diff options
author | Brad Davis <[email protected]> | 2013-10-13 20:28:58 -0700 |
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committer | Brad Davis <[email protected]> | 2013-10-13 20:28:58 -0700 |
commit | 672cdd0ef5455cd62a0d7f7eb6b9889f3ea35f21 (patch) | |
tree | f3454dc864242744aef1ea5474b5011556d0f388 /Samples/OculusRoomTiny/RenderTiny_D3D1X_Device.h | |
parent | 1408ed7b208c7a1cff1a2448fc890e9b8bd6dc4e (diff) |
Updating to cmake, glew, xrandr
Diffstat (limited to 'Samples/OculusRoomTiny/RenderTiny_D3D1X_Device.h')
-rw-r--r-- | Samples/OculusRoomTiny/RenderTiny_D3D1X_Device.h | 273 |
1 files changed, 0 insertions, 273 deletions
diff --git a/Samples/OculusRoomTiny/RenderTiny_D3D1X_Device.h b/Samples/OculusRoomTiny/RenderTiny_D3D1X_Device.h deleted file mode 100644 index 1438611..0000000 --- a/Samples/OculusRoomTiny/RenderTiny_D3D1X_Device.h +++ /dev/null @@ -1,273 +0,0 @@ -/************************************************************************************ - -Filename : RenderTiny_D3D1X_Device.h -Content : RenderDevice implementation header for D3DX10. -Created : September 10, 2012 -Authors : Andrew Reisse - -Copyright : Copyright 2012 Oculus VR, Inc. All Rights reserved. - -Licensed under the Apache License, Version 2.0 (the "License"); -you may not use this file except in compliance with the License. -You may obtain a copy of the License at - -http://www.apache.org/licenses/LICENSE-2.0 - -Unless required by applicable law or agreed to in writing, software -distributed under the License is distributed on an "AS IS" BASIS, -WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. -See the License for the specific language governing permissions and -limitations under the License. - -************************************************************************************/ - -#ifndef INC_RenderTiny_D3D1X_Device_h -#define INC_RenderTiny_D3D1X_Device_h - -#include "Kernel/OVR_String.h" -#include "Kernel/OVR_Array.h" - -#include "RenderTiny_Device.h" -#include <Windows.h> - -#define _OVR_RENDERER_D3D10 -#include <d3d10.h> - -namespace OVR { namespace RenderTiny { namespace D3D10 { - -class RenderDevice; -class Buffer; - -typedef ID3D10Device ID3D1xDevice; -typedef ID3D10Device ID3D1xDeviceContext; -typedef ID3D10RenderTargetView ID3D1xRenderTargetView; -typedef ID3D10Texture2D ID3D1xTexture2D; -typedef ID3D10ShaderResourceView ID3D1xShaderResourceView; -typedef ID3D10DepthStencilView ID3D1xDepthStencilView; -typedef ID3D10DepthStencilState ID3D1xDepthStencilState; -typedef ID3D10InputLayout ID3D1xInputLayout; -typedef ID3D10Buffer ID3D1xBuffer; -typedef ID3D10VertexShader ID3D1xVertexShader; -typedef ID3D10PixelShader ID3D1xPixelShader; -typedef ID3D10GeometryShader ID3D1xGeometryShader; -typedef ID3D10BlendState ID3D1xBlendState; -typedef ID3D10RasterizerState ID3D1xRasterizerState; -typedef ID3D10SamplerState ID3D1xSamplerState; -typedef ID3D10Query ID3D1xQuery; -typedef ID3D10Blob ID3D1xBlob; -typedef D3D10_VIEWPORT D3D1x_VIEWPORT; -typedef D3D10_QUERY_DESC D3D1x_QUERY_DESC; -#define D3D1x_(x) D3D10_##x -#define ID3D1x(x) ID3D10##x - - - -class ShaderBase : public RenderTiny::Shader -{ -public: - RenderDevice* Ren; - unsigned char* UniformData; - int UniformsSize; - - struct Uniform - { - String Name; - int Offset, Size; - }; - Array<Uniform> UniformInfo; - - ShaderBase(RenderDevice* r, ShaderStage stage); - ~ShaderBase(); - - void InitUniforms(ID3D10Blob* s); - bool SetUniform(const char* name, int n, const float* v); - - void UpdateBuffer(Buffer* b); -}; - -template<RenderTiny::ShaderStage SStage, class D3DShaderType> -class Shader : public ShaderBase -{ -public: - D3DShaderType* D3DShader; - - Shader(RenderDevice* r, D3DShaderType* s) : ShaderBase(r, SStage), D3DShader(s) {} - Shader(RenderDevice* r, ID3D1xBlob* s) : ShaderBase(r, SStage) - { - Load(s); - InitUniforms(s); - } - ~Shader() - { - if (D3DShader) - D3DShader->Release(); - } - bool Load(ID3D1xBlob* shader) - { - return Load(shader->GetBufferPointer(), shader->GetBufferSize()); - } - - // These functions have specializations. - bool Load(void* shader, size_t size); - void Set(PrimitiveType prim) const; - void SetUniformBuffer(RenderTiny::Buffer* buffers, int i = 0); -}; - -typedef Shader<RenderTiny::Shader_Vertex, ID3D1xVertexShader> VertexShader; -typedef Shader<RenderTiny::Shader_Fragment, ID3D1xPixelShader> PixelShader; - - -class Buffer : public RenderTiny::Buffer -{ -public: - RenderDevice* Ren; - Ptr<ID3D1xBuffer> D3DBuffer; - size_t Size; - int Use; - bool Dynamic; - -public: - Buffer(RenderDevice* r) : Ren(r), Size(0), Use(0) {} - ~Buffer(); - - ID3D1xBuffer* GetBuffer() - { - return D3DBuffer; - } - - virtual size_t GetSize() - { - return Size; - } - virtual void* Map(size_t start, size_t size, int flags = 0); - virtual bool Unmap(void *m); - virtual bool Data(int use, const void* buffer, size_t size); -}; - -class Texture : public RenderTiny::Texture -{ -public: - RenderDevice* Ren; - Ptr<ID3D1xTexture2D> Tex; - Ptr<ID3D1xShaderResourceView> TexSv; - Ptr<ID3D1xRenderTargetView> TexRtv; - Ptr<ID3D1xDepthStencilView> TexDsv; - mutable Ptr<ID3D1xSamplerState> Sampler; - int Width, Height; - int Samples; - - Texture(RenderDevice* r, int fmt, int w, int h); - ~Texture(); - - virtual int GetWidth() const - { - return Width; - } - virtual int GetHeight() const - { - return Height; - } - virtual int GetSamples() const - { - return Samples; - } - - virtual void SetSampleMode(int sm); - - virtual void Set(int slot, RenderTiny::ShaderStage stage = RenderTiny::Shader_Fragment) const; -}; - -class RenderDevice : public RenderTiny::RenderDevice -{ -public: - Ptr<IDXGIFactory> DXGIFactory; - HWND Window; - - Ptr<ID3D1xDevice> Device; - Ptr<ID3D1xDeviceContext> Context; - Ptr<IDXGISwapChain> SwapChain; - Ptr<IDXGIAdapter> Adapter; - Ptr<IDXGIOutput> FullscreenOutput; - int FSDesktopX, FSDesktopY; - - Ptr<ID3D1xTexture2D> BackBuffer; - Ptr<ID3D1xRenderTargetView> BackBufferRT; - Ptr<Texture> CurRenderTarget; - Ptr<Texture> CurDepthBuffer; - Ptr<ID3D1xRasterizerState> Rasterizer; - Ptr<ID3D1xBlendState> BlendState; - D3D1x_VIEWPORT D3DViewport; - - Ptr<ID3D1xDepthStencilState> DepthStates[1 + 2 * Compare_Count]; - Ptr<ID3D1xDepthStencilState> CurDepthState; - Ptr<ID3D1xInputLayout> ModelVertexIL; - - Ptr<ID3D1xSamplerState> SamplerStates[Sample_Count]; - - struct StandardUniformData - { - Matrix4f Proj; - Matrix4f View; - } StdUniforms; - Ptr<Buffer> UniformBuffers[Shader_Count]; - int MaxTextureSet[Shader_Count]; - - Ptr<VertexShader> VertexShaders[VShader_Count]; - Ptr<PixelShader> PixelShaders[FShader_Count]; - Ptr<Buffer> CommonUniforms[8]; - Ptr<ShaderFill> DefaultFill; - - Ptr<Buffer> QuadVertexBuffer; - - Array<Ptr<Texture> > DepthBuffers; - -public: - RenderDevice(const RendererParams& p, HWND window); - ~RenderDevice(); - - // Implement static initializer function to create this class. - static RenderTiny::RenderDevice* CreateDevice(const RendererParams& rp, void* oswnd); - - void UpdateMonitorOutputs(); - - virtual void SetRealViewport(const Viewport& vp); - virtual bool SetParams(const RendererParams& newParams); - - virtual void Present(); - virtual void ForceFlushGPU(); - - virtual bool SetFullscreen(DisplayMode fullscreen); - - virtual void Clear(float r = 0, float g = 0, float b = 0, float a = 1, float depth = 1); - - virtual Buffer* CreateBuffer(); - virtual Texture* CreateTexture(int format, int width, int height, const void* data, int mipcount=1); - - Texture* GetDepthBuffer(int w, int h, int ms); - - virtual void BeginRendering(); - virtual void SetRenderTarget(RenderTiny::Texture* color, - RenderTiny::Texture* depth = NULL, RenderTiny::Texture* stencil = NULL); - virtual void SetDepthMode(bool enable, bool write, CompareFunc func = Compare_Less); - virtual void SetWorldUniforms(const Matrix4f& proj); - virtual void SetCommonUniformBuffer(int i, RenderTiny::Buffer* buffer); - - virtual void Render(const Matrix4f& matrix, Model* model); - virtual void Render(const ShaderFill* fill, RenderTiny::Buffer* vertices, RenderTiny::Buffer* indices, - const Matrix4f& matrix, int offset, int count, PrimitiveType prim = Prim_Triangles); - - virtual ShaderFill *CreateSimpleFill() { return DefaultFill; } - - virtual RenderTiny::Shader *LoadBuiltinShader(ShaderStage stage, int shader); - - bool RecreateSwapChain(); - virtual ID3D10Blob* CompileShader(const char* profile, const char* src, const char* mainName = "main"); - - ID3D1xSamplerState* GetSamplerState(int sm); - - void SetTexture(RenderTiny::ShaderStage stage, int slot, const Texture* t); -}; - -}}} // Render::D3D10 - -#endif |