D3D11GraphicsImpl.h 3.3 KB

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  1. //
  2. // Copyright (c) 2008-2015 the Urho3D project.
  3. //
  4. // Permission is hereby granted, free of charge, to any person obtaining a copy
  5. // of this software and associated documentation files (the "Software"), to deal
  6. // in the Software without restriction, including without limitation the rights
  7. // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
  8. // copies of the Software, and to permit persons to whom the Software is
  9. // furnished to do so, subject to the following conditions:
  10. //
  11. // The above copyright notice and this permission notice shall be included in
  12. // all copies or substantial portions of the Software.
  13. //
  14. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  15. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  16. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  17. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  18. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
  19. // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
  20. // THE SOFTWARE.
  21. //
  22. #pragma once
  23. #include "../../Graphics/GraphicsDefs.h"
  24. #include "../../Math/Color.h"
  25. #include <d3d11.h>
  26. #include <dxgi.h>
  27. #include <SDL/include/SDL.h>
  28. namespace Atomic
  29. {
  30. /// %Graphics implementation. Holds API-specific objects.
  31. class ATOMIC_API GraphicsImpl
  32. {
  33. friend class Graphics;
  34. public:
  35. /// Construct.
  36. GraphicsImpl();
  37. /// Return Direct3D device.
  38. ID3D11Device* GetDevice() const { return device_; }
  39. /// Return Direct3D immediate device context.
  40. ID3D11DeviceContext* GetDeviceContext() const { return deviceContext_; }
  41. /// Return swapchain.
  42. IDXGISwapChain* GetSwapChain() const { return swapChain_; }
  43. /// Return window.
  44. SDL_Window* GetWindow() const { return window_; }
  45. private:
  46. /// SDL window.
  47. SDL_Window* window_;
  48. /// Graphics device.
  49. ID3D11Device* device_;
  50. /// Immediate device context.
  51. ID3D11DeviceContext* deviceContext_;
  52. /// Swap chain.
  53. IDXGISwapChain* swapChain_;
  54. /// Default (backbuffer) rendertarget view.
  55. ID3D11RenderTargetView* defaultRenderTargetView_;
  56. /// Default depth-stencil texture.
  57. ID3D11Texture2D* defaultDepthTexture_;
  58. /// Default depth-stencil view.
  59. ID3D11DepthStencilView* defaultDepthStencilView_;
  60. /// Current color rendertarget views.
  61. ID3D11RenderTargetView* renderTargetViews_[MAX_RENDERTARGETS];
  62. /// Current depth-stencil view.
  63. ID3D11DepthStencilView* depthStencilView_;
  64. /// Created blend state objects.
  65. HashMap<unsigned, ID3D11BlendState*> blendStates_;
  66. /// Created depth state objects.
  67. HashMap<unsigned, ID3D11DepthStencilState*> depthStates_;
  68. /// Created rasterizer state objects.
  69. HashMap<unsigned, ID3D11RasterizerState*> rasterizerStates_;
  70. /// Bound shader resource views.
  71. ID3D11ShaderResourceView* shaderResourceViews_[MAX_TEXTURE_UNITS];
  72. /// Bound sampler state objects.
  73. ID3D11SamplerState* samplers_[MAX_TEXTURE_UNITS];
  74. /// Bound vertex buffers.
  75. ID3D11Buffer* vertexBuffers_[MAX_VERTEX_STREAMS];
  76. /// Bound constant buffers.
  77. ID3D11Buffer* constantBuffers_[2][MAX_SHADER_PARAMETER_GROUPS];
  78. /// Vertex sizes per buffer.
  79. unsigned vertexSizes_[MAX_VERTEX_STREAMS];
  80. /// Vertex stream offsets per buffer.
  81. unsigned vertexOffsets_[MAX_VERTEX_STREAMS];
  82. };
  83. }