Torque3D/Engine/source/gfx/Null/gfxNullDevice.h

188 lines
6.8 KiB
C++

//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// 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 OR COPYRIGHT HOLDERS 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 _GFXNullDevice_H_
#define _GFXNullDevice_H_
#include "platform/platform.h"
//-----------------------------------------------------------------------------
#include "gfx/gfxDevice.h"
#include "gfx/gfxInit.h"
#include "gfx/gfxFence.h"
class GFXNullWindowTarget : public GFXWindowTarget
{
public:
virtual bool present()
{
return true;
}
virtual const Point2I getSize()
{
// Return something stupid.
return Point2I(1,1);
}
virtual GFXFormat getFormat() { return GFXFormatR8G8B8A8; }
virtual void resetMode()
{
}
virtual void zombify() {};
virtual void resurrect() {};
};
class GFXNullDevice : public GFXDevice
{
public:
GFXNullDevice();
virtual ~GFXNullDevice();
static GFXDevice *createInstance( U32 adapterIndex );
static void enumerateAdapters( Vector<GFXAdapter*> &adapterList );
void init( const GFXVideoMode &mode, PlatformWindow *window = NULL );
virtual void activate() { };
virtual void deactivate() { };
virtual GFXAdapterType getAdapterType() { return NullDevice; };
/// @name Debug Methods
/// @{
virtual void enterDebugEvent(ColorI color, const char *name) { };
virtual void leaveDebugEvent() { };
virtual void setDebugMarker(ColorI color, const char *name) { };
/// @}
/// Enumerates the supported video modes of the device
virtual void enumerateVideoModes() { };
/// Sets the video mode for the device
virtual void setVideoMode( const GFXVideoMode &mode ) { };
protected:
static GFXAdapter::CreateDeviceInstanceDelegate mCreateDeviceInstance;
/// Called by GFXDevice to create a device specific stateblock
virtual GFXStateBlockRef createStateBlockInternal(const GFXStateBlockDesc& desc);
/// Called by GFXDevice to actually set a stateblock.
virtual void setStateBlockInternal(GFXStateBlock* block, bool force) { };
/// @}
/// Called by base GFXDevice to actually set a const buffer
virtual void setShaderConstBufferInternal(GFXShaderConstBuffer* buffer) { };
virtual void setTextureInternal(U32 textureUnit, const GFXTextureObject*texture) { };
virtual void setLightInternal(U32 lightStage, const GFXLightInfo light, bool lightEnable);
virtual void setLightMaterialInternal(const GFXLightMaterial mat) { };
virtual void setGlobalAmbientInternal(LinearColorF color) { };
/// @name State Initalization.
/// @{
/// State initalization. This MUST BE CALLED in setVideoMode after the device
/// is created.
virtual void initStates() { };
virtual void setMatrix( GFXMatrixType mtype, const MatrixF &mat ) { };
virtual GFXVertexBuffer *allocVertexBuffer( U32 numVerts,
const GFXVertexFormat *vertexFormat,
U32 vertSize,
GFXBufferType bufferType,
void* data = NULL );
virtual GFXPrimitiveBuffer *allocPrimitiveBuffer( U32 numIndices,
U32 numPrimitives,
GFXBufferType bufferType,
void* data = NULL );
virtual GFXVertexDecl* allocVertexDecl( const GFXVertexFormat *vertexFormat ) { return NULL; }
virtual void setVertexDecl( const GFXVertexDecl *decl ) { }
virtual void setVertexStream( U32 stream, GFXVertexBuffer *buffer ) { }
virtual void setVertexStreamFrequency( U32 stream, U32 frequency ) { }
public:
virtual GFXCubemap * createCubemap();
virtual F32 getFillConventionOffset() const { return 0.0f; };
///@}
virtual GFXTextureTarget *allocRenderToTextureTarget(){return NULL;};
virtual GFXWindowTarget *allocWindowTarget(PlatformWindow *window)
{
return new GFXNullWindowTarget();
};
virtual void _updateRenderTargets(){};
virtual F32 getPixelShaderVersion() const { return 0.0f; };
virtual void setPixelShaderVersion( F32 version ) { };
virtual U32 getNumSamplers() const { return 0; };
virtual U32 getNumRenderTargets() const { return 0; };
virtual GFXShader* createShader() { return NULL; };
virtual void clear( U32 flags, const LinearColorF& color, F32 z, U32 stencil ) { };
virtual bool beginSceneInternal() { return true; };
virtual void endSceneInternal() { };
virtual void drawPrimitive( GFXPrimitiveType primType, U32 vertexStart, U32 primitiveCount ) { };
virtual void drawIndexedPrimitive( GFXPrimitiveType primType,
U32 startVertex,
U32 minIndex,
U32 numVerts,
U32 startIndex,
U32 primitiveCount ) { };
virtual void setClipRect( const RectI &rect ) { };
virtual const RectI &getClipRect() const { return clip; };
virtual void preDestroy() { Parent::preDestroy(); };
virtual U32 getMaxDynamicVerts() { return 16384; };
virtual U32 getMaxDynamicIndices() { return 16384; };
virtual GFXFormat selectSupportedFormat( GFXTextureProfile *profile,
const Vector<GFXFormat> &formats,
bool texture,
bool mustblend,
bool mustfilter ) { return GFXFormatR8G8B8A8; };
GFXFence *createFence() { return new GFXGeneralFence( this ); }
GFXOcclusionQuery* createOcclusionQuery() { return NULL; }
private:
typedef GFXDevice Parent;
RectI clip;
};
#endif