168 lines
4.4 KiB
C++
168 lines
4.4 KiB
C++
#pragma once
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#ifndef Engine_h
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#define Engine_h
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#define NOMINMAX // Because I hate Microsoft now. ~Angry Dan. http://lolengine.net/blog/2011/3/4/fuck-you-microsoft-near-far-macros
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#include "EngineIncludes.h"
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namespace Oyster
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{
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namespace Graphics
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{
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class Engine
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{
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private:
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Engine();
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~Engine();
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public:
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/*class Init
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{
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public:
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struct Setup
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{
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int NrOfBuffers;
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bool MSAA_Quality;
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bool Fullscreen;
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bool SingleThreaded;
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bool Reference;
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bool ForceDX11;
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bool GenerateDepthStencil;
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bool BindDefault;
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HWND window;
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//all but Window params have Default Values
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Setup()
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{
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NrOfBuffers=1;
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MSAA_Quality = false;
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Fullscreen = true;
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SingleThreaded = true;
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Reference = false;
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ForceDX11 = false;
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GenerateDepthStencil = true;
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BindDefault = true;
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}
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};
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static bool IsInstanced();
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//Creates Device and DeviceContext, if not Initialized
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static bool Instance(bool SingleThreaded=true,bool Reference=false,bool ForceDX11=false);
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static bool HasSwapChain();
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//Creates Swapchain, if not Aready Created
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static bool CreateSwapChain(HWND Window, int NrofBuffers=1,bool MSAA_Quality=false,bool Fullscreen=true);
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//CreateWindow, if Not Already Created
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static bool InitializeWindow(const LPCSTR appName, const LPCSTR className,const HINSTANCE &hInstance, const int &nCmdShow, WNDPROC wProc, bool HandleLoop = false );
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//Performs a full initialization of a rendering pipeline, including a Window
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static bool FullInit(const Setup& setup);
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struct Buffers
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{
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static Buffer* CreateBuffer(const Buffer::BUFFER_INIT_DESC BufferDesc);
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};
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private:
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Init();
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~Init();
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};*/
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class States
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{
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public:
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//SSAO Quality
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static void SetNrOfSSAOSamples(int);
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static int GetNrOfSSAOSamples();
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//SSAO Frequency
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static void SetSSAOSampleSpread(int);
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static int GetSSAOSampleSpread();
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//PointLights
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static void SetMaxPointlights(int);
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static int GetMaxPointlights();
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private:
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States();
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~States();
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};
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class Render
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{
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public:
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/// Render a number of models, setting the Per model data to the included cBuffer
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/// specify NULL if no such data exists
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//static void Geometry(const Oyster::Graphics::Render::Model* models,int count,Buffer* cBufferEveryObject, int slot);
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static void Text(std::string text, Oyster::Math::Float2 size, Oyster::Math::Float3 Pos);
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//static void TextBox(const Oyster::Render::
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//ensure that a compatible 2D shadereffect is applied
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static void ScreenQuad(ID3D11ShaderResourceView* srv, float ZPos=1);
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//ensure that a compatible 2D shadereffect is applied and that pos.z is between 0 and 1
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static void Sprite(ID3D11ShaderResourceView* srv, Oyster::Math::Float2 size, Oyster::Math::Float3 Pos);
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static void PresentScene();
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private:
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Render();
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~Render();
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};
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class PrepareForRendering
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{
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public:
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//Binds several rendertargets and a depthstencil
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static void BindRenderTargets(ID3D11RenderTargetView** RenderTargets,int NrOfTargets,ID3D11DepthStencilView* depth);
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//Binds several Rendertargest and a default depthstencil
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static void BindRenderTargets(ID3D11RenderTargetView** RenderTargets,int NrOfTargets);
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//Binds the backbuffer and a depthstencil
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static void BindBackBuffer(ID3D11DepthStencilView* depth);
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//Binds the backbuffer and a default depthstencil
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static void BindBackBuffer();
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//Binds the backbuffer to the compute shader
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static void BindBackBufferAsUAV();
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//binds several UAV to the computeshader
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static void BindUAV(ID3D11UnorderedAccessView** uav, int NrOfUavs);
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//Clears the backbuffer and default depthstencil
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static void ClearBackBuffer(Math::Float4 color);
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static void Begin2DRender();
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static void Begin2DTextRender();
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};
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class Pipeline
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{
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public:
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class Deffered_Lightning
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{
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public:
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//Basic Setup
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//static void NewFrame(const Float4& Color, const Matrix& View, const Matrix& Projection);
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//Geometry Pass
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static void BeginRenderGeometry();
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//static void RenderGeometry(const Oyster::Graphics::Render::Model* models,int count);
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static void EndRenderGeometry();
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//Lightning Pass
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//static void InputPointLights(Oyster::Resources::BufferDefinitions::PointLightDescription *p, int NrOfPointlights );
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static void RenderLightning();
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};
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};
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};
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}
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};
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#endif |