Пример #1
0
void Renderer::forward_rendering_pipeline()
{
	//set states
	{
		SetViewPortToDefault();

		if (use_postfx)
		{
			SetRenderViews(screen_texture->get_rt(), GetDefaultDepthStencilView(), 0);
		}
		else
		{
			SetRenderViews(GetDefaultRenderTargetView(), GetDefaultDepthStencilView(), 0);
		}

		clearScreen(D3DXVECTOR4(0, 0, 0, 0));
		SetDepthState(depth_state_enable_test_enable_write);
		default_render_shader->set_shaders();
		SetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
	}

	const vector<Mesh*> &meshes_to_render = scene_to_render->get_meshes();
	for (int i = 0; i < meshes_to_render.size(); i++)
	{
		Mesh *mesh_to_render = meshes_to_render[i];
		mesh_to_render->get_material()->set_textures();
		set_mesh_constant_values(mesh_to_render);

		//set buffers
		SetVertexBuffer(mesh_to_render->get_vertex_buffer(), sizeof(Mesh::Vertex));
		SetIndexBuffer(mesh_to_render->get_index_buffer());

		SetSamplerState();

		if (mesh_to_render->is_wireframe())
		{
			SetRasterState(raster_state_wireframe_mode);
		}
		else
		{
			SetRasterState(raster_state_fill_mode);
		}

		//render
		int tri_to_render = mesh_to_render->get_index_count();
		RenderIndexed(tri_to_render);
	}
}
Пример #2
0
void Renderer::render_mesh(const Mesh * mesh, const Camera &cam)
{
	//TODO_MURAT00 : seperate camera from renderer
	Camera *old_camera = camera_;
	camera_ = (Camera*)&cam;

	set_mesh_primitive_topology(mesh);

	set_frame_constant_values();
	set_mesh_constant_values(mesh);

	mesh->get_material()->set_textures();

	//set buffers
	SetVertexBuffer(mesh->get_vertex_buffer(), sizeof(Mesh::Vertex));
	SetIndexBuffer(mesh->get_index_buffer());

	RenderIndexed(mesh->get_index_count());

	camera_ = old_camera;
}
Пример #3
0
void Renderer::gbuffer_render()
{
	invalidate_srv(shaderType::shader_type_pixel);

	gbuffer_albedo_texture->set_as_render_target(0);
	gbuffer_normal_texture->set_as_render_target(1);
	gbuffer_specular_texture->set_as_render_target(2);
	clearScreen(D3DXVECTOR4(0, 0, 0, 0));
	ClearRenderView(D3DXVECTOR4(0, 0, 0, 0), 1);
	ClearRenderView(D3DXVECTOR4(0, 0, 0, 0),2);

	SetDepthState(depth_state_enable_test_enable_write);
	
	SetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);

	const vector<Mesh*> &meshes_to_render = scene_to_render->get_meshes();

	for (int i = 0; i < meshes_to_render.size(); i++)
	{
		Mesh *mesh_to_render = meshes_to_render[i];

		if (mesh_to_render->get_material())
		{
			mesh_to_render->get_material()->set_textures();
		}
		set_mesh_constant_values(mesh_to_render);

		Shader *shader_to_set = mesh_to_render->get_material() ? mesh_to_render->get_material()->get_enforced_gbuffer_shader() : nullptr;
		if (shader_to_set == nullptr)
		{
			shader_to_set = gbuffer_shader;
		}

		shader_to_set->set_shaders();

		//set buffers
		SetVertexBuffer(mesh_to_render->get_vertex_buffer(), sizeof(Mesh::Vertex));
		SetIndexBuffer(mesh_to_render->get_index_buffer());

		set_mesh_primitive_topology(mesh_to_render);

		if (mesh_to_render->is_wireframe())
		{
			SetRasterState(raster_state_wireframe_mode);
		}
		else
		{
			SetRasterState(raster_state_fill_mode);
		}

		SetSamplerState();

		//render
		int tri_to_render = mesh_to_render->get_index_count();
		RenderIndexed(tri_to_render);
	}

	SetRenderTargetView(nullptr, 0);
	SetRenderTargetView(nullptr, 1);
	SetRenderTargetView(nullptr, 2);

	for (int i = 0; i < render_components.size(); i++)
	{
		render_components[i]->post_gbuffer_render();
	}
}
Пример #4
0
int main(){
	auto pLogger = CB::Log::CLogger::GetInstance();
	pLogger->AddStream(CB::IO::File::Open(L"main.log", CB::IO::File::AccessType::WriteOnly, CB::IO::File::OpenAction::AlwaysCreate).Cast<CB::IO::IStream>());
	pLogger->AddStream(CB::IO::Console::Create().Cast<CB::IO::IStream>(), CB::Log::CTextFormatter::Create(CB::String::Encoding::ANSI).Cast<CB::Log::IEntryFormatter>());
	pLogger->SetDebugMode(true);

	try{
		auto pWinDriver = CB::Window::LoadDriver(L"MSWindowDriver");
		auto pGraphicDriver = CB::Graphic::LoadDriver(L"OGLGraphicDriver");
		{
			auto pWinManager = pWinDriver->CreateManager();
			auto pGraphicManager = pGraphicDriver->CreateManager(pWinManager);
			
			CB::Math::CSize outSize(640, 480);
			auto pWindow = pWinManager->CreateWindow(L"GraphicTest", CB::Window::Style::Single, outSize);

			auto pGraphicAdapter = pGraphicManager->GetDefaultAdapter();

			CB::Graphic::CDisplayMode dispMode(pWindow->GetSize(), 0, CB::Graphic::BufferFormat::B8G8R8X8);
			CB::Graphic::CDeviceDesc devDesc(pWindow, dispMode, CB::Graphic::BufferFormat::D24S8, false);

			CB::Collection::CList<CB::Graphic::FeatureLevel> featureLevels;
			featureLevels.Add(CB::Graphic::FeatureLevel::Level_1);

			auto pGraphicDevice = pGraphicAdapter->CreateDevice(pWindow, devDesc, featureLevels);

			pWindow->OnClose += CB::Signals::CFunc<const bool, CB::CRefPtr<CB::Window::IWindow>>(CloseEvent);

			pWindow->SetVisible(true);

			CB::Graphic::CDepthStencilStateDesc depthDesc;
			depthDesc.bDepthTestEnabled = true;
			depthDesc.uDepthFunction = CB::Graphic::CompareFunc::LessEqual;
			auto pDepthState = pGraphicDevice->CreateState(depthDesc);
			pGraphicDevice->SetState(pDepthState.Cast<CB::Graphic::IDeviceState>());

			CB::Graphic::CRasterizerStateDesc rastDesc;
			rastDesc.uCullMode = CB::Graphic::CullMode::None;
			auto pRastState = pGraphicDevice->CreateState(rastDesc);
			pGraphicDevice->SetState(pRastState.Cast<CB::Graphic::IDeviceState>());

			CB::Graphic::CBlendStateDesc blendDesc;
			blendDesc.ColorBlend.uDestOperand = CB::Graphic::BlendOption::OneMinusSourceAlpha;
			blendDesc.ColorBlend.uSourceOperand = CB::Graphic::BlendOption::SourceAlpha;
			blendDesc.ColorBlend.uOperation = CB::Graphic::BlendOperation::Add;
			blendDesc.AlphaBlend.uDestOperand = CB::Graphic::BlendOption::OneMinusSourceAlpha;
			blendDesc.AlphaBlend.uSourceOperand = CB::Graphic::BlendOption::SourceAlpha;
			blendDesc.AlphaBlend.uOperation = CB::Graphic::BlendOperation::Add;
			blendDesc.bEnabled[0] = true;
			auto pBlendState = pGraphicDevice->CreateState(blendDesc);
			pGraphicDevice->SetState(pBlendState.Cast<CB::Graphic::IDeviceState>());

			auto pFontManager = CB::Font::CManager::Create();

			auto pFontStream = CB::IO::File::Open(L"Assets/font.ttf").Cast<CB::IO::IStream>();
			auto pFont = pFontManager->Load(pFontStream);
			
			pFont->SelectFace(0);
			pFont->SetSize(24);

			CB::Collection::CList<CB::Tools::CFontCharDesc> charDescs;
			CB::Tools::CFontTextureGenerator fontGen(pGraphicDevice);

			fontGen.MaxTextureSize.Set(512, 512);
			auto pTexture = fontGen.Generate(pFont, charDescs);

			CB::Tools::CTextMeshGenerator textGen(charDescs);
			CB::Tools::CMeshRawIVT textMesh;

			textGen.Generate(L"Marek	M³ynarski!", textMesh);

			CB::Collection::CList<CB::Graphic::CVertexElement> vEls;
			vEls.Add(CB::Graphic::CVertexElement(0, L"vinput.vPosition", CB::Graphic::VertexType::Float, 3, 0));
			vEls.Add(CB::Graphic::CVertexElement(1, L"vinput.vTexCoord", CB::Graphic::VertexType::Float, 2, 0));

			GraphicTest::CShaderLoader shaders(pGraphicDevice, L"Shaders/TextureShader.cg");

			auto pTextDecl = pGraphicDevice->CreateVertexDeclaration(shaders.pVertexShader, vEls);

			auto pTextVertexBuffer = pGraphicDevice->CreateBuffer(CB::Graphic::BufferType::Vertex, CB::Graphic::BufferUsage::Dynamic, CB::Graphic::BufferAccess::Write, textMesh.Vertices);
			auto pTextTCoordBuffer = pGraphicDevice->CreateBuffer(CB::Graphic::BufferType::Vertex, CB::Graphic::BufferUsage::Dynamic, CB::Graphic::BufferAccess::Write, textMesh.TexCoords);
			auto pTextIndexBuffer = pGraphicDevice->CreateBuffer(CB::Graphic::BufferType::Index, CB::Graphic::BufferUsage::Dynamic, CB::Graphic::BufferAccess::Write, textMesh.Indices);

			float32 fAspect = (float32)outSize.Width / (float32)outSize.Height;
			CB::Math::CMatrix mProj = CB::Math::CMatrix::GetPerspective(fAspect, 60.0f, 1.0f, 100.0f);
			CB::Math::CMatrix mView = CB::Math::CMatrix::GetTranslation(-4.0f, 0.0f, -3.4f);
			CB::Math::CMatrix mModel = CB::Math::CMatrix::GetIdentity();

			shaders.pFragmentShader->SetSampler(L"texDiffuse", pTexture.Cast<CB::Graphic::IBaseTexture>());
			pTexture->SetFilters(CB::Graphic::TextureFilter::Linear, CB::Graphic::TextureFilter::Linear, CB::Graphic::TextureFilter::Linear);
			pTexture->SetAnisotropy(8);
			//g_pTexture = texture.pTexture;			

			while(g_bRun){
				pGraphicDevice->Clear(1.0f, 1);
				pGraphicDevice->Clear(CB::Math::CColor(1.0f, 0.5f, 0.0f, 1.0f));

				pGraphicDevice->BeginRender();

				pGraphicDevice->SetShader(shaders.pVertexShader);
				pGraphicDevice->SetShader(shaders.pFragmentShader);

				static float32 fV = 0.0f;
				fV += 20 * g_Timer.GetTimeDelta();
				mModel = CB::Math::CMatrix::GetRotation(CB::Math::AxisOrientation::AxisX, fV);

				shaders.pVertexShader->SetUniform(L"vinput.mProj", mProj);
				shaders.pVertexShader->SetUniform(L"vinput.mView", mView);
				shaders.pVertexShader->SetUniform(L"vinput.mModel", mModel);

				pGraphicDevice->SetVertexDeclaration(pTextDecl);
				pGraphicDevice->SetVertexBuffer(0, pTextVertexBuffer);
				pGraphicDevice->SetVertexBuffer(1, pTextTCoordBuffer);
				pGraphicDevice->SetIndexBuffer(pTextIndexBuffer);

				pGraphicDevice->RenderIndexed(textMesh.uNumberOfPolygons);

				pGraphicDevice->EndRender();

				g_Timer.Update();
				pWinManager->ProcessEvents();

				float fFPS = 1.0f / (g_Timer.GetTimeDelta() == 0.0f ? 1.0f : g_Timer.GetTimeDelta());
				uint32 uFPS = (uint32)fFPS;

				textMesh.Clear();
				textGen.Generate(L"FPS: " + CB::String::ToString(uFPS), textMesh);

				pTextVertexBuffer->LoadData(textMesh.Vertices);
				pTextTCoordBuffer->LoadData(textMesh.TexCoords);
				pTextIndexBuffer->LoadData(textMesh.Indices);

				pGraphicDevice->Swap();
			}

			g_pTexture.Release();
		}
	}
	catch(CB::Exception::CException& Exception){
		CB::Log::Write(Exception, CB::Log::LogLevel::Fatal);
		CB::Message::Show(Exception, CB::Message::Icon::Error);
	}
	return 0;
}