#include "GFXAPI.h" #include "../Core/Core.h" #include "../Render/Resources.h" #include "../Render/DefaultRenderer.h" #include "../FileLoader/ObjReader.h" #include "Resource/ResourceManager.h" #include "../FileLoader/GeneralLoader.h" #include "../Model/ModelInfo.h" #include "../Render/GuiRenderer.h" #include namespace Oyster { namespace Graphics { namespace { Math::Float4x4 View; Math::Float4x4 Projection; std::vector Lights; float deltaTime; #ifdef _DEBUG Model::Model* cube; Model::Model* sphere; ID3D11RasterizerState* wire; ID3D11ShaderResourceView* debugSRV; #endif } API::State API::Init(HWND Window, bool MSAA_Quality, bool Fullscreen, API::Option o) { Core::resolution = o.Resolution; Core::modelPath = o.modelPath; Core::texturePath = o.texturePath; if(Core::Init::FullInit(Window, MSAA_Quality, Fullscreen) == Core::Init::Fail) { return API::Fail; } Render::Resources::Gui::Text::Font = (ID3D11ShaderResourceView*)API::CreateTexture(L"font_generic.png"); Render::Resources::Init(); Definitions::PostData pd; pd.Amb = o.AmbientValue; void* data = Render::Resources::Post::Data.Map(); memcpy(data,&pd,sizeof(Definitions::PostData)); Render::Resources::Post::Data.Unmap(); Render::Preparations::Basic::SetViewPort(); #ifdef _DEBUG //fix load model debugSRV = (ID3D11ShaderResourceView*)API::CreateTexture(L"color_white.png"); debugSRV = (ID3D11ShaderResourceView*)API::CreateTexture(L"color_white.png"); cube = CreateModel(L"generic_cube.dan"); cube->Tint = Math::Float3(0.0f,0.0f,1.0f); sphere = CreateModel(L"generic_sphere.dan"); sphere->Tint = Math::Float3(1.0f,0.5f,182/255.0f); D3D11_RASTERIZER_DESC desc; desc.CullMode = D3D11_CULL_BACK; desc.FillMode = D3D11_FILL_WIREFRAME; desc.FrontCounterClockwise = false; desc.DepthBias = 0; desc.DepthBiasClamp = 0; desc.DepthClipEnable = true; desc.SlopeScaledDepthBias = 0; desc.ScissorEnable = false; desc.MultisampleEnable = false; desc.AntialiasedLineEnable = false; Core::device->CreateRasterizerState(&desc,&wire); #endif return API::Sucsess; } void API::SetProjection(const Math::Float4x4& projection) { Projection = projection; } void API::SetView(const Math::Float4x4& view) { View = view; } void API::NewFrame() { if(Lights.size()) { Render::DefaultRenderer::NewFrame(View, Projection, &Lights[0], (int)Lights.size()); } else { Render::DefaultRenderer::NewFrame(View, Projection, NULL, 0); } } void API::RenderScene(Model::Model models[], int count) { Render::DefaultRenderer::RenderScene(models,count, View, Projection, deltaTime); } void API::RenderModel(Model::Model* m) { Render::DefaultRenderer::RenderScene(m,1, View, Projection, deltaTime); } void API::EndFrame() { Render::DefaultRenderer::EndFrame(); } API::State API::SetOptions(API::Option option) { Core::modelPath = option.modelPath; Core::texturePath = option.texturePath; Definitions::PostData pd; pd.Amb = option.AmbientValue; void* data = Render::Resources::Post::Data.Map(); memcpy(data,&pd,sizeof(Definitions::PostData)); Render::Resources::Post::Data.Unmap(); return API::Sucsess; } //returns null for invalid filenames Model::Model* API::CreateModel(std::wstring filename) { Model::Model* m = new Model::Model(); m->WorldMatrix = Oyster::Math::Float4x4::identity; m->Visible = true; m->Animation.AnimationPlaying = NULL; m->Tint = Math::Float3(1); 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; if(!mi || mi->Vertices->GetBufferPointer() == NULL) { delete m; Core::loader.ReleaseResource(mi); delete mi; return NULL; } return m; } void API::DeleteModel(Model::Model* model) { if(model==NULL) return; Model::ModelInfo* info = (Model::ModelInfo*)model->info; delete model; Core::loader.ReleaseResource(info); } void API::Clean() { #ifdef _DEBUG DeleteModel(cube); DeleteModel(sphere); SAFE_RELEASE(wire); #endif DeleteTexture(Render::Resources::Gui::Text::Font); SAFE_DELETE(Core::viewPort); Core::loader.Clean(); Oyster::Graphics::Core::PipelineManager::Clean(); Oyster::Graphics::Render::Resources::Clean(); SAFE_RELEASE(Core::depthStencil); SAFE_RELEASE(Core::depthStencilUAV); SAFE_RELEASE(Core::backBufferRTV); SAFE_RELEASE(Core::backBufferUAV); SAFE_RELEASE(Core::swapChain); SAFE_RELEASE(Core::deviceContext); SAFE_RELEASE(Core::device); } void API::AddLight(Definitions::Pointlight light) { Lights.push_back(light); } void API::ClearLights() { Lights.clear(); } #ifdef _DEBUG API::State API::ReloadShaders() { Render::Resources::InitShaders(); return State::Sucsess; } void API::StartRenderWireFrame() { Core::deviceContext->OMSetRenderTargets((UINT)Render::Resources::Gather::Pass.RTV.size(),&Render::Resources::Gather::Pass.RTV[0],NULL); Core::deviceContext->RSSetState(wire); Core::deviceContext->OMSetRenderTargets((UINT)Render::Resources::Gather::Pass.RTV.size(),&Render::Resources::Gather::Pass.RTV[0],NULL); } void API::RenderDebugCube(Math::Matrix world) { cube->WorldMatrix = world; Render::DefaultRenderer::RenderScene(cube,1,View,Projection); } void API::RenderDebugSphere(Math::Matrix world) { sphere->WorldMatrix = world; Render::DefaultRenderer::RenderScene(sphere,1,View,Projection); } #endif API::Option API::GetOption() { Option o; o.BytesUsed = Core::UsedMem; o.modelPath = Core::modelPath; o.texturePath = Core::texturePath; o.Resolution = Core::resolution; return o; } void API::StartGuiRender() { Render::Gui::Begin2DRender(); } void API::RenderGuiElement(API::Texture tex, Math::Float3 pos, Math::Float2 size, Math::Float4 color) { Render::Gui::Render((ID3D11ShaderResourceView*)tex,pos,size,color); } 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) { if(m==NULL) return 0; m->Animation.AnimationPlaying = &(*m->info->Animations.find(name)).second; m->Animation.AnimationTime=0; m->Animation.LoopAnimation = looping; return (float)m->Animation.AnimationPlaying->duration; } void API::Update(float dt) { deltaTime = dt; } void API::StartTextRender() { Render::Gui::Begin2DTextRender(); } void API::RenderText(std::wstring text, Math::Float3 Pos, Math::Float2 Size, float FontSize, Math::Float4 color) { Render::Gui::RenderText(text, Pos, Size, FontSize, color); } } }