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/***********************************************************************
filename: CEGUIDirect3D10GeometryBuffer.h
created: Sat Mar 7 2009
author: Paul D Turner (parts based on code by Rajko Stojadinovic)
*************************************************************************/
/***************************************************************************
* Copyright (C) 2004 - 2009 Paul D Turner & The CEGUI Development Team
*
* 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 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 _CEGUIDirect3D10GeometryBuffer_h_
#define _CEGUIDirect3D10GeometryBuffer_h_
#include "../../CEGUIGeometryBuffer.h"
#include "CEGUIDirect3D10Renderer.h"
#include "../../CEGUIRect.h"
#include <d3dx10.h>
#if defined(_MSC_VER)
# pragma warning(push)
# pragma warning(disable : 4251)
#endif
// Start of CEGUI namespace section
namespace CEGUI
{
class Direct3D10Texture;
//! Implementation of CEGUI::GeometryBuffer for the Direct3D 10 API.
class D3D10_GUIRENDERER_API Direct3D10GeometryBuffer : public GeometryBuffer
{
public:
//! Constructor
Direct3D10GeometryBuffer(Direct3D10Renderer& owner);
//! Destructor
~Direct3D10GeometryBuffer();
//! return pointer to D3DXMATRIX used by this GeometryBuffer
const D3DXMATRIX* getMatrix() const;
// Implement GeometryBuffer interface.
void draw() const;
void setTranslation(const Vector3& v);
void setRotation(const Vector3& r);
void setPivot(const Vector3& p);
void setClippingRegion(const Rect& region);
void appendVertex(const Vertex& vertex);
void appendGeometry(const Vertex* const vbuff, uint vertex_count);
void setActiveTexture(Texture* texture);
void reset();
Texture* getActiveTexture() const;
uint getVertexCount() const;
uint getBatchCount() const;
void setRenderEffect(RenderEffect* effect);
RenderEffect* getRenderEffect();
protected:
//! update cached matrix
void updateMatrix() const;
//! Synchronise data in the hardware buffer with what's been added
void syncHardwareBuffer() const;
//! allocate the hardware vertex buffer large enough for \a count vertices.
void allocateVertexBuffer(const size_t count) const;
//! cleanup the hardware vertex buffer.
void cleanupVertexBuffer() const;
//! internal Vertex structure used for Direct3D based geometry.
struct D3DVertex
{
//! The transformed position for the vertex.
FLOAT x, y, z;
//! colour of the vertex.
DWORD diffuse;
//! texture coordinates.
float tu, tv;
};
// Direct3D10Renderer object that created and owns this GeometryBuffer.
Direct3D10Renderer& d_owner;
//! The D3D Device
ID3D10Device& d_device;
//! last texture that was set as active
Direct3D10Texture* d_activeTexture;
//! hardware buffer where vertices will be drawn from.
mutable ID3D10Buffer* d_vertexBuffer;
//! Size of the currently allocated vertex buffer.
mutable UINT d_bufferSize;
//! whether the h/w buffer is in sync with the added geometry
mutable bool d_bufferSynched;
//! type to track info for per-texture sub batches of geometry
typedef std::pair<const ID3D10ShaderResourceView*, uint> BatchInfo;
//! type of container that tracks BatchInfos.
typedef std::vector<BatchInfo> BatchList;
//! list of texture batches added to the geometry buffer
BatchList d_batches;
//! type of container used to queue the geometry
typedef std::vector<D3DVertex> VertexList;
//! container where added geometry is stored.
VertexList d_vertices;
//! rectangular clip region
Rect d_clipRect;
//! translation vector
Vector3 d_translation;
//! rotation vector
Vector3 d_rotation;
//! pivot point for rotation
Vector3 d_pivot;
//! RenderEffect that will be used by the GeometryBuffer
RenderEffect* d_effect;
//! model matrix cache
mutable D3DXMATRIX d_matrix;
//! true when d_matrix is valid and up to date
mutable bool d_matrixValid;
};
} // End of CEGUI namespace section
#if defined(_MSC_VER)
# pragma warning(pop)
#endif
#endif // end of guard _CEGUIDirect3D10GeometryBuffer_h_
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