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XFXFramework/include/Graphics/GraphicsDevice.h

105 lines
4.4 KiB
C++

/********************************************************
* GraphicsDevice.h *
* *
* XFX GraphicsDevice definition file *
* Copyright © XFX Team. All Rights Reserved *
********************************************************/
#ifndef _XFX_GRAPHICS_GRAPHICSDEVICE_
#define _XFX_GRAPHICS_GRAPHICSDEVICE_
#include "Color.h"
#include "DepthStencilBuffer.h"
#include "Enums.h"
#include "GraphicsAdapter.h"
#include "PresentationParameters.h"
#include "RenderTarget2D.h"
#include "TextureCollection.h"
#include "Viewport.h"
namespace XFX
{
struct Matrix;
struct Quaternion;
struct Rectangle;
struct Vector2;
struct Vector4;
namespace Graphics
{
class DepthStencilBuffer;
class GammaRamp;
// Performs primitive-based rendering, creates resources, handles system-level variables, adjusts gamma ramp levels, and creates shaders.
class GraphicsDevice : public IDisposable, virtual Object
{
private:
GraphicsAdapter* _adapter;
DepthStencilBuffer _depthStencilBuffer;
DeviceType_t _deviceType;
bool isDisposed;
PresentationParameters* p_cachedParameters;
TextureCollection textures;
Color clearColor;
Viewport viewport;
void setPresentationParameters(PresentationParameters* presentationParameters);
protected:
virtual void Dispose(bool disposing);
virtual void raise_DeviceLost(Object* sender, EventArgs e);
virtual void raise_DeviceReset(Object* sender, EventArgs e);
virtual void raise_DeviceResetting(Object* sender, EventArgs e);
virtual void raise_Disposing(Object* sender, EventArgs e);
public:
EventHandler DeviceLost;
EventHandler DeviceReset;
EventHandler DeviceResetting;
EventHandler Disposing;
DepthStencilBuffer getDepthStencilBuffer();
void setDepthStencilBuffer(DepthStencilBuffer buffer);
PresentationParameters* getPresentationParameters();
TextureCollection getTextures();
Viewport getViewport() const;
void setViewport(const Viewport value);
GraphicsDevice(GraphicsAdapter* adapter, const DeviceType_t deviceType, PresentationParameters* presentationParameters);
virtual ~GraphicsDevice();
void Clear(const Color color);
void Clear(const ClearOptions_t options, const Color color, const float depth, const int stencil);
void Clear(const ClearOptions_t options, const Vector4 color, const float depth, const int stencil);
void Dispose();
void DrawIndexedPrimitives(PrimitiveType_t primitiveType, int baseVertex, int minVertexIndex, int numVertices, int startIndex, int primitiveCount);
void DrawPrimitives(PrimitiveType primitiveType, int startVertex, int primitiveCount);
template <class T>
void DrawUserIndexedPrimitives(PrimitiveType_t primitiveType, T vertexData[], int vertexOffset, int numVertices, int indexData[], int indexOffset, int primitiveCount);
template <class T>
void DrawUserIndexedPrimitives(PrimitiveType_t primitiveType, T vertexData[], int vertexOffset, int numVertices, short indexData[], int indexOffset, int primitiveCount);
template <class T>
void DrawUserPrimitives(PrimitiveType_t primitiveType, T vertexData[], int vertexOffset, int primitiveCount);
void EvictManagedResources();
GammaRamp* GetGammaRamp();
bool* GetPixelShaderBooleanConstant(int startRegister, int constantCount);
int* GetPixelShaderInt32Constant(int startRegister, int constantCount);
Matrix* GetPixelShaderMatrixArrayConstant(int startRegister, int constantCount);
Matrix GetPixelShaderMatrixConstant(int startRegister);
Quaternion* GetPixelShaderQuaternionArrayConstant(int startRegister, int constantCount);
Quaternion GetPixelShaderQuaternionConstant(int startRegister);
float* GetPixelShaderSingleConstant(int startRegister, int constantCount);
Vector2* GetPixelShaderVector2ArrayConstant(int startRegister, int constantCount);
Vector2 GetPixelShaderVector2Constant(int startRegister);
void Present();
void Reset();
void Reset(PresentationParameters* presentationParameters);
void SetGammaRamp(const bool calibrate, GammaRamp* ramp);
void SetRenderTarget(RenderTarget2D* renderTarget);
void SetVertexShaderConstant(const int startRegister, const Matrix constantData);
void SetVertexShaderConstant(const int startRegister, const Vector4 constantData);
};
}
}
#endif //_XFX_GRAPHICS_GRAPHICSDEVICE_