#ifndef RendererSoftware_h__ #define RendererSoftware_h__ #include "Globals.h" #include "render/IRenderer.h" #include "math/LifeMath.h" #include #include "render/software/ITexture2DS.h" #include "render/software/IVertexBufferS.h" #include "render/software/IIndexBufferS.h" #include "render/RenderParams.h" #include #include "render/software/IVertexShaderS.h" #include "render/software/IPixelShaderS.h" #include "render/software/IInputLayoutS.h" #include "render/software/IBlendStateS.h" #include "math/LifeMath.h" #include "render/software/IRasterizerStateS.h" #include "render/software/ITextureSamplerS.h" namespace LifeGraphics { class RendererSoftware : public IRenderer { public: RendererSoftware(){}; ~RendererSoftware(){printf("Destroying renderer...");Close();}; virtual HRESULT Open(RenderParams params); virtual void Close(); virtual void ClearBuffers(int flags, int rtColor, float zValue, int stencilValue); virtual const std::string &GetRendererName() const { static String sName("LifeEngine software graphics driver"); return sName; } ITexture2D* CreateRenderTarget(int width, int height, int format); ITexture2D* CreateDepthTarget(int width, int height, int format); ITexture2D* LoadTexture2D(LifeCore::IDataStream* src); ITexture2D* CreateTexture2D(int canRead, int canWrite, int width, int height, int format); void RenderToTexture(); void RenderToTextureNoPs(); void RenderToTextureNoShader(); IVertexBuffer* CreateVertexBuffer(int size, void* data, int stride); IVertexBuffer* CreateVertexBufferDynamic(int size, int stride); IIndexBuffer* CreateIndexBuffer(int size, void* data, int sixteenBit); IIndexBuffer* CreateIndexBufferDynamic(int size, bool sixteenBit); IInputLayout* CreateInputLayout(IInputElement* elements, int elementCount, IShader* vertexShader); IShader* CompileVertexShader(LifeCore::IDataStream* stream); IShader* CompileVertexShader(LifeCore::IDataStream* stream, std::vector* defines); IShader* CompilePixelShader(LifeCore::IDataStream* stream); IShader* CompilePixelShader(LifeCore::IDataStream* stream, std::vector* defines); IConstantBuffer* CreateConstantBuffer(int size); void SetVSConstantBuffer(IConstantBuffer* buffer, int slot); void SetPSConstantBuffer(IConstantBuffer* buffer, int slot); void SetInputLayout(IInputLayout* layout); void SwapBuffers(); void RenderMesh(IMesh* mesh); void SetCamera(Camera* camera); void SetMaterial(IMaterial* material); void SetTargets(ITexture2D* colorTarget, ITexture2D* depthTarget); void SetDefaultTargets(); void SetVertexBuffer(IVertexBuffer* vb); void SetIndexBuffer(IIndexBuffer* ib); void SetPrimitiveTopology(PRIMITIVE_TOPOLOGY topology); void DrawIndexed(int offset, int length); void SetVertexShader(IShader* shader); void SetPixelShader(IShader* shader); void SetPSTexture(ITexture2D* texture, int slot); void SetVSTexture(ITexture2D* texture, int slot); void UnbindResourcesPS(); void Draw(int vertexCount, int vertexOffset); IBlendState* CreateBlendState(bool blendEnable, bool atocEnable, BLEND_OP blendOperation, BLEND_SRC srcBlend, BLEND_SRC dstBlend, uint8 colorMask); void SetBlendState(IBlendState* state); IDepthStencilState* CreateDSState(bool zEnable, bool zWrite, COMPARISON_FUNC zFunc); void SetDepthStencilState(IDepthStencilState* state); void SetScissorRectangle(const Rectangle2D& rect); void SetViewport(const Rectangle2D& rect); ITexture2D* CreateRenderTargetCube(int size, int format); ITexture2D* CreateDepthTargetCube(int width, int format); void SetPSTextureNULL(int slot); void SetPSTextureSampler(ITextureSampler* sampler, int slot); ITextureSampler* CreateTextureSampler(ISamplerDescription* desc); void SetColorTarget(ITexture2D* colorTarget); void SetDepthTarget(ITexture2D* depthTarget); void VerticalBlur(ITexture2D* src, ITexture2D* dst, int numSamples); void SetPSTexture(ITexture2D* texture, ITexture2D* texture2, int start, int count); IShader* CompileUserShaderPS(char* data); IRasterizerState* CreateRasterizerState(FILL_MODE mode); void DrawIndexed(int offset, int length, int baseVertex); void SetRasterizerState(IRasterizerState* state); void SetTargets(ITexture2D** colorTargets, int targetCount, ITexture2D* depthTarget); void UnbindRenderTargets(); void SetVertexBuffer(IVertexBuffer** vb, int count); void DrawIndexedInstanced(int offset, int length, int instanceCnt); void DrawIndexedInstanced(int offset, int length, int baseVertex, int instanceCnt); void SetViewport(const Rectangle2D& rect, float minDepth, float maxDepth); IRasterizerState* CreateRasterizerState(FILL_MODE mode, CULL_MODE cmode); void BeginCleanup(); void EndCleanup(); void ClearRenderTarget(ITexture2D* tex, LifeMath::float4* color); void ClearDepthStencil(ITexture2D* tex, float zValue, int stencilValue); int GetDisplayModes(LifeCore::DisplayMode** modeList); private: struct SimpleVertex { LifeMath::float4 Pos; LifeMath::float2 TC; }; //ID3D11RasterizerState* rState; // ID3D11Device* g_pDevice; //ID3D11DeviceContext* g_pDeviceContext; //IDXGISwapChain* g_pSwapChain; //ID3D11RenderTargetView* g_pBackBuffer; //ID3D11DepthStencilView* g_pDepthBuffer; // ID3D11RenderTargetView* currentBackBuffer; // ID3D11DepthStencilView* currentDepthBuffer; //D3D_FEATURE_LEVEL g_pFeatureLevel; //D3D_DRIVER_TYPE g_driverType; LifeMath::float4x4 wvp; //ID3D11Buffer* fsQuadBuffer; //ID3D11PixelShader* psQuad; //ID3D11VertexShader* vsQuad; //ID3D11InputLayout* fsQuadLayout; //ID3D11SamplerState* samplerLinear; //ID3D11SamplerState* samplerPoint; //ID3D11Texture2D* pBuffer; //ID3D11Texture2D* dBuf; Camera* cam; //ID3D11PixelShader* psVerticalBlur; IConstantBuffer* vbBuffer; }; } #endif // RendererSoftware_h__