BsD3D11RenderWindow.h 5.3 KB

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  1. //********************************** Banshee Engine (www.banshee3d.com) **************************************************//
  2. //**************** Copyright (c) 2016 Marko Pintera ([email protected]). All rights reserved. **********************//
  3. #pragma once
  4. #include "BsD3D11Prerequisites.h"
  5. #include "RenderAPI/BsRenderWindow.h"
  6. namespace bs {
  7. /** @addtogroup D3D11
  8. * @{
  9. */
  10. /**
  11. * Render window implementation for Windows and DirectX 11.
  12. *
  13. * @note Sim thread only.
  14. */
  15. class D3D11RenderWindow : public RenderWindow
  16. {
  17. public:
  18. ~D3D11RenderWindow() { }
  19. /** @copydoc RenderWindow::screenToWindowPos */
  20. void getCustomAttribute(const String& name, void* pData) const override;
  21. /** @copydoc RenderWindow::screenToWindowPos */
  22. Vector2I screenToWindowPos(const Vector2I& screenPos) const override;
  23. /** @copydoc RenderWindow::windowToScreenPos */
  24. Vector2I windowToScreenPos(const Vector2I& windowPos) const override;
  25. /** @copydoc RenderWindow::getCore */
  26. SPtr<ct::D3D11RenderWindow> getCore() const;
  27. protected:
  28. friend class D3D11RenderWindowManager;
  29. friend class ct::D3D11RenderWindow;
  30. D3D11RenderWindow(const RENDER_WINDOW_DESC& desc, UINT32 windowId,
  31. ct::D3D11Device& device, IDXGIFactory* DXGIFactory);
  32. /** @copydoc RenderWindow::getProperties */
  33. const RenderTargetProperties& getPropertiesInternal() const override { return mProperties; }
  34. /** @copydoc RenderWindow::syncProperties */
  35. void syncProperties() override;
  36. /** Retrieves internal window handle. */
  37. HWND getHWnd() const;
  38. private:
  39. ct::D3D11Device& mDevice;
  40. IDXGIFactory* mDXGIFactory;
  41. RenderWindowProperties mProperties;
  42. };
  43. namespace ct
  44. {
  45. /**
  46. * Render window implementation for Windows and DirectX 11.
  47. *
  48. * @note Core thread only.
  49. */
  50. class D3D11RenderWindow : public RenderWindow
  51. {
  52. public:
  53. D3D11RenderWindow(const RENDER_WINDOW_DESC& desc, UINT32 windowId,
  54. D3D11Device& device, IDXGIFactory* DXGIFactory);
  55. ~D3D11RenderWindow();
  56. /** @copydoc RenderWindow::move */
  57. void move(INT32 left, INT32 top) override;
  58. /** @copydoc RenderWindow::resize */
  59. void resize(UINT32 width, UINT32 height) override;
  60. /** @copydoc RenderWindow::setHidden */
  61. void setHidden(bool hidden) override;
  62. /** @copydoc RenderWindow::setActive */
  63. void setActive(bool state) override;
  64. /** @copydoc RenderWindow::minimize */
  65. void minimize() override;
  66. /** @copydoc RenderWindow::maximize */
  67. void maximize() override;
  68. /** @copydoc RenderWindow::restore */
  69. void restore() override;
  70. /** @copydoc RenderWindow::setFullscreen(UINT32, UINT32, float, UINT32) */
  71. void setFullscreen(UINT32 width, UINT32 height, float refreshRate = 60.0f, UINT32 monitorIdx = 0) override;
  72. /** @copydoc RenderWindow::setFullscreen(const VideoMode&) */
  73. void setFullscreen(const VideoMode& videoMode) override;
  74. /** @copydoc RenderWindow::setWindowed */
  75. void setWindowed(UINT32 width, UINT32 height) override;
  76. /**
  77. * Copies the contents of a frame buffer into the pre-allocated buffer.
  78. *
  79. * @param[out] dst Previously allocated buffer to read the contents into. Must be of valid size.
  80. * @param[in] buffer Frame buffer to read the contents from.
  81. */
  82. void copyToMemory(PixelData &dst, FrameBuffer buffer);
  83. /** @copydoc RenderWindow::swapBuffers */
  84. void swapBuffers(UINT32 syncMask = 0xFFFFFFFF) override;
  85. /** @copydoc RenderWindow::getCustomAttribute */
  86. void getCustomAttribute(const String& name, void* pData) const override;
  87. /** @copydoc RenderWindow::_windowMovedOrResized */
  88. void _windowMovedOrResized() override;
  89. /** Returns presentation parameters used for creating the window swap chain. */
  90. DXGI_SWAP_CHAIN_DESC* _getPresentationParameters() { return &mSwapChainDesc; }
  91. /** Returns internal window handle. */
  92. HWND _getWindowHandle() const;
  93. protected:
  94. friend class bs::D3D11RenderWindow;
  95. /** @copydoc CoreObject::initialize */
  96. void initialize() override;
  97. /** Creates internal resources dependent on window size. */
  98. void createSizeDependedD3DResources();
  99. /** Destroys internal resources dependent on window size. */
  100. void destroySizeDependedD3DResources();
  101. /** Queries the current DXGI device. Make sure to release the returned object when done with it. */
  102. IDXGIDevice* queryDxgiDevice();
  103. /** Creates a swap chain for the window. */
  104. void createSwapChain();
  105. /** Resizes all buffers attached to the swap chain to the specified size. */
  106. void resizeSwapChainBuffers(UINT32 width, UINT32 height);
  107. /** @copydoc RenderWindow::getProperties */
  108. const RenderTargetProperties& getPropertiesInternal() const override { return mProperties; }
  109. /** @copydoc RenderWindow::getSyncedProperties */
  110. RenderWindowProperties& getSyncedProperties() override { return mSyncedProperties; }
  111. /** @copydoc RenderWindow::syncProperties */
  112. void syncProperties() override;
  113. protected:
  114. D3D11Device& mDevice;
  115. IDXGIFactory* mDXGIFactory;
  116. bool mSizing;
  117. bool mIsChild;
  118. bool mShowOnSwap;
  119. DXGI_SAMPLE_DESC mMultisampleType;
  120. UINT32 mRefreshRateNumerator;
  121. UINT32 mRefreshRateDenominator;
  122. ID3D11Texture2D* mBackBuffer;
  123. ID3D11RenderTargetView* mRenderTargetView;
  124. SPtr<TextureView> mDepthStencilView;
  125. SPtr<Texture> mDepthStencilBuffer;
  126. IDXGISwapChain* mSwapChain;
  127. DXGI_SWAP_CHAIN_DESC mSwapChainDesc;
  128. Win32Window* mWindow;
  129. RenderWindowProperties mProperties;
  130. RenderWindowProperties mSyncedProperties;
  131. };
  132. /** @} */
  133. }}