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
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#include <kiwano/core/Component.h>
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#include <kiwano/renderer/win32/FontCollectionLoader.h>
#include <kiwano/renderer/RenderTarget.h>
#include <kiwano/renderer/GifImage.h>
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#include <kiwano/renderer/Font.h>
#include <kiwano/renderer/TextStyle.hpp>
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#if defined(KGE_USE_DIRECTX10)
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# include "win32/D3D10DeviceResources.h"
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#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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/**
* \~chinese
* \defgroup Render <EFBFBD><EFBFBD>Ⱦ<EFBFBD><EFBFBD><EFBFBD><EFBFBD>
*/
/**
* \addtogroup Render
* @{
*/
/**
* \~chinese
* @brief <EFBFBD><EFBFBD>Ⱦ<EFBFBD><EFBFBD><EFBFBD><EFBFBD>
*/
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struct RenderConfig
{
Color clear_color; ///< <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ɫ
bool vsync; ///< <20><>ֱͬ<D6B1><CDAC>
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RenderConfig(
Color clear_color = Color::Black,
bool vsync = true
);
};
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/**
* \~chinese
* @brief <EFBFBD><EFBFBD>Ⱦ<EFBFBD><EFBFBD>
*/
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class KGE_API Renderer
: public Singleton<Renderer>
, public RenderComponent
, public EventComponent
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, public RenderTarget
{
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friend Singleton<Renderer>;
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public:
/// \~chinese
/// @brief <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ɫ
Color const& GetClearColor() const;
/// \~chinese
/// @brief <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ɫ
void SetClearColor(Color const& clear_color);
/// \~chinese
/// @brief <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>رմ<D8B1>ֱͬ<D6B1><CDAC>
void SetVSyncEnabled(bool enabled);
/// \~chinese
/// @brief <20><><EFBFBD><EFBFBD>DPI
void SetDpi(float dpi);
/// \~chinese
/// @brief <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
/// @param[out] texture <20><><EFBFBD><EFBFBD>
/// @param[in] file_path ͼƬ·<C6AC><C2B7>
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void CreateTexture(
Texture& texture,
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String const& file_path
);
/// \~chinese
/// @brief <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
/// @param[out] texture <20><><EFBFBD><EFBFBD>
/// @param[in] resource ͼƬ<CDBC><C6AC>Դ
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void CreateTexture(
Texture& texture,
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Resource const& resource
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);
/// \~chinese
/// @brief <20><><EFBFBD><EFBFBD>GIFͼ<46><CDBC>
/// @param[out] gif GIFͼ<46><CDBC>
/// @param[in] file_path ͼƬ·<C6AC><C2B7>
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void CreateGifImage(
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GifImage& gif,
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String const& file_path
);
/// \~chinese
/// @brief <20><><EFBFBD><EFBFBD>GIFͼ<46><CDBC>
/// @param[out] gif GIFͼ<46><CDBC>
/// @param[in] resource ͼƬ<CDBC><C6AC>Դ
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void CreateGifImage(
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GifImage& gif,
Resource const& resource
);
/// \~chinese
/// @brief <20><><EFBFBD><EFBFBD>GIFͼ<46><CDBC>֡
/// @param[out] frame GIFͼ<46><CDBC>֡
/// @param[in] gif GIFͼ<46><CDBC>
/// @param[in] frame_index ֡<>±<EFBFBD>
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void CreateGifImageFrame(
GifImage::Frame& frame,
GifImage const& gif,
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size_t frame_index
);
/// \~chinese
/// @brief <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
/// @param[out] font <20><><EFBFBD><EFBFBD>
/// @param[in] file_paths <20><><EFBFBD><EFBFBD><EFBFBD>ļ<EFBFBD>·<EFBFBD><C2B7>
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void CreateFontCollection(
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Font& font,
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Vector<String> const& file_paths
);
/// \~chinese
/// @brief <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
/// @param[out] font <20><><EFBFBD><EFBFBD>
/// @param[in] res_arr <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Դ
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void CreateFontCollection(
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Font& font,
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Vector<Resource> const& res_arr
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);
/// \~chinese
/// @brief <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ָ<EFBFBD>ʽ
/// @param[out] layout <20><><EFBFBD><EFBFBD><E5B2BC>
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void CreateTextFormat(
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TextLayout& layout
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);
/// \~chinese
/// @brief <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ֲ<EFBFBD><D6B2><EFBFBD>
/// @param[out] layout <20><><EFBFBD><EFBFBD><E5B2BC>
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void CreateTextLayout(
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TextLayout& layout
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);
/// \~chinese
/// @brief <20><><EFBFBD><EFBFBD><EFBFBD>߶<EFBFBD><DFB6><EFBFBD>״
/// @param[out] geo <20><>״
/// @param[in] begin_pos <20>߶<EFBFBD><DFB6><EFBFBD><EFBFBD><EFBFBD>
/// @param[in] end_pos <20>߶<EFBFBD><DFB6>յ<EFBFBD>
void CreateLineGeometry(
Geometry& geo,
Point const& begin_pos,
Point const& end_pos
);
/// \~chinese
/// @brief <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>״
/// @param[out] geo <20><>״
/// @param[in] rect <20><><EFBFBD>δ<EFBFBD>С
void CreateRectGeometry(
Geometry& geo,
Rect const& rect
);
/// \~chinese
/// @brief <20><><EFBFBD><EFBFBD>Բ<EFBFBD>Ǿ<EFBFBD><C7BE><EFBFBD><EFBFBD><EFBFBD>״
/// @param[out] geo <20><>״
/// @param[in] rect <20><><EFBFBD>δ<EFBFBD>С
/// @param[in] radius Բ<>ǰ뾶
void CreateRoundedRectGeometry(
Geometry& geo,
Rect const& rect,
Vec2 const& radius
);
/// \~chinese
/// @brief <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Բ<EFBFBD><D4B2>״
/// @param[out] geo <20><>״
/// @param[in] center <20><>ԲԲ<D4B2><D4B2>
/// @param[in] radius <20><>Բ<EFBFBD>
void CreateEllipseGeometry(
Geometry& geo,
Point const& center,
Vec2 const& radius
);
/// \~chinese
/// @brief <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ͼ<EFBFBD><CDBC><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
/// @param[out] sink <20><>״<EFBFBD><D7B4><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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void CreateGeometrySink(
GeometrySink& sink
);
/// \~chinese
/// @brief <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ȾĿ<C8BE><C4BF>
/// @param[out] render_target <20><>ȾĿ<C8BE><C4BF>
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void CreateTextureRenderTarget(
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TextureRenderTargetPtr& render_target
);
/// \~chinese
/// @brief <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ɫ<EFBFBD><C9AB>ˢ
/// @param[out] brush <20><>ˢ
/// @param[in] color <20><>ɫ
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void CreateSolidBrush(
Brush& brush,
Color const& color
);
/// \~chinese
/// @brief <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Խ<EFBFBD><D4BD>仭ˢ
/// @param[out] brush <20><>ˢ
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/// @param[in] style <20><><EFBFBD>Խ<EFBFBD><D4BD><EFBFBD><EFBFBD><EFBFBD>ʽ
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void CreateLinearGradientBrush(
Brush& brush,
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LinearGradientStyle const& style
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);
/// \~chinese
/// @brief <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>򽥱仭ˢ
/// @param[out] brush <20><>ˢ
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/// @param[in] style <20><><EFBFBD>򽥱<EFBFBD><F2BDA5B1><EFBFBD>ʽ
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void CreateRadialGradientBrush(
Brush& brush,
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RadialGradientStyle const& style
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);
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/// \~chinese
/// @brief <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʽ
/// @param[out] stroke_style <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʽ
/// @param[in] cap <20>߶ζ˵<CEB6><CBB5><EFBFBD>ʽ
/// @param[in] line_join <20>߶<EFBFBD><DFB6><EFBFBD><E0BDBB>ʽ
/// @param[in] dash_array <20><><EFBFBD>߳<EFBFBD><DFB3><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>϶<EFBFBD><CFB6><EFBFBD><EFBFBD>
/// @param[in] dash_size <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>С
/// @param[in] dash_offset <20><><EFBFBD><EFBFBD>ƫ<EFBFBD><C6AB><EFBFBD><EFBFBD>
void CreateStrokeStyle(
StrokeStyle& stroke_style,
CapStyle cap,
LineJoinStyle line_join,
const float* dash_array,
size_t dash_size,
float dash_offset
);
public:
/// \~chinese
/// @brief <20><>ȡĿ<C8A1><EFBFBD><EAB4B0>
HWND GetTargetWindow() const;
/// \~chinese
/// @brief <20><>ȡ<EFBFBD><C8A1>Ⱦ<EFBFBD><C8BE><EFBFBD><EFBFBD><EFBFBD><EFBFBD>С
Size const& GetOutputSize() const;
/// \~chinese
/// @brief <20><>ȡDirect2D<32><EFBFBD><E8B1B8>Դ
ID2DDeviceResources* GetD2DDeviceResources();
/// \~chinese
/// @brief <20><>ȡDirect3D<33><EFBFBD><E8B1B8>Դ
ID3DDeviceResources* GetD3DDeviceResources();
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public:
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void Init(RenderConfig const& config);
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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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private:
Renderer();
~Renderer();
HRESULT HandleDeviceLost();
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void ResizeTarget(uint32_t width, uint32_t height);
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private:
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bool vsync_;
HWND hwnd_;
Color clear_color_;
Size output_size_;
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_;
};
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/** @} */
inline HWND Renderer::GetTargetWindow() const { return hwnd_; }
inline Size const& Renderer::GetOutputSize() const { return output_size_; }
inline Color const& Renderer::GetClearColor() const { return clear_color_; }
inline ID2DDeviceResources* Renderer::GetD2DDeviceResources() { KGE_ASSERT(d2d_res_); return d2d_res_.get(); }
inline ID3DDeviceResources* Renderer::GetD3DDeviceResources() { KGE_ASSERT(d3d_res_); return d3d_res_.get(); }
}