DX12GraphicsApi.h 2.9 KB

1234567891011121314151617181920212223242526272829303132333435363738394041424344454647484950515253545556575859606162636465666768697071727374757677787980818283848586878889909192939495
  1. #pragma once
  2. #include "DX12Buffer.h"
  3. #include "GraphicsApi.h"
  4. //! DirectX 12 Types
  5. struct ID3D12Debug;
  6. struct ID3D12Device5;
  7. struct ID3D12InfoQueue;
  8. struct ID3D12CommandQueue;
  9. struct IDXGISwapChain4;
  10. struct ID3D12DescriptorHeap;
  11. struct ID3D12Resource;
  12. struct ID3D12CommandAllocator;
  13. struct ID3D12Fence;
  14. struct D3D12_VIEWPORT;
  15. struct D3D12_VERTEX_BUFFER_VIEW;
  16. struct D3D12_INDEX_BUFFER_VIEW;
  17. struct ID3D12RootSignature;
  18. struct ID3D12PipelineState;
  19. struct ID3D12GraphicsCommandList4;
  20. struct D3D12_RAYTRACING_INSTANCE_DESC;
  21. namespace Framework
  22. {
  23. class DX12Buffer;
  24. class DX12DirectCommandQueue;
  25. class DX12CopyCommandQueue;
  26. class DX12ComputeCommandQueue;
  27. class DX12PixelShader;
  28. class DX12VertexShader;
  29. class DX12VertexBuffer;
  30. class DX12IndexBuffer;
  31. class DX12BLASModel;
  32. class TextureList;
  33. class TextureModel;
  34. class DX12TLAS;
  35. class DirectX12 : public GraphicsApi
  36. {
  37. private:
  38. ID3D12Debug* debug;
  39. ID3D12Device5* device;
  40. ID3D12InfoQueue* infoQueue;
  41. DX12DirectCommandQueue* directCommandQueue;
  42. DX12CopyCommandQueue* copyCommandQueue;
  43. DX12ComputeCommandQueue* computeCommandQueue;
  44. IDXGISwapChain4* swapChain;
  45. ID3D12DescriptorHeap* rtvHeap;
  46. ID3D12DescriptorHeap* dsvHeap;
  47. ID3D12Resource* depthBuffer;
  48. ID3D12Resource* backBuffer[2];
  49. int backBufferIndex;
  50. int tearing;
  51. D3D12_VIEWPORT* viewPort;
  52. tagRECT* allowedRenderArea;
  53. D3D12_VERTEX_BUFFER_VIEW* vertexBufferView;
  54. D3D12_INDEX_BUFFER_VIEW* indexBufferView;
  55. ID3D12RootSignature* signature;
  56. Mat4<float> matrixBuffer[MAX_KNOCHEN_ANZ];
  57. Mat4<float> viewAndProj[2];
  58. Vec3<float> kamPos;
  59. TextureModel* texturModel;
  60. Texture* uiTexture;
  61. TextureList* texturRegister;
  62. DX12BLASModel** blasModels;
  63. DX12TLAS** worldTLAS;
  64. int lastTLASId;
  65. int lastModelId;
  66. DLLEXPORT void updateBottomLevelAccelerationStructure();
  67. public:
  68. DLLEXPORT DirectX12();
  69. DLLEXPORT ~DirectX12();
  70. DLLEXPORT void initialize(NativeWindow* fenster,
  71. Vec2<int> backBufferSize,
  72. bool fullScreen) override;
  73. DLLEXPORT void beginFrame(
  74. bool fill2D, bool fill3D, int fillColor) override;
  75. DLLEXPORT void renderKamera(Cam3D* zKamera) override;
  76. DLLEXPORT virtual void renderKamera(
  77. Cam3D* zKamera, Texture* zTarget) override;
  78. //! TODO: DLLEXPORT void renderKamera( Cam3D* zKamera, Texture* zTarget
  79. //! ) override;
  80. DLLEXPORT void presentFrame() override;
  81. DLLEXPORT Texture* createOrGetTexture(
  82. const char* name, Image* b) override;
  83. DLLEXPORT Image* zUIRenderImage() const override;
  84. DLLEXPORT virtual DXBuffer* createStructuredBuffer(int eSize) override;
  85. DLLEXPORT static bool isAvailable();
  86. };
  87. } // namespace Framework