//----------------------------------------------------------------------------- // 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 _GFXD3D9STATEBLOCK_H_ #define _GFXD3D9STATEBLOCK_H_ #ifndef _GFXSTATEBLOCK_H_ #include "gfx/gfxStateBlock.h" #endif struct IDirect3DDevice9; class GFXD3D9StateBlock : public GFXStateBlock { public: // // GFXD3D9StateBlock interface // GFXD3D9StateBlock(const GFXStateBlockDesc& desc, IDirect3DDevice9 *d3dDevice); virtual ~GFXD3D9StateBlock(); /// Called by D3D9 device to active this state block. /// @param oldState The current state, used to make sure we don't set redundant states on the device. Pass NULL to reset all states. void activate(GFXD3D9StateBlock* oldState); // // GFXStateBlock interface // /// Returns the hash value of the desc that created this block virtual U32 getHashValue() const; /// Returns a GFXStateBlockDesc that this block represents virtual const GFXStateBlockDesc& getDesc() const; // // GFXResource // virtual void zombify() { } /// When called the resource should restore all device sensitive information destroyed by zombify() virtual void resurrect() { } private: GFXStateBlockDesc mDesc; U32 mCachedHashValue; IDirect3DDevice9 *mD3DDevice; ///< Handle for D3DDevice // Cached D3D specific things, these are "calculated" from GFXStateBlock U32 mColorMask; U32 mZBias; U32 mZSlopeBias; }; typedef StrongRefPtr GFXD3D9StateBlockRef; #endif