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/*
* Copyright (c) 2008-2017, NVIDIA CORPORATION. All rights reserved.
*
* NVIDIA CORPORATION and its licensors retain all intellectual property
* and proprietary rights in and to this software, related documentation
* and any modifications thereto. Any use, reproduction, disclosure or
* distribution of this software and related documentation without an express
* license agreement from NVIDIA CORPORATION is strictly prohibited.
*/
#ifndef RENDERER_H
#define RENDERER_H
#include "RenderMaterial.h"
#include <DirectXMath.h>
#include "XInput.h"
#include "DXUTMisc.h"
#include "DXUTCamera.h"
#include "SampleManager.h"
#include "Utils.h"
#include "ResourceManager.h"
#include "PrimitiveRenderMesh.h"
#include "RendererShadow.h"
#include "RendererHBAO.h"
#include <unordered_set>
class CFirstPersonCamera;
class PhysXPrimitive;
class RenderDebugImpl;
namespace physx
{
class PxRenderBuffer;
};
/**
3D World Renderer
- use createRenderable() to add objects to render.
- use queueRenderBuffer() every frame to render debug primitives.
- contains ResourceManager to search for file and load resources.
- contains RendererShadow and RendererHBAO, use them through getters to control shadows.
*/
class Renderer : public ISampleController
{
friend class Renderable;
public:
//////// ctor ////////
Renderer();
~Renderer();
//////// public API ////////
void reloadShaders();
bool getWireframeMode()
{
return m_wireframeMode;
}
void setWireframeMode(bool enabled)
{
if(m_wireframeMode != enabled)
{
m_wireframeMode = enabled;
initializeDefaultRSState();
}
}
IRenderMesh* getPrimitiveRenderMesh(PrimitiveRenderMeshType::Enum type);
Renderable* createRenderable(IRenderMesh& mesh, RenderMaterial& material);
void removeRenderable(Renderable* r);
void drawUI();
//////// public getters ////////
float getScreenWidth() const
{
return m_screenWidth;
}
float getScreenHeight() const
{
return m_screenHeight;
}
void queueRenderBuffer(const PxRenderBuffer* buffer)
{
m_queuedRenderBuffers.push_back(buffer);
}
ResourceManager& getResourceManager()
{
return m_resourceManager;
}
uint32_t getVisibleOpaqueRenderablesCount()
{
return m_visibleOpaqueRenderablesCount;
}
uint32_t getVisibleTransparentRenderablesCount()
{
return m_visibleTransparentRenderablesCount;
}
CFirstPersonCamera& getCamera()
{
return m_camera;
}
//////// public 'internal' methods ////////
// for internal usage (used by RenderShadows)
void renderDepthOnly(DirectX::XMMATRIX* viewProjectionSubstitute);
protected:
//////// controller callbacks ////////
virtual HRESULT DeviceCreated(ID3D11Device* pDevice);
virtual void DeviceDestroyed();
virtual LRESULT MsgProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam);
virtual void Animate(double fElapsedTimeSeconds);
virtual void onInitialize();
virtual void onTerminate();
virtual void BackBufferResized(ID3D11Device* pDevice, const DXGI_SURFACE_DESC* pBackBufferSurfaceDesc);
virtual void Render(ID3D11Device* /*device*/, ID3D11DeviceContext* ctx, ID3D11RenderTargetView* pRTV,
ID3D11DepthStencilView* pDSV);
private:
//////// internal methods ////////
struct RenderDebugVertex
{
PxVec3 mPos;
uint32_t mColor;
};
void render(const PxRenderBuffer* renderBuffer);
void render(Renderable* renderable);
void renderDebugPrimitive(const RenderDebugVertex *vertices, uint32_t verticesCount, D3D11_PRIMITIVE_TOPOLOGY topology);
void initializeDefaultRSState();
void setAllConstantBuffers(ID3D11DeviceContext* ctx);
void toggleCameraSpeed(bool overspeed);
//////// constant buffers ////////
struct CBCamera
{
DirectX::XMMATRIX viewProjection;
DirectX::XMMATRIX projectionInv;
DirectX::XMFLOAT3 viewPos;
float unusedPad;
};
struct CBWorld
{
DirectX::XMFLOAT3 ambientColor;
float unusedPad1;
DirectX::XMFLOAT3 pointLightPos;
float unusedPad2;
DirectX::XMFLOAT3 pointLightColor;
float unusedPad3;
DirectX::XMFLOAT3 dirLightDir;
float specularPower;
DirectX::XMFLOAT3 dirLightColor;
float specularIntensity; // TODO: actually it's per object property
};
struct CBObject
{
DirectX::XMMATRIX world;
DirectX::XMFLOAT4 color;
uint32_t boneoffsetoffset;
uint32_t submesh;
};
//////// internal data ////////
// camera
CFirstPersonCamera m_camera;
float m_screenWidth;
float m_screenHeight;
// resources
ResourceManager m_resourceManager;
// additional render modules(libs)
RendererShadow m_shadow;
bool m_shadowEnabled;
RendererHBAO m_HBAO;
bool m_HBAOEnabled;
// DX11 common
ID3D11Device* m_device;
ID3D11DeviceContext* m_context;
D3D11_VIEWPORT m_viewport;
// DX11 states
ID3D11RasterizerState* m_RSState;
ID3D11DepthStencilState* m_opaqueRenderDSState;
ID3D11DepthStencilState* m_transparencyRenderDSState;
// DX11 samplers
ID3D11SamplerState* m_pointSampler;
ID3D11SamplerState* m_linearSampler;
// Depth Buffer
ID3D11Texture2D* m_DSTexture;
ID3D11DepthStencilView* m_DSView;
ID3D11ShaderResourceView* m_DSTextureSRV;
// Constant Buffers
ID3D11Buffer* m_cameraCB;
ID3D11Buffer* m_worldCB;
CBWorld m_worldCBData;
ID3D11Buffer* m_objectCB;
// toggles (options)
bool m_wireframeMode;
// renderables
std::unordered_set<Renderable*> m_renderables;
// primitive meshes cache
IRenderMesh* m_primitiveRenderMeshes[PrimitiveRenderMeshType::Count];
// stats
uint32_t m_visibleOpaqueRenderablesCount;
uint32_t m_visibleTransparentRenderablesCount;
// Debug Render
RenderMaterial* m_debugPrimitiveRenderMaterial;
RenderMaterial::InstancePtr m_debugPrimitiveRenderMaterialInstance;
ID3D11Buffer* m_debugPrimitiveVB;
uint32_t m_debugPrimitiveVBVerticesCount;
std::vector<const PxRenderBuffer*> m_queuedRenderBuffers;
};
#endif
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