6e8fbca745
match the genesis editor version 1.3.0.653.
175 lines
6.4 KiB
C++
175 lines
6.4 KiB
C++
/****************************************************************************
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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 __RenderDeviceGLES_H__
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#define __RenderDeviceGLES_H__
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#include "../config/RenderDeviceConfig.h"
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#include "../base/RenderDisplay.h"
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#include "../base/RenderDeviceTypes.h"
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#include "../base/RenderDevice.h"
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#include "core/refcounted.h"
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#include "core/singleton.h"
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#include "EGLContext.h"
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#include "OpenGLES.h"
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#include "PrimitiveGroupObjectGLES.h"
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#include "MRTGLES.h"
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#include "GPUProgramGLES.h"
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#include "GlesWindow.h"
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namespace GLES
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{
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class TextureGLES;
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using namespace RenderBase;
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class RenderDeviceGLES : public RenderBase::RenderDevice
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{
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__DeclareSubClass(RenderDeviceGLES,RenderDevice);
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__DeclareThreadSingleton(RenderDeviceGLES);
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public:
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RenderDeviceGLES();
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virtual ~RenderDeviceGLES();
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public:
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virtual bool InitDevice();
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virtual void DetectGraphicCardCaps();
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virtual const GraphicCardCapability& GetGraphicCardCapability();
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virtual float GetHorizontalTexelOffset();
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virtual float GetVerticalTexelOffset();
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virtual float GetMinimumDepthInputValue();
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virtual float GetMaximumDepthInputValue();
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virtual RenderBase::RenderWindow* CreateRenderWindow(WindHandle hWnd);
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virtual void DestroyRenderWindow(RenderBase::RenderWindow* rw);
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virtual GPtr<PrimitiveGroup> CreatePrimitiveGroup(const VertexBufferData* vbd, const IndexBufferData* ibd);
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virtual void ChangePrimitiveGroup(PrimitiveGroup* group, const RenderBase::VertexBufferData* vbd, const RenderBase::IndexBufferData* ibd = NULL);
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virtual void UpdateVertexBuffer(VertexBuffer* vb, const DataStream& data);
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virtual void UpdateIndexBuffer(IndexBuffer* ib, const DataStream& data);
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virtual const GPtr<GPUProgram> CreateRenderGPUProgram(const GPtr<GPUProgram>& srcGPUProgram);
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virtual const GPtr<RenderStateDesc> CreateRenderState(const GPtr<RenderStateDesc>& state);
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virtual const GPtr<Texture> CreateRenderSideTexture( GPtr<Texture> tex);
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virtual void ChangeTexture(GPtr<Texture> srcTex, GPtr<Texture> destTex);
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virtual void UpdateTexture(RenderBase::Texture::UpdateFunction texUpdateFunc,GPtr<Texture> destTex, void* tag);
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virtual void UpdateTexture(GPtr<Texture> srcTex, GPtr<Texture> destTex);
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virtual const GPtr<RenderTarget> CreateRenderTarget(const GPtr<RenderTarget>& rt);
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virtual const GPtr<MultipleRenderTarget> CreateMultipleRenderTarget(const GPtr<MultipleRenderTarget>& mrt);
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virtual void SetBlendState(const DeviceBlendState& state);
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virtual void SetRasterState(const DeviceRasterizerState& state);
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virtual void SetDepthAndStencilState(const DeviceDepthAndStencilState& state);
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virtual void SetTextureSamplerState(const DeviceSamplerState& state);
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virtual void SetTexture(const Texture* tex);
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virtual void SetRenderTarget(RenderTarget* rt);
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virtual void SetMultipleRenderTarget(const MultipleRenderTarget* mrt, bool resume = false);
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virtual void DisableRenderTarget(int index);
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virtual void SetVertexShaderConstantVectorF(const int& reg, float* val, const int& vec4count);
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virtual void SetPixelShaderConstantVectorF(const int& reg, float* val, const int& vec4count);
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virtual void SetVertexShaderConstantFloat(const int& reg, float* val);
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virtual void SetPixelShaderConstantFloat(const int& reg, float* val);
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virtual void SetVertexShaderConstantMatrixF(const int& reg, float* val, const int& matrixCount);
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virtual void SetPixelShaderConstantMatrixF(const int& reg, float* val, const int& matrixCount);
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/// begin complete frame
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virtual bool BeginFrame();
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/// set the current vertex stream source
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virtual void SetStreamSource(IndexT streamIndex, const VertexBuffer* vb, IndexT offsetVertexIndex);
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/// set current vertex layout
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virtual void SetVertexLayout(const VertexLayout* vl);
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/// set current index buffer
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virtual void SetIndexBuffer(const IndexBuffer* ib);
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/// set current primitive group
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virtual void SetPrimitiveGroup(const PrimitiveGroup* pg);
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/// set current GPU program
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virtual void SetGPUProgram(const GPUProgram* program);
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/// draw current primitives
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virtual void Draw(SizeT startVertice,SizeT numVertice,SizeT startIndice,SizeT numIndice);
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/// draw indexed, instanced primitives
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virtual void DrawIndexedInstanced(SizeT numInstances);
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/// end current frame
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virtual void EndFrame();
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/// present the rendered scene
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virtual void Present(WindHandle hwnd = 0);
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/// set viewport
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virtual void SetViewPort(const int& x,const int& y,const int& width,const int& height,const float& minZ,const float& maxZ);
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//////////////////////////////////////////////////////////////////////////
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//Fixed Pipeline Functions
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virtual void FXSetClipPlane(const int& index,const Math::float4& plane);
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virtual bool OnDeviceLost();
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virtual bool CheckReset();
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virtual bool OnDeviceReset();
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public:
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void SetMainWindowHandle(void* hWnd);
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protected:
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void _UnbindBuffer();
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protected:
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GPtr<GLESContext> m_activeContext;
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const PrimitiveGroupObjectGLES* m_primitiveGroupGLES;
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const GPUProgramGLES* m_pGPUProgramGLES;
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GLESImpl* m_glesImpl;
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GLenum m_texturesTypes[GLES::MaxTextureUnits];
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Util::Dictionary<IndexT, TextureGLES* > m_Textures;
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GraphicCardCapability m_graphicCardCaps;
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int m_mainFBOnum;
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};
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inline void RenderDeviceGLES::SetMainWindowHandle(void* hWnd)
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{
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if (m_activeContext.isvalid())
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{
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m_activeContext->SetWindow(hWnd);
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}
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}
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}
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#endif |