GraphicsApi.h 9.2 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262
  1. #pragma once
  2. #include "Vec2.h"
  3. #include "Mat4.h"
  4. #include "Ebene3D.h"
  5. #include "Bildschirm.h"
  6. //! DirectX 12 Types
  7. struct ID3D12Debug;
  8. struct ID3D12Device;
  9. struct ID3D12InfoQueue;
  10. struct ID3D12CommandQueue;
  11. struct IDXGISwapChain4;
  12. struct ID3D12DescriptorHeap;
  13. struct ID3D12Resource;
  14. struct ID3D12CommandAllocator;
  15. struct ID3D12GraphicsCommandList;
  16. struct ID3D12Fence;
  17. struct D3D12_VIEWPORT;
  18. struct D3D12_VERTEX_BUFFER_VIEW;
  19. struct D3D12_INDEX_BUFFER_VIEW;
  20. struct ID3D12RootSignature;
  21. struct ID3D12PipelineState;
  22. //! DirectX 11 Types
  23. struct ID3D11Device;
  24. struct ID3D11DeviceContext;
  25. struct IDXGISwapChain;
  26. struct ID3D11Texture2D;
  27. struct ID3D11SamplerState;
  28. struct ID3D11ShaderResourceView;
  29. struct ID3D11RenderTargetView;
  30. struct ID3D11DepthStencilView;
  31. struct ID3D11DepthStencilState;
  32. struct ID3D11RasterizerState;
  33. struct ID3D11BlendState;
  34. struct D3D11_VIEWPORT;
  35. //! DirectX 9 Types
  36. struct IDirect3D9;
  37. struct IDirect3DDevice9;
  38. struct IDirect3DSurface9;
  39. struct _D3DLOCKED_RECT;
  40. struct tagRECT;
  41. namespace Framework
  42. {
  43. class WFenster;
  44. class Bild;
  45. class Textur;
  46. class DX11PixelShader;
  47. class DX11VertexShader;
  48. class TexturModel;
  49. class Render3D;
  50. class TexturList;
  51. class Kam3D;
  52. class Model3D;
  53. class DX11Buffer;
  54. class DX11StructuredBuffer;
  55. class DX12Buffer;
  56. class DX12DirectCommandQueue;
  57. class DX12CopyCommandQueue;
  58. class DX12ComputeCommandQueue;
  59. class DX12PixelShader;
  60. class DX12VertexShader;
  61. class DX12VertexBuffer;
  62. class DX12IndexBuffer;
  63. class Model3DList;
  64. class DXBuffer;
  65. class Model3DData;
  66. enum GraphicApiType;
  67. struct DiffuseLight
  68. {
  69. Vec3<float> direction;
  70. Vec3<float> color;
  71. };
  72. struct PointLight
  73. {
  74. Vec3<float> position;
  75. Vec3<float> color;
  76. float radius;
  77. };
  78. class GraphicsApi : public virtual ReferenceCounter
  79. {
  80. protected:
  81. GraphicApiType typ;
  82. WFenster* fenster;
  83. Vec2<int> backBufferSize;
  84. Model3DList* modelList;
  85. int nextModelId;
  86. Critical cs;
  87. bool fullScreen;
  88. DLLEXPORT virtual DXBuffer* createIndexBuffer() = 0;
  89. DLLEXPORT virtual DXBuffer* createVertexBuffer() = 0;
  90. public:
  91. DLLEXPORT GraphicsApi( GraphicApiType typ );
  92. DLLEXPORT virtual ~GraphicsApi();
  93. DLLEXPORT virtual void initialize( WFenster* fenster, Vec2<int> backBufferSize, bool fullScreen );
  94. DLLEXPORT virtual void setBackBufferSize( Vec2< int > size );
  95. DLLEXPORT virtual void setFullScreen( bool fullScreen );
  96. DLLEXPORT virtual void update() = 0;
  97. DLLEXPORT virtual void beginFrame( bool fill2D = 0, bool fill3D = 0, int fillColor = 0 );
  98. DLLEXPORT virtual void renderKamera( Kam3D* zKamera );
  99. DLLEXPORT virtual void presentFrame() = 0;
  100. DLLEXPORT virtual Textur* createOrGetTextur( const char* name, Bild* b = 0 );
  101. DLLEXPORT GraphicApiType getTyp() const;
  102. DLLEXPORT Vec2< int > getBackBufferSize() const;
  103. DLLEXPORT bool isFullScreen() const;
  104. DLLEXPORT virtual Bild* zUIRenderBild() const = 0;
  105. // returns the specified model without increased reference counter
  106. DLLEXPORT virtual Model3DData* zModel( const char* name );
  107. // returns the specified model with increased reference counter
  108. DLLEXPORT virtual Model3DData* getModel( const char* name );
  109. // creates a new empty Model3DData object if the model does not exist yet
  110. DLLEXPORT virtual Model3DData* createModel( const char* name );
  111. // check if a model exists
  112. DLLEXPORT virtual bool hasModel( const char* name );
  113. };
  114. class DirectX9 : public GraphicsApi
  115. {
  116. private:
  117. IDirect3D9* pDirect3D;
  118. IDirect3DDevice9* pDevice;
  119. IDirect3DSurface9* pBackBuffer;
  120. _D3DLOCKED_RECT* backRect;
  121. Bild* uiBild;
  122. DLLEXPORT virtual DXBuffer* createIndexBuffer() override;
  123. DLLEXPORT virtual DXBuffer* createVertexBuffer() override;
  124. public:
  125. DLLEXPORT DirectX9();
  126. DLLEXPORT ~DirectX9();
  127. DLLEXPORT void initialize( WFenster* fenster, Vec2<int> backBufferSize, bool fullScreen ) override;
  128. DLLEXPORT void update() override;
  129. DLLEXPORT void beginFrame( bool fill2D, bool fill3D, int fillColor ) override;
  130. DLLEXPORT void renderKamera( Kam3D* zKamera ) override;
  131. DLLEXPORT void presentFrame() override;
  132. DLLEXPORT Textur* createOrGetTextur( const char* name, Bild* b ) override;
  133. DLLEXPORT Bild* zUIRenderBild() const override;
  134. };
  135. class DirectX11 : public GraphicsApi
  136. {
  137. private:
  138. ID3D11Device* d3d11Device;
  139. ID3D11DeviceContext* d3d11Context;
  140. IDXGISwapChain* d3d11SpawChain;
  141. Textur* uiTextur;
  142. DX11VertexShader* vertexShader;
  143. DX11PixelShader* pixelShader;
  144. ID3D11SamplerState* sampleState;
  145. ID3D11RenderTargetView* rtview;
  146. ID3D11DepthStencilView* dsView;
  147. ID3D11Texture2D* depthStencilBuffer;
  148. ID3D11DepthStencilState* depthStencilState;
  149. ID3D11DepthStencilState* depthDisabledStencilState;
  150. ID3D11BlendState* blendStateAlphaBlend;
  151. D3D11_VIEWPORT* vp;
  152. TexturModel* texturModel;
  153. TexturList* texturRegister;
  154. ID3D11RasterizerState* texturRS;
  155. ID3D11RasterizerState* meshRS;
  156. Textur* defaultTextur;
  157. DX11StructuredBuffer* diffuseLights;
  158. DX11StructuredBuffer* pointLights;
  159. Mat4< float > matrixBuffer[ MAX_KNOCHEN_ANZ ];
  160. Mat4< float > viewAndProj[ 2 ];
  161. Vec3< float > kamPos;
  162. Ebene3D< float > frustrum[ 6 ];
  163. int lastModelId = -1;
  164. void renderObject( Model3D* zObj );
  165. //! Überprüft, ob eine Kugel in dem Sichtbaren Raum der Welt liegt und gezeichnet werden muss
  166. //! \param pos Der Mittelpunkt der Kugel
  167. //! \param radius Der Radius der Kugel
  168. //! \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
  169. bool isInFrustrum( const Vec3< float >& pos, float radius, float* dist = 0 ) const;
  170. DLLEXPORT virtual DXBuffer* createIndexBuffer() override;
  171. DLLEXPORT virtual DXBuffer* createVertexBuffer() override;
  172. public:
  173. DLLEXPORT DirectX11();
  174. DLLEXPORT ~DirectX11();
  175. DLLEXPORT void initialize( WFenster* fenster, Vec2<int> backBufferSize, bool fullScreen ) override;
  176. DLLEXPORT void update() override;
  177. DLLEXPORT void beginFrame( bool fill2D, bool fill3D, int fillColor ) override;
  178. DLLEXPORT void renderKamera( Kam3D* zKamera ) override;
  179. DLLEXPORT void presentFrame() override;
  180. DLLEXPORT Textur* createOrGetTextur( const char* name, Bild* b ) override;
  181. DLLEXPORT Bild* zUIRenderBild() const override;
  182. DLLEXPORT static bool isAvailable();
  183. };
  184. class DirectX12 : public GraphicsApi
  185. {
  186. private:
  187. ID3D12Debug* debug;
  188. ID3D12Device* device;
  189. ID3D12InfoQueue* infoQueue;
  190. DX12DirectCommandQueue* directCommandQueue;
  191. DX12CopyCommandQueue* copyCommandQueue;
  192. DX12ComputeCommandQueue* computeCommandQueue;
  193. IDXGISwapChain4* swapChain;
  194. ID3D12DescriptorHeap* rtvHeap;
  195. ID3D12DescriptorHeap* dsvHeap;
  196. ID3D12DescriptorHeap* shaderBufferHeap;
  197. ID3D12Resource* depthBuffer;
  198. ID3D12Resource* backBuffer[ 2 ];
  199. int backBufferIndex;
  200. int tearing;
  201. D3D12_VIEWPORT* viewPort;
  202. tagRECT* allowedRenderArea;
  203. D3D12_VERTEX_BUFFER_VIEW* vertexBufferView;
  204. D3D12_INDEX_BUFFER_VIEW* indexBufferView;
  205. ID3D12RootSignature* signature;
  206. ID3D12PipelineState* pipeline;
  207. Mat4< float > matrixBuffer[ MAX_KNOCHEN_ANZ ];
  208. Mat4< float > viewAndProj[ 2 ];
  209. Vec3< float > kamPos;
  210. Ebene3D< float > frustrum[ 6 ];
  211. TexturModel* texturModel;
  212. Textur* uiTextur;
  213. TexturList* texturRegister;
  214. DX12VertexShader* vertexShader;
  215. DX12PixelShader* pixelShader;
  216. void renderObject( Model3D* zObj );
  217. //! Überprüft, ob eine Kugel in dem Sichtbaren Raum der Welt liegt und gezeichnet werden muss
  218. //! \param pos Der Mittelpunkt der Kugel
  219. //! \param radius Der Radius der Kugel
  220. //! \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
  221. bool isInFrustrum( const Vec3< float >& pos, float radius, float* dist = 0 ) const;
  222. DLLEXPORT virtual DXBuffer* createIndexBuffer() override;
  223. DLLEXPORT virtual DXBuffer* createVertexBuffer() override;
  224. public:
  225. DLLEXPORT DirectX12();
  226. DLLEXPORT ~DirectX12();
  227. DLLEXPORT void initialize( WFenster* fenster, Vec2<int> backBufferSize, bool fullScreen ) override;
  228. DLLEXPORT void update() override;
  229. DLLEXPORT void beginFrame( bool fill2D, bool fill3D, int fillColor ) override;
  230. DLLEXPORT void renderKamera( Kam3D* zKamera ) override;
  231. DLLEXPORT void presentFrame() override;
  232. DLLEXPORT Textur* createOrGetTextur( const char* name, Bild* b ) override;
  233. DLLEXPORT Bild* zUIRenderBild() const override;
  234. DLLEXPORT static bool isAvailable();
  235. };
  236. }