117 lines
2.7 KiB
C++
117 lines
2.7 KiB
C++
#pragma once
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#include "../Core/Core.h"
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#include "../Model/ModelInfo.h"
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#include "../Definitions/GraphicalDefinition.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 Render
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{
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class Resources
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{
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public:
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struct ModelDataWrapper
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{
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Definitions::RenderInstanceData* rid;
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int Models;
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};
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static std::map<Model::ModelInfo*, ModelDataWrapper*> RenderData;
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static const int GBufferSize = 3;
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static const int LBufferSize = 3;
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static const int MaxLightSize = 100;
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//! GBuffers
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//! 0 = Diffuse + Glow
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//! 1 = Normal + Spec
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//! 2 = GUI
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static ID3D11RenderTargetView* GBufferRTV[GBufferSize];
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static ID3D11ShaderResourceView* GBufferSRV[GBufferSize];
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//! LBuffer
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//! 0 = Diffuse
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//! 1 = Specular
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//! 2 = SSAO
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static ID3D11UnorderedAccessView* LBufferUAV[LBufferSize];
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static ID3D11ShaderResourceView* LBufferSRV[LBufferSize];
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static Core::Buffer Color;
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struct RenderStates
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{
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static ID3D11RasterizerState* rs;
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static ID3D11SamplerState** ss;
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static ID3D11DepthStencilState* dsState;
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static ID3D11BlendState* bs;
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};
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struct Gather
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{
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static Core::PipelineManager::RenderPass Pass;
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static Core::Buffer ModelData;
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static Core::Buffer AnimationData;
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};
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struct Light
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{
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static Core::PipelineManager::RenderPass Pass;
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static Core::Buffer LightConstantsData;
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static Core::Buffer PointLightsData;
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static ID3D11ShaderResourceView* PointLightView;
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static ID3D11ShaderResourceView* SSAOKernel;
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static ID3D11ShaderResourceView* SSAORandom;
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};
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struct Gui
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{
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static Core::PipelineManager::RenderPass Pass;
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static Core::Buffer Data;
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static ID3D11DepthStencilView* depth;
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struct Text
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{
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static Core::PipelineManager::RenderPass Pass;
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static Core::Buffer Vertex;
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static ID3D11ShaderResourceView* Font;
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};
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};
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struct Blur
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{
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static Core::PipelineManager::RenderPass HorPass;
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static Core::PipelineManager::RenderPass VertPass;
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//Blur UAV and SRV
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static ID3D11UnorderedAccessView* BufferUAV;
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static ID3D11ShaderResourceView* BufferSRV;
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static Core::Buffer Data;
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};
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struct Post
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{
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static Core::PipelineManager::RenderPass Pass;
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static Core::Buffer Data;
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};
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static Core::Init::State Init();
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static Core::Init::State InitShaders();
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static Core::Init::State InitRenderStates();
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static Core::Init::State InitBuffers();
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static Core::Init::State InitViews();
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static Core::Init::State InitPasses();
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static void Clean();
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};
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}
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}
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} |