Torque3D/Engine/source/gfx/D3D9/pc/gfxPCD3D9Target.h
2012-09-19 11:15:01 -04:00

130 lines
3.8 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 _GFX_D3D_GFXD3D9TARGET_H_
#define _GFX_D3D_GFXD3D9TARGET_H_
#ifndef _GFXTARGET_H_
#include "gfx/gfxTarget.h"
#endif
#ifndef _MPOINT3_H_
#include "math/mPoint3.h"
#endif
#ifndef _MPOINT2_H_
#include "math/mPoint2.h"
#endif
#include <d3d9.h>
struct IDirect3DSurface9;
struct IDirect3DSwapChain9;
class GFXD3D9TextureObject;
class GFXPCD3D9TextureTarget : public GFXTextureTarget
{
friend class GFXPCD3D9Device;
// Array of target surfaces, this is given to us by attachTexture
IDirect3DSurface9 * mTargets[MaxRenderSlotId];
// Array of texture objects which correspond to the target surfaces above,
// needed for copy from RenderTarget to texture situations. Current only valid in those situations
GFXD3D9TextureObject* mResolveTargets[MaxRenderSlotId];
/// Owning d3d device.
GFXD3D9Device *mDevice;
Point2I mTargetSize;
GFXFormat mTargetFormat;
public:
GFXPCD3D9TextureTarget();
~GFXPCD3D9TextureTarget();
// Public interface.
virtual const Point2I getSize() { return mTargetSize; }
virtual GFXFormat getFormat() { return mTargetFormat; }
virtual void attachTexture(RenderSlot slot, GFXTextureObject *tex, U32 mipLevel=0, U32 zOffset = 0);
virtual void attachTexture(RenderSlot slot, GFXCubemap *tex, U32 face, U32 mipLevel=0);
virtual void resolve();
/// Note we always copy the Color0 RenderSlot.
virtual void resolveTo( GFXTextureObject *tex );
virtual void activate();
virtual void deactivate();
void zombify();
void resurrect();
};
class GFXPCD3D9WindowTarget : public GFXWindowTarget
{
friend class GFXPCD3D9Device;
/// Our depth stencil buffer, if any.
IDirect3DSurface9 *mDepthStencil;
/// Our backbuffer
IDirect3DSurface9 *mBackbuffer;
/// Maximum size we can render to.
Point2I mSize;
/// Our swap chain, potentially the implicit device swap chain.
IDirect3DSwapChain9 *mSwapChain;
/// D3D presentation info.
D3DPRESENT_PARAMETERS mPresentationParams;
/// Owning d3d device.
GFXD3D9Device *mDevice;
/// Is this the implicit swap chain?
bool mImplicit;
/// Internal interface that notifies us we need to reset our video mode.
void resetMode();
public:
GFXPCD3D9WindowTarget();
~GFXPCD3D9WindowTarget();
virtual const Point2I getSize();
virtual GFXFormat getFormat();
virtual bool present();
void initPresentationParams();
void setImplicitSwapChain();
void createAdditionalSwapChain();
virtual void activate();
void zombify();
void resurrect();
virtual void resolveTo( GFXTextureObject *tex );
};
#endif // _GFX_D3D_GFXD3D9TARGET_H_