DX12GraphicsApi.h 4.1 KB

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  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 DX12Texture;
  36. class DX12Pipeline;
  37. class DX12GlobalDescriptorHeap;
  38. class DX12ShaderBindingTable;
  39. class Model3D;
  40. class DX12ShaderHitGroup;
  41. class DX12ShaderFunction;
  42. class Cam3D;
  43. struct RayGenerationSettings
  44. {
  45. int renderGui;
  46. int useRays;
  47. float minDistance;
  48. float maxDistance;
  49. Mat4<float> inverseView;
  50. Mat4<float> inverseProjection;
  51. };
  52. class DirectX12 : public GraphicsApi
  53. {
  54. private:
  55. ID3D12Debug* debug;
  56. ID3D12InfoQueue* infoQueue;
  57. DX12DirectCommandQueue* directCommandQueue;
  58. IDXGISwapChain4* swapChain;
  59. ID3D12Resource* backBuffer[2];
  60. int backBufferIndex;
  61. int tearing;
  62. ID3D12RootSignature* signature;
  63. Mat4<float> matrixBuffer[MAX_KNOCHEN_ANZ];
  64. Mat4<float> viewAndProj[2];
  65. Vec3<float> kamPos;
  66. Texture* uiTexture;
  67. TextureList* texturRegister;
  68. DX12BLASModel** blasModels;
  69. DX12TLAS** worldTLAS;
  70. DX12ShaderBindingTable** worldShaderBindingTables;
  71. int lastTLASId;
  72. int lastModelId;
  73. DX12Texture* defaultRenderTarget;
  74. Cam3D* defaultKamera;
  75. int cameraCount;
  76. Critical cs;
  77. protected:
  78. DX12Buffer* rayGenSettingsBuffer;
  79. RayGenerationSettings settings;
  80. ID3D12Device5* device;
  81. PFN_D3D12_SERIALIZE_ROOT_SIGNATURE pfnD3D12SerializeRootSignature;
  82. DX12Pipeline* pipeline;
  83. DX12GlobalDescriptorHeap* globalDescriptorHeap;
  84. DX12ShaderHitGroup* defaultHitGroup;
  85. DX12ShaderFunction* defaultRayGenerationShaderFunction;
  86. public:
  87. DLLEXPORT DirectX12();
  88. DLLEXPORT ~DirectX12();
  89. protected:
  90. DLLEXPORT void updateBottomLevelAccelerationStructure();
  91. DLLEXPORT void renderKamera(
  92. Cam3D* zKamera, DX12Texture* zTarget, bool guiVisible);
  93. DLLEXPORT virtual void initializePipeline();
  94. DLLEXPORT virtual void initializeGlobalDescriptorHeap();
  95. DLLEXPORT virtual void fillShaderBindingTable(
  96. DX12ShaderBindingTable* zShaderBindingTable,
  97. Model3D* zModel,
  98. int objectIndex);
  99. public:
  100. DLLEXPORT void initialize(NativeWindow* fenster,
  101. Vec2<int> backBufferSize,
  102. bool fullScreen) override;
  103. DLLEXPORT void beginFrame(
  104. bool fill2D, bool fill3D, int fillColor) override;
  105. DLLEXPORT void renderKamera(Cam3D* zKamera) override;
  106. DLLEXPORT virtual void renderKamera(
  107. Cam3D* zKamera, Texture* zTarget) override;
  108. //! TODO: DLLEXPORT void renderKamera( Cam3D* zKamera, Texture* zTarget
  109. //! ) override;
  110. DLLEXPORT void presentFrame() override;
  111. DLLEXPORT Texture* createOrGetTexture(
  112. const char* name, Image* b, TextureDirection dir) override;
  113. DLLEXPORT Image* zUIRenderImage() const override;
  114. DLLEXPORT virtual DXBuffer* createStructuredBuffer(int eSize) override;
  115. DLLEXPORT virtual Model3DData* createModel(const char* name);
  116. DLLEXPORT void setPipeline(DX12Pipeline* pipeline);
  117. DLLEXPORT static bool isAvailable();
  118. DLLEXPORT bool renderGuiBefore3D() const override;
  119. };
  120. } // namespace Framework