GraphicsApi.h 7.2 KB

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  1. #pragma once
  2. #include "Vec2.h"
  3. #include "Mat4.h"
  4. #include "Ebene3D.h"
  5. // DirectX 12 Types
  6. struct ID3D12Device2;
  7. struct ID3D12InfoQueue;
  8. struct ID3D12CommandQueue;
  9. struct IDXGISwapChain4;
  10. struct ID3D12DescriptorHeap;
  11. struct ID3D12Resource;
  12. struct ID3D12CommandAllocator;
  13. struct ID3D12GraphicsCommandList;
  14. struct ID3D12Fence;
  15. // DirectX 11 Types
  16. struct ID3D11Device;
  17. struct ID3D11DeviceContext;
  18. struct IDXGISwapChain;
  19. struct ID3D11Texture2D;
  20. struct ID3D11SamplerState;
  21. struct ID3D11ShaderResourceView;
  22. struct ID3D11RenderTargetView;
  23. struct ID3D11DepthStencilView;
  24. struct ID3D11DepthStencilState;
  25. struct ID3D11RasterizerState;
  26. struct ID3D11BlendState;
  27. struct D3D11_VIEWPORT;
  28. // DirectX 9 Types
  29. struct IDirect3D9;
  30. struct IDirect3DDevice9;
  31. struct IDirect3DSurface9;
  32. struct _D3DLOCKED_RECT;
  33. namespace Framework
  34. {
  35. class WFenster;
  36. class Bild;
  37. class Textur;
  38. class DX11PixelShader;
  39. class DX11VertexShader;
  40. class TexturModel;
  41. class Render3D;
  42. class TexturList;
  43. class Kam3D;
  44. class Model3D;
  45. class DX11Buffer;
  46. class DX11StructuredBuffer;
  47. enum GraphicApiType
  48. {
  49. NOT_SUPPORTED, // no graphic api supported
  50. DIRECTX9, // only 2d
  51. DIRECTX11, // 3d simple phong model without shadows
  52. DIRECTX12 // 3d phong model with raytraycing
  53. };
  54. struct DiffuseLight
  55. {
  56. Vec3<float> direction;
  57. Vec3<float> color;
  58. };
  59. struct PointLight
  60. {
  61. Vec3<float> position;
  62. Vec3<float> color;
  63. float radius;
  64. };
  65. class GraphicsApi
  66. {
  67. protected:
  68. GraphicApiType typ;
  69. WFenster *fenster;
  70. Vec2<int> backBufferSize;
  71. bool fullScreen;
  72. private:
  73. int ref;
  74. public:
  75. __declspec( dllexport ) GraphicsApi( GraphicApiType typ );
  76. __declspec( dllexport ) virtual ~GraphicsApi();
  77. __declspec( dllexport ) virtual void initialize( WFenster *fenster, Vec2<int> backBufferSize, bool fullScreen );
  78. __declspec( dllexport ) virtual void setBackBufferSize( Vec2< int > size );
  79. __declspec( dllexport ) virtual void setFullScreen( bool fullScreen );
  80. __declspec( dllexport ) virtual void update() = 0;
  81. __declspec( dllexport ) virtual void beginFrame( bool fill2D = 0, bool fill3D = 0, int fillColor = 0 );
  82. __declspec( dllexport ) virtual void renderKamera( Kam3D *zKamera );
  83. __declspec( dllexport ) virtual void presentFrame() = 0;
  84. __declspec( dllexport ) virtual Textur *createOrGetTextur( const char *name, Bild *b = 0 );
  85. __declspec( dllexport ) GraphicApiType getTyp() const;
  86. __declspec( dllexport ) Vec2< int > getBackBufferSize() const;
  87. __declspec( dllexport ) bool isFullScreen() const;
  88. __declspec( dllexport ) virtual Bild *zUIRenderBild() const = 0;
  89. __declspec( dllexport ) GraphicsApi *getThis();
  90. __declspec( dllexport ) GraphicsApi *release();
  91. };
  92. class DirectX9 : public GraphicsApi
  93. {
  94. private:
  95. IDirect3D9 *pDirect3D;
  96. IDirect3DDevice9 *pDevice;
  97. IDirect3DSurface9 *pBackBuffer;
  98. _D3DLOCKED_RECT *backRect;
  99. Bild *uiBild;
  100. public:
  101. __declspec( dllexport ) DirectX9();
  102. __declspec( dllexport ) ~DirectX9();
  103. __declspec( dllexport ) void initialize( WFenster *fenster, Vec2<int> backBufferSize, bool fullScreen ) override;
  104. __declspec( dllexport ) void update() override;
  105. __declspec( dllexport ) void beginFrame( bool fill2D, bool fill3D, int fillColor ) override;
  106. __declspec( dllexport ) void presentFrame() override;
  107. __declspec( dllexport ) Bild *zUIRenderBild() const override;
  108. };
  109. class DirectX11 : public GraphicsApi
  110. {
  111. private:
  112. ID3D11Device *d3d11Device;
  113. ID3D11DeviceContext *d3d11Context;
  114. IDXGISwapChain *d3d11SpawChain;
  115. Textur *uiTextur;
  116. DX11VertexShader *vertexShader;
  117. DX11PixelShader *pixelShader;
  118. ID3D11SamplerState *sampleState;
  119. ID3D11RenderTargetView *rtview;
  120. ID3D11DepthStencilView *dsView;
  121. ID3D11Texture2D *depthStencilBuffer;
  122. ID3D11DepthStencilState *depthStencilState;
  123. ID3D11DepthStencilState *depthDisabledStencilState;
  124. ID3D11BlendState *blendStateAlphaBlend;
  125. D3D11_VIEWPORT *vp;
  126. TexturModel *texturModel;
  127. TexturList *texturRegister;
  128. ID3D11RasterizerState *texturRS;
  129. ID3D11RasterizerState *meshRS;
  130. Textur *defaultTextur;
  131. DX11StructuredBuffer *diffuseLights;
  132. DX11StructuredBuffer *pointLights;
  133. DX11Buffer *vertexBuffer;
  134. DX11Buffer *indexBuffer;
  135. Mat4< float > matrixBuffer[ MAX_KNOCHEN_ANZ ];
  136. Mat4< float > viewAndProj[ 2 ];
  137. Vec3< float > kamPos;
  138. Ebene3D< float > frustrum[ 6 ];
  139. void renderObject( Model3D *zObj );
  140. // Überprüft, ob eine Kugel in dem Sichtbaren Raum der Welt liegt und gezeichnet werden muss
  141. // pos: Der Mittelpunkt der Kugel
  142. // radius: Der Radius der Kugel
  143. // 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
  144. bool isInFrustrum( const Vec3< float > &pos, float radius, float *dist = 0 ) const;
  145. public:
  146. __declspec( dllexport ) DirectX11();
  147. __declspec( dllexport ) ~DirectX11();
  148. __declspec( dllexport ) void initialize( WFenster *fenster, Vec2<int> backBufferSize, bool fullScreen ) override;
  149. __declspec( dllexport ) void update() override;
  150. __declspec( dllexport ) void beginFrame( bool fill2D, bool fill3D, int fillColor ) override;
  151. __declspec( dllexport ) void renderKamera( Kam3D *zKamera ) override;
  152. __declspec( dllexport ) void presentFrame() override;
  153. __declspec( dllexport ) Textur *createOrGetTextur( const char *name, Bild *b ) override;
  154. __declspec( dllexport ) Bild *zUIRenderBild() const override;
  155. };
  156. class DirectX12 : public GraphicsApi
  157. {
  158. private:
  159. ID3D12Device2 *device;
  160. ID3D12InfoQueue *infoQueue;
  161. ID3D12CommandQueue *directCommandQueue;
  162. IDXGISwapChain4 *swapChain;
  163. ID3D12DescriptorHeap *rtvHeap;
  164. ID3D12Resource *backBuffer[ 2 ];
  165. ID3D12CommandAllocator *directCommandAllocator[ 2 ];
  166. ID3D12GraphicsCommandList *directCommandList;
  167. int backBufferIndex;
  168. int tearing;
  169. ID3D12Fence *fence;
  170. HANDLE fenceEvent;
  171. unsigned __int64 fenceValue[ 2 ];
  172. public:
  173. __declspec( dllexport ) DirectX12();
  174. __declspec( dllexport ) ~DirectX12();
  175. __declspec( dllexport ) void initialize( WFenster *fenster, Vec2<int> backBufferSize, bool fullScreen ) override;
  176. __declspec( dllexport ) void update() override;
  177. __declspec( dllexport ) void beginFrame( bool fill2D, bool fill3D, int fillColor ) override;
  178. __declspec( dllexport ) void renderKamera( Kam3D *zKamera ) override;
  179. __declspec( dllexport ) void presentFrame() override;
  180. __declspec( dllexport ) Textur *createOrGetTextur( const char *name, Bild *b ) override;
  181. __declspec( dllexport ) Bild *zUIRenderBild() const override;
  182. __declspec( dllexport ) static bool isAvailable();
  183. };
  184. }