171 lines
3.6 KiB
C++
171 lines
3.6 KiB
C++
#include "..\ebase.h"
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#include "..\emanagers.h"
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static ID2D1Factory * s_pDirect2dFactory = nullptr;
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static ID2D1HwndRenderTarget * s_pRenderTarget = nullptr;
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static ID2D1SolidColorBrush * s_pSolidBrush = nullptr;
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static IWICImagingFactory * s_pIWICFactory = nullptr;
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static IDWriteFactory * s_pDWriteFactory = nullptr;
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static D2D1_COLOR_F s_nClearColor = D2D1::ColorF(D2D1::ColorF::Black);
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bool e2d::Renderer::__createDeviceIndependentResources()
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{
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// 创建设备无关资源,它们的生命周期和程序的时长相同
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HRESULT hr = D2D1CreateFactory(
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D2D1_FACTORY_TYPE_SINGLE_THREADED,
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&s_pDirect2dFactory
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);
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ASSERT(SUCCEEDED(hr), "Create ID2D1Factory Failed!");
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if (SUCCEEDED(hr))
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{
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// 创建 WIC 绘图工厂,用于统一处理各种格式的图片
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hr = CoCreateInstance(
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CLSID_WICImagingFactory,
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NULL,
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CLSCTX_INPROC_SERVER,
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IID_IWICImagingFactory,
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reinterpret_cast<void**>(&s_pIWICFactory)
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);
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ASSERT(SUCCEEDED(hr), "Create IWICImagingFactory Failed!");
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}
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if (SUCCEEDED(hr))
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{
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// 创建 DirectWrite 工厂
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hr = DWriteCreateFactory(
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DWRITE_FACTORY_TYPE_SHARED,
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__uuidof(IDWriteFactory),
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reinterpret_cast<IUnknown**>(&s_pDWriteFactory)
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);
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ASSERT(SUCCEEDED(hr), "Create IDWriteFactory Failed!");
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}
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return SUCCEEDED(hr);
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}
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bool e2d::Renderer::__createDeviceResources()
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{
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HRESULT hr = S_OK;
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if (!s_pRenderTarget)
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{
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HWND hWnd = Window::getHWnd();
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// 创建设备相关资源。这些资源应在 Direct3D 设备消失时重建,
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// 比如当 isVisiable 被修改,等等
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RECT rc;
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GetClientRect(hWnd, &rc);
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D2D1_SIZE_U size = D2D1::SizeU(
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rc.right - rc.left,
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rc.bottom - rc.top
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);
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// 创建一个 Direct2D 渲染目标
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hr = s_pDirect2dFactory->CreateHwndRenderTarget(
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D2D1::RenderTargetProperties(),
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D2D1::HwndRenderTargetProperties(
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hWnd,
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size),
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&s_pRenderTarget
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);
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ASSERT(SUCCEEDED(hr), "Create ID2D1HwndRenderTarget Failed!");
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if (SUCCEEDED(hr))
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{
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// 创建画刷
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hr = s_pRenderTarget->CreateSolidColorBrush(
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D2D1::ColorF(D2D1::ColorF::White),
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&s_pSolidBrush
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);
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ASSERT(SUCCEEDED(hr), "Create ID2D1SolidColorBrush Failed!");
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}
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}
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return SUCCEEDED(hr);
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}
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void e2d::Renderer::__discardDeviceResources()
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{
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SafeReleaseInterface(&s_pRenderTarget);
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SafeReleaseInterface(&s_pSolidBrush);
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}
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void e2d::Renderer::__discardResources()
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{
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SafeReleaseInterface(&s_pDirect2dFactory);
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SafeReleaseInterface(&s_pRenderTarget);
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SafeReleaseInterface(&s_pSolidBrush);
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SafeReleaseInterface(&s_pIWICFactory);
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SafeReleaseInterface(&s_pDWriteFactory);
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}
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void e2d::Renderer::__render()
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{
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HRESULT hr = S_OK;
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// 创建设备相关资源
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Renderer::__createDeviceResources();
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// 开始渲染
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s_pRenderTarget->BeginDraw();
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// 使用背景色清空屏幕
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s_pRenderTarget->Clear(s_nClearColor);
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// 渲染场景
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SceneManager::__render();
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// 终止渲染
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hr = s_pRenderTarget->EndDraw();
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if (hr == D2DERR_RECREATE_TARGET)
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{
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// 如果 Direct3D 设备在执行过程中消失,将丢弃当前的设备相关资源
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// 并在下一次调用时重建资源
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hr = S_OK;
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Renderer::__discardDeviceResources();
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}
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if (FAILED(hr))
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{
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// 渲染时产生了未知的错误,退出游戏
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ASSERT(false, L"Renderer error: %#X!", hr);
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Game::quit();
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}
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}
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void e2d::Renderer::setBackgroundColor(UINT32 color)
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{
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s_nClearColor = D2D1::ColorF(color);
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}
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ID2D1Factory * e2d::Renderer::getID2D1Factory()
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{
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return s_pDirect2dFactory;
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}
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ID2D1HwndRenderTarget * e2d::Renderer::getRenderTarget()
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{
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return s_pRenderTarget;
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}
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ID2D1SolidColorBrush * e2d::Renderer::getSolidColorBrush()
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{
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return s_pSolidBrush;
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}
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IWICImagingFactory * e2d::Renderer::getIWICImagingFactory()
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{
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return s_pIWICFactory;
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}
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IDWriteFactory * e2d::Renderer::getIDWriteFactory()
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{
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return s_pDWriteFactory;
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}
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