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- #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<float> direction;
- Vec3<float> color;
- };
- struct PointLight
- {
- Vec3<float> position;
- Vec3<float> color;
- float radius;
- };
- class GraphicsApi : public virtual ReferenceCounter
- {
- protected:
- GraphicApiType typ;
- WFenster* fenster;
- Vec2<int> 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<int> backBufferSize, bool fullScreen);
- DLLEXPORT virtual void setBackBufferSize(Vec2<int> 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<int> 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<int> 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<float> matrixBuffer[MAX_KNOCHEN_ANZ];
- Mat4<float> viewAndProj[2];
- Vec3<float> kamPos;
- Ebene3D<float> 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<int> 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<float>& pos, float radius, float* dist = 0) const;
- DLLEXPORT bool isInFrustrum(
- const Vec3<float>& pos, Vec3<float> 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<float> matrixBuffer[MAX_KNOCHEN_ANZ];
- Mat4<float> viewAndProj[2];
- Vec3<float> kamPos;
- Ebene3D<float> 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<int> 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<float>& pos, float radius, float* dist = 0) const;
- DLLEXPORT static bool isAvailable();
- };
- } // namespace Framework
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