2021-06-02 09:07:45 +04:30
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#include "ltpch.h"
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#include "dxGraphicsContext.h"
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// Required for forward declaration
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#include "Graphics/Renderer.h"
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#include "Graphics/RenderCommand.h"
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#include "Graphics/Shader.h"
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#include "Graphics/Buffers.h"
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#include "Graphics/VertexLayout.h"
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#include "UserInterface/UserInterface.h"
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2021-06-19 15:12:42 +04:30
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#include "Events/WindowEvents.h"
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2021-06-02 09:07:45 +04:30
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#include <glfw/glfw3.h>
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#define GLFW_EXPOSE_NATIVE_WIN32
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#include <glfw/glfw3native.h>
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#include "dxSharedContext.h"
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namespace Light {
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dxGraphicsContext::dxGraphicsContext(GLFWwindow* windowHandle)
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: m_WindowHandle(windowHandle)
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{
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m_GraphicsAPI = GraphicsAPI::DirectX;
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// swap chain desc
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DXGI_SWAP_CHAIN_DESC sd = { 0 };
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sd.OutputWindow = static_cast<HWND>(glfwGetWin32Window(windowHandle));
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sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
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sd.BufferCount = 1u;
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sd.BufferDesc.Width = 800u;
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sd.BufferDesc.Height = 600u;
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sd.BufferDesc.RefreshRate.Denominator = NULL;
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sd.BufferDesc.RefreshRate.Numerator = NULL;
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sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
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sd.BufferDesc.Scaling = DXGI_MODE_SCALING_UNSPECIFIED;
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sd.BufferDesc.ScanlineOrdering = DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED;
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sd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
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sd.SampleDesc.Count = 1u;
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sd.SampleDesc.Quality = 0u;
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sd.Windowed = true;
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sd.Flags = NULL;
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UINT flags = NULL;
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#ifdef LIGHT_DEBUG
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flags = D3D11_CREATE_DEVICE_DEBUG;
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#endif
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// create device and swap chain
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HRESULT hr;
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DXC(D3D11CreateDeviceAndSwapChain(nullptr, D3D_DRIVER_TYPE_HARDWARE,
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NULL, flags, NULL, NULL, D3D11_SDK_VERSION,
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&sd, &m_SwapChain, &m_Device, NULL, &m_DeviceContext));
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// set primitive topology
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m_DeviceContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
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// create render target view
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Microsoft::WRL::ComPtr<ID3D11Resource> backBuffer;
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DXC(m_SwapChain->GetBuffer(0u, __uuidof(ID3D11Resource), &backBuffer));
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DXC(m_Device->CreateRenderTargetView(backBuffer.Get(), nullptr, &m_RenderTargetView));
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// set render target view
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m_DeviceContext->OMSetRenderTargets(1u, m_RenderTargetView.GetAddressOf(), nullptr);
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#ifdef LIGHT_DEBUG
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// configure the debug interface
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Microsoft::WRL::ComPtr<ID3D11InfoQueue> infoQueue;
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DXC(m_Device.As(&m_DebugInterface));
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DXC(m_DebugInterface.As(&infoQueue));
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D3D11_MESSAGE_ID hide[] =
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{
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D3D11_MESSAGE_ID_DEVICE_DRAW_SAMPLER_NOT_SET,
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// #todo: add more message IDs here as needed
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};
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D3D11_INFO_QUEUE_FILTER filter;
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memset(&filter, 0, sizeof(filter));
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filter.DenyList.NumIDs = _countof(hide);
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filter.DenyList.pIDList = hide;
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infoQueue->AddStorageFilterEntries(&filter);
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#endif
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// create shared context
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m_SharedContext = std::make_shared<dxSharedContext>(m_Device, m_DeviceContext, m_SwapChain, m_RenderTargetView);
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}
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void dxGraphicsContext::OnWindowResize(const WindowResizedEvent& event)
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{
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SetResolution(event.GetSize());
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}
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void dxGraphicsContext::SetResolution(const glm::uvec2& resolution)
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{
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// viewport
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D3D11_VIEWPORT viewport;
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viewport.Width = 800.0f;
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viewport.Height = 600.0f;
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viewport.MinDepth = 0.0f;
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viewport.MaxDepth = 1.0f;
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viewport.TopLeftX = 0.0f;
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viewport.TopLeftY = 0.0f;
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// set viewport
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m_DeviceContext->RSSetViewports(1u, &viewport);
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}
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void dxGraphicsContext::LogDebugData()
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{
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// locals
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IDXGIDevice* DXGIDevice;
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IDXGIAdapter* DXGIAdapter;
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DXGI_ADAPTER_DESC DXGIAdapterDesc;
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m_Device->QueryInterface(__uuidof(IDXGIDevice), (void**)&DXGIDevice);
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DXGIDevice->GetAdapter(&DXGIAdapter);
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DXGIAdapter->GetDesc(&DXGIAdapterDesc);
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// get the adapter's description
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char DefChar = ' ';
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char ch[180];
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WideCharToMultiByte(CP_ACP, 0, DXGIAdapterDesc.Description, -1, ch, 180, &DefChar, NULL);
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std::string adapterDesc(ch);
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// release memory
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DXGIDevice->Release();
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DXGIAdapter->Release();
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// #todo: log more information
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LT_ENGINE_INFO("________________________________________");
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LT_ENGINE_INFO("dxGraphicsContext:");
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LT_ENGINE_INFO(" Renderer: {}", adapterDesc);
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LT_ENGINE_INFO("________________________________________");
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}
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}
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