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/***********************************************************************
filename: CEGUIDirect3D10Renderer.h
created: Sat Mar 7 2009
author: Paul D Turner (parts based on code by Rajko Stojadinovic)
*************************************************************************/
/***************************************************************************
* Copyright (C) 2004 - 2010 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 _CEGUIDirect3D10Renderer_h_
#define _CEGUIDirect3D10Renderer_h_
#include "../../CEGUIRenderer.h"
#include "../../CEGUISize.h"
#include "../../CEGUIVector.h"
#include <vector>
#if (defined( __WIN32__ ) || defined( _WIN32 )) && !defined(CEGUI_STATIC)
# ifdef DIRECT3D10_GUIRENDERER_EXPORTS
# define D3D10_GUIRENDERER_API __declspec(dllexport)
# else
# define D3D10_GUIRENDERER_API __declspec(dllimport)
# endif
#else
# define D3D10_GUIRENDERER_API
#endif
#if defined(_MSC_VER)
# pragma warning(push)
# pragma warning(disable : 4251)
#endif
// D3D forward refs
struct ID3D10Device;
struct ID3D10Effect;
struct ID3D10EffectTechnique;
struct ID3D10InputLayout;
struct ID3D10EffectShaderResourceVariable;
struct ID3D10EffectMatrixVariable;
struct ID3D10ShaderResourceView;
struct D3DXMATRIX;
// Start of CEGUI namespace section
namespace CEGUI
{
class Direct3D10GeometryBuffer;
class Direct3D10Texture;
//! Renderer implementation using Direct3D 10.
class D3D10_GUIRENDERER_API Direct3D10Renderer : public Renderer
{
public:
/*!
\brief
Convenience function that creates the required objects to initialise the
CEGUI system.
This will create and initialise the following objects for you:
- CEGUI::Direct3D10Renderer
- CEGUI::DefaultResourceProvider
- CEGUI::System
\param device
Pointer to the ID3D10Device interface that is to be used for CEGUI
rendering operations.
\return
Reference to the CEGUI::Direct3D10Renderer object that was created.
*/
static Direct3D10Renderer& bootstrapSystem(ID3D10Device* device);
/*!
\brief
Convenience function to cleanup the CEGUI system and related objects
that were created by calling the bootstrapSystem function.
This function will destroy the following objects for you:
- CEGUI::System
- CEGUI::DefaultResourceProvider
- CEGUI::Direct3D10Renderer
\note
If you did not initialise CEGUI by calling the bootstrapSystem function,
you should \e not call this, but rather delete any objects you created
manually.
*/
static void destroySystem();
/*!
\brief
Create an Direct3D10Renderer object.
*/
static Direct3D10Renderer& create(ID3D10Device* device);
/*!
\brief
Destroy an Direct3D10Renderer object.
\param renderer
The Direct3D10Renderer object to be destroyed.
*/
static void destroy(Direct3D10Renderer& renderer);
//! return the ID3D10Device used by this renderer object.
ID3D10Device& getDirect3DDevice() const;
//! low-level function that binds the technique pass ready for use
void bindTechniquePass(const BlendMode mode);
//! low-level function to set the texture shader resource view to be used.
void setCurrentTextureShaderResource(ID3D10ShaderResourceView* srv);
//! low-level function to set the projection matrix to be used.
void setProjectionMatrix(D3DXMATRIX& matrix);
//! low-level function to set the world matrix to be used.
void setWorldMatrix(D3DXMATRIX& matrix);
// Implement interface from Renderer
RenderingRoot& getDefaultRenderingRoot();
GeometryBuffer& createGeometryBuffer();
void destroyGeometryBuffer(const GeometryBuffer& buffer);
void destroyAllGeometryBuffers();
TextureTarget* createTextureTarget();
void destroyTextureTarget(TextureTarget* target);
void destroyAllTextureTargets();
Texture& createTexture();
Texture& createTexture(const String& filename, const String& resourceGroup);
Texture& createTexture(const Size& size);
void destroyTexture(Texture& texture);
void destroyAllTextures();
void beginRendering();
void endRendering();
void setDisplaySize(const Size& sz);
const Size& getDisplaySize() const;
const Vector2& getDisplayDPI() const;
uint getMaxTextureSize() const;
const String& getIdentifierString() const;
protected:
//! constructor
Direct3D10Renderer(ID3D10Device* device);
//! destructor.
~Direct3D10Renderer();
//! return size of the D3D device viewport.
Size getViewportSize();
//! String holding the renderer identification text.
static String d_rendererID;
//! The D3D device we're using to render with.
ID3D10Device* d_device;
//! What the renderer considers to be the current display size.
Size d_displaySize;
//! What the renderer considers to be the current display DPI resolution.
Vector2 d_displayDPI;
//! The default RenderTarget (used by d_defaultRoot)
RenderTarget* d_defaultTarget;
//! The default rendering root object
RenderingRoot* d_defaultRoot;
//! container type used to hold TextureTargets we create.
typedef std::vector<TextureTarget*> TextureTargetList;
//! Container used to track texture targets.
TextureTargetList d_textureTargets;
//! container type used to hold GeometryBuffers we create.
typedef std::vector<Direct3D10GeometryBuffer*> GeometryBufferList;
//! Container used to track geometry buffers.
GeometryBufferList d_geometryBuffers;
//! container type used to hold Textures we create.
typedef std::vector<Direct3D10Texture*> TextureList;
//! Container used to track textures.
TextureList d_textures;
//! Effect (shader) used when rendering.
ID3D10Effect* d_effect;
//! Rendering technique that supplies BM_NORMAL type rendering
ID3D10EffectTechnique* d_normalTechnique;
//! Rendering technique that supplies BM_RTT_PREMULTIPLIED type rendering
ID3D10EffectTechnique* d_premultipliedTechnique;
//! D3D10 input layout describing the vertex format we use.
ID3D10InputLayout* d_inputLayout;
//! Variable to access current texture (actually shader resource view)
ID3D10EffectShaderResourceVariable* d_boundTextureVariable;
//! Variable to access world matrix used in geometry transformation.
ID3D10EffectMatrixVariable* d_worldMatrixVariable;
//! Variable to access projection matrix used in geometry transformation.
ID3D10EffectMatrixVariable* d_projectionMatrixVariable;
};
} // End of CEGUI namespace section
#if defined(_MSC_VER)
# pragma warning(pop)
#endif
#endif // end of guard _CEGUIDirect3D10Renderer_h_
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