genesis-3d_engine/Engine/rendersystem/null/RenderDeviceNull.h
zhongdaohuan 6e8fbca745 genesis-3d engine version 1.3.
match the genesis editor version 1.3.0.653.
2014-05-05 14:50:33 +08:00

241 lines
7.0 KiB
C++

/****************************************************************************
Copyright (c) 2011-2013,WebJet Business Division,CYOU
http://www.genesis-3d.com.cn
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
****************************************************************************/
#ifndef __RenderDeviceNull_H__
#define __RenderDeviceNull_H__
#include "../config/RenderDeviceConfig.h"
#include "../base/RenderDisplay.h"
#include "../base/RenderDeviceTypes.h"
#include "../base/RenderDevice.h"
#include "core/types.h"
#include "core/refcounted.h"
#include "core/singleton.h"
#include "../base/RenderWindow.h"
namespace NullDevice
{
using namespace RenderBase;
class RenderDeviceNull : public RenderDevice
{
__DeclareSubClass(RenderDeviceNull,RenderDevice);
__DeclareThreadSingleton(RenderDeviceNull);
public:
RenderDeviceNull();
virtual ~RenderDeviceNull();
virtual bool InitDevice() ;
virtual float GetHorizontalTexelOffset() ;
virtual float GetVerticalTexelOffset() ;
virtual float GetMinimumDepthInputValue() ;
virtual float GetMaximumDepthInputValue() ;
virtual void DetectGraphicCardCaps() ;
virtual const GraphicCardCapability& GetGraphicCardCapability() ;
virtual RenderBase::RenderWindow* CreateRenderWindow(WindHandle wnd);
virtual void DestroyRenderWindow(RenderBase::RenderWindow* rw);
virtual GPtr<PrimitiveGroup> CreatePrimitiveGroup(const VertexBufferData* vbd, const IndexBufferData* ibd)
{
return PrimitiveGroup::Create();
}
virtual void ChangePrimitiveGroup(PrimitiveGroup* group, const RenderBase::VertexBufferData* vbd, const RenderBase::IndexBufferData* ibd = NULL)
{
}
virtual void UpdateVertexBuffer(VertexBuffer* vb, const DataStream& data)
{
}
virtual void UpdateIndexBuffer(IndexBuffer* ib, const DataStream& data)
{
}
virtual void ChangeTexture(GPtr<Texture> srcTex, GPtr<Texture> destTex)
{
}
virtual void UpdateTexture(RenderBase::Texture::UpdateFunction texUpdateFunc,GPtr<Texture> destTex, void* tag);
virtual void UpdateTexture(GPtr<Texture> srcTex, GPtr<Texture> destTex) ;
virtual const GPtr<GPUProgram> CreateRenderGPUProgram(const GPtr<GPUProgram>& srcGPUProgram) ;
virtual const GPtr<RenderStateDesc> CreateRenderState(const GPtr<RenderStateDesc>& state) ;
virtual const GPtr<Texture> CreateRenderSideTexture( GPtr<Texture> tex) ;
virtual const GPtr<RenderTarget> CreateRenderTarget(const GPtr<RenderTarget>& rt) ;
virtual const GPtr<MultipleRenderTarget> CreateMultipleRenderTarget(const GPtr<MultipleRenderTarget>& mrt) ;
virtual void SetBlendState(const DeviceBlendState& state) ;
virtual void SetRasterState(const DeviceRasterizerState& state) ;
virtual void SetDepthAndStencilState(const DeviceDepthAndStencilState& state) ;
virtual void SetTextureSamplerState(const DeviceSamplerState& state) ;
virtual void SetTexture(const Texture* tex) ;
virtual void SetRenderTarget(RenderTarget* rt) ;
virtual void SetMultipleRenderTarget(const MultipleRenderTarget* mrt, bool resume = false) ;
virtual void DisableRenderTarget(int index) ;
virtual void SetVertexShaderConstantVectorF(const int& reg, float* val, const int& vec4count) ;
virtual void SetPixelShaderConstantVectorF(const int& reg, float* val, const int& vec4count) ;
virtual void SetVertexShaderConstantFloat(const int& reg, float* val) ;
virtual void SetPixelShaderConstantFloat(const int& reg, float* val) ;
virtual void SetVertexShaderConstantMatrixF(const int& reg, float* val, const int& matrixCount) ;
virtual void SetPixelShaderConstantMatrixF(const int& reg, float* val, const int& matrixCount) ;
virtual bool BeginFrame() ;
/// set the current vertex stream source
virtual void SetStreamSource(IndexT streamIndex, const VertexBuffer* vb, IndexT offsetVertexIndex);
virtual void SetVertexLayout(const VertexLayout* vl);
/// set current index buffer
virtual void SetIndexBuffer(const IndexBuffer* ib) ;
/// set current primitive group
virtual void SetPrimitiveGroup(const PrimitiveGroup* pg);
/// set current GPU program
virtual void SetGPUProgram(const GPUProgram* program) ;
/// draw current primitives
virtual void Draw(SizeT startVertice,SizeT endVertice,SizeT startIndice,SizeT endIndice);
/// draw indexed, instanced primitives
virtual void DrawIndexedInstanced(SizeT numInstances);
/// end current frame
virtual void EndFrame();
/// present the rendered scene
virtual void Present(WindHandle hwnd = 0) ;
/// set viewport
virtual void SetViewPort(const int& x,const int& y,const int& width,const int& height,const float& minZ,const float& maxZ);
virtual void FXSetClipPlane(const int& index,const Math::float4& plane);
virtual bool OnDeviceLost();
virtual bool CheckReset()
{
return true;
}
virtual bool OnDeviceReset()
{
return true;
}
///
bool CreateD3DObjectAndHiddenWindow();
///
void SetupDisplayParams();
void SetMainWindowHandle(WindHandle hwnd);
protected:
GraphicCardCapability m_graphicCardCaps;
IDirect3D9* m_iD3D9;
IDirect3DDevice9* m_iDevice9;
IDirect3DSurface9* m_iBackBufferSurface9;
IDirect3DSwapChain9* m_iCurrentSwapChain;
WindHandle m_hMainWindow;
HWND m_hHiddenWindow;
HINSTANCE m_instD3D9Dll;
D3DPRESENT_PARAMETERS m_defaultDisplayPresentParams;
D3DFORMAT m_displayFormat;
D3DDEVTYPE m_deviceType;
DWORD m_deviceBehaviourFlags;
bool m_bWindowed;
bool m_bDeviceLost;
bool m_bNeedReset;
D3DDISPLAYMODE m_lastWindowedMode;
DWORD m_adapterCount;
};
inline void RenderDeviceNull::SetMainWindowHandle(WindHandle hwnd)
{
m_hMainWindow = hwnd;
}
class RenderTargetNull: public RenderBase::RenderTarget
{
__DeclareSubClass(RenderTargetNull, RenderBase::RenderTarget);
public:
RenderTargetNull(){
}
virtual ~RenderTargetNull()
{
}
void AssignResolveTextures();
};
class NullWindow : public RenderBase::RenderWindow
{
public:
typedef RenderBase::RenderWindow Super;
NullWindow( RenderDeviceNull* device, HWND winHandle);
virtual ~NullWindow();
virtual void BeginRender();
virtual void EndRender();
};
}
#endif // __RenderDeviceNull_H__