Danbias/Code/OysterGraphics/Render/Resources/Resources.cpp

192 lines
6.3 KiB
C++

#include "Resources.h"
#include "..\OysterGraphics\Definitions\GraphicalDefinition.h"
// /Bin/Executable/Tester ->
// /Code/OysterGraphics/Shader/HLSL
const std::wstring PathFromExeToCso = L"..\\Content\\Shaders\\";
const std::wstring PathFromExeToHlsl = L"..\\..\\Code\\OysterGraphics\\Shader\\HLSL\\";
const std::wstring VertexTransformDebug = L"TransformDebugVertex";
const std::wstring VertexDebug = L"DebugVertex";
const std::wstring PixelRed = L"DebugPixel";
const std::wstring PixelTexture = L"Texture";
typedef Oyster::Graphics::Core::ShaderManager::ShaderType ShaderType;
typedef Oyster::Graphics::Core::ShaderManager::Get GetShader;
typedef Oyster::Graphics::Core::ShaderManager Shader;
typedef Oyster::Graphics::Core::Buffer Buffer;
namespace Oyster
{
namespace Graphics
{
namespace Render
{
Shader::ShaderEffect Resources::obj;// = Shader::ShaderEffect();;
Buffer Resources::ModelData = Buffer();
Buffer Resources::VPData = Buffer();
Core::Init::State Resources::Init()
{
#pragma region LoadShaders
#ifdef _DEBUG
/** Load Vertex Shader for d3dcompile*/
Core::ShaderManager::Init(PathFromExeToHlsl + L"SimpleDebug\\" +L"DebugCameraVertex.hlsl",ShaderType::Vertex, VertexTransformDebug);
Core::ShaderManager::Init(PathFromExeToHlsl + L"SimpleDebug\\" +L"DebugVertex.hlsl",ShaderType::Vertex, VertexDebug);
/** Load Pixel Shader for d3dcompile */
Core::ShaderManager::Init(PathFromExeToHlsl + L"SimpleDebug\\" + L"DebugPixel.hlsl", ShaderType::Pixel, PixelRed);
Core::ShaderManager::Init(PathFromExeToHlsl + L"SimpleDebug\\" + L"TextureDebug.hlsl", ShaderType::Pixel, PixelTexture);
#else
/** Load Vertex Shader with Precompiled */
Core::ShaderManager::Init(PathFromExeToCso + L"DebugCameraVertex.cso",ShaderType::Vertex, VertexTransformDebug);
Core::ShaderManager::Init(PathFromExeToCso + L"DebugVertex.cso",ShaderType::Vertex, VertexDebug);
/** Load Pixel Shader with Precompiled */
Core::ShaderManager::Init(PathFromExeToCso + L"DebugPixel.cso",ShaderType::Pixel, PixelRed);
Core::ShaderManager::Init(PathFromExeToCso + L"TextureDebug.cso",ShaderType::Pixel, PixelTexture);
#endif
#pragma endregion
#pragma region CreateBuffers
Buffer::BUFFER_INIT_DESC desc;
desc.ElementSize = sizeof(Oyster::Math::Matrix);
desc.NumElements = 1;
desc.InitData = NULL;
desc.Type = Buffer::BUFFER_TYPE::CONSTANT_BUFFER_VS;
desc.Usage = Buffer::BUFFER_USAGE::BUFFER_CPU_WRITE_DISCARD;
ModelData.Init(desc);
desc.NumElements = 2;
VPData.Init(desc);
#pragma endregion
#pragma region Setup Render States
/** @todo Create DX States */
D3D11_RASTERIZER_DESC rdesc;
rdesc.CullMode = D3D11_CULL_BACK;
rdesc.FillMode = D3D11_FILL_SOLID;
rdesc.FrontCounterClockwise = true;
rdesc.DepthBias = 0;
rdesc.DepthBiasClamp = 0;
rdesc.DepthClipEnable = true;
rdesc.SlopeScaledDepthBias = 0;
rdesc.ScissorEnable = false;
rdesc.MultisampleEnable = false;
rdesc.AntialiasedLineEnable = false;
ID3D11RasterizerState* rs = NULL;
Oyster::Graphics::Core::device->CreateRasterizerState(&rdesc,&rs);
D3D11_SAMPLER_DESC sdesc;
sdesc.Filter = D3D11_FILTER_ANISOTROPIC;
/// @todo parata med fredrik om wraping
sdesc.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP;
sdesc.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP;
sdesc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP;
sdesc.MipLODBias = 0;
sdesc.MaxAnisotropy =4;
sdesc.ComparisonFunc = D3D11_COMPARISON_LESS_EQUAL;
*sdesc.BorderColor = *Oyster::Math::Float4(1,1,1,1).element;
sdesc.MinLOD = 0;
sdesc.MaxLOD = D3D11_FLOAT32_MAX;
ID3D11SamplerState** ss = new ID3D11SamplerState*[1];
Oyster::Graphics::Core::device->CreateSamplerState(&sdesc,ss);
D3D11_DEPTH_STENCIL_DESC ddesc;
ddesc.DepthEnable = true;
ddesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
ddesc.DepthFunc = D3D11_COMPARISON_LESS;
ddesc.StencilEnable = true;
ddesc.StencilReadMask = 0xFF;
ddesc.StencilWriteMask = 0xFF;
ddesc.FrontFace.StencilFailOp = D3D11_STENCIL_OP_KEEP;
ddesc.FrontFace.StencilDepthFailOp = D3D11_STENCIL_OP_INCR;
ddesc.FrontFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
ddesc.FrontFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
ddesc.BackFace.StencilFailOp = D3D11_STENCIL_OP_KEEP;
ddesc.BackFace.StencilDepthFailOp = D3D11_STENCIL_OP_DECR;
ddesc.BackFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
ddesc.BackFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
ID3D11DepthStencilState* dsState;
Core::device->CreateDepthStencilState(&ddesc,&dsState);
#pragma endregion
#pragma region Setup Views
/** @todo Create Views */
#pragma endregion
#pragma region Create Shader Effects
/** @todo Create ShaderEffects */
obj.Shaders.Pixel = GetShader::Pixel(PixelTexture);
obj.Shaders.Vertex = GetShader::Vertex(VertexTransformDebug);
D3D11_INPUT_ELEMENT_DESC indesc[] =
{
{ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 20, D3D11_INPUT_PER_VERTEX_DATA, 0 }
};
Shader::CreateInputLayout(indesc,3,GetShader::Vertex(VertexTransformDebug),obj.IAStage.Layout);
obj.IAStage.Topology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST;
obj.CBuffers.Vertex.push_back(&VPData);
obj.RenderStates.Rasterizer = rs;
obj.RenderStates.SampleCount = 1;
obj.RenderStates.SampleState = ss;
obj.RenderStates.DepthStencil = dsState;
ModelData.Apply(1);
#pragma endregion
return Core::Init::Sucsess;
}
void Resources::Clean()
{
Resources::ModelData.~Buffer();
for(int i = 0; i < obj.CBuffers.Vertex.size(); ++i)
{
obj.CBuffers.Vertex[i]->~Buffer();
}
for(int i = 0; i < obj.CBuffers.Pixel.size(); ++i)
{
SAFE_DELETE(obj.CBuffers.Pixel[i]);
}
for(int i = 0; i < obj.CBuffers.Geometry.size(); ++i)
{
SAFE_DELETE(obj.CBuffers.Geometry[i]);
}
SAFE_RELEASE(obj.IAStage.Layout);
SAFE_RELEASE(obj.RenderStates.BlendState);
SAFE_RELEASE(obj.RenderStates.DepthStencil);
SAFE_RELEASE(obj.RenderStates.Rasterizer);
for(int i = 0; i < obj.RenderStates.SampleCount; ++i)
{
SAFE_RELEASE(obj.RenderStates.SampleState[i]);
}
SAFE_DELETE_ARRAY(obj.RenderStates.SampleState);
}
}
}
}