MobinMQL/Include/Canvas/DX/DXDispatcher.mqh

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2025-07-22 14:47:41 +03:00
//+------------------------------------------------------------------+
//| DXDispatcher.mqh |
//| Copyright 2000-2025, MetaQuotes Ltd. |
//| https://www.mql5.com |
//+------------------------------------------------------------------+
#property copyright "Copyright 2000-2025, MetaQuotes Ltd."
#property link "https://www.mql5.com"
//---
#include "DXObjectBase.mqh"
#include "DXData.mqh"
#include "DXBuffers.mqh"
#include "DXInput.mqh"
#include "DXTexture.mqh"
#include "DXShader.mqh"
//--- default shaders
#resource "Shaders/DefaultShaderVertex.hlsl" as string ExtDefaultShaderVertex;
#resource "Shaders/DefaultShaderPixel.hlsl" as string ExtDefaultShaderPixel;
//+------------------------------------------------------------------+
//| DX dispatcher which holds all resources |
//+------------------------------------------------------------------+
class CDXDispatcher : public CDXObjectBase
{
protected:
CDXObjectBase m_dx_resources; // DX resources list (Textures, Shaders, etc.)
//--- default shaders
CDXShader* m_default_vs;
CDXShader* m_default_ps;
public:
CDXDispatcher(void);
~CDXDispatcher(void);
//--- create/destroy
bool Create(int context);
void Destroy(void);
//--- check resources
void Check(void);
//--- get DX Context Handle
int DXContext(void) const { return(m_context); }
//--- create shaders
CDXShader* ShaderCreateDefault(ENUM_DX_SHADER_TYPE shader_type);
CDXShader* ShaderCreateFromFile(ENUM_DX_SHADER_TYPE shader_type,string path,string entry_point);
CDXShader* ShaderCreateFromSource(ENUM_DX_SHADER_TYPE shader_type,string source,string entry_point);
//--- create buffers
template<typename TVertex>
CDXVertexBuffer* VertexBufferCreate(const TVertex &vertices[],uint start=0,uint count=WHOLE_ARRAY);
CDXIndexBuffer* IndexBufferCreate(const uint &indicies[],uint start=0,uint count=WHOLE_ARRAY);
//--- create shader inputs
template<typename TInput>
CDXInput* InputCreate(void);
CDXTexture* TextureCreateFromFile(string path,uint data_x=0,uint data_y=0,uint data_width=0,uint data_height=0);
CDXTexture* TextureCreateFromData(ENUM_DX_FORMAT format,uint width,uint height,const uint &data[],uint data_x=0,uint data_y=0,uint data_width=0,uint data_height=0);
private:
//--- add resource to list
bool ResourceAdd(CDXObjectBase *resource);
//--- check resources
void ResourcesCheck(void);
};
//+------------------------------------------------------------------+
//| Constructor |
//+------------------------------------------------------------------+
CDXDispatcher::CDXDispatcher(void)
{
}
//+------------------------------------------------------------------+
//| Destructor |
//+------------------------------------------------------------------+
CDXDispatcher::~CDXDispatcher(void)
{
Destroy();
}
//+------------------------------------------------------------------+
//| Create |
//+------------------------------------------------------------------+
bool CDXDispatcher::Create(int context)
{
//--- check if context already exist
if(m_context!=INVALID_HANDLE)
return(false);
//--- save context
m_context=context;
//---
return(true);
}
//+------------------------------------------------------------------+
//| Destroy |
//+------------------------------------------------------------------+
void CDXDispatcher::Destroy(void)
{
//--- release default shaders
if(m_default_ps)
{
m_default_ps.Release();
m_default_ps=NULL;
}
if(m_default_vs)
{
m_default_vs.Release();
m_default_vs=NULL;
}
//--- release and delete all DX resources
while(m_dx_resources.Next())
{
CDXHandleShared* resource=(CDXHandleShared*)m_dx_resources.Next();
resource.Release();
}
//--- forget context
m_context=INVALID_HANDLE;
}
//+------------------------------------------------------------------+
//| Check resources |
//+------------------------------------------------------------------+
void CDXDispatcher::Check(void)
{
//---
CDXHandleShared* resource=(CDXHandleShared*)m_dx_resources.Next();
//--- release and delete all DX resources
while(CheckPointer(resource)!=POINTER_INVALID)
{
CDXHandleShared* next=(CDXHandleShared*)resource.Next();
//--- if references count 1 or less, then only we hold the resource
if(resource.References()<=1)
resource.Release();
//---
resource=next;
}
}
//+------------------------------------------------------------------+
//| Create default shader of specified type |
//+------------------------------------------------------------------+
CDXShader* CDXDispatcher::ShaderCreateDefault(ENUM_DX_SHADER_TYPE shader_type)
{
switch(shader_type)
{
//--- default pixel shader
case DX_SHADER_PIXEL:
{
if(m_default_ps==NULL)
m_default_ps=ShaderCreateFromSource(DX_SHADER_PIXEL,ExtDefaultShaderPixel,"PSMain");
return(m_default_ps);
}
//--- default vertex shader
case DX_SHADER_VERTEX:
{
if(m_default_vs==NULL)
{
m_default_vs=ShaderCreateFromSource(DX_SHADER_VERTEX,ExtDefaultShaderVertex,"VSMain");
if(m_default_vs && !m_default_vs.LayoutSet<DXVertex>())
{
m_default_vs.Release();
m_default_vs=NULL;
}
}
return(m_default_vs);
}
}
//--- return result
return(NULL);
}
//+------------------------------------------------------------------+
//| Create new shader of specified type from file |
//+------------------------------------------------------------------+
CDXShader* CDXDispatcher::ShaderCreateFromFile(ENUM_DX_SHADER_TYPE shader_type,string path,string entry_point)
{
//--- open source file
int file=FileOpen(path,FILE_READ);
if(file==INVALID_HANDLE)
return(NULL);
//--- check file size
uint size=(uint)FileSize(file);
FileClose(file);
if(size>16*1024*1024)
return(NULL);
//--- prepare buffer
char buffer[];
ArrayResize(buffer,size);
//--- read file into buffer
int read=(int)FileLoad(path,buffer);
if(read<=0)
return(NULL);
//--- convert vuffer to string
string source=CharArrayToString(buffer,0,WHOLE_ARRAY,CP_UTF8);
//--- add shader by source
return(ShaderCreateFromSource(shader_type,source,entry_point));
}
//+------------------------------------------------------------------+
//| Create new shader of specified type from source code |
//+------------------------------------------------------------------+
CDXShader* CDXDispatcher::ShaderCreateFromSource(ENUM_DX_SHADER_TYPE shader_type,string source,string entry_point)
{
//--- check context
if(m_context==INVALID_HANDLE)
return(NULL);
//--- allocate new shader
CDXShader* shader=new CDXShader();
if(shader==NULL)
return(NULL);
//--- create shader
if(!shader.Create(m_context,shader_type,source,entry_point))
{
shader.Release();
return(NULL);
}
//--- add shader to resources list
if(!ResourceAdd(shader))
{
shader.Release();
return(NULL);
}
//--- return shader
return(shader);
}
//+------------------------------------------------------------------+
//| Create vertex buffer |
//+------------------------------------------------------------------+
template<typename TVertex>
CDXVertexBuffer* CDXDispatcher::VertexBufferCreate(const TVertex &vertices[],uint start=0,uint count=WHOLE_ARRAY)
{
//--- check context
if(m_context==INVALID_HANDLE)
return(NULL);
//--- allocate new buffer
CDXVertexBuffer* buffer=new CDXVertexBuffer();
if(buffer==NULL)
return(NULL);
//--- create buffer
if(!buffer.Create(m_context,vertices,start,count))
{
buffer.Release();
return(NULL);
}
//--- add buffer to resources list
if(!ResourceAdd(buffer))
{
buffer.Release();
return(NULL);
}
//--- return buffer
return(buffer);
}
//+------------------------------------------------------------------+
//| Create vertex buffer |
//+------------------------------------------------------------------+
CDXIndexBuffer* CDXDispatcher::IndexBufferCreate(const uint &indicies[],uint start=0,uint count=WHOLE_ARRAY)
{
//--- check context
if(m_context==INVALID_HANDLE)
return(NULL);
//--- allocate new buffer
CDXIndexBuffer* buffer=new CDXIndexBuffer();
if(buffer==NULL)
return(NULL);
//--- create buffer
if(!buffer.Create(m_context,indicies,start,count))
{
buffer.Release();
return(NULL);
}
//--- add buffer to resources list
if(!ResourceAdd(buffer))
{
buffer.Release();
return(NULL);
}
//--- return input buffer
return(buffer);
}
//+------------------------------------------------------------------+
//| Create shader input buffer |
//+------------------------------------------------------------------+
template<typename TInput>
CDXInput* CDXDispatcher::InputCreate(void)
{
//--- check context
if(m_context==INVALID_HANDLE)
return(NULL);
//--- allocate new input buffer
CDXInput* input_buffer=new CDXInput();
if(input_buffer==NULL)
return(NULL);
//--- create buffer
if(!input_buffer.Create<TInput>(m_context))
{
input_buffer.Release();
return(NULL);
}
//--- add buffer to resources list
if(!ResourceAdd(input_buffer))
{
input_buffer.Release();
return(NULL);
}
//--- return shader
return(input_buffer);
}
//+------------------------------------------------------------------+
//| Create texture from bitmap file |
//+------------------------------------------------------------------+
CDXTexture* CDXDispatcher::TextureCreateFromFile(string path,uint data_x=0,uint data_y=0,uint data_width=0,uint data_height=0)
{
//--- check context
if(m_context==INVALID_HANDLE)
return(NULL);
//--- allocate new texture
CDXTexture* texture=new CDXTexture();
if(texture==NULL)
return(NULL);
//--- create texture
if(!texture.Create(m_context,path,data_x,data_y,data_width,data_height))
{
texture.Release();
return(NULL);
}
//--- add texture to resources list
if(!ResourceAdd(texture))
{
texture.Release();
return(NULL);
}
//--- return shader
return(texture);
}
//+------------------------------------------------------------------+
//| Create texture from raw data, only 32-bit pixel formats supported|
//+------------------------------------------------------------------+
CDXTexture* CDXDispatcher::TextureCreateFromData(ENUM_DX_FORMAT format,uint width,uint height,const uint &data[],uint data_x=0,uint data_y=0,uint data_width=0,uint data_height=0)
{
//--- check context
if(m_context==INVALID_HANDLE)
return(NULL);
//--- allocate new texture
CDXTexture* texture=new CDXTexture();
if(texture==NULL)
return(NULL);
//--- create texture
if(!texture.Create(m_context,format,width,height,data,data_x,data_y,data_width,data_height))
{
texture.Release();
return(NULL);
}
//--- add texture to resources list
if(!ResourceAdd(texture))
{
texture.Release();
return(NULL);
}
//--- return shader
return(texture);
}
//+------------------------------------------------------------------+
//| Add DX resource |
//+------------------------------------------------------------------+
bool CDXDispatcher::ResourceAdd(CDXObjectBase *resource)
{
//--- add resource
if(!CheckPointer(resource))
return(false);
//---
CDXObjectBase *last=&m_dx_resources;
while(CheckPointer(last.Next())!=POINTER_INVALID)
{
if(last==resource)
return(false);
//---
last=last.Next();
}
//---
resource.Next(NULL);
resource.Prev(last);
last.Next(resource);
return(true);
}
//+------------------------------------------------------------------+