1
0
mirror of https://github.com/borgesdan/xn65 synced 2024-12-29 21:54:47 +01:00
xn65/inc/platform-dx/implementations.hpp
2024-05-24 12:31:24 -03:00

462 lines
11 KiB
C++

#ifndef XNA_PLATFORM_DX_IMPLEMENTATIONS_HPP
#define XNA_PLATFORM_DX_IMPLEMENTATIONS_HPP
#include "dxheaders.hpp"
#include "platform-dx/device-dx.hpp"
#include "graphics/adapter.hpp"
#include "graphics/blendstate.hpp"
#include "graphics/buffer.hpp"
#include "graphics/depthstencilstate.hpp"
#include "graphics/displaymode.hpp"
#include "graphics/sprite.hpp"
#include "graphics/samplerstate.hpp"
#include "input/gamepad.hpp"
#include "input/keyboard.hpp"
#include "input/mouse.hpp"
#include "graphics/rasterizerstate.hpp"
#include "graphics/presentparams.hpp"
#include "graphics/shader.hpp"
#include "graphics/swapchain.hpp"
#include "graphics/texture.hpp"
#include "graphics/rendertarget.hpp"
#include "game/window.hpp"
namespace xna {
struct SpriteFont::PlatformImplementation {
sptr<DirectX::SpriteFont> _dxSpriteFont = nullptr;
};
struct SpriteBatch::PlatformImplementation {
sptr<DirectX::SpriteBatch> _dxspriteBatch = nullptr;
};
struct GraphicsAdapter::PlatformImplementation {
~PlatformImplementation() {
if (dxadapter) {
dxadapter->Release();
dxadapter = nullptr;
}
}
IDXGIAdapter1* dxadapter = nullptr;
private:
friend class GraphicsAdapter;
Uint _index{ 0 };
sptr<DisplayMode> _currentDisplayMode = nullptr;
public:
bool GetOutput(UINT slot, IDXGIOutput*& output);
};
struct BlendRenderTarget {
bool Enabled{ true };
Blend Source{ Blend::SourceAlpha };
Blend Destination{ Blend::InverseSourceAlpha };
BlendOperation Operation{ BlendOperation::Add };
Blend SourceAlpha{ Blend::One };
Blend DestinationAlpha{ Blend::Zero };
BlendOperation OperationAlpha{ BlendOperation::Add };
ColorWriteChannels WriteMask{ ColorWriteChannels::All };
constexpr BlendRenderTarget() = default;
};
struct BlendState::PlatformImplementation {
~PlatformImplementation() {
if (dxBlendState) {
dxBlendState->Release();
dxBlendState = nullptr;
}
}
ID3D11BlendState* dxBlendState = nullptr;
D3D11_BLEND_DESC dxDescription{};
float blendFactor[4]{ 1.0F, 1.0F, 1.0F, 1.0F };
UINT sampleMask{ 0xffffffff };
};
struct ConstantBuffer::PlatformImplementation {
~PlatformImplementation() {
if (_buffer) {
_buffer->Release();
_buffer = nullptr;
}
}
D3D11_BUFFER_DESC _description{};
D3D11_SUBRESOURCE_DATA _subResource{};
ID3D11Buffer* _buffer = nullptr;
DirectX::XMMATRIX _worldViewProjection{};
};
struct DataBuffer::PlatformImplementation {
~PlatformImplementation() {
if (_blob) {
_blob->Release();
_blob = nullptr;
}
}
ID3DBlob* _blob = nullptr;
void Set(ID3DBlob*& blob) {
_blob = blob;
}
};
struct DepthStencilState::PlatformImplementation {
~PlatformImplementation() {
if (dxDepthStencil) {
dxDepthStencil->Release();
dxDepthStencil = nullptr;
}
}
ID3D11DepthStencilState* dxDepthStencil = nullptr;
D3D11_DEPTH_STENCIL_DESC dxDescription{};
};
struct DisplayModeRefreshRate {
constexpr DisplayModeRefreshRate() = default;
constexpr DisplayModeRefreshRate(DXGI_RATIONAL const& dxrational) {
Numerator = dxrational.Numerator;
Denominator = dxrational.Denominator;
}
constexpr DisplayModeRefreshRate(Uint numerator, Uint denominator)
: Numerator(numerator), Denominator(denominator) {}
Uint Numerator{ 0 };
Uint Denominator{ 0 };
constexpr bool operator==(const DisplayModeRefreshRate& other) const
{
return Numerator == other.Numerator && Denominator == other.Denominator;
}
};
struct DisplayModeDescription {
DisplayModeScanlineOrder _scanlineOrdering{ DisplayModeScanlineOrder::Unspecified };
DisplayModeScaling _scaling{ DisplayModeScaling::Unspecified };
DisplayModeRefreshRate _refreshRate{};
constexpr bool operator==(const DisplayModeDescription& other) const
{
return _scanlineOrdering == other._scanlineOrdering && _scaling == other._scaling && _refreshRate == other._refreshRate;
}
};
struct DisplayMode::PlatformImplementation {
std::vector<DisplayModeDescription> Descriptions;
};
struct GamePad::PlatformImplementation {
inline static uptr<DirectX::GamePad> _dxGamePad = nullptr;
void Suspend() {
if (_dxGamePad)
_dxGamePad->Suspend();
}
void Resume() {
if (_dxGamePad)
_dxGamePad->Resume();
}
};
struct IndexBuffer::PlatformImplementation {
~PlatformImplementation() {
if (dxBuffer) {
dxBuffer->Release();
dxBuffer = nullptr;
}
}
ID3D11Buffer* dxBuffer = nullptr;
};
template <typename T>
inline bool IndexBuffer::Initialize(std::vector<T> const& data, xna_error_ptr_arg) {
if (!impl || !m_device || !m_device->_device || data.empty()) {
xna_error_apply(err, XnaErrorCode::INVALID_OPERATION);
return false;
}
const auto hr = DirectX::CreateStaticBuffer(m_device->_device, data.data(), data.size(), sizeof(T), D3D11_BIND_INDEX_BUFFER, &impl->dxBuffer);
if (FAILED(hr)) {
xna_error_apply(err, XnaErrorCode::FAILED_OPERATION);
return false;
}
return true;
}
struct Keyboard::PlatformImplementation {
inline static uptr<DirectX::Keyboard> _dxKeyboard = nullptr;
void ProcessMessage(UINT message, WPARAM wParam, LPARAM lParam) {
if (_dxKeyboard)
_dxKeyboard->ProcessMessage(message, wParam, lParam);
}
};
struct Mouse::PlatformImplementation {
inline static uptr<DirectX::Mouse> _dxMouse = nullptr;
void ProcessMessage(UINT message, WPARAM wParam, LPARAM lParam) {
if (_dxMouse)
_dxMouse->ProcessMessage(message, wParam, lParam);
}
};
struct RasterizerState::PlatformImplementation {
~PlatformImplementation() {
if (dxRasterizerState) {
dxRasterizerState->Release();
dxRasterizerState = nullptr;
}
}
ID3D11RasterizerState* dxRasterizerState = nullptr;
D3D11_RASTERIZER_DESC dxDescription{};
};
struct SamplerState::PlatformImplementation {
~PlatformImplementation() {
if (_samplerState) {
_samplerState->Release();
_samplerState = nullptr;
}
}
ID3D11SamplerState* _samplerState = nullptr;
D3D11_SAMPLER_DESC _description{};
};
struct VertexShader::PlatformImplementation {
~PlatformImplementation() {
if (_vertexShader) {
_vertexShader->Release();
_vertexShader = nullptr;
}
}
ID3D11VertexShader* _vertexShader = nullptr;
};
struct PixelShader::PlatformImplementation {
~PlatformImplementation() {
if (_pixelShader) {
_pixelShader->Release();
_pixelShader = nullptr;
}
}
ID3D11PixelShader* _pixelShader = nullptr;
};
struct SwapChain::PlatformImplementation {
IDXGISwapChain1* dxSwapChain{ nullptr };
DXGI_SWAP_CHAIN_DESC1 dxDescription{};
DXGI_SWAP_CHAIN_FULLSCREEN_DESC dxFullScreenDescription{};
bool GetBackBuffer(ID3D11Texture2D*& texture2D) {
if (!dxSwapChain)
return false;
const auto hr = dxSwapChain->GetBuffer(0, __uuidof(texture2D), (void**)(&texture2D));
return !FAILED(hr);
}
};
struct Texture2D::PlatformImplementation {
~PlatformImplementation() {
if (dxTexture2D) {
dxTexture2D->Release();
dxTexture2D = nullptr;
}
if (dxShaderResource) {
dxShaderResource->Release();
dxShaderResource = nullptr;
}
}
ID3D11Texture2D* dxTexture2D{ nullptr };
ID3D11ShaderResourceView* dxShaderResource{ nullptr };
D3D11_SUBRESOURCE_DATA dxSubResource{};
D3D11_TEXTURE2D_DESC dxDescription{};
D3D11_SHADER_RESOURCE_VIEW_DESC dxShaderDescription{};
};
struct RenderTarget2D::PlatformImplementation {
~PlatformImplementation() {
if (_renderTargetView) {
_renderTargetView->Release();
_renderTargetView = nullptr;
}
}
ID3D11RenderTargetView* _renderTargetView = nullptr;
D3D11_RENDER_TARGET_VIEW_DESC _renderTargetDesc{};
};
struct VertexBuffer::PlatformImplementation {
~PlatformImplementation() {
if (dxBuffer) {
dxBuffer->Release();
dxBuffer = nullptr;
}
}
ID3D11Buffer* dxBuffer = nullptr;
UINT size{ 0 };
};
template <typename T>
inline bool VertexBuffer::Initialize(std::vector<T> const& data, xna_error_ptr_arg) {
if (!impl || !m_device || !m_device->_device || data.empty()) {
xna_error_apply(err, XnaErrorCode::INVALID_OPERATION);
return false;
}
const auto hr = DirectX::CreateStaticBuffer(m_device->_device, data.data(), data.size(), sizeof(T), D3D11_BIND_VERTEX_BUFFER, &impl->dxBuffer);
if (FAILED(hr)) {
xna_error_apply(err, XnaErrorCode::FAILED_OPERATION);
return false;
}
impl->size = sizeof(T);
return true;
}
struct VertexInputLayout::PlatformImplementation {
~PlatformImplementation() {
if (_inputLayout) {
_inputLayout->Release();
_inputLayout = nullptr;
}
}
ID3D11InputLayout* _inputLayout{ nullptr };
std::vector<D3D11_INPUT_ELEMENT_DESC> _description{};
};
enum class GameWindowMode : UINT {
Fullscreen = WS_POPUP | WS_VISIBLE,
Windowed = WS_OVERLAPPED | WS_SYSMENU | WS_VISIBLE,
Borderless = WS_EX_TOPMOST | WS_POPUP | WS_VISIBLE,
};
struct GameWindow::PlatformImplementation {
public:
constexpr void Mode(GameWindowMode mode) {
_windowStyle = static_cast<int>(mode);
}
constexpr GameWindowMode Mode() const {
return static_cast<GameWindowMode>(_windowStyle);
}
void Position(int width, int height, bool update = true);
void Size(int width, int height, bool update = true);
inline HINSTANCE HInstance() const {
return _hInstance;
}
inline HWND WindowHandle() const {
return _windowHandle;
}
constexpr int Width() const {
return _windowWidth;
}
constexpr int Height() const {
return _windowHeight;
}
inline void Icon(unsigned int icon) {
_windowIcon = LoadIcon(GetModuleHandle(NULL), MAKEINTRESOURCE(icon));
}
inline void Icon(HICON icon) {
_windowIcon = icon;
}
inline void Cursor(unsigned int cursor) {
_windowCursor = LoadCursor(GetModuleHandle(NULL), MAKEINTRESOURCE(cursor));
}
inline void Cursor(HCURSOR cursor) {
_windowCursor = cursor;
}
constexpr float CenterX() const {
return _windowCenterX;
}
constexpr float CenterY() const {
return _windowCenterY;
}
inline void CursorVisibility(bool visible) const {
ShowCursor(visible);
}
inline void Close() {
PostMessage(_windowHandle, WM_DESTROY, 0, 0);
}
constexpr COLORREF Color() const {
return _windowColor;
}
constexpr void Color(COLORREF color) {
_windowColor = color;
}
constexpr void Color(BYTE r, BYTE g, BYTE b) {
_windowColor = RGB(r, g, b);
}
bool Create();
bool Update();
static LRESULT CALLBACK WinProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
private:
friend class GameWindow;
HINSTANCE _hInstance{ nullptr };
HWND _windowHandle{ nullptr };
int _windowWidth{ 800 };
int _windowHeight{ 600 };
HICON _windowIcon{ nullptr };
HCURSOR _windowCursor{ nullptr };
COLORREF _windowColor{ RGB(0,0,0) };
String _windowTitle{ "Xna++ Game Development" };
DWORD _windowStyle{ 0 };
int _windowPosX{ 0 };
int _windowPosY{ 0 };
float _windowCenterX{ 0 };
float _windowCenterY{ 0 };
inline void setPosition() {
_windowPosX = GetSystemMetrics(SM_CXSCREEN) / 2 - _windowWidth / 2;
_windowPosY = GetSystemMetrics(SM_CYSCREEN) / 2 - _windowHeight / 2;
}
inline void setCenter() {
_windowCenterX = _windowWidth / 2.0f;
_windowCenterY = _windowHeight / 2.0f;
}
};
}
#endif