#pragma once #include "Bildschirm.h" #include "Ebene3D.h" #include "Mat4.h" #include "Vec2.h" //! DirectX 12 Types struct ID3D12Debug; struct ID3D12Device5; struct ID3D12InfoQueue; struct ID3D12CommandQueue; struct IDXGISwapChain4; struct ID3D12DescriptorHeap; struct ID3D12Resource; struct ID3D12CommandAllocator; struct ID3D12GraphicsCommandList; struct ID3D12Fence; struct D3D12_VIEWPORT; struct D3D12_VERTEX_BUFFER_VIEW; struct D3D12_INDEX_BUFFER_VIEW; struct ID3D12RootSignature; struct ID3D12PipelineState; //! DirectX 11 Types struct ID3D11Device; struct ID3D11DeviceContext; struct IDXGISwapChain; struct ID3D11Texture2D; struct ID3D11SamplerState; struct ID3D11ShaderResourceView; struct ID3D11RenderTargetView; struct ID3D11DepthStencilView; struct ID3D11DepthStencilState; struct ID3D11RasterizerState; struct ID3D11BlendState; struct D3D11_VIEWPORT; //! DirectX 9 Types struct IDirect3D9; struct IDirect3DDevice9; struct IDirect3DSurface9; struct _D3DLOCKED_RECT; struct tagRECT; namespace Framework { class WFenster; class Bild; class Textur; class DX11PixelShader; class DX11VertexShader; class TexturModel; class Render3D; class TexturList; class Kam3D; class Model3D; class DX11Buffer; class DX11StructuredBuffer; class DX12Buffer; class DX12DirectCommandQueue; class DX12CopyCommandQueue; class DX12ComputeCommandQueue; class DX12PixelShader; class DX12VertexShader; class DX12VertexBuffer; class DX12IndexBuffer; class Model3DList; class DXBuffer; class Model3DData; enum GraphicApiType; struct DiffuseLight { Vec3 direction; Vec3 color; }; struct PointLight { Vec3 position; Vec3 color; float radius; }; class GraphicsApi : public virtual ReferenceCounter { protected: GraphicApiType typ; WFenster* fenster; Vec2 backBufferSize; Model3DList* modelList; int nextModelId; Critical cs; bool fullScreen; DLLEXPORT virtual DXBuffer* createIndexBuffer() = 0; DLLEXPORT virtual DXBuffer* createVertexBuffer() = 0; public: DLLEXPORT GraphicsApi(GraphicApiType typ); DLLEXPORT virtual ~GraphicsApi(); DLLEXPORT virtual void initialize( WFenster* fenster, Vec2 backBufferSize, bool fullScreen); DLLEXPORT virtual void setBackBufferSize(Vec2 size); DLLEXPORT virtual void setFullScreen(bool fullScreen); DLLEXPORT virtual void update() = 0; DLLEXPORT virtual void beginFrame( bool fill2D = 0, bool fill3D = 0, int fillColor = 0); DLLEXPORT virtual void renderKamera(Kam3D* zKamera); DLLEXPORT virtual void renderKamera(Kam3D* zKamera, Textur* zTarget); DLLEXPORT virtual void presentFrame() = 0; DLLEXPORT virtual Textur* createOrGetTextur( const char* name, Bild* b = 0); DLLEXPORT GraphicApiType getTyp() const; DLLEXPORT Vec2 getBackBufferSize() const; DLLEXPORT bool isFullScreen() const; DLLEXPORT virtual Bild* zUIRenderBild() const = 0; //! returns the specified model without increased reference counter DLLEXPORT virtual Model3DData* zModel(const char* name); //! returns the specified model with increased reference counter DLLEXPORT virtual Model3DData* getModel(const char* name); //! creates a new empty Model3DData object if the model does not exist //! yet DLLEXPORT virtual Model3DData* createModel(const char* name); //! check if a model exists DLLEXPORT virtual bool hasModel(const char* name); //! creates a StructuredBuffer that is stored in the GPU memory and can //! be used as a shader resource //! \param eSize the size of one element of the buffer in bytes DLLEXPORT virtual DXBuffer* createStructuredBuffer(int eSize) = 0; }; class DirectX9 : public GraphicsApi { private: IDirect3D9* pDirect3D; IDirect3DDevice9* pDevice; IDirect3DSurface9* pBackBuffer; _D3DLOCKED_RECT* backRect; Bild* uiBild; DLLEXPORT virtual DXBuffer* createIndexBuffer() override; DLLEXPORT virtual DXBuffer* createVertexBuffer() override; public: DLLEXPORT DirectX9(); DLLEXPORT ~DirectX9(); DLLEXPORT void initialize(WFenster* fenster, Vec2 backBufferSize, bool fullScreen) override; DLLEXPORT void update() override; DLLEXPORT void beginFrame( bool fill2D, bool fill3D, int fillColor) override; DLLEXPORT void renderKamera(Kam3D* zKamera) override; DLLEXPORT void presentFrame() override; DLLEXPORT Textur* createOrGetTextur(const char* name, Bild* b) override; DLLEXPORT Bild* zUIRenderBild() const override; DLLEXPORT virtual DXBuffer* createStructuredBuffer(int eSize) override; }; class DirectX11 : public GraphicsApi { private: ID3D11Device* d3d11Device; ID3D11DeviceContext* d3d11Context; IDXGISwapChain* d3d11SpawChain; Textur* uiTextur; DX11VertexShader* vertexShader; DX11PixelShader* pixelShader; ID3D11SamplerState* sampleState; ID3D11RenderTargetView* rtview; ID3D11DepthStencilView* dsView; ID3D11Texture2D* depthStencilBuffer; ID3D11DepthStencilState* depthStencilState; ID3D11DepthStencilState* depthDisabledStencilState; ID3D11BlendState* blendStateAlphaBlend; D3D11_VIEWPORT* vp; TexturModel* texturModel; TexturList* texturRegister; Textur* defaultTextur; DX11StructuredBuffer* diffuseLights; DX11StructuredBuffer* pointLights; Mat4 matrixBuffer[MAX_KNOCHEN_ANZ]; Mat4 viewAndProj[2]; Vec3 kamPos; Ebene3D frustrum[6]; int lastModelId = -1; void renderObject(Model3D* zObj); DLLEXPORT virtual DXBuffer* createIndexBuffer() override; DLLEXPORT virtual DXBuffer* createVertexBuffer() override; protected: ID3D11RasterizerState* texturRS; ID3D11RasterizerState* meshRS; DLLEXPORT virtual DX11VertexShader* initializeVertexShader( unsigned char* byteCode, int size); DLLEXPORT virtual DX11PixelShader* initializePixelShader( unsigned char* byteCode, int size); DLLEXPORT ID3D11DeviceContext* zContext(); public: DLLEXPORT DirectX11(); DLLEXPORT ~DirectX11(); DLLEXPORT void initialize(WFenster* fenster, Vec2 backBufferSize, bool fullScreen) override; DLLEXPORT void update() override; DLLEXPORT void beginFrame( bool fill2D, bool fill3D, int fillColor) override; DLLEXPORT void renderKamera(Kam3D* zKamera) override; DLLEXPORT void renderKamera(Kam3D* zKamera, Textur* zTarget) override; DLLEXPORT void presentFrame() override; DLLEXPORT Textur* createOrGetTextur(const char* name, Bild* b) override; DLLEXPORT Bild* zUIRenderBild() const override; DLLEXPORT virtual DXBuffer* createStructuredBuffer(int eSize) override; //! Überprüft, ob eine Kugel in dem Sichtbaren Raum der Welt liegt und //! gezeichnet werden muss \param pos Der Mittelpunkt der Kugel \param //! radius Der Radius der Kugel \param dist Einen Zeiger auf einen //! float, in dem das quadrat des Abstands zur Kammeraposition //! gespeichert wird, falls diese Funktion true zurückgiebt und der //! Zeiger nicht 0 ist DLLEXPORT bool isInFrustrum( const Vec3& pos, float radius, float* dist = 0) const; DLLEXPORT bool isInFrustrum( const Vec3& pos, Vec3 radius, float* dist = 0) const; DLLEXPORT static bool isAvailable(); }; class DirectX12 : public GraphicsApi { private: ID3D12Debug* debug; ID3D12Device5* device; ID3D12InfoQueue* infoQueue; DX12DirectCommandQueue* directCommandQueue; DX12CopyCommandQueue* copyCommandQueue; DX12ComputeCommandQueue* computeCommandQueue; IDXGISwapChain4* swapChain; ID3D12DescriptorHeap* rtvHeap; ID3D12DescriptorHeap* dsvHeap; ID3D12DescriptorHeap* shaderBufferHeap; ID3D12Resource* depthBuffer; ID3D12Resource* backBuffer[2]; int backBufferIndex; int tearing; D3D12_VIEWPORT* viewPort; tagRECT* allowedRenderArea; D3D12_VERTEX_BUFFER_VIEW* vertexBufferView; D3D12_INDEX_BUFFER_VIEW* indexBufferView; ID3D12RootSignature* signature; ID3D12PipelineState* pipeline; Mat4 matrixBuffer[MAX_KNOCHEN_ANZ]; Mat4 viewAndProj[2]; Vec3 kamPos; Ebene3D frustrum[6]; TexturModel* texturModel; Textur* uiTextur; TexturList* texturRegister; DX12VertexShader* vertexShader; DX12PixelShader* pixelShader; void renderObject(Model3D* zObj); DLLEXPORT virtual DXBuffer* createIndexBuffer() override; DLLEXPORT virtual DXBuffer* createVertexBuffer() override; public: DLLEXPORT DirectX12(); DLLEXPORT ~DirectX12(); DLLEXPORT void initialize(WFenster* fenster, Vec2 backBufferSize, bool fullScreen) override; DLLEXPORT void update() override; DLLEXPORT void beginFrame( bool fill2D, bool fill3D, int fillColor) override; DLLEXPORT void renderKamera(Kam3D* zKamera) override; //! TODO: DLLEXPORT void renderKamera( Kam3D* zKamera, Textur* zTarget ) //! override; DLLEXPORT void presentFrame() override; DLLEXPORT Textur* createOrGetTextur(const char* name, Bild* b) override; DLLEXPORT Bild* zUIRenderBild() const override; DLLEXPORT virtual DXBuffer* createStructuredBuffer(int eSize) override; //! Überprüft, ob eine Kugel in dem Sichtbaren Raum der Welt liegt und //! gezeichnet werden muss \param pos Der Mittelpunkt der Kugel \param //! radius Der Radius der Kugel \param dist Einen Zeiger auf einen //! float, in dem das quadrat des Abstands zur Kammeraposition //! gespeichert wird, falls diese Funktion true zurückgiebt und der //! Zeiger nicht 0 ist DLLEXPORT bool isInFrustrum( const Vec3& pos, float radius, float* dist = 0) const; DLLEXPORT static bool isAvailable(); }; } // namespace Framework