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- #pragma once
- #include "CmD3D11Prerequisites.h"
- #include "CmRenderSystem.h"
- namespace CamelotEngine
- {
- class CM_D3D11_EXPORT D3D11RenderSystem : public RenderSystem
- {
- public:
- //D3D11RenderSystem();
- //~D3D11RenderSystem();
- //const String& getName() const;
- //void startUp_internal();
- //void shutdown();
- //void setStencilCheckEnabled_internal(bool enabled);
- //void setStencilBufferParams_internal(CompareFunction func = CMPF_ALWAYS_PASS,
- // UINT32 refValue = 0, UINT32 mask = 0xFFFFFFFF,
- // StencilOperation stencilFailOp = SOP_KEEP,
- // StencilOperation depthFailOp = SOP_KEEP,
- // StencilOperation passOp = SOP_KEEP,
- // bool twoSidedOperation = false);
- //void createRenderWindow_internal(const String &name, unsigned int width, unsigned int height, bool fullScreen, const NameValuePairList& miscParams, AsyncOp& asyncOp);
- //void destroyRenderTarget_internal(RenderTarget* renderTarget);
- //void setRenderTarget_internal(RenderTarget *target);
- //void bindGpuProgram_internal(GpuProgramHandle prg);
- //void unbindGpuProgram_internal(GpuProgramType gptype);
- //void bindGpuProgramParameters_internal(GpuProgramType gptype, GpuProgramParametersSharedPtr params, UINT16 variabilityMask);
- //void setPointParameters_internal(float size, bool attenuationEnabled, float constant, float linear, float quadratic, float minSize, float maxSize);
- //void setTexture_internal(UINT16 unit, bool enabled, const TexturePtr &texPtr);
- //void setVertexTexture_internal(UINT16 unit, const TexturePtr& tex);
- //void disableTextureUnit_internal(UINT16 texUnit);
- //void setTextureAddressingMode_internal(UINT16 stage, const SamplerState::UVWAddressingMode& uvw);
- //void setTextureBorderColor_internal(UINT16 stage, const Color& colour);
- //void setTextureMipmapBias_internal(UINT16 unit, float bias);
- //void setSceneBlending_internal( SceneBlendFactor sourceFactor, SceneBlendFactor destFactor, SceneBlendOperation op );
- //void setSeparateSceneBlending_internal( SceneBlendFactor sourceFactor, SceneBlendFactor destFactor, SceneBlendFactor sourceFactorAlpha, SceneBlendFactor destFactorAlpha, SceneBlendOperation op, SceneBlendOperation alphaOp );
- //void setAlphaRejectSettings_internal( CompareFunction func, unsigned char value, bool alphaToCoverage );
- //void setViewport_internal(const Viewport& vp);
- //void setCullingMode_internal(CullingMode mode);
- //void setDepthBufferParams_internal( bool depthTest = true, bool depthWrite = true, CompareFunction depthFunction = CMPF_LESS_EQUAL );
- //void setDepthBufferCheckEnabled_internal( bool enabled = true );
- //void setColorBufferWriteEnabled_internal(bool red, bool green, bool blue, bool alpha);
- //void setDepthBufferWriteEnabled_internal(bool enabled = true);
- //void setDepthBufferFunction_internal( CompareFunction func = CMPF_LESS_EQUAL );
- //void setDepthBias_internal(float constantBias, float slopeScaleBias);
- //void setPolygonMode_internal(PolygonMode level);
- //void setTextureFiltering_internal(UINT16 unit, FilterType ftype, FilterOptions filter);
- //void setTextureAnisotropy_internal(UINT16 unit, unsigned int maxAnisotropy);
- //void setVertexDeclaration_internal(VertexDeclarationPtr decl);
- //void setVertexBufferBinding_internal(VertexBufferBinding* binding);
- //void render_internal(const RenderOperation& op);
- //void beginFrame_internal();
- //void endFrame_internal();
- //void setScissorTest_internal(bool enabled, UINT32 left = 0, UINT32 top = 0, UINT32 right = 800, UINT32 bottom = 600);
- //void clearFrameBuffer_internal(unsigned int buffers, const Color& colour = Color::Black, float depth = 1.0f, unsigned short stencil = 0);
- //float getHorizontalTexelOffset();
- //float getVerticalTexelOffset();
- //float getMinimumDepthInputValue();
- //float getMaximumDepthInputValue();
- //VertexElementType getColorVertexElementType() const;
- //void convertProjectionMatrix(const Matrix4& matrix, Matrix4& dest, bool forGpuProgram = false);
- static D3D11Device& getPrimaryDevice();
- protected:
- private:
- };
- }
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