199 lines
4.7 KiB
C++
199 lines
4.7 KiB
C++
#include "GFXAPI.h"
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#include "../Core/Core.h"
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#include "../Render/Resources.h"
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#include "../Render/DefaultRenderer.h"
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#include "../FileLoader/ObjReader.h"
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#include "../../Misc/Resource/ResourceManager.h"
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#include "../FileLoader/GeneralLoader.h"
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#include "../Model/ModelInfo.h"
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#include "../Render/GuiRenderer.h"
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#include <vld.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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namespace
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{
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Math::Float4x4 View;
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Math::Float4x4 Projection;
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std::vector<Definitions::Pointlight> Lights;
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float deltaTime;
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}
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API::State API::Init(HWND Window, bool MSAA_Quality, bool Fullscreen, Math::Float2 resulotion)
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{
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Core::resolution = resulotion;
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if(Core::Init::FullInit(Window, MSAA_Quality, Fullscreen) == Core::Init::Fail)
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{
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return API::Fail;
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}
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Render::Resources::Gui::Text::Font = (ID3D11ShaderResourceView*)API::CreateTexture(L"font_generic.png");
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Render::Resources::Init();
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Render::Preparations::Basic::SetViewPort();
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return API::Sucsess;
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}
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void API::SetProjection(const Math::Float4x4& projection)
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{
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Projection = projection;
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}
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void API::SetView(const Math::Float4x4& view)
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{
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View = view;
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}
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void API::NewFrame()
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{
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if(Lights.size())
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{
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Render::DefaultRenderer::NewFrame(View, Projection, &Lights[0], (int)Lights.size());
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}
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else
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{
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Render::DefaultRenderer::NewFrame(View, Projection, NULL, 0);
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}
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}
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void API::RenderScene(Model::Model models[], int count)
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{
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Render::DefaultRenderer::RenderScene(models,count, View, Projection, deltaTime);
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}
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void API::RenderModel(Model::Model* m)
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{
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Render::DefaultRenderer::RenderScene(m,1, View, Projection, deltaTime);
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}
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void API::EndFrame()
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{
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Render::DefaultRenderer::EndFrame();
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}
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API::State API::SetOptions(API::Option option)
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{
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Core::modelPath = option.modelPath;
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Core::texturePath = option.texturePath;
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return API::Sucsess;
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}
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//returns null for invalid filenames
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Model::Model* API::CreateModel(std::wstring filename)
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{
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Model::Model* m = new Model::Model();
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m->WorldMatrix = Oyster::Math::Float4x4::identity;
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m->Visible = true;
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m->Animation.AnimationPlaying = NULL;
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m->info = (Model::ModelInfo*)Core::loader.LoadResource((Core::modelPath + filename).c_str(),Oyster::Graphics::Loading::LoadDAN, Oyster::Graphics::Loading::UnloadDAN);
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Model::ModelInfo* mi = (Model::ModelInfo*)m->info;
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if(!mi || mi->Vertices->GetBufferPointer() == NULL)
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{
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delete m;
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return NULL;
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}
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return m;
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}
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void API::DeleteModel(Model::Model* model)
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{
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if(model==NULL)
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return;
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Model::ModelInfo* info = (Model::ModelInfo*)model->info;
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delete model;
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Core::loader.ReleaseResource(info);
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}
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void API::Clean()
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{
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DeleteTexture(Render::Resources::Gui::Text::Font);
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SAFE_DELETE(Core::viewPort);
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Core::loader.Clean();
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Oyster::Graphics::Core::PipelineManager::Clean();
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Oyster::Graphics::Render::Resources::Clean();
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SAFE_RELEASE(Core::depthStencil);
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SAFE_RELEASE(Core::depthStencilUAV);
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SAFE_RELEASE(Core::backBufferRTV);
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SAFE_RELEASE(Core::backBufferUAV);
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SAFE_RELEASE(Core::swapChain);
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SAFE_RELEASE(Core::deviceContext);
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SAFE_RELEASE(Core::device);
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}
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void API::AddLight(Definitions::Pointlight light)
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{
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Lights.push_back(light);
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}
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void API::ClearLights()
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{
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Lights.clear();
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}
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#ifdef _DEBUG
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API::State API::ReloadShaders()
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{
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Render::Resources::InitShaders();
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return State::Sucsess;
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}
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#endif
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API::Option API::GetOption()
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{
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Option o;
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o.BytesUsed = Core::UsedMem;
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o.modelPath = Core::modelPath;
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o.texturePath = Core::texturePath;
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return o;
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}
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void API::StartGuiRender()
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{
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Render::Gui::Begin2DRender();
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}
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void API::RenderGuiElement(API::Texture tex, Math::Float2 pos, Math::Float2 size, Math::Float3 color)
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{
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Render::Gui::Render((ID3D11ShaderResourceView*)tex,pos,size,color);
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}
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API::Texture API::CreateTexture(std::wstring filename)
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{
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return Core::loader.LoadResource((Core::texturePath + filename).c_str(),Oyster::Graphics::Loading::LoadTexture, Oyster::Graphics::Loading::UnloadTexture);
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}
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void API::DeleteTexture(API::Texture tex)
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{
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Core::loader.ReleaseResource(tex);
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}
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float API::PlayAnimation(Model::Model* m, std::wstring name,bool looping)
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{
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m->Animation.AnimationPlaying = &(*m->info->Animations.find(name)).second;
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m->Animation.AnimationTime=0;
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m->Animation.LoopAnimation = looping;
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return (float)m->Animation.AnimationPlaying->duration;
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}
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void API::Update(float dt)
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{
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deltaTime = dt;
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}
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void API::StartTextRender()
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{
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Render::Gui::Begin2DTextRender();
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}
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void API::RenderText(std::wstring text, Math::Float2 Pos, Math::Float2 Size, Math::Float3 color)
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{
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Render::Gui::RenderText(text,Pos,Size,color);
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}
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}
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} |