Magic_Game/src/kiwano/renderer/Renderer.h

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// Copyright (c) 2016-2018 Kiwano - Nomango
//
// 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.
#pragma once
#include "../base/Component.h"
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#include "win32/FontCollectionLoader.h"
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#include "RenderTarget.h"
#include "GifImage.h"
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#if defined(KGE_USE_DIRECTX10)
# include "D3D10DeviceResources.h"
#else
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# include "win32/D3D11DeviceResources.h"
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#endif
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namespace kiwano
{
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#if defined(KGE_USE_DIRECTX10)
typedef ID3D10DeviceResources ID3DDeviceResources;
#else
typedef ID3D11DeviceResources ID3DDeviceResources;
#endif
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// <20>ֱ<EFBFBD><D6B1><EFBFBD>ģʽ
// <20>ֱ<EFBFBD><D6B1><EFBFBD>ģʽ<C4A3><CABD><EFBFBD><EFBFBD><EFBFBD>˽<EFBFBD><CBBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ⱦ<EFBFBD><C8BE><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ϵķ<CFB5>ʽ
// Fixed (<28>̶<EFBFBD>): <20>ֱ<EFBFBD><D6B1>ʲ<EFBFBD><CAB2><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ı<EFBFBD>, <20>һ<EFBFBD><D2BB><EFBFBD>ʼ<EFBFBD><CABC><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>߽<EFBFBD><DFBD><EFBFBD><EFBFBD>루Ĭ<EBA3A8>ϣ<EFBFBD>
// Center (<28><><EFBFBD><EFBFBD>): <20>ֱ<EFBFBD><D6B1>ʲ<EFBFBD><CAB2><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ı<EFBFBD>, <20>һ<EFBFBD><D2BB><EFBFBD>ʼ<EFBFBD><CABC><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ͼ<EFBFBD><CFBE><EFBFBD>
// Stretch (<28><><EFBFBD><EFBFBD>): <20>ֱ<EFBFBD><D6B1><EFBFBD>ʼ<EFBFBD><CABC><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ȱ<EFBFBD><C8B1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
// Adaptive (<28><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ӧ): <20>ֱ<EFBFBD><D6B1><EFBFBD>ʼ<EFBFBD>ձ<EFBFBD><D5B1>ֿ<EFBFBD><D6BF>߱<EFBFBD>, <20>Ҿ<EFBFBD><D2BE><EFBFBD><EFBFBD>ܵ<EFBFBD><DCB5><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>, <20><><EFBFBD>ܻ<EFBFBD><DCBB><EFBFBD><EFBFBD>ֺ<EFBFBD>ɫ<EFBFBD>߽<EFBFBD>
enum class ResolutionMode
{
Fixed, /* <20>̶<EFBFBD> */
Center, /* <20><><EFBFBD><EFBFBD> */
Stretch, /* <20><><EFBFBD><EFBFBD> */
Adaptive, /* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ӧ */
};
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class KGE_API Renderer
: public Singleton<Renderer>
, public Component
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, public RenderTarget
{
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KGE_DECLARE_SINGLETON(Renderer);
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public:
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ɫ
void SetClearColor(
Color const& clear_color
);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>رմ<D8B1>ֱͬ<D6B1><CDAC>
void SetVSyncEnabled(
bool enabled
);
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// <20><><EFBFBD>û<EFBFBD><C3BB><EFBFBD><EFBFBD>ֱ<EFBFBD><D6B1><EFBFBD>
void SetResolution(
Size const& resolution
);
// <20><><EFBFBD>÷ֱ<C3B7><D6B1><EFBFBD>ģʽ
void SetResolutionMode(
ResolutionMode mode
);
public:
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void CreateTexture(
Texture& texture,
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String const& file_path
);
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void CreateTexture(
Texture& texture,
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Resource const& res
);
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void CreateGifImage(
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GifImage& texture,
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String const& file_path
);
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void CreateGifImage(
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GifImage& texture,
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Resource const& res
);
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void CreateFontCollection(
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FontCollection& collection,
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Vector<String> const& file_paths
);
void CreateFontCollection(
FontCollection& collection,
Vector<Resource> const& res_arr
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);
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void CreateTextFormat(
TextFormat& format,
Font const& font
);
void CreateTextLayout(
TextLayout& layout,
String const& text,
TextStyle const& style,
TextFormat const& format
);
void CreateLineGeometry(
Geometry& geo,
Point const& begin_pos,
Point const& end_pos
);
void CreateRectGeometry(
Geometry& geo,
Rect const& rect
);
void CreateRoundedRectGeometry(
Geometry& geo,
Rect const& rect,
Vec2 const& radius
);
void CreateEllipseGeometry(
Geometry& geo,
Point const& center,
Vec2 const& radius
);
void CreatePathGeometrySink(
GeometrySink& sink
);
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void CreateTextureRenderTarget(
TextureRenderTarget& render_target
);
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public:
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void SetupComponent() override;
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void DestroyComponent() override;
void BeforeRender() override;
void AfterRender() override;
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void HandleMessage(HWND hwnd, UInt32 msg, WPARAM wparam, LPARAM lparam) override;
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public:
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inline HWND GetTargetWindow() const { return hwnd_; }
inline Size const& GetOutputSize() const { return output_size_; }
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inline Size const& GetResolution() const { return resolution_; }
inline Color const& GetClearColor() const { return clear_color_; }
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inline ID2DDeviceResources* GetD2DDeviceResources() const { KGE_ASSERT(d2d_res_); return d2d_res_.get(); }
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inline ID3DDeviceResources* GetD3DDeviceResources() const { KGE_ASSERT(d3d_res_); return d3d_res_.get(); }
private:
Renderer();
~Renderer();
HRESULT CreateDeviceResources();
HRESULT HandleDeviceLost();
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void ResizeTarget(UInt32 width, UInt32 height);
void UpdateResolution();
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private:
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bool vsync_;
HWND hwnd_;
Color clear_color_;
Size output_size_;
Size resolution_;
ResolutionMode resolution_mode_;
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ComPtr<ID2DDeviceResources> d2d_res_;
ComPtr<ID3DDeviceResources> d3d_res_;
ComPtr<ID2D1DrawingStateBlock> drawing_state_block_;
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ComPtr<IFontCollectionLoader> font_collection_loader_;
ComPtr<IResourceFontFileLoader> res_font_file_loader_;
ComPtr<IResourceFontCollectionLoader> res_font_collection_loader_;
};
}