ACE3/extensions/common/directx/d3d_display.hpp

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#pragma once
#ifdef USE_DIRECTX
#include <windows.h>
#include <d3d11_1.h>
#include <directxcolors.h>
#include <DirectXMath.h>
#include <thread>
#include <memory>
#include <mutex>
#include "singleton.hpp"
#include "vector.hpp"
#define IDI_ACE_DEBUG 666
namespace ace {
namespace debug {
__declspec(align(16))
struct camera_movement {
camera_movement() {
XMStoreFloat4(&DefaultForward, DirectX::XMVectorSet(0.0f, 0.0f, 1.0f, 0.0f));
XMStoreFloat4(&DefaultRight, DirectX::XMVectorSet(1.0f, 0.0f, 0.0f, 0.0f));
XMStoreFloat4(&camForward, DirectX::XMVectorSet(0.0f, 0.0f, 1.0f, 0.0f));
XMStoreFloat4(&camRight, DirectX::XMVectorSet(1.0f, 0.0f, 0.0f, 0.0f));
camYaw = 0.0f;
camPitch = 0.0f;
moveLeftRight = 0.0f;
moveBackForward = 0.0f;
XMStoreFloat4(&camPosition, DirectX::XMVectorSet(0.0f, 12.0f, 6.0f, 0.0f));
XMStoreFloat4(&camTarget, DirectX::XMVectorSet(0.0f, 0.0f, 0.0f, 0.0f));
XMStoreFloat4(&camUp, DirectX::XMVectorSet(0.0f, 1.0f, 0.0f, 0.0f));
}
DirectX::XMFLOAT4 DefaultForward;
DirectX::XMFLOAT4 DefaultRight;
DirectX::XMFLOAT4 camForward;
DirectX::XMFLOAT4 camRight;
DirectX::XMFLOAT4X4 camRotationMatrix;
DirectX::XMFLOAT4X4 groundWorld;
float moveLeftRight;
float moveBackForward;
float camYaw;
float camPitch;
DirectX::XMFLOAT4 camPosition;
DirectX::XMFLOAT4 camTarget;
DirectX::XMFLOAT4 camUp;
};
struct d3d_display_worker;
struct d3d_display_worker_args;
__declspec(align(16))
class d3d_display {
public:
d3d_display();
~d3d_display();
virtual bool run();
virtual bool render();
virtual bool render_thread(uint32_t, uint32_t, bool);
virtual void update_camera();
virtual bool step();
virtual bool create(uint32_t, uint32_t, bool);
virtual bool init();
virtual bool init_input();
virtual bool destroy();
void render_worker(d3d_display_worker_args);
static LRESULT CALLBACK wndproc(HWND, UINT, WPARAM, LPARAM);
LRESULT CALLBACK _wndproc(HWND, UINT, WPARAM, LPARAM);
protected:
void _move_camera(ace::vector3<float>);
void _rotate_camera(ace::vector3<float>);
std::unique_ptr<d3d_display_worker> _render_thread;
std::mutex _render_lock;
bool _fullscreen;
HINSTANCE _hInst = nullptr;
HWND _hWnd = nullptr;
D3D_DRIVER_TYPE _driverType = D3D_DRIVER_TYPE_NULL;
D3D_FEATURE_LEVEL _featureLevel = D3D_FEATURE_LEVEL_11_0;
ID3D11Device* _pd3dDevice = nullptr;
ID3D11DeviceContext* _pImmediateContext = nullptr;
IDXGISwapChain* _pSwapChain = nullptr;
ID3D11RenderTargetView* _pRenderTargetView = nullptr;
ID3D11Texture2D* _pDepthStencil = nullptr;
ID3D11DepthStencilView* _pDepthStencilView = nullptr;
ID3D11ShaderResourceView* _pTextureRV1 = nullptr;
ID3D11ShaderResourceView* _pTextureRV2 = nullptr;
ID3D11InputLayout* _pBatchInputLayout = nullptr;
DirectX::XMFLOAT4X4 _World;
DirectX::XMFLOAT4X4 _View;
DirectX::XMFLOAT4X4 _Projection;
RAWMOUSE _last_mouse_state;
camera_movement _camera;
};
struct d3d_display_worker_args {
d3d_display_worker_args(uint32_t w, uint32_t h, bool f) : width(w), height(h), fullscreen(f) {}
uint32_t width;
uint32_t height;
bool fullscreen;
};
struct d3d_display_worker {
d3d_display_worker(d3d_display * obj, d3d_display_worker_args args) : thread(&ace::debug::d3d_display::render_worker, obj, args) {}
~d3d_display_worker() { thread.join(); }
std::thread thread;
};
};
};
#endif