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+/************************************************************************************
+
+Filename : RenderTiny_D3D11_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_D3D11_Device_h
+#define INC_RenderTiny_D3D11_Device_h
+
+#include "Kernel/OVR_Math.h"
+#include "Kernel/OVR_Array.h"
+#include "Kernel/OVR_String.h"
+#include "Kernel/OVR_Color.h"
+#include <d3d11.h>
+
+namespace OVR { namespace RenderTiny {
+
+
+class RenderDevice;
+class Buffer;
+
+
+//-----------------------------------------------------------------------------------
+
+// Rendering primitive type used to render Model.
+enum PrimitiveType
+{
+ Prim_Triangles,
+ Prim_Lines,
+ Prim_TriangleStrip,
+ Prim_Unknown,
+ Prim_Count
+};
+
+// Types of shaders taht can be stored together in a ShaderSet.
+enum ShaderStage
+{
+ Shader_Vertex = 0,
+ Shader_Fragment = 2,
+ Shader_Pixel = 2,
+ Shader_Count = 3,
+};
+
+// Built-in shader types; used by LoadBuiltinShader.
+enum BuiltinShaders
+{
+ VShader_MV = 0,
+ VShader_MVP = 1,
+ VShader_Count = 2,
+
+ FShader_Solid = 0,
+ FShader_Gouraud = 1,
+ FShader_Texture = 2,
+ FShader_LitGouraud = 3,
+ FShader_LitTexture = 4,
+ FShader_Count
+};
+
+
+enum MapFlags
+{
+ Map_Discard = 1,
+ Map_Read = 2, // do not use
+ Map_Unsynchronized = 4, // like D3D11_MAP_NO_OVERWRITE
+};
+
+// Buffer types used for uploading geometry & constants.
+enum BufferUsage
+{
+ Buffer_Unknown = 0,
+ Buffer_Vertex = 1,
+ Buffer_Index = 2,
+ Buffer_Uniform = 4,
+ Buffer_TypeMask = 0xff,
+ Buffer_ReadOnly = 0x100, // Buffer must be created with Data().
+};
+
+enum TextureFormat
+{
+ Texture_RGBA = 0x0100,
+ Texture_Depth = 0x8000,
+ Texture_TypeMask = 0xff00,
+ Texture_SamplesMask = 0x00ff,
+ Texture_RenderTarget = 0x10000,
+ Texture_GenMipmaps = 0x20000,
+};
+
+// Texture sampling modes.
+enum SampleMode
+{
+ Sample_Linear = 0,
+ Sample_Nearest = 1,
+ Sample_Anisotropic = 2,
+ Sample_FilterMask = 3,
+
+ Sample_Repeat = 0,
+ Sample_Clamp = 4,
+ Sample_ClampBorder = 8, // If unsupported Clamp is used instead.
+ Sample_AddressMask =12,
+
+ Sample_Count =13,
+};
+
+
+// Base class for vertex and pixel shaders. Stored in ShaderSet.
+class ShaderBase : public RefCountBase<ShaderBase>
+{
+ friend class ShaderSet;
+
+protected:
+ ShaderStage Stage;
+
+public:
+ RenderDevice* Ren;
+ unsigned char* UniformData;
+ int UniformsSize;
+
+ enum VarType
+ {
+ VARTYPE_FLOAT,
+ VARTYPE_INT,
+ VARTYPE_BOOL,
+ };
+
+ struct Uniform
+ {
+ String Name;
+ VarType Type;
+ int Offset, Size;
+ };
+ Array<Uniform> UniformInfo;
+
+ ShaderBase(RenderDevice* r, ShaderStage stage);
+ ShaderBase(ShaderStage s) : Stage(s) {}
+
+ ~ShaderBase();
+
+ ShaderStage GetStage() const { return Stage; }
+
+ virtual void Set(PrimitiveType) const { }
+ virtual void SetUniformBuffer(class Buffer* buffers, int i = 0) { OVR_UNUSED2(buffers, i); }
+
+ void InitUniforms(ID3D10Blob* s);
+ void InitUniforms(void* s, size_t sizeS);
+ virtual bool SetUniform(const char* name, int n, const float* v);
+ virtual bool SetUniformBool(const char* name, int n, const bool* v);
+
+ void UpdateBuffer(Buffer* b);
+};
+
+template<ShaderStage SStage, class D3DShaderType>
+class Shader : public ShaderBase
+{
+public:
+ D3DShaderType* D3DShader;
+
+ Shader(RenderDevice* r, D3DShaderType* s) : ShaderBase(r, SStage), D3DShader(s) {}
+ Shader(RenderDevice* r, ID3D10Blob* s) : ShaderBase(r, SStage)
+ {
+ Load(s);
+ InitUniforms(s);
+ }
+ Shader(RenderDevice* r, void* s, size_t size) : ShaderBase(r, SStage)
+ {
+ Load(s, size);
+ InitUniforms(s, size);
+ }
+ ~Shader()
+ {
+ if (D3DShader)
+ D3DShader->Release();
+ }
+ bool Load(ID3D10Blob* 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(Buffer* buffers, int i = 0);
+};
+
+typedef Shader<Shader_Vertex, ID3D11VertexShader> VertexShader;
+typedef Shader<Shader_Fragment, ID3D11PixelShader> PixelShader;
+
+
+// A group of shaders, one per stage.
+// A ShaderSet is applied to a RenderDevice for rendering with a given fill.
+class ShaderSet : public RefCountBase<ShaderSet>
+{
+protected:
+ Ptr<ShaderBase> Shaders[Shader_Count];
+
+public:
+ ShaderSet() { }
+ ~ShaderSet() { }
+
+ virtual void SetShader(ShaderBase *s)
+ {
+ Shaders[s->GetStage()] = s;
+ }
+ virtual void UnsetShader(int stage)
+ {
+ Shaders[stage] = NULL;
+ }
+ ShaderBase* GetShader(int stage) { return Shaders[stage]; }
+
+ virtual void Set(PrimitiveType prim) const
+ {
+ for (int i = 0; i < Shader_Count; i++)
+ if (Shaders[i])
+ Shaders[i]->Set(prim);
+ }
+
+ // Set a uniform (other than the standard matrices). It is undefined whether the
+ // uniforms from one shader occupy the same space as those in other shaders
+ // (unless a buffer is used, then each buffer is independent).
+ virtual bool SetUniform(const char* name, int n, const float* v)
+ {
+ bool result = 0;
+ for (int i = 0; i < Shader_Count; i++)
+ if (Shaders[i])
+ result |= Shaders[i]->SetUniform(name, n, v);
+
+ return result;
+ }
+ bool SetUniform1f(const char* name, float x)
+ {
+ const float v[] = {x};
+ return SetUniform(name, 1, v);
+ }
+ bool SetUniform2f(const char* name, float x, float y)
+ {
+ const float v[] = {x,y};
+ return SetUniform(name, 2, v);
+ }
+ bool SetUniform3f(const char* name, float x, float y, float z)
+ {
+ const float v[] = {x,y,z};
+ return SetUniform(name, 3, v);
+ }
+ bool SetUniform4f(const char* name, float x, float y, float z, float w = 1)
+ {
+ const float v[] = {x,y,z,w};
+ return SetUniform(name, 4, v);
+ }
+ bool SetUniformv(const char* name, const Vector3f& v)
+ {
+ const float a[] = {v.x,v.y,v.z,1};
+ return SetUniform(name, 4, a);
+ }
+ bool SetUniform4fv(const char* name, int n, const Vector4f* v)
+ {
+ return SetUniform(name, 4*n, &v[0].x);
+ }
+ virtual bool SetUniform4x4f(const char* name, const Matrix4f& m)
+ {
+ Matrix4f mt = m.Transposed();
+ return SetUniform(name, 16, &mt.M[0][0]);
+ }
+};
+
+
+// Fill combines a ShaderSet (vertex, pixel) with textures, if any.
+// Every model has a fill.
+class ShaderFill : public RefCountBase<ShaderFill>
+{
+ Ptr<ShaderSet> Shaders;
+ Ptr<class Texture> Textures[8];
+ void* InputLayout; // HACK this should be abstracted
+
+public:
+ ShaderFill(ShaderSet* sh) : Shaders(sh) { InputLayout = NULL; }
+ ShaderFill(ShaderSet& sh) : Shaders(sh) { InputLayout = NULL; }
+
+ ShaderSet* GetShaders() { return Shaders; }
+
+
+ void* GetInputLayout() { return InputLayout; }
+
+ virtual void Set(PrimitiveType prim = Prim_Unknown) const;
+ virtual void SetTexture(int i, class Texture* tex) { if (i < 8) Textures[i] = tex; }
+ void SetInputLayout(void* newIL) { InputLayout = (void*)newIL; }
+};
+
+// Buffer for vertex or index data. Some renderers require separate buffers, so that
+// is recommended. Some renderers cannot have high-performance buffers which are readable,
+// so reading in Map should not be relied on.
+//
+// Constraints on buffers, such as ReadOnly, are not enforced by the API but may result in
+// rendering-system dependent undesirable behavior, such as terrible performance or unreported failure.
+//
+// Use of a buffer inconsistent with usage is also not checked by the API, but it may result in bad
+// performance or even failure.
+//
+// Use the Data() function to set buffer data the first time, if possible (it may be faster).
+
+class Buffer : public RefCountBase<Buffer>
+{
+public:
+ RenderDevice* Ren;
+ Ptr<ID3D11Buffer> D3DBuffer;
+ size_t Size;
+ int Use;
+ bool Dynamic;
+
+public:
+ Buffer(RenderDevice* r) : Ren(r), Size(0), Use(0) {}
+ virtual ~Buffer() {}
+
+ ID3D11Buffer* 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);
+ // Allocates a buffer, optionally filling it with data.
+ virtual bool Data(int use, const void* buffer, size_t size);
+};
+
+class Texture : public RefCountBase<Texture>
+{
+public:
+ RenderDevice* Ren;
+ Ptr<ID3D11Texture2D> Tex;
+ Ptr<ID3D11ShaderResourceView> TexSv;
+ Ptr<ID3D11RenderTargetView> TexRtv;
+ Ptr<ID3D11DepthStencilView> TexDsv;
+ mutable Ptr<ID3D11SamplerState> Sampler;
+ int Width, Height;
+ int Samples;
+
+ Texture(RenderDevice* r, int fmt, int w, int h);
+ virtual ~Texture();
+
+ virtual int GetWidth() const { return Width; }
+ virtual int GetHeight() const { return Height; }
+ virtual int GetSamples() const { return Samples; }
+
+ virtual void SetSampleMode(int sm);
+
+ // Updates texture to point to specified resources
+ // - used for slave rendering.
+ void UpdatePlaceholderTexture(ID3D11Texture2D* texture, ID3D11ShaderResourceView* psrv)
+ {
+ Tex = texture;
+ TexSv = psrv;
+ TexRtv.Clear();
+ TexDsv.Clear();
+
+ D3D11_TEXTURE2D_DESC desc;
+ texture->GetDesc(&desc);
+ Width = desc.Width;
+ Height= desc.Height;
+ }
+
+
+ virtual void Set(int slot, ShaderStage stage = Shader_Fragment) const;
+};
+
+
+//-----------------------------------------------------------------------------------
+
+// Node is a base class for geometry in a Scene, it contains base position
+// and orientation data.
+// Model and Container both derive from it.
+//
+class Node : public RefCountBase<Node>
+{
+ Vector3f Pos;
+ Quatf Rot;
+
+ mutable Matrix4f Mat;
+ mutable bool MatCurrent;
+
+public:
+ Node() : Pos(Vector3f(0)), MatCurrent(1) { }
+ virtual ~Node() { }
+
+ enum NodeType
+ {
+ Node_NonDisplay,
+ Node_Container,
+ Node_Model
+ };
+ virtual NodeType GetType() const { return Node_NonDisplay; }
+
+ const Vector3f& GetPosition() const { return Pos; }
+ const Quatf& GetOrientation() const { return Rot; }
+ void SetPosition(Vector3f p) { Pos = p; MatCurrent = 0; }
+ void SetOrientation(Quatf q) { Rot = q; MatCurrent = 0; }
+
+ void Move(Vector3f p) { Pos += p; MatCurrent = 0; }
+ void Rotate(Quatf q) { Rot = q * Rot; MatCurrent = 0; }
+
+
+ // For testing only; causes Position an Orientation
+ void SetMatrix(const Matrix4f& m)
+ {
+ MatCurrent = true;
+ Mat = m;
+ }
+
+ const Matrix4f& GetMatrix() const
+ {
+ if (!MatCurrent)
+ {
+ Mat = Matrix4f(Rot);
+ Mat = Matrix4f::Translation(Pos) * Mat;
+ MatCurrent = 1;
+ }
+ return Mat;
+ }
+
+ virtual void Render(const Matrix4f& ltw, RenderDevice* ren) { OVR_UNUSED2(ltw, ren); }
+};
+
+
+// Vertex type; same format is used for all shapes for simplicity.
+// Shapes are built by adding vertices to Model.
+struct Vertex
+{
+ Vector3f Pos;
+ Color C;
+ float U, V;
+ Vector3f Norm;
+
+ Vertex (const Vector3f& p, const Color& c = Color(64,0,0,255),
+ float u = 0, float v = 0, Vector3f n = Vector3f(1,0,0))
+ : Pos(p), C(c), U(u), V(v), Norm(n)
+ {}
+ Vertex(float x, float y, float z, const Color& c = Color(64,0,0,255),
+ float u = 0, float v = 0) : Pos(x,y,z), C(c), U(u), V(v)
+ { }
+
+ bool operator==(const Vertex& b) const
+ {
+ return Pos == b.Pos && C == b.C && U == b.U && V == b.V;
+ }
+};
+
+
+// LightingParams are stored in a uniform buffer, don't change it without fixing all renderers
+// Scene contains a set of LightingParams that is uses for rendering.
+struct LightingParams
+{
+ Vector4f Ambient;
+ Vector4f LightPos[8];
+ Vector4f LightColor[8];
+ float LightCount;
+ int Version;
+
+ LightingParams() : LightCount(0), Version(0) {}
+
+
+ void Update(const Matrix4f& view, const Vector4f* SceneLightPos)
+ {
+ Version++;
+ for (int i = 0; i < LightCount; i++)
+ {
+ LightPos[i] = view.Transform(SceneLightPos[i]);
+ }
+ }
+
+ void Set(ShaderSet* s) const
+ {
+ s->SetUniform4fv("Ambient", 1, &Ambient);
+ s->SetUniform1f("LightCount", LightCount);
+ s->SetUniform4fv("LightPos", (int)LightCount, LightPos);
+ s->SetUniform4fv("LightColor", (int)LightCount, LightColor);
+ }
+};
+
+
+//-----------------------------------------------------------------------------------
+
+// Model is a triangular mesh with a fill that can be added to scene.
+//
+class Model : public Node
+{
+public:
+ Array<Vertex> Vertices;
+ Array<UInt16> Indices;
+ PrimitiveType Type;
+ Ptr<ShaderFill> Fill;
+ bool Visible;
+
+ // Some renderers will create these if they didn't exist before rendering.
+ // Currently they are not updated, so vertex data should not be changed after rendering.
+ Ptr<Buffer> VertexBuffer;
+ Ptr<Buffer> IndexBuffer;
+
+ Model(PrimitiveType t = Prim_Triangles) : Type(t), Fill(NULL), Visible(true) { }
+ ~Model() { }
+
+ PrimitiveType GetPrimType() const { return Type; }
+
+ void SetVisible(bool visible) { Visible = visible; }
+ bool IsVisible() const { return Visible; }
+
+
+ // Node implementation.
+ virtual NodeType GetType() const { return Node_Model; }
+ virtual void Render(const Matrix4f& ltw, RenderDevice* ren);
+
+
+ // Returns the index next added vertex will have.
+ UInt16 GetNextVertexIndex() const
+ {
+ return (UInt16)Vertices.GetSize();
+ }
+
+ UInt16 AddVertex(const Vertex& v)
+ {
+ OVR_ASSERT(!VertexBuffer && !IndexBuffer);
+ UInt16 index = (UInt16)Vertices.GetSize();
+ Vertices.PushBack(v);
+ return index;
+ }
+
+ void AddTriangle(UInt16 a, UInt16 b, UInt16 c)
+ {
+ Indices.PushBack(a);
+ Indices.PushBack(b);
+ Indices.PushBack(c);
+ }
+
+ // Uses texture coordinates for uniform world scaling (must use a repeat sampler).
+ void AddSolidColorBox(float x1, float y1, float z1,
+ float x2, float y2, float z2,
+ Color c);
+};
+
+
+// Container stores a collection of rendering nodes (Models or other containers).
+class Container : public Node
+{
+public:
+ Array<Ptr<Node> > Nodes;
+
+ Container() { }
+ ~Container() { }
+
+ virtual NodeType GetType() const { return Node_Container; }
+
+ virtual void Render(const Matrix4f& ltw, RenderDevice* ren);
+
+ void Add(Node *n) { Nodes.PushBack(n); }
+ void Clear() { Nodes.Clear(); }
+};
+
+
+// Scene combines a collection of model
+class Scene : public NewOverrideBase
+{
+public:
+ Container World;
+ Vector4f LightPos[8];
+ LightingParams Lighting;
+
+public:
+ void Render(RenderDevice* ren, const Matrix4f& view);
+
+ void SetAmbient(Vector4f color)
+ {
+ Lighting.Ambient = color;
+ }
+
+ void AddLight(Vector3f pos, Vector4f color)
+ {
+ int n = (int)Lighting.LightCount;
+ OVR_ASSERT(n < 8);
+ LightPos[n] = pos;
+ Lighting.LightColor[n] = color;
+ Lighting.LightCount++;
+ }
+
+ void Clear()
+ {
+ World.Clear();
+ Lighting.Ambient = Vector4f(0.0f, 0.0f, 0.0f, 0.0f);
+ Lighting.LightCount = 0;
+ }
+};
+
+
+//-----------------------------------------------------------------------------------
+
+enum DisplayMode
+{
+ Display_Window = 0,
+ Display_Fullscreen = 1
+};
+
+
+// Rendering parameters used by RenderDevice::CreateDevice.
+struct RendererParams
+{
+ int Multisample;
+ int Fullscreen;
+
+ // Windows - Monitor name for fullscreen mode.
+ String MonitorName;
+ // MacOS
+ long DisplayId;
+
+ RendererParams(int ms = 1) : Multisample(ms), Fullscreen(0) {}
+
+ bool IsDisplaySet() const
+ {
+ return MonitorName.GetLength() || DisplayId;
+ }
+};
+
+class RenderDevice : public RefCountBase<RenderDevice>
+{
+
+
+protected:
+ int WindowWidth, WindowHeight;
+ RendererParams Params;
+ Recti VP;
+
+ Matrix4f Proj;
+ Ptr<Buffer> pTextVertexBuffer;
+
+ // For lighting on platforms with uniform buffers
+ Ptr<Buffer> LightingBuffer;
+
+public:
+ enum CompareFunc
+ {
+ Compare_Always = 0,
+ Compare_Less = 1,
+ Compare_Greater = 2,
+ Compare_Count
+ };
+
+ Ptr<IDXGIFactory> DXGIFactory;
+ HWND Window;
+
+ Ptr<ID3D11Device> Device;
+ Ptr<ID3D11DeviceContext> Context;
+ Ptr<IDXGISwapChain> SwapChain;
+ Ptr<IDXGIAdapter> Adapter;
+ Ptr<IDXGIOutput> FullscreenOutput;
+ int FSDesktopX, FSDesktopY;
+
+ Ptr<ID3D11Texture2D> BackBuffer;
+ Ptr<ID3D11RenderTargetView> BackBufferRT;
+ Ptr<Texture> CurRenderTarget;
+ Ptr<Texture> CurDepthBuffer;
+ Ptr<ID3D11RasterizerState> Rasterizer;
+ Ptr<ID3D11BlendState> BlendState;
+ D3D11_VIEWPORT D3DViewport;
+
+ Ptr<ID3D11DepthStencilState> DepthStates[1 + 2 * Compare_Count];
+ Ptr<ID3D11DepthStencilState> CurDepthState;
+ Ptr<ID3D11InputLayout> ModelVertexIL;
+
+ Ptr<ID3D11SamplerState> 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:
+
+ // Slave parameters are used to create a renderer that uses an externally
+ // specified device.
+ struct SlaveRendererParams
+ {
+ ID3D11Device* pDevice;
+ ID3D11DeviceContext* pDeviceContext;
+ ID3D11RenderTargetView* pBackBufferRT;
+ Sizei RTSize;
+ int Multisample;
+ };
+
+ RenderDevice();
+ RenderDevice(const RendererParams& p, HWND window);
+ RenderDevice(const SlaveRendererParams& p);
+ virtual ~RenderDevice();
+
+ // Implement static initializer function to create this class.
+ // Creates a new rendering device
+ static RenderDevice* CreateDevice(const RendererParams& rp, void* oswnd);
+
+ // Creates a "slave" renderer existing device.
+ static RenderDevice* CreateSlaveDevice(const SlaveRendererParams& srp);
+
+
+
+ // Constructor helper
+ void initShadersAndStates();
+ void InitShaders( const char * vertex_shader, const char * pixel_shader, ShaderSet ** pShaders, ID3D11InputLayout ** pVertexIL,
+ D3D11_INPUT_ELEMENT_DESC * DistortionMeshVertexDesc, int num_elements);
+
+
+
+ void UpdateMonitorOutputs();
+
+ void SetViewport(int x, int y, int w, int h) { SetViewport(Recti(x,y,w,h)); }
+ // Set viewport ignoring any adjustments used for the stereo mode.
+ virtual void SetViewport(const Recti& vp);
+ virtual void SetFullViewport();
+
+ virtual bool SetParams(const RendererParams& newParams);
+ const RendererParams& GetParams() const { return Params; }
+
+ virtual void Present(bool vsyncEnabled);
+
+ // Waits for rendering to complete; important for reducing latency.
+ virtual void WaitUntilGpuIdle();
+
+ // Don't call these directly, use App/Platform instead
+ virtual bool SetFullscreen(DisplayMode fullscreen);
+
+ virtual void Clear(float r = 0, float g = 0, float b = 0, float a = 1, float depth = 1);
+
+ // Resources
+ virtual Buffer* CreateBuffer();
+ virtual Texture* CreateTexture(int format, int width, int height, const void* data, int mipcount=1);
+
+ // Placeholder texture to come in externally
+ virtual Texture* CreatePlaceholderTexture(int format);
+
+ virtual ShaderSet* CreateShaderSet() { return new ShaderSet; }
+
+ Texture* GetDepthBuffer(int w, int h, int ms);
+
+ // Begin drawing directly to the currently selected render target, no post-processing.
+ virtual void BeginRendering();
+
+ // Begin drawing the primary scene, starting up whatever post-processing may be needed.
+ virtual void BeginScene();
+ virtual void FinishScene();
+
+ // Texture must have been created with Texture_RenderTarget. Use NULL for the default render target.
+ // NULL depth buffer means use an internal, temporary one.
+ virtual void SetRenderTarget(Texture* color,
+ Texture* depth = NULL,
+ Texture* stencil = NULL);
+
+ virtual void SetDepthMode(bool enable, bool write, CompareFunc func = Compare_Less);
+ virtual void SetProjection(const Matrix4f& proj);
+ virtual void SetWorldUniforms(const Matrix4f& proj);
+ // The index 0 is reserved for non-buffer uniforms, and so cannot be used with this function.
+ virtual void SetCommonUniformBuffer(int i, Buffer* buffer);
+ // The data is not copied, it must remain valid until the end of the frame
+ virtual void SetLighting(const LightingParams* light);
+
+ virtual Matrix4f GetProjection() const { return Proj; }
+
+ // This is a View matrix only, it will be combined with the projection matrix from SetProjection
+ virtual void Render(const Matrix4f& view, Model* model);
+ virtual void Render(const ShaderFill* fill, Buffer* vertices, Buffer* indices);
+ virtual void Render(const ShaderFill* fill, Buffer* vertices, Buffer* indices,
+ const Matrix4f& matrix, int offset, int count, PrimitiveType prim = Prim_Triangles, bool updateUniformData = true);
+
+ virtual ShaderFill *CreateSimpleFill() { return DefaultFill; }
+ ShaderFill * CreateTextureFill(Texture* tex);
+
+ virtual ShaderBase *LoadBuiltinShader(ShaderStage stage, int shader);
+
+ bool RecreateSwapChain();
+ virtual ID3D10Blob* CompileShader(const char* profile, const char* src, const char* mainName = "main");
+
+ ID3D11SamplerState* GetSamplerState(int sm);
+
+ void SetTexture(ShaderStage stage, int slot, const Texture* t);
+};
+
+int GetNumMipLevels(int w, int h);
+
+// Filter an rgba image with a 2x2 box filter, for mipmaps.
+// Image size must be a power of 2.
+void FilterRgba2x2(const UByte* src, int w, int h, UByte* dest);
+
+}}
+
+
+//Anything including this file, uses these
+using namespace OVR;
+using namespace OVR::RenderTiny;
+
+
+#endif