CmD3D11RenderSystem.h 4.0 KB

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  1. #pragma once
  2. #include "CmD3D11Prerequisites.h"
  3. #include "CmRenderSystem.h"
  4. namespace CamelotEngine
  5. {
  6. class CM_D3D11_EXPORT D3D11RenderSystem : public RenderSystem
  7. {
  8. public:
  9. //D3D11RenderSystem();
  10. //~D3D11RenderSystem();
  11. //const String& getName() const;
  12. //void startUp_internal();
  13. //void shutdown();
  14. //void setStencilCheckEnabled_internal(bool enabled);
  15. //void setStencilBufferParams_internal(CompareFunction func = CMPF_ALWAYS_PASS,
  16. // UINT32 refValue = 0, UINT32 mask = 0xFFFFFFFF,
  17. // StencilOperation stencilFailOp = SOP_KEEP,
  18. // StencilOperation depthFailOp = SOP_KEEP,
  19. // StencilOperation passOp = SOP_KEEP,
  20. // bool twoSidedOperation = false);
  21. //void createRenderWindow_internal(const String &name, unsigned int width, unsigned int height, bool fullScreen, const NameValuePairList& miscParams, AsyncOp& asyncOp);
  22. //void destroyRenderTarget_internal(RenderTarget* renderTarget);
  23. //void setRenderTarget_internal(RenderTarget *target);
  24. //void bindGpuProgram_internal(GpuProgramHandle prg);
  25. //void unbindGpuProgram_internal(GpuProgramType gptype);
  26. //void bindGpuProgramParameters_internal(GpuProgramType gptype, GpuProgramParametersSharedPtr params, UINT16 variabilityMask);
  27. //void setPointParameters_internal(float size, bool attenuationEnabled, float constant, float linear, float quadratic, float minSize, float maxSize);
  28. //void setTexture_internal(UINT16 unit, bool enabled, const TexturePtr &texPtr);
  29. //void setVertexTexture_internal(UINT16 unit, const TexturePtr& tex);
  30. //void disableTextureUnit_internal(UINT16 texUnit);
  31. //void setTextureAddressingMode_internal(UINT16 stage, const SamplerState::UVWAddressingMode& uvw);
  32. //void setTextureBorderColor_internal(UINT16 stage, const Color& colour);
  33. //void setTextureMipmapBias_internal(UINT16 unit, float bias);
  34. //void setSceneBlending_internal( SceneBlendFactor sourceFactor, SceneBlendFactor destFactor, SceneBlendOperation op );
  35. //void setSeparateSceneBlending_internal( SceneBlendFactor sourceFactor, SceneBlendFactor destFactor, SceneBlendFactor sourceFactorAlpha, SceneBlendFactor destFactorAlpha, SceneBlendOperation op, SceneBlendOperation alphaOp );
  36. //void setAlphaRejectSettings_internal( CompareFunction func, unsigned char value, bool alphaToCoverage );
  37. //void setViewport_internal(const Viewport& vp);
  38. //void setCullingMode_internal(CullingMode mode);
  39. //void setDepthBufferParams_internal( bool depthTest = true, bool depthWrite = true, CompareFunction depthFunction = CMPF_LESS_EQUAL );
  40. //void setDepthBufferCheckEnabled_internal( bool enabled = true );
  41. //void setColorBufferWriteEnabled_internal(bool red, bool green, bool blue, bool alpha);
  42. //void setDepthBufferWriteEnabled_internal(bool enabled = true);
  43. //void setDepthBufferFunction_internal( CompareFunction func = CMPF_LESS_EQUAL );
  44. //void setDepthBias_internal(float constantBias, float slopeScaleBias);
  45. //void setPolygonMode_internal(PolygonMode level);
  46. //void setTextureFiltering_internal(UINT16 unit, FilterType ftype, FilterOptions filter);
  47. //void setTextureAnisotropy_internal(UINT16 unit, unsigned int maxAnisotropy);
  48. //void setVertexDeclaration_internal(VertexDeclarationPtr decl);
  49. //void setVertexBufferBinding_internal(VertexBufferBinding* binding);
  50. //void render_internal(const RenderOperation& op);
  51. //void beginFrame_internal();
  52. //void endFrame_internal();
  53. //void setScissorTest_internal(bool enabled, UINT32 left = 0, UINT32 top = 0, UINT32 right = 800, UINT32 bottom = 600);
  54. //void clearFrameBuffer_internal(unsigned int buffers, const Color& colour = Color::Black, float depth = 1.0f, unsigned short stencil = 0);
  55. //float getHorizontalTexelOffset();
  56. //float getVerticalTexelOffset();
  57. //float getMinimumDepthInputValue();
  58. //float getMaximumDepthInputValue();
  59. //VertexElementType getColorVertexElementType() const;
  60. //void convertProjectionMatrix(const Matrix4& matrix, Matrix4& dest, bool forGpuProgram = false);
  61. static D3D11Device& getPrimaryDevice();
  62. protected:
  63. private:
  64. };
  65. }