376 lines
9.4 KiB
C++
376 lines
9.4 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 "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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int MostModel;
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float FoV;
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#ifdef _DEBUG
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Model::Model* cube;
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Model::Model* sphere;
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ID3D11RasterizerState* wire;
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ID3D11ShaderResourceView* debugSRV;
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#endif
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}
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API::State API::Init(HWND Window, bool MSAA_Quality, API::Option o)
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{
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Core::resolution = o.resolution;
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Core::modelPath = o.modelPath;
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Core::texturePath = o.texturePath;
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Core::fullscreen = o.fullscreen;
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if(Core::Init::FullInit(Window, MSAA_Quality, o.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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Definitions::PostData pd;
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pd.Amb = o.ambientValue;
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pd.GlowTint = o.globalGlowTint;
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pd.Tint = o.globalTint;
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void* data = Render::Resources::Post::Data.Map();
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memcpy(data,&pd,sizeof(Definitions::PostData));
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Render::Resources::Post::Data.Unmap();
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Render::Preparations::Basic::SetViewPort();
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#ifdef _DEBUG
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//fix load model
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debugSRV = (ID3D11ShaderResourceView*)API::CreateTexture(L"color_white.png");
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debugSRV = (ID3D11ShaderResourceView*)API::CreateTexture(L"color_white.png");
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cube = CreateModel(L"generic_cube.dan");
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cube->Tint = Math::Float3(1.0f,0.0f,0.0f);
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cube->Instanced = false;
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sphere = CreateModel(L"generic_sphere.dan");
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sphere->Tint = Math::Float3(1.0f,0.5f,182/255.0f);
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sphere->Instanced = false;
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D3D11_RASTERIZER_DESC desc;
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desc.CullMode = D3D11_CULL_BACK;
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desc.FillMode = D3D11_FILL_WIREFRAME;
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desc.FrontCounterClockwise = false;
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desc.DepthBias = 0;
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desc.DepthBiasClamp = 0;
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desc.DepthClipEnable = true;
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desc.SlopeScaledDepthBias = 0;
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desc.ScissorEnable = false;
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desc.MultisampleEnable = false;
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desc.AntialiasedLineEnable = false;
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Core::device->CreateRasterizerState(&desc,&wire);
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#endif
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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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FoV = 2 * std::atanf(1/projection.m[1][1]);
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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(), FoV);
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}
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else
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{
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Render::DefaultRenderer::NewFrame(View, Projection, NULL, 0, FoV);
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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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Definitions::PostData pd;
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pd.Amb = option.ambientValue;
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pd.Tint = option.globalTint;
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pd.GlowTint = option.globalGlowTint;
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void* data = Render::Resources::Post::Data.Map();
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memcpy(data,&pd,sizeof(Definitions::PostData));
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Render::Resources::Post::Data.Unmap();
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if(option.resolution != Core::resolution || option.fullscreen != Core::fullscreen)
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{
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//RESIZE
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Core::Init::ReInitialize(false,option.fullscreen,option.resolution);
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Core::fullscreen = option.fullscreen;
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Core::resolution = option.resolution;
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}
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return API::Sucsess;
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}
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void API::BeginLoadingModels()
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{
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}
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void API::EndLoadingModels()
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{
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//TODO finalize instance buffers and create rendering map;
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int maxModels = 0;
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for(auto i = Render::Resources::RenderData.begin(); i != Render::Resources::RenderData.end(); i++ )
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{
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if((*i).second->Models > maxModels)
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{
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maxModels = (*i).second->Models;
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}
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(*i).second->rid = new Definitions::RenderInstanceData[(*i).second->Models+1];
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}
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Core::Buffer::BUFFER_INIT_DESC desc;
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desc.ElementSize = sizeof(Definitions::RenderInstanceData);
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desc.Type = Core::Buffer::VERTEX_BUFFER;
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desc.Usage = Core::Buffer::BUFFER_CPU_WRITE_DISCARD;
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desc.InitData = 0;
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desc.NumElements = maxModels+1;
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Render::Resources::Gather::InstancedData.Init(desc);
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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[0].AnimationPlaying = nullptr;
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m->Animation[1].AnimationPlaying = nullptr;
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m->Tint = Math::Float3(1);
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m->GlowTint = Math::Float3(1);
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m->Instanced = true;
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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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Core::loader.ReleaseResource(mi);
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delete mi;
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return NULL;
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}
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if(!m->info->Animated)
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{
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if(Core::loader.GetResourceCount(m->info) == 1)
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{
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Render::Resources::RenderData[m->info] = new Render::Resources::ModelDataWrapper();
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}
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else
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{
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Render::Resources::RenderData[m->info]->Models++;
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}
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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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#ifdef _DEBUG
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DeleteModel(cube);
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DeleteModel(sphere);
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SAFE_RELEASE(wire);
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#endif
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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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for(auto i = Render::Resources::RenderData.begin(); i != Render::Resources::RenderData.end(); i++ )
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{
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SAFE_DELETE((*i).second->rid);
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SAFE_DELETE((*i).second);
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}
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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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void API::StartRenderWireFrame()
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{
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//Core::deviceContext->OMSetRenderTargets((UINT)Render::Resources::Gather::AnimatedPass.RTV.size(),&Render::Resources::Gather::AnimatedPass.RTV[0],NULL);
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Core::deviceContext->RSSetState(wire);
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//Core::deviceContext->OMSetRenderTargets((UINT)Render::Resources::Gather::AnimatedPass.RTV.size(),&Render::Resources::Gather::AnimatedPass.RTV[0],NULL);
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}
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void API::RenderDebugCube(Math::Matrix world)
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{
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cube->WorldMatrix = world;
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Render::DefaultRenderer::RenderScene(cube,1,View,Projection);
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}
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void API::RenderDebugSphere(Math::Matrix world)
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{
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sphere->WorldMatrix = world;
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Render::DefaultRenderer::RenderScene(sphere,1,View,Projection);
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}
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#else
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API::State API::ReloadShaders()
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{
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return API::State::Sucsess;
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}
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void API::StartRenderWireFrame()
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{
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}
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void API::RenderDebugCube(Math::Matrix world)
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{
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}
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void API::RenderDebugSphere(Math::Matrix world)
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{
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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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o.resolution = Core::resolution;
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o.fullscreen = Core::fullscreen;
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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::Float3 pos, Math::Float2 size, Math::Float4 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, const std::wstring &name, bool looping )
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{
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if( m )
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{ // nasty temp solution by Dan
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static int fairSlotLooper = 0;
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fairSlotLooper = (fairSlotLooper + 1) & 3; // same as n % 2
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m->Animation[fairSlotLooper].AnimationPlaying = &(*m->info->Animations.find(name)).second;
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m->Animation[fairSlotLooper].AnimationTime=0;
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m->Animation[fairSlotLooper].LoopAnimation = looping;
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return (float)m->Animation[fairSlotLooper].AnimationPlaying->duration;
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}
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return 0;
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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::Float3 Pos, Math::Float2 Size, float FontSize, Math::Float4 color)
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{
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Render::Gui::RenderText(text, Pos, Size, FontSize, color);
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}
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}
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} |