529 lines
16 KiB
C++
529 lines
16 KiB
C++
#include "Engine.h"
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bool CreateDepthStencil(bool MSAA_Quality);
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bool CreateRenderTarget();
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void SetViewPort();
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class oysterPrivates
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{
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public:
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bool instance,swapChained;
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ID3D11DepthStencilView* depth;
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ID3D11RenderTargetView *rtv;
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ID3D11UnorderedAccessView *uav;
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ID3D11ShaderResourceView* depthTexture;
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DXGI_SAMPLE_DESC sampleDesc;
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D3D11_VIEWPORT viewPort;
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oysterPrivates():instance(false),swapChained(false),depth(NULL),rtv(NULL), depthTexture(NULL){};
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int sizeX, sizeY;
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class State
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{
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public:
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int NrOfSamples;
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int SampleSpread;
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int NrOfPointlights;
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}States;
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}instance;
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Oyster::Engine::Engine()
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{
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}
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Oyster::Engine::~Engine()
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{
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}
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//Init
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bool Oyster::Engine::Init::IsInstanced()
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{
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return instance.instance;
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}
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bool Oyster::Engine::Init::Instance(bool SingleThreaded,bool Reference,bool ForceDX11)
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{
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if(!instance.instance)
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if(Oyster::Core::Init(SingleThreaded,Reference,ForceDX11))
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instance.instance=true;
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return instance.instance;
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}
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bool Oyster::Engine::Init::HasSwapChain()
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{
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return instance.swapChained;
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}
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bool Oyster::Engine::Init::CreateSwapChain(HWND Window,int NrofBuffers,bool MSAA_Quality,bool Fullscreen)
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{
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RECT rc;
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GetClientRect( Window, &rc );
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instance.sizeX = rc.right - rc.left;
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instance.sizeY = rc.bottom - rc.top;
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if(!instance.swapChained)
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{
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if(Oyster::Core::CreateSwapChain(Window,NrofBuffers,MSAA_Quality,Fullscreen))
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instance.swapChained=true;
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}
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return instance.swapChained;
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}
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bool Oyster::Engine::Init::FullInit(const Setup& setup)
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{
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if(!Oyster::Engine::Init::Instance(setup.SingleThreaded,setup.Reference,setup.ForceDX11))
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return false;
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if(!Oyster::Engine::Init::CreateSwapChain(NULL,setup.NrOfBuffers,setup.MSAA_Quality,setup.Fullscreen))
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return false;
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/// \todo Add Init Shaders to full Init Process
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if(setup.GenerateDepthStencil)
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if(!CreateDepthStencil(setup.MSAA_Quality))
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return false;
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if(!CreateRenderTarget())
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return false;
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if(!Oyster::Render::Textbox::Init())
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return false;
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SetViewPort();
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if(setup.BindDefault)
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Oyster::Engine::PrepareForRendering::BindRenderTargets(&instance.rtv,1,instance.depth);
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instance.States.NrOfSamples = 14;
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instance.States.SampleSpread = 4;
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instance.States.NrOfPointlights = 1024;
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Oyster::Resources::Buffers::Init();
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Oyster::Resources::ShaderEffects::Init();
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Oyster::Resources::PipeLineResourses::Init(instance.sizeX, instance.sizeY);
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return true;
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}
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Oyster::Buffer* Oyster::Engine::Init::Buffers::CreateBuffer(const Oyster::Buffer::BUFFER_INIT_DESC desc)
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{
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Oyster::Buffer *buffy = new Oyster::Buffer();
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buffy->Init(desc);
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return buffy;
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}
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//PrepareForRendering
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void Oyster::Engine::PrepareForRendering::BindRenderTargets(ID3D11RenderTargetView** RenderTargets,int NrOfTargets,ID3D11DepthStencilView* depth)
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{
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Oyster::Core::DeviceContext->OMSetRenderTargets(NrOfTargets,RenderTargets,depth);
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}
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void Oyster::Engine::PrepareForRendering::BindRenderTargets(ID3D11RenderTargetView** RenderTargets,int NrOfTargets)
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{
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Oyster::Core::DeviceContext->OMSetRenderTargets(NrOfTargets,RenderTargets,instance.depth);
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}
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void Oyster::Engine::PrepareForRendering::BindBackBufferAsUAV()
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{
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Oyster::Core::DeviceContext->CSSetUnorderedAccessViews(0,1,&instance.uav,0);
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}
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void Oyster::Engine::PrepareForRendering::BindUAV(ID3D11UnorderedAccessView** uav, int NrOfUavs)
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{
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Oyster::Core::DeviceContext->CSSetUnorderedAccessViews(0,NrOfUavs,uav,0);
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}
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void Oyster::Engine::PrepareForRendering::ClearBackBuffer(Math::Float4 color)
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{
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Oyster::Core::DeviceContext->ClearRenderTargetView(instance.rtv,(float*)color);
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Oyster::Core::DeviceContext->ClearDepthStencilView(instance.depth,1,1,0);
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}
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void Oyster::Engine::PrepareForRendering::BindBackBuffer(ID3D11DepthStencilView* depth)
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{
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Oyster::Core::DeviceContext->OMSetRenderTargets(1,&instance.rtv,depth);
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}
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void Oyster::Engine::PrepareForRendering::BindBackBuffer()
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{
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Oyster::Core::DeviceContext->OMSetRenderTargets(1,&instance.rtv,instance.depth);
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}
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void Oyster::Engine::PrepareForRendering::Begin2DRender()
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{
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Oyster::Resources::Buffers::V2DSprites.Apply();
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Oyster::Resources::Buffers::CBufferGs.Apply();
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Core::ShaderManager::SetShaderEffect(Oyster::Resources::ShaderEffects::BasicSprite);
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}
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void Oyster::Engine::PrepareForRendering::Begin2DTextRender()
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{
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Oyster::Render::Textbox::TextBuffer.Apply();
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Oyster::Resources::Buffers::CBufferGs.Apply();
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Oyster::Core::ShaderManager::SetShaderEffect(Oyster::Resources::ShaderEffects::Text2DEffect);
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}
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//Render
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void Oyster::Engine::Render::PresentScene()
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{
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Core::SwapChain->Present(0,0);
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}
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void Oyster::Engine::Render::Geometry(const Oyster::Render::Model* models,int count,Oyster::Buffer* cBufferEveryObject, int slot)
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{
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if(cBufferEveryObject)
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cBufferEveryObject->Apply(slot);
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for(int i=0;i<count;++i)
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{
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if(models[i].Visible)
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{
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if(cBufferEveryObject)
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{
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void* data = cBufferEveryObject->Map();
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memcpy(data,&(models[i].World->GetTranspose()),64);
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cBufferEveryObject->Unmap();
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}
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Oyster::Core::DeviceContext->PSSetShaderResources(0,models[i].info->Material.size(),&(models[i].info->Material[0]));
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models[i].info->Vertices.Apply();
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if(models[i].info->Indexed)
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{
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models[i].info->Indecies.Apply();
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Oyster::Core::DeviceContext->DrawIndexed(models[i].info->VertexCount,0,0);
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}
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else
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Oyster::Core::DeviceContext->Draw(models[i].info->VertexCount,0);
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}
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}
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}
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void Oyster::Engine::Render::Text(std::string text, Oyster::Math::Float2 size, Oyster::Math::Float3 Pos)
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{
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Pos.x -= instance.sizeX/2;
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Pos.x += size.x;
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Pos.y -= instance.sizeY/2;
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Pos.y += size.y;
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Matrix m;
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m = Math::Matrix::identity;
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float width = (1.0f/(instance.sizeX/2.0f));
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float height = (1.0f/(instance.sizeY/2.0f));
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m.m41=Pos.x * width;
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m.m42=-Pos.y * height;
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m.m43=Pos.z;
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m.m11=width*size.x;
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m.m22=height*size.y;
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void* dest = Resources::Buffers::CBufferGs.Map();
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memcpy(dest,&m.GetTranspose(),64);
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Resources::Buffers::CBufferGs.Unmap();
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Oyster::Render::Textbox::Update(text, size.x);
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Oyster::Engine::PrepareForRendering::Begin2DTextRender();
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Oyster::Core::DeviceContext->PSSetShaderResources(0,1,&(Oyster::Render::Textbox::Texture));
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//Should be able to be outside of the for loop. Keeping it here for now though.
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Oyster::Core::DeviceContext->Draw(Oyster::Render::Textbox::NumLetters, 0);
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}
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void Oyster::Engine::Render::ScreenQuad(ID3D11ShaderResourceView* srv, float ZPos)
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{
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Oyster::Core::DeviceContext->PSSetShaderResources(0,1,&srv);
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Matrix m;
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m = Math::Matrix::identity;
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m.m43=ZPos;
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void* dest = Resources::Buffers::CBufferGs.Map();
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memcpy(dest,&m.GetTranspose(),64);
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Resources::Buffers::CBufferGs.Unmap();
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Oyster::Core::DeviceContext->Draw(1,0);
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}
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void Oyster::Engine::Render::Sprite(ID3D11ShaderResourceView* srv, Oyster::Math::Float2 size, Oyster::Math::Float3 Pos)
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{
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Oyster::Core::DeviceContext->PSSetShaderResources(0,1,&srv);
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Pos.x -= instance.sizeX/2;
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Pos.x += size.x/2;
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Pos.y -= instance.sizeY/2;
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Pos.y += size.y/2;
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Matrix m;
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m = Math::Matrix::identity;
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float width = (1.0f/(instance.sizeX/2.0f));
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float height = (1.0f/(instance.sizeY/2.0f));
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m.m41=Pos.x * width;
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m.m42=-Pos.y * height;
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m.m43=Pos.z;
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m.m11=width*size.x/2;
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m.m22=height*size.y/2;
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void* dest = Resources::Buffers::CBufferGs.Map();
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memcpy(dest,&m.GetTranspose(),64);
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Resources::Buffers::CBufferGs.Unmap();
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Oyster::Core::DeviceContext->Draw(1,0);
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}
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//Misc
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bool CreateDepthStencil(bool MSAA_Quality)
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{
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D3D11_TEXTURE2D_DESC desc;
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desc.MipLevels=1;
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desc.ArraySize=1;
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desc.Format = DXGI_FORMAT_D32_FLOAT;
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desc.Usage = D3D11_USAGE_DEFAULT;
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desc.BindFlags = D3D11_BIND_DEPTH_STENCIL;
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desc.CPUAccessFlags=0;
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desc.MiscFlags=0;
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desc.Height = instance.sizeY;
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desc.Width = instance.sizeX;
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//Check and Set multiSampling
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if(MSAA_Quality)
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{
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if(FAILED(Oyster::Core::Device->CheckMultisampleQualityLevels(DXGI_FORMAT_R8G8B8A8_UNORM,4,&desc.SampleDesc.Quality)))
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{
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//Log<< "Failed to check multisample quality levels (MSAAQuality).\n";
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return false;
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}
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desc.SampleDesc.Count=4;
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--desc.SampleDesc.Quality;
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//Log << "Supported multisample quality levels (MSAAQuality): " << desc.SampleDesc.Quality+1 << "x\n";
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}
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else
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{
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desc.SampleDesc.Count=1;
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desc.SampleDesc.Quality=0;
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}
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ID3D11Texture2D* depthstencil;
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if(FAILED(Oyster::Core::Device->CreateTexture2D(&desc,0,&depthstencil)))
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return false;
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if(FAILED(Oyster::Core::Device->CreateDepthStencilView(depthstencil,0,&instance.depth)))
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{
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depthstencil->Release();
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return false;
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}
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depthstencil->Release();
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return true;
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}
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bool CreateRenderTarget()
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{
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D3D11_UNORDERED_ACCESS_VIEW_DESC descView;
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ZeroMemory( &descView, sizeof(descView) );
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descView.ViewDimension = D3D11_UAV_DIMENSION_TEXTURE2D;
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descView.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
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descView.Texture2D.MipSlice=0;
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ID3D11Texture2D* backBuffer;
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if(FAILED(Oyster::Core::SwapChain->GetBuffer(0,__uuidof(ID3D11Texture2D),reinterpret_cast<void**>(&backBuffer))))
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return false;
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if(FAILED(Oyster::Core::Device->CreateRenderTargetView(backBuffer,0,&instance.rtv)))
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{
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backBuffer->Release();
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return false;
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}
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if(FAILED(Oyster::Core::Device->CreateUnorderedAccessView(backBuffer,0,&instance.uav)))
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{
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backBuffer->Release();
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return false;
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}
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backBuffer->Release();
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return true;
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}
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void SetViewPort()
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{
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instance.viewPort.TopLeftX = 0.0f;
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instance.viewPort.TopLeftY = 0.0f;
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instance.viewPort.Width = (float)instance.sizeX;
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instance.viewPort.Height = (float)instance.sizeY;
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instance.viewPort.MinDepth = 0.0f;
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instance.viewPort.MaxDepth = 1.0f;
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Oyster::Core::DeviceContext->RSSetViewports(1,&instance.viewPort);
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}
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void Blur(int target)
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{
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//TODO: proper size calculation
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//bind input
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Oyster::Core::DeviceContext->CSSetShaderResources(0,1,&Oyster::Resources::PipeLineResourses::LightOut[target]);
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Oyster::Engine::PrepareForRendering::BindUAV(&Oyster::Resources::PipeLineResourses::TempUav,1);
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//dispatch blurr horizontal
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Oyster::Core::ShaderManager::Set::Compute(Oyster::Core::ShaderManager::Get::Compute(L"BlurHorizontal"));
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Oyster::Core::DeviceContext->Dispatch(7,instance.sizeX,1);
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//clean Pipeline
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Oyster::Core::DeviceContext->CSSetShaderResources(0,16,&Oyster::Resources::PipeLineResourses::SrvNulls[0]);
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Oyster::Core::DeviceContext->CSSetUnorderedAccessViews(0,8,&Oyster::Resources::PipeLineResourses::uavNULL[0],0);
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//bind input
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Oyster::Core::DeviceContext->CSSetShaderResources(0,1,&Oyster::Resources::PipeLineResourses::TempSrv);
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Oyster::Engine::PrepareForRendering::BindUAV(&Oyster::Resources::PipeLineResourses::LightTarget[target],1);
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//dispatch blurr vertical
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Oyster::Core::ShaderManager::Set::Compute(Oyster::Core::ShaderManager::Get::Compute(L"BlurVertical"));
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Oyster::Core::DeviceContext->Dispatch(instance.sizeY,5,1);
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//clean Pipeline
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Oyster::Core::DeviceContext->CSSetShaderResources(0,16,&Oyster::Resources::PipeLineResourses::SrvNulls[0]);
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Oyster::Core::DeviceContext->CSSetUnorderedAccessViews(0,8,&Oyster::Resources::PipeLineResourses::uavNULL[0],0);
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}
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//Pipeline Render
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void Oyster::Engine::Pipeline::Deffered_Lightning::NewFrame(const Float4& col, const Matrix& View, const Matrix& Projection)
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{
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//diffuse
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Oyster::Core::DeviceContext->ClearRenderTargetView( Oyster::Resources::PipeLineResourses::GeometryTarget[0], col);
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//Specular
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Oyster::Core::DeviceContext->ClearRenderTargetView( Oyster::Resources::PipeLineResourses::GeometryTarget[1], col);
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//Glow
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Oyster::Core::DeviceContext->ClearRenderTargetView( Oyster::Resources::PipeLineResourses::GeometryTarget[2], col);
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//Pos
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Oyster::Core::DeviceContext->ClearRenderTargetView( Oyster::Resources::PipeLineResourses::GeometryTarget[3], col);
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//Normal
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Oyster::Core::DeviceContext->ClearRenderTargetView( Oyster::Resources::PipeLineResourses::GeometryTarget[4], col);
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Oyster::Engine::PrepareForRendering::ClearBackBuffer(col);
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//Upload Camera to Resources
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Matrix P = Oyster::Math::Float4x4(Projection);
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Matrix V = Oyster::Math::Float4x4(View);
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Matrix VP = V*P;
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Oyster::Resources::PipeLineResourses::LightData.projectionMatrix = P.GetTranspose();
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Oyster::Resources::PipeLineResourses::LightData.viewMatrix = V;
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Oyster::Collision3D::Frustrum( VP ).Split(Oyster::Resources::PipeLineResourses::SubFrustrums, Oyster::Resources::PipeLineResourses::FrustrumDimensions.x, Oyster::Resources::PipeLineResourses::FrustrumDimensions.y, Oyster::Resources::PipeLineResourses::FrustrumDimensions.z );
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void* dest = Oyster::Resources::ShaderEffects::ModelEffect.CBuffers.Vertex[0]->Map();
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memcpy(dest,&VP.GetTranspose(),64);
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Oyster::Resources::ShaderEffects::ModelEffect.CBuffers.Vertex[0]->Unmap();
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dest= Oyster::Resources::ShaderEffects::ModelEffect.CBuffers.Vertex[1]->Map();
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memcpy(dest,&V.GetTranspose(),64);
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Oyster::Resources::ShaderEffects::ModelEffect.CBuffers.Vertex[1]->Unmap();
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dest = Oyster::Resources::PipeLineResourses::Resources[0]->Map();
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unsigned int bytes=0;
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for(int i=0;i<Oyster::Resources::PipeLineResourses::FrustrumSize;++i)
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{
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Oyster::Resources::PipeLineResourses::SubFrustrums[i].WriteToByte( (unsigned char*)dest,bytes);
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}
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Oyster::Resources::PipeLineResourses::Resources[0]->Unmap();
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dest = Oyster::Resources::Buffers::CBufferPipelineCs.Map();
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memcpy(dest, &Oyster::Resources::PipeLineResourses::LightData, sizeof( Oyster::Resources::BufferDefinitions::LightStructureBuffer ) );
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Oyster::Resources::Buffers::CBufferPipelineCs.Unmap();
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}
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void Oyster::Engine::Pipeline::Deffered_Lightning::BeginRenderGeometry()
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{
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Oyster::Engine::PrepareForRendering::BindRenderTargets( Oyster::Resources::PipeLineResourses::GeometryTarget, 5 );
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Oyster::Core::ShaderManager::SetShaderEffect( Oyster::Resources::ShaderEffects::ModelEffect );
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}
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void Oyster::Engine::Pipeline::Deffered_Lightning::RenderGeometry(const Oyster::Render::Model* models,int count)
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{
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//TODO: Add sorting to minimiza state changes
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Render::Geometry( models, count, &Oyster::Resources::Buffers::CbufferVS, 2 );
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}
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void Oyster::Engine::Pipeline::Deffered_Lightning::EndRenderGeometry()
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{
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//TODO: Actualy Render data from previous pass
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Oyster::Engine::PrepareForRendering::BindRenderTargets( Oyster::Resources::PipeLineResourses::RtvNulls, 8, NULL );
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Oyster::Core::DeviceContext->PSSetShaderResources(0, 16, Oyster::Resources::PipeLineResourses::SrvNulls);
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}
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void Oyster::Engine::Pipeline::Deffered_Lightning::InputPointLights(Oyster::Resources::BufferDefinitions::PointLightDescription *p, int nr)
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{
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void* dest = Oyster::Resources::PipeLineResourses::Resources[1]->Map();
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memcpy(dest, p, sizeof(Oyster::Resources::BufferDefinitions::PointLightDescription) * nr );
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Oyster::Resources::PipeLineResourses::Resources[1]->Unmap();
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}
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void Oyster::Engine::Pipeline::Deffered_Lightning::RenderLightning()
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{
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Oyster::Engine::PrepareForRendering::BindUAV( Oyster::Resources::PipeLineResourses::LightTarget, 4 );
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Oyster::Core::DeviceContext->CSSetShaderResources(0,5, Oyster::Resources::PipeLineResourses::GeometryOut);
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Oyster::Resources::Buffers::CBufferPipelineCs.Apply();
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Oyster::Core::DeviceContext->CSSetShaderResources( 6, 4, Oyster::Resources::PipeLineResourses::ComputeResources );
|
|
Oyster::Core::ShaderManager::Set::Compute( Oyster::Core::ShaderManager::Get::Compute(L"Pass0") );
|
|
|
|
Oyster::Core::DeviceContext->Dispatch( 49, 36, 1 );
|
|
|
|
//clean Pipeline
|
|
Oyster::Core::DeviceContext->CSSetShaderResources( 0, 16, Oyster::Resources::PipeLineResourses::SrvNulls );
|
|
Oyster::Core::DeviceContext->CSSetUnorderedAccessViews( 0, 8, Oyster::Resources::PipeLineResourses::uavNULL, 0 );
|
|
|
|
//Blurr
|
|
//Blur( 2 );
|
|
//Blur( 3 );
|
|
|
|
//clean Pipeline
|
|
Oyster::Core::DeviceContext->CSSetShaderResources( 0, 16, Oyster::Resources::PipeLineResourses::SrvNulls );
|
|
Oyster::Core::DeviceContext->CSSetUnorderedAccessViews( 0, 8, Oyster::Resources::PipeLineResourses::uavNULL, 0 );
|
|
|
|
//prepare and render final pass
|
|
Oyster::Engine::PrepareForRendering::BindBackBufferAsUAV();
|
|
Oyster::Core::ShaderManager::Set::Compute( Oyster::Core::ShaderManager::Get::Compute(L"Pass1") );
|
|
Oyster::Core::DeviceContext->CSSetShaderResources( 0, 4, Oyster::Resources::PipeLineResourses::LightOut );
|
|
|
|
Oyster::Core::DeviceContext->Dispatch( 49, 36, 1 );
|
|
|
|
//clean Pipeline
|
|
Oyster::Core::DeviceContext->CSSetShaderResources( 0, 16, Oyster::Resources::PipeLineResourses::SrvNulls );
|
|
Oyster::Core::DeviceContext->CSSetUnorderedAccessViews( 0, 8, Oyster::Resources::PipeLineResourses::uavNULL, 0 );
|
|
}
|
|
|
|
|
|
//States
|
|
int Oyster::Engine::States::GetNrOfSSAOSamples()
|
|
{
|
|
return instance.States.NrOfSamples;
|
|
}
|
|
|
|
void Oyster::Engine::States::SetNrOfSSAOSamples(int nr)
|
|
{
|
|
instance.States.NrOfSamples = nr;
|
|
}
|
|
|
|
int Oyster::Engine::States::GetSSAOSampleSpread()
|
|
{
|
|
return instance.States.SampleSpread;
|
|
}
|
|
|
|
void Oyster::Engine::States::SetSSAOSampleSpread(int spread)
|
|
{
|
|
instance.States.SampleSpread = spread;
|
|
}
|
|
|
|
int Oyster::Engine::States::GetMaxPointlights()
|
|
{
|
|
return instance.States.NrOfPointlights;
|
|
}
|
|
|
|
void Oyster::Engine::States::SetMaxPointlights(int nr)
|
|
{
|
|
instance.States.NrOfPointlights = nr;
|
|
} |