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#ifndef RendererDX11_h__
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#define RendererDX11_h__
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#include "Globals.h"
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#include <render/IRenderer.h>
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#include "math/LifeMath.h"
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#include <Build.h>
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#include "ITexture2D11.h"
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#include <d3dcompiler.h>
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#include "render/dx11/IVertexBuffer11.h"
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#include "render/dx11/IIndexBuffer11.h"
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#include "Globals.h"
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#include "render/RenderParams.h"
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#include <PluginServer.h>
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#include <d3d11.h>
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#include <dxgi.h>
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#include <d3dx11.h>
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#include "render/dx11/IVertexShader11.h"
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#include "render/dx11/IPixelShader11.h"
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#include "render/dx11/IInputLayout11.h"
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#include "render/dx11/IBlendState11.h"
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#include "math/LifeMath.h"
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#include "render/dx11/IRasterizerState11.h"
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#include "render/dx11/ITextureSampler11.h"
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#include "render/dx11/ISurface11.h"
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#include "render/dx11/ISwapChain11.h"
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namespace LifeGraphics
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{
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struct SimpleVertex
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{
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LifeMath::float4 Pos;
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LifeMath::float2 TC;
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};
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class RendererDX11 : public IRenderer
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{
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public:
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RendererDX11(){};
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~RendererDX11(){printf("Destroying renderer...");Close();};
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virtual HRESULT Open(RenderParams params);
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virtual void Close();
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//virtual void ClearBuffers(int flags, int rtColor, float zValue, int stencilValue);
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virtual const String& GetRendererName() const {
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static String sName("DirectX11 graphics driver");
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return sName;
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}
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void ClearRenderTarget(ISurface* target, LifeMath::float4* color);
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void ClearDepthStencil(ISurface* target, int flag, float zValue, int stencilValue);
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ITexture2D* CreateRenderTarget(int width, int height, int format);
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ITexture2D* CreateDepthTarget(int width, int height, int format);
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ITexture2D* LoadTexture2D(LifeCore::IDataStreamPtr src);
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ITexture2D* CreateTexture2D(int canRead, int canWrite, int width, int height, int format);
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void RenderToTexture();
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void RenderToTextureNoPs();
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void RenderToTextureNoShader();
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IVertexBuffer* CreateVertexBuffer(int size, void* data, int stride);
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IVertexBuffer* CreateVertexBufferDynamic(int size, int stride);
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IIndexBuffer* CreateIndexBuffer(int size, void* data, int sixteenBit);
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IIndexBuffer* CreateIndexBufferDynamic(int size, bool sixteenBit);
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IInputLayout* CreateInputLayout(IInputElement* elements, int elementCount, IShader* vertexShader);
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IShader* CompileVertexShader(const char* pData, int length);
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IShader* CompileVertexShader(LifeCore::IDataStreamPtr stream);
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IShader* CompileVertexShader(LifeCore::IDataStreamPtr stream, std::vector<IMacroDefine>* defines);
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IShader* CompilePixelShader(const char* pData, int length);
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IShader* CompilePixelShader(LifeCore::IDataStreamPtr stream);
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IShader* CompilePixelShader(LifeCore::IDataStreamPtr stream, std::vector<IMacroDefine>* defines);
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IConstantBuffer* CreateConstantBuffer(int size);
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void SetVSConstantBuffer(IConstantBuffer* buffer, int slot);
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void SetPSConstantBuffer(IConstantBuffer* buffer, int slot);
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void SetInputLayout(IInputLayout* layout);
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void RenderMesh(IMesh* mesh);
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void SetMaterial(IMaterial* material);
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void SetTargets(ITexture2D* colorTarget, ITexture2D* depthTarget);
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void SetTargets(ISurface* colorTarget, ISurface* depthTarget);
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void SetCubeTarget(ITexture2D* colorTarget, ITexture2D* depthTarget, int faceIndex);
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void SetVertexBuffer(IVertexBuffer* vb);
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void SetIndexBuffer(IIndexBuffer* ib);
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void SetPrimitiveTopology(PRIMITIVE_TOPOLOGY topology);
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void SetPSTextureCube(ITexture2D* texture, int slot);
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void DrawIndexed(int offset, int length);
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void SetVertexShader(IShader* shader);
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void SetPixelShader(IShader* shader);
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void SetPSTexture(ITexture2D* texture, int slot);
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void SetVSTexture(ITexture2D* texture, int slot);
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void UnbindResourcesPS();
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void Draw(int vertexCount, int vertexOffset);
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IBlendState* CreateBlendState(bool blendEnable, bool atocEnable, BLEND_OP blendOperation, BLEND_SRC srcBlend, BLEND_SRC dstBlend, uint8 colorMask);
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void SetBlendState(IBlendState* state);
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IDepthStencilState* CreateDSState(bool zEnable, bool zWrite, COMPARISON_FUNC zFunc);
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IDepthStencilState* CreateDSState(bool zEnable, bool zWrite, COMPARISON_FUNC zFunc, bool stencil, int stencilMask, int stencilFunc, int stencilFail, int depthFail, int depthFailBack,int stencilPass);
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void SetDepthStencilState(IDepthStencilState* state, UINT sref = 0);
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void SetScissorRectangle(const LifeMath::Rect2i& rect);
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void SetViewport(const LifeMath::Rect2i& rect);
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ITexture2D* CreateRenderTargetCube(int size, int format);
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ITexture2D* CreateDepthTargetCube(int width, int format);
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void SetPSTextureNULL(int slot);
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void SetPSTextureSampler(ITextureSampler* sampler, int slot);
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ITextureSampler* CreateTextureSampler(ISamplerDescription* desc);
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void SetColorTarget(ITexture2D* colorTarget);
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void SetDepthTarget(ITexture2D* depthTarget);
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void VerticalBlur(ITexture2D* src, ITexture2D* dst, int numSamples);
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void SetPSTexture(ITexture2D* texture, ITexture2D* texture2, int start, int count);
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IShader* CompileUserShaderPS(char* data);
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IVertexBuffer11* testVb;
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IRasterizerState* CreateRasterizerState(FILL_MODE mode);
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void DrawIndexed(int offset, int length, int baseVertex);
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void SetRasterizerState(IRasterizerState* state);
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void SetTargets(ITexture2D** colorTargets, int targetCount, ITexture2D* depthTarget);
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void UnbindRenderTargets();
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void SetVertexBuffer(IVertexBuffer** vb, int count);
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void DrawIndexedInstanced(int offset, int length, int instanceCnt);
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void DrawIndexedInstanced(int offset, int length, int baseVertex, int instanceCnt);
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void SetViewport(const LifeMath::Rect2i& rect, float minDepth, float maxDepth);
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IRasterizerState* CreateRasterizerState(FILL_MODE mode, CULL_MODE cmode);
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void DownSample2x2(ITexture2D* src, ITexture2D* dst, ITexture2D* depth);
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void BlurGaussH(ITexture2D* src, ITexture2D* dst, ITexture2D* depth);
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void BlurGaussV(ITexture2D* src, ITexture2D* dst, ITexture2D* depth);
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void BeginCleanup();
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void EndCleanup();
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void ClearRenderTarget(ITexture2D* tex, LifeMath::float4* color);
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void ClearDepthStencil(ITexture2D* tex, float zValue, int stencilValue);
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void ClearDepthStencil(ITexture2D* tex, int flag, float zValue, int stencilValue);
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int GetDisplayModes(LifeCore::DisplayMode** modeList);
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ISwapChain* CreateSwapChain(LifeCore::IRenderWindow* window);
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private:
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IShader* ds2x2;
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IConstantBuffer* ds2x2cb;
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IDXGIAdapter* pDXGIAdapter;
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IDXGIDevice* pDXGIDevice;
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IDXGIOutput* pDXGIOutput;
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ID3D11RasterizerState* rState;
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ID3D11Device* g_pDevice;
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ID3D11DeviceContext* g_pDeviceContext;
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//IDXGISwapChain* g_pSwapChain;
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//ID3D11RenderTargetView* g_pBackBuffer;
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//ID3D11DepthStencilView* g_pDepthBuffer;
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//ID3D11RenderTargetView* currentBackBuffer;
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//ID3D11DepthStencilView* currentDepthBuffer;
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D3D_FEATURE_LEVEL g_pFeatureLevel;
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D3D_DRIVER_TYPE g_driverType;
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ID3D11Buffer* fsQuadBuffer;
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ID3D11PixelShader* psQuad;
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ID3D11VertexShader* vsQuad;
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ID3D11InputLayout* fsQuadLayout;
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ID3D11SamplerState* samplerLinear;
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ID3D11SamplerState* samplerPoint;
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//ID3D11Texture2D* pBuffer;
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//ID3D11Texture2D* dBuf;
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//Camera* cam;
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ID3D11PixelShader* psVerticalBlur;
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IConstantBuffer* vbBuffer;
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IDXGIFactory* pFactory;
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};
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}
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#endif // RendererDX11_h__
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