint3 DTid : SV_DispatchThreadID )
{
float4 Light = Diffuse[DTid.xy] + saturate(Specular[DTid.xy]);
float4 Amb = float4(Ambient[DTid.xy/2].xyz * Ambient[DTid.xy/2].w, 0);
float4 GUI;
uint2 index = DTid.xy/2 + int2(Pixels.x/2,0);
float3 PostLight = Amb.xyz * AmbFactor;
PostLight = PostLight + Light.xyz;
GUI = float4(Ambient[index]);
PostLight = PostLight * (1 - GUI.w);
Output[DTid.xy] = float4((GUI.xyz * GUI.w) + PostLight, 1);
}

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@ -20,8 +20,10 @@ HWND g_hWnd = NULL;
Oyster::Graphics::Model::Model* m = NULL;
Oyster::Graphics::Model::Model* m2 = NULL;
Oyster::Graphics::Model::Model* m3 = NULL;
Oyster::Graphics::API::Texture t = NULL;
Oyster::Math::Float4x4 V;
Oyster::Math::Float4x4 P;
Oyster::Graphics::Definitions::Pointlight pl;
//--------------------------------------------------------------------------------------
@ -90,6 +92,8 @@ int WINAPI wWinMain( HINSTANCE hInstance, HINSTANCE hPrevInstance, LPWSTR lpCmdL
}
}
Oyster::Graphics::API::Option o = Oyster::Graphics::API::GetOption();
Oyster::Graphics::API::DeleteModel(m);
Oyster::Graphics::API::DeleteModel(m2);
Oyster::Graphics::API::DeleteModel(m3);
@ -154,31 +158,35 @@ HRESULT InitDirect3D()
{
HRESULT hr = S_OK;;
Oyster::Graphics::API::Option o = Oyster::Graphics::API::GetOption();
o.modelPath = L"..\\Content\\Models\\";
o.texturePath = L"..\\Content\\Textures\\";
Oyster::Graphics::API::SetOptions(o);
if(Oyster::Graphics::API::Init(g_hWnd,false,false, Oyster::Math::Float2( 1024, 768 )) == Oyster::Graphics::API::Fail)
{
return E_FAIL;
}
m = Oyster::Graphics::API::CreateModel(L"crate_colonists.dan");
m2 = Oyster::Graphics::API::CreateModel(L"char_temporary.dan");
m2->WorldMatrix = Oyster::Math3D::OrientationMatrix(Oyster::Math::Float3::null,Oyster::Math::Float3(4,0,0),Oyster::Math::Float3::null);
Oyster::Graphics::API::PlayAnimation(m2, L"movement",true);
m = Oyster::Graphics::API::CreateModel(L"untitled.dan");
m2 = Oyster::Graphics::API::CreateModel(L"still.dan");
m2->WorldMatrix = Oyster::Math3D::OrientationMatrix(Oyster::Math::Float3::null,Oyster::Math::Float3(0,5,0),Oyster::Math::Float3::null);
m2->AnimationPlaying = 0;
m2->AnimationTime = 0.0f;
//m3 = Oyster::Graphics::API::CreateModel(L"box_2.dan");
//m3->WorldMatrix = Oyster::Math3D::OrientationMatrix(Oyster::Math::Float3::null,Oyster::Math::Float3(0,5,0),Oyster::Math::Float3::null);
t = Oyster::Graphics::API::CreateTexture(L"structure_corp_mdg.png");
P = Oyster::Math3D::ProjectionMatrix_Perspective(Oyster::Math::pi/2,1280.0f/720.0f,.1f,10000);
Oyster::Graphics::API::SetProjection(P);
V = Oyster::Math3D::OrientationMatrix_LookAtDirection(Oyster::Math::Float3(0,0,-1),Oyster::Math::Float3(0,1,0),Oyster::Math::Float3(0,200,500.4f));
V = Oyster::Math3D::OrientationMatrix_LookAtDirection(Oyster::Math::Float3(0,0,-1),Oyster::Math::Float3(0,1,0),Oyster::Math::Float3(0,0,5.4f));
V = V.GetInverse();
Oyster::Graphics::Definitions::Pointlight pl;
pl.Color = Oyster::Math::Float3(1,1,1);
pl.Color = Oyster::Math::Float3(1,0,1);
pl.Bright = 1;
pl.Pos = Oyster::Math::Float3(0,-20.0f,30.4f);
pl.Pos = Oyster::Math::Float3(0,-20.0f,0.4f);
pl.Radius = 90;
Oyster::Graphics::API::AddLight(pl);
@ -189,16 +197,11 @@ HRESULT InitDirect3D()
float angle = 0;
HRESULT Update(float deltaTime)
{
angle += Oyster::Math::pi/16 * deltaTime;
//m->WorldMatrix = Oyster::Math3D::RotationMatrix_AxisY(angle) * Oyster::Math3D::RotationMatrix_AxisX(-Oyster::Math::pi/2);
m2->WorldMatrix = Oyster::Math3D::OrientationMatrix(Oyster::Math::Float3(0,1,0)*-Oyster::Math::pi/2,Oyster::Math::Float3(0,-4,0),Oyster::Math::Float3::null);
Oyster::Math::Matrix ma = Oyster::Math::Matrix::identity;
ma *= 50;
ma.m44 = 1;
m2->WorldMatrix = m2->WorldMatrix * ma;
m2->AnimationTime += deltaTime * 0.5f;
//m3->WorldMatrix = Oyster::Math3D::OrientationMatrix(Oyster::Math::Float3(1,0,0)*-0,Oyster::Math::Float3(3,4,-1*angle),Oyster::Math::Float3::null);
//angle += Oyster::Math::pi/16 * deltaTime;
m2->WorldMatrix = Oyster::Math3D::OrientationMatrix(Oyster::Math::Float3(0,1,0) * angle,Oyster::Math::Float3(4,0,0),Oyster::Math::Float3::null);
//Oyster::Math::Matrix ma = Oyster::Math::Matrix::identity;
Oyster::Graphics::API::Update(deltaTime);
//m2->Animation.data.AnimationTime += deltaTime;// * 0.5f;
return S_OK;
}
@ -207,10 +210,12 @@ HRESULT Render(float deltaTime)
Oyster::Graphics::API::SetView(V);
Oyster::Graphics::API::NewFrame();
//Oyster::Graphics::API::RenderModel(*m);
Oyster::Graphics::API::RenderModel(*m2);
//Oyster::Graphics::API::RenderModel(*m3);
Oyster::Graphics::API::RenderModel(m);
Oyster::Graphics::API::RenderModel(m2);
Oyster::Graphics::API::StartGuiRender();
Oyster::Graphics::API::RenderGuiElement(t,Oyster::Math::Float2(0.5f,0.5f),Oyster::Math::Float2(0.8f,0.2f));
Oyster::Graphics::API::StartTextRender();
Oyster::Graphics::API::RenderText(L"Lanariel Was Here",Oyster::Math::Float2(0.5f,0.1f),Oyster::Math::Float2(0.05f,0.08f));
Oyster::Graphics::API::EndFrame();
return S_OK;
@ -248,6 +253,19 @@ LRESULT CALLBACK WndProc( HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam
Oyster::Graphics::API::ReloadShaders();
#endif
break;
//Z -
case 0x5A:
//m2->AnimationTime -= 0.1f;
//if(m2->AnimationTime < 0)
//m2->AnimationTime = 0;
angle += Oyster::Math::pi / 16;
break;
//X +
case 0x58:
//m2->AnimationTime += 0.1f;
angle -= Oyster::Math::pi / 16;
break;
}
break;