6e8fbca745
match the genesis editor version 1.3.0.653.
631 lines
15 KiB
C++
631 lines
15 KiB
C++
/****************************************************************************
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Copyright (c) 2007, Radon Labs GmbH
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Copyright (c) 2011-2013,WebJet Business Division,CYOU
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http://www.genesis-3d.com.cn
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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#ifndef RENDERTARGET_H_
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#define RENDERTARGET_H_
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#include "RenderCommandType.h"
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#include "RenderDeviceTypes.h"
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#include "Texture.h"
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#include "math/rectangle.h"
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namespace RenderBase
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{
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class RenderTarget;
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}
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//------------------------------------------------------------------------------
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namespace RenderBase
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{
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class RenderTarget : public RenderCommandType
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{
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__DeclareClass(RenderTarget);
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public:
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/// clear flags
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enum ClearFlag
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{
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ClearNone = 0,
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ClearColor = (1<<0),
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ClearDepth = (1<<1),
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ClearStencil = (1<<2),
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ClearAll = ClearColor | ClearDepth | ClearStencil,
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};
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/// constructor
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RenderTarget();
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/// destructor
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virtual ~RenderTarget();
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/// discard the render target object
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virtual void Discard();
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/// return true if valid (has been setup)
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bool IsValid() const;
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/// set to true if default render target (only called by RenderDevice)
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void SetDefaultRenderTarget(bool b);
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/// get default render target flag
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bool IsDefaultRenderTarget() const;
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/// set render target width
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void SetWidth(SizeT w);
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/// get width of render target in pixels
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SizeT GetWidth() const;
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/// set render target height
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void SetHeight(SizeT h);
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/// get height of render target in pixels
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SizeT GetHeight() const;
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/// set antialias quality
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void SetAntiAliasQuality(AntiAliasQuality::Code c);
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/// get anti-alias-quality
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AntiAliasQuality::Code GetAntiAliasQuality() const;
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/// add a color buffer
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void SetColorBufferFormat(PixelFormat::Code colorFormat);
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/// get color buffer format at index
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PixelFormat::Code GetColorBufferFormat() const;
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/// internally create a depth/stencil buffer
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void AddDepthStencilBuffer();
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/// use external depth-stencil buffer
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void AddSharedDepthStencilBuffer(const GPtr<RenderTarget>& rt);
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/// return true if the render target has a depth/stencil buffer
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bool HasDepthStencilBuffer() const;
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/// enable mipmap generation for this render target
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void SetMipMapsEnabled(bool b);
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/// get mipmap generation flag
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bool AreMipMapsEnabled() const;
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/// set resolve texture width
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void SetResolveTextureWidth(SizeT w);
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/// get resolve texture width
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SizeT GetResolveTextureWidth() const;
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/// set resolve texture height
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void SetResolveTextureHeight(SizeT h);
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/// get resolve texture height
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SizeT GetResolveTextureHeight() const;
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/// set cpu access flag
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void SetResolveTargetCpuAccess(bool b);
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/// get cpu access flag
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bool GetResolveTargetCpuAccess() const;
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/// set optional MRT (Multiple Render Target) index, default is 0
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void SetMRTIndex(IndexT i);
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/// get multiple-render-target index
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IndexT GetMRTIndex() const;
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/// set clear flags
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void SetClearFlags(uint clearFlags);
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/// get clear flags
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uint GetClearFlags() const;
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/// set clear color
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void SetClearColor(const Math::float4& c);
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/// get clear color
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const Math::float4& GetClearColor() const;
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/// set clear depth
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void SetClearDepth(float d);
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/// get clear depth
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float GetClearDepth() const;
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/// set clear stencil value
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void SetClearStencil(uchar s);
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/// get clear stencil value
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uchar GetClearStencil() const;
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/// set the current resolve rectangle (in pixels)
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void SetResolveRect(const Math::rectangle<int>& r);
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/// get resolve rectangle
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const Math::rectangle<int>& GetResolveRect() const;
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/// begin rendering to the render target
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void BeginPass();
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/// begin a batch
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void BeginBatch();
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/// end current batch
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void EndBatch();
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/// end current render pass
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void EndPass();
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/// generate mipmap levels
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void GenerateMipLevels();
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/// return true if resolve texture is valid
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bool HasResolveTexture() const;
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/// get the resolve texture as Nebula texture object
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const GPtr<Texture>& GetResolveTexture() const;
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/// return true if cpu access resolve texture is valid
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bool HasCPUResolveTexture() const;
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/// get the resolve texture as Nebula texture object
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const GPtr<Texture>& GetCPUResolveTexture() const;
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/// return true if resolve texture is valid
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bool HasDepthResolveTexture() const;
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/// get the resolve texture as Nebula texture object
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const GPtr<Texture>& GetDepthResolveTexture() const;
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/// resolve depth buffer
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virtual void ResolveDepthBuffer();
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/// on device lost
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virtual void OnDeviceLost();
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/// on device reset
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virtual void OnDeviceReset();
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/// set use screen size
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void SetScreenSizeRatio(float ratio = 0.f);
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/// get screen size ratio
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const float GetScreenSizeRatio() const;
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/// get byte size in memory, implemented in platform specific classes
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int GetMemorySize();
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///
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bool IsResolveTextureDimensionsValid() const;
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///
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virtual void CopyFrom(const Math::float4& srcRect, const GPtr<RenderTarget>srcRT, const Math::float4& desRect);
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///
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void SetDummy(bool b);
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///
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bool IsDummy() const;
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///
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void AttachToMRT();
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///
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bool IsAttachedToMRT() const;
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protected:
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/// setup the render target object
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void setup();
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friend class RenderDevice;
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GPtr<RenderTarget> sharedDepthStencilBufferTarget; // target which provides shared depth-stencil buffer
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SizeT width;
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SizeT height;
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bool resolveTextureDimensionsValid;
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bool resolveRectValid;
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SizeT resolveTextureWidth;
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SizeT resolveTextureHeight;
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Math::rectangle<int> resolveRect;
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IndexT mrtIndex;
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uint clearFlags;
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Math::float4 clearColor;
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float clearDepth;
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uchar clearStencil;
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AntiAliasQuality::Code antiAliasQuality;
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PixelFormat::Code colorBufferFormat;
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GPtr<Texture> resolveTexture;
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GPtr<Texture> resolveCPUTexture;
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GPtr<Texture> resolveDepthTexture;
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bool mipMapsEnabled;
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bool isValid;
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bool inBeginPass;
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bool inBeginBatch;
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bool hasDepthStencilBuffer;
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bool isDefaultRenderTarget;
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float screenSizeRatio; //if not 0,use screenSize * screenSizeRatio as RT width and height
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bool resolveCpuAccess;
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int memorySize;
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bool attahcedToMRT;
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bool dummyRT;
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};
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//------------------------------------------------------------------------------
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/**
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*/
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inline bool
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RenderTarget::IsValid() const
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{
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return this->isValid;
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}
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//------------------------------------------------------------------------------
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/**
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*/
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inline void
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RenderTarget::SetDefaultRenderTarget(bool b)
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{
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this->isDefaultRenderTarget = b;
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}
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//------------------------------------------------------------------------------
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/**
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*/
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inline bool
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RenderTarget::IsDefaultRenderTarget() const
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{
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return this->isDefaultRenderTarget;
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}
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//------------------------------------------------------------------------------
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/**
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*/
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inline void
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RenderTarget::SetWidth(SizeT w)
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{
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this->width = w;
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}
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//------------------------------------------------------------------------------
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/**
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*/
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inline SizeT
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RenderTarget::GetWidth() const
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{
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return this->width;
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}
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//------------------------------------------------------------------------------
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/**
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*/
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inline void
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RenderTarget::SetHeight(SizeT h)
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{
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this->height = h;
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}
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//------------------------------------------------------------------------------
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/**
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*/
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inline SizeT
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RenderTarget::GetHeight() const
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{
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return this->height;
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}
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//------------------------------------------------------------------------------
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/**
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*/
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inline void
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RenderTarget::SetAntiAliasQuality(AntiAliasQuality::Code aaq)
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{
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this->antiAliasQuality = aaq;
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}
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//------------------------------------------------------------------------------
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/**
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*/
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inline AntiAliasQuality::Code
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RenderTarget::GetAntiAliasQuality() const
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{
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return this->antiAliasQuality;
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}
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//------------------------------------------------------------------------------
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/**
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*/
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inline void
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RenderTarget::SetColorBufferFormat(PixelFormat::Code colorFormat)
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{
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this->colorBufferFormat = colorFormat;
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}
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//------------------------------------------------------------------------------
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/**
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*/
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inline PixelFormat::Code
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RenderTarget::GetColorBufferFormat() const
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{
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return this->colorBufferFormat;
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}
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//------------------------------------------------------------------------------
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/**
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*/
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inline bool
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RenderTarget::HasDepthStencilBuffer() const
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{
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return this->hasDepthStencilBuffer;
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}
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//------------------------------------------------------------------------------
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/**
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*/
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inline void
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RenderTarget::SetClearColor(const Math::float4& c)
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{
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this->clearColor = c;
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}
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//------------------------------------------------------------------------------
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/**
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*/
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inline const Math::float4&
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RenderTarget::GetClearColor() const
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{
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return this->clearColor;
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}
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//------------------------------------------------------------------------------
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/**
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*/
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inline void
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RenderTarget::SetClearDepth(float d)
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{
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this->clearDepth = d;
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}
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//------------------------------------------------------------------------------
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/**
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*/
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inline float
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RenderTarget::GetClearDepth() const
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{
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return this->clearDepth;
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}
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//------------------------------------------------------------------------------
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/**
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*/
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inline void
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RenderTarget::SetClearStencil(uchar s)
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{
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this->clearStencil = s;
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}
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//------------------------------------------------------------------------------
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/**
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*/
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inline uchar
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RenderTarget::GetClearStencil() const
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{
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return this->clearStencil;
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}
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//------------------------------------------------------------------------------
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/**
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*/
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inline bool
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RenderTarget::HasResolveTexture() const
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{
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return this->resolveTexture.isvalid();
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}
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//------------------------------------------------------------------------------
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/**
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*/
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inline const GPtr<Texture>&
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RenderTarget::GetResolveTexture() const
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{
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n_assert(this->resolveTexture.isvalid());
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return this->resolveTexture;
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}
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//------------------------------------------------------------------------------
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/**
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*/
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inline bool
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RenderTarget::HasCPUResolveTexture() const
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{
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return this->resolveCPUTexture.isvalid();
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}
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//------------------------------------------------------------------------------
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/**
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*/
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inline const GPtr<Texture>&
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RenderTarget::GetCPUResolveTexture() const
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{
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n_assert(this->resolveCPUTexture.isvalid());
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return this->resolveCPUTexture;
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}
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//------------------------------------------------------------------------------
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/**
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*/
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inline bool
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RenderTarget::HasDepthResolveTexture() const
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{
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return this->resolveDepthTexture.isvalid();
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}
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//------------------------------------------------------------------------------
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/**
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*/
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inline const GPtr<Texture>&
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RenderTarget::GetDepthResolveTexture() const
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{
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n_assert(this->resolveDepthTexture.isvalid());
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return this->resolveDepthTexture;
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}
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//------------------------------------------------------------------------------
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/**
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*/
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inline void
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RenderTarget::SetMipMapsEnabled(bool b)
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{
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this->mipMapsEnabled = b;
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}
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//------------------------------------------------------------------------------
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/**
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*/
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inline bool
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RenderTarget::AreMipMapsEnabled() const
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{
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return this->mipMapsEnabled;
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}
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//------------------------------------------------------------------------------
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/**
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*/
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inline void
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RenderTarget::SetResolveTextureWidth(SizeT w)
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{
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this->resolveTextureWidth = w;
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this->resolveTextureDimensionsValid = true;
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}
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//------------------------------------------------------------------------------
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/**
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*/
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inline SizeT
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RenderTarget::GetResolveTextureWidth() const
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{
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return this->resolveTextureWidth;
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}
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//------------------------------------------------------------------------------
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/**
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*/
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inline void
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RenderTarget::SetResolveTextureHeight(SizeT h)
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{
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this->resolveTextureHeight = h;
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this->resolveTextureDimensionsValid = true;
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}
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//------------------------------------------------------------------------------
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/**
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*/
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inline SizeT
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RenderTarget::GetResolveTextureHeight() const
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{
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return this->resolveTextureHeight;
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}
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//------------------------------------------------------------------------------
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/**
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*/
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inline void
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RenderTarget::SetResolveRect(const Math::rectangle<int>& r)
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{
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this->resolveRectValid = true;
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this->resolveRect = r;
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}
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//------------------------------------------------------------------------------
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/**
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*/
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inline const Math::rectangle<int>&
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RenderTarget::GetResolveRect() const
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{
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return this->resolveRect;
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}
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//------------------------------------------------------------------------------
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/**
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*/
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inline void
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RenderTarget::SetResolveTargetCpuAccess(bool b)
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{
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this->resolveCpuAccess = b;
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}
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//------------------------------------------------------------------------------
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/**
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*/
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inline bool
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RenderTarget::GetResolveTargetCpuAccess() const
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{
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return this->resolveCpuAccess;
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}
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//------------------------------------------------------------------------------
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/**
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*/
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inline void
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RenderTarget::SetMRTIndex(IndexT i)
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{
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this->mrtIndex = i;
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}
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//------------------------------------------------------------------------------
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/**
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*/
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inline IndexT
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RenderTarget::GetMRTIndex() const
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{
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return this->mrtIndex;
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}
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//------------------------------------------------------------------------------
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/**
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*/
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inline void
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RenderTarget::SetClearFlags(uint f)
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{
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this->clearFlags = f;
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}
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//------------------------------------------------------------------------------
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/**
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*/
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inline uint
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RenderTarget::GetClearFlags() const
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{
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return this->clearFlags;
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}
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//------------------------------------------------------------------------------
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/**
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*/
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inline bool
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RenderTarget::IsResolveTextureDimensionsValid() const
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{
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return this->resolveTextureDimensionsValid;
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}
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/// set use screen size
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inline void
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RenderTarget::SetScreenSizeRatio(float ratio)
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{
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screenSizeRatio = ratio;
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}
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/// get screen size ratio
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inline const float
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RenderTarget::GetScreenSizeRatio() const
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{
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return screenSizeRatio;
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}
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inline void
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RenderTarget::AttachToMRT()
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{
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this->attahcedToMRT = true;
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}
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inline bool
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RenderTarget::IsAttachedToMRT() const
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{
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return this->attahcedToMRT;
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}
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//------------------------------------------------------------------------------
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/**
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*/
|
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inline void
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RenderTarget::SetDummy(bool b)
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{
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dummyRT = b;
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}
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//------------------------------------------------------------------------------
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/**
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*/
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inline bool
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RenderTarget::IsDummy() const
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{
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return dummyRT;
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}
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} // namespace RenderBase
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//------------------------------------------------------------------------------
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#endif
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