1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
|
/*
* Copyright 2009, Google Inc.
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are
* met:
*
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above
* copyright notice, this list of conditions and the following disclaimer
* in the documentation and/or other materials provided with the
* distribution.
* * Neither the name of Google Inc. nor the names of its
* contributors may be used to endorse or promote products derived from
* this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
* LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
* A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
* OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
* LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
* DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
* THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
// THis file contains the declaration for the Renderer class.
#ifndef O3D_CORE_CROSS_RENDERER_H_
#define O3D_CORE_CROSS_RENDERER_H_
#include <utility>
#include <vector>
#include "core/cross/bitmap.h"
#include "core/cross/buffer.h"
#include "core/cross/callback.h"
#include "core/cross/display_mode.h"
#include "core/cross/display_window.h"
#include "core/cross/draw_element.h"
#include "core/cross/effect.h"
#include "core/cross/lost_resource_callback.h"
#include "core/cross/primitive.h"
#include "core/cross/sampler.h"
#include "core/cross/service_dependency.h"
#include "core/cross/service_implementation.h"
#include "core/cross/shape.h"
#include "core/cross/state.h"
#include "core/cross/texture.h"
#include "core/cross/types.h"
#include "core/cross/vector_map.h"
namespace o3d {
class Material;
class RenderSurface;
class Features;
// The Renderer class provides the abstract interface for the draw calls
// that need to be implemented for each platform. Renderer objects can be
// created independently of the Client object that uses them.
//
// The creation and deletion order of an o3d::Client using a
// o3d::Renderer object should be:
//
// renderer = Renderer::CreateDefaultRenderer(&service_locator_);
//
// // PlatformInit isn't a Renderer API -- You define a function
// // for your platform to return an appropriate display window.
// DisplayWindow* display = PlatformInit();
//
// if (renderer->Init(display, true)) {
// client = new Client();
// client->Init();
//
// ...
//
// delete client; // unbinds renderer from client
// renderer->Destroy(); // deletes graphics contexts
// delete renderer;
// }
class Renderer {
public:
static const InterfaceId kInterfaceId;
// These are in order of best to worst except for UNINITIALIZED which is
// zero on purpose.
//
// Note: Do not change the values of these constants as they can be hard coded
// in javascript. You can update them in o3djs/util.js but if you change them
// you'll potentially break any app that is not using o3djs/util.js.
enum InitStatus {
UNINITIALIZED,
SUCCESS,
OUT_OF_RESOURCES,
GPU_NOT_UP_TO_SPEC,
INITIALIZATION_ERROR,
};
// This is exposed to JavaScript, but as long as users always refer to it
// symbolically, it should be possible to change it without breaking anyone.
// NOTE: windows d3d display modes are internally implemented via adding 1 to
// their normal values of [0, NUM) so as not to collide with this value.
enum DisplayModes {
DISPLAY_MODE_DEFAULT = 0
};
// A StateHandler takes a param and sets or resets a render state.
class StateHandler {
public:
StateHandler() : index_(-1) { }
virtual ~StateHandler() { } // Needed because we are a base class.
// Gets Class of State's Parameter
virtual const ObjectBase::Class* GetClass() const = 0;
// Sets the state to the value of the param.
// Parameters:
// renderer: the renderer
// param: param with state data
virtual void SetState(Renderer* renderer, Param* param) const = 0;
// Returns the index of this state handler.
int index() const {
return index_;
}
// Sets the index of this state handler.
void set_index(int index) {
DLOG_ASSERT(index_ < 0); // Can only be set once.
index_ = index;
}
private:
int index_;
};
virtual ~Renderer();
// Creates a 'default' renderer, choosing the correct implementation type.
static Renderer* CreateDefaultRenderer(ServiceLocator* service_locator);
// Gets whether or not the renderer should attempt to use the software
// renderer.
static bool IsForceSoftwareRenderer();
// Initialises the renderer for use, claiming hardware resources.
InitStatus Init(const DisplayWindow& display, bool off_screen);
// The platform specific part of initalization.
virtual InitStatus InitPlatformSpecific(const DisplayWindow& display,
bool off_screen) = 0;
// Initializes stuff that has to happen after Init
virtual void InitCommon();
// Frees anything related to the client and clears the client.
virtual void UninitCommon();
// Releases all hardware resources. This should be called before destroying
// the window used for rendering. It will be called automatically from the
// destructor.
// Destroy() should be called before Init() is called again.
virtual void Destroy() = 0;
// Prepares the rendering device for subsequent draw calls.
// This is called during a RenderTree and can be called mutliple times
// during a single frame.
// NOTE: See StartRendering!
bool BeginDraw();
// This is called during a RenderTree and can be called mutliple times during
// a single frame. It gives the renderer a chance to flush state before
// returning to JavaScript if JavaScript is calling RenderTree directly.
// NOTE: See StartRendering!
void EndDraw();
// Does any pre-rendering preparation.
// The order of operations is
// StartRendering()
// BeginDraw();
// EndDraw()
// BeginDraw();
// EndDraw()
// BeginDraw();
// EndDraw()
// FinishRendering(); // <- Presents the results.
bool StartRendering();
// Presents the results of the draw calls for this frame.
void FinishRendering();
// Copy the contents of the backbuffer to the window.
void Present();
// Returns whether a render is required.
bool need_to_render() const {
return need_to_render_;
}
// Invalidate the last rendered frame.
void set_need_to_render(bool need_to_render) {
need_to_render_ = need_to_render;
}
// Handles the plugin resize event.
virtual void Resize(int width, int height) = 0;
// Turns fullscreen display on.
// Parameters:
// display: a platform-specific display identifier
// mode_id: a mode returned by GetDisplayModes
// Returns true on success, false on failure.
// TODO(o3d): Make this pure virtual once it's implemented everywhere.
virtual bool GoFullscreen(const DisplayWindow& display,
int mode_id) {
return false;
}
// Cancels fullscreen display. Restores rendering to windowed mode
// with the given width and height.
// Parameters:
// display: a platform-specific display identifier
// width: the width to which to restore windowed rendering
// height: the height to which to restore windowed rendering
// Returns true on success, false on failure.
// TODO(o3d): Make this pure virtual once it's implemented everywhere.
virtual bool CancelFullscreen(const DisplayWindow& display,
int width, int height) {
return false;
}
// Tells whether we're currently displayed fullscreen or not.
virtual bool fullscreen() const { return false; }
// Get a vector of the available fullscreen display modes.
// Clears *modes on error.
// TODO: Make this pure virtual once it's implemented everywhere.
virtual void GetDisplayModes(std::vector<DisplayMode> *modes) {
modes->clear();
}
// Get a single fullscreen display mode by id.
// Returns true on success, false on error.
// TODO: Make this pure virtual once it's implemented everywhere.
virtual bool GetDisplayMode(int id, DisplayMode *mode) {
return false;
}
// Gets the viewport.
void GetViewport(Float4* rectangle, Float2* depth_range);
// Sets the viewport.
// Parameters:
// rectangle: The position and size to set the viewport in
// Float4(left, top, width, height) format. The default values are (0.0,
// 0.0, 1.0, 1.0). In other words, the full area. The viewport provides
// the mapping of the clip space coordinates into normalized screen
// coordinates.
// depth_range:
// The min Z and max Z depth range in Float2(min Z, max Z) format. The
// default values are (0.0, 1.0). The depth range provides the mapping of
// the clip space coordinates into normalized z buffer coordinates.
//
// Note: The rectangle values must describe a rectangle that is 100% inside
// the client area. In other words, (0.5, 0.0, 1.0, 1.0) would describe an
// area that is 1/2 off right side of the screen. That is an invalid value and
// will be clipped to (0.5, 0.0, 0.5, 1.0).
void SetViewport(const Float4& rectangle, const Float2& depth_range);
// Clears the current buffers.
void Clear(const Float4 &color,
bool color_flag,
float depth,
bool depth_flag,
int stencil,
bool stencil_flag);
// Renders this Element using the parameters from override first, followed by
// the draw_element, followed by params on this Primitive and material.
// Parameters:
// element: Element to draw
// draw_element: DrawElement to override params with.
// material: Material to render with.
// override: Override to render with.
void RenderElement(Element* element,
DrawElement* draw_element,
Material* material,
ParamObject* override,
ParamCache* param_cache);
// Pushes rendering states.
void PushRenderStates(State *state);
// Pops rendering states to back to their previous settings.
void PopRenderStates();
// Binds the passed surfaces to the color and depth buffers of the
// renderer.
// Parameters:
// surface: RenderSurface to bind to the color buffer.
// depth_surface: RenderDepthStencilSurface to bind to the depth/stencil
// buffer.
// is_back_buffer: True if the render surface being set should be considered
// the backbuffer.
void SetRenderSurfaces(const RenderSurface* surface,
const RenderDepthStencilSurface* depth_surface,
bool is_back_buffer);
// Gets the current render surfaces.
// Parameters:
// surface: pointer to variable to hold RenderSurface to bind to the color
// buffer.
// depth_surface: pointer to variable to hold RenderDepthStencilSurface to
// bind to the depth/stencil buffer.
// is_back_buffer: pointer to variable to hold whether or not the surface
// returned is the back buffer.
void GetRenderSurfaces(const RenderSurface** surface,
const RenderDepthStencilSurface** depth_surface,
bool* is_back_buffer);
// Creates a StreamBank, returning a platform specific implementation class.
virtual StreamBank::Ref CreateStreamBank() = 0;
// Creates a Primitive, returning a platform specific implementation class.
virtual Primitive::Ref CreatePrimitive() = 0;
// Creates a DrawElement, returning a platform specific implementation
// class.
virtual DrawElement::Ref CreateDrawElement() = 0;
// Creates and returns a platform specific float buffer
virtual VertexBuffer::Ref CreateVertexBuffer() = 0;
// Creates and returns a platform specific integer buffer
virtual IndexBuffer::Ref CreateIndexBuffer() = 0;
// Creates and returns a platform specific effect object
virtual Effect::Ref CreateEffect() = 0;
// Creates and returns a platform specific Sampler object.
virtual Sampler::Ref CreateSampler() = 0;
// Creates and returns a ParamCache object
ParamCache* CreateParamCache();
// Frees a Param Cache.
void FreeParamCache(ParamCache* param_cache);
// Creates and returns a platform specific Texture2D object. It allocates
// the necessary resources to store texture data for the given image size
// and format.
Texture2D::Ref CreateTexture2D(int width,
int height,
Texture::Format format,
int levels,
bool enable_render_surfaces);
// Creates and returns a platform specific TextureCUBE object. It allocates
// the necessary resources to store texture data for the given image size
// and format.
TextureCUBE::Ref CreateTextureCUBE(int edge_length,
Texture::Format format,
int levels,
bool enable_render_surfaces);
// Sets the lost resources callback.
// NOTE: The client takes ownership of the LostResourcesCallback you pass in.
// It will be deleted if you call SetLostResourcesCallback a second time or if
// you call ClearLostResourcesCallback
//
// Parameters:
// callback: LostResourcesCallback to call each frame.
void SetLostResourcesCallback(LostResourcesCallback* callback);
// Clears the lost resources callback
// NOTE: The client takes ownership of the LostResourcesCallback you pass in
// to SetLostResourcesCallback. It will be deleted if you call
// SetLostResourcesCallback a second time or if you call
// ClearLostResourcesCallback.
void ClearLostResourcesCallback();
// Creates and returns a platform-specific RenderDepthStencilSurface object
// for use as a depth-stencil render target.
virtual RenderDepthStencilSurface::Ref CreateDepthStencilSurface(
int width,
int height) = 0;
ServiceLocator* service_locator() const { return service_locator_; }
// Returns the type of Param needed for a particular state.
const ObjectBase::Class* GetStateParamType(const String& state_name) const;
// Whether we are currently rendering (between StartRendering /
// FinishRendering calls).
// NOTE: See StartRendering!
bool rendering() const {
return rendering_;
}
// Whether we are currently drawing (between BeginDraw / EndDraw calls).
// NOTE: See StartRendering!
bool drawing() const {
return drawing_;
}
// Get the client area's width.
int width() const {
return width_;
}
// Get the client area's height.
int height() const {
return height_;
}
// Get the width of the buffer to which the renderer is drawing.
int display_width() const {
return display_width_;
}
// Get the height of the buffer to which the renderer is drawing.
int display_height() const {
return display_height_;
}
// Whether or not the underlying API (D3D or OpenGL) supports
// non-power-of-two textures.
bool supports_npot() const {
return supports_npot_;
}
// Gets the number of times we've rendered a frame.
int render_frame_count() const {
return render_frame_count_;
}
int transforms_processed() const {
return transforms_processed_;
}
int transforms_culled() const {
return transforms_culled_;
}
int draw_elements_processed() const {
return draw_elements_processed_;
}
int draw_elements_culled() const {
return draw_elements_culled_;
}
int draw_elements_rendered() const {
return draw_elements_rendered_;
}
int primitives_rendered() const {
return primitives_rendered_;
}
void IncrementTransformsProcessed() {
++transforms_processed_;
}
void IncrementTransformsCulled() {
++transforms_culled_;
}
void IncrementDrawElementsProcessed() {
++draw_elements_processed_;
}
void IncrementDrawElementsCulled() {
++draw_elements_culled_;
}
void IncrementDrawElementsRendered() {
++draw_elements_rendered_;
}
void AddPrimitivesRendered(int amount_to_add) {
primitives_rendered_ += amount_to_add;
}
Sampler* error_sampler() const {
return error_sampler_.Get();
}
Texture* error_texture() const {
return error_texture_.Get();
}
Texture* fallback_error_texture() const {
return fallback_error_texture_.Get();
}
ParamSampler* error_param_sampler() const {
return error_param_sampler_.Get();
}
// Sets the texture use when a texture is missing. May be NULL.
void SetErrorTexture(Texture* texture);
// Determine if the Texture argument is safe to use in an effect.
// If a RenderSurface contained within the texture is currently bound to the
// renderer, then it is not safe to bind the texture.
bool SafeToBindTexture(Texture* texture) const;
// When rendering only part of the view because of scrolling or the window
// being smaller than the client size, etc, this lets us adjust the origin of
// the top left of the drawing within our area, effectively allowing us to
// scroll within that area. Vars dest_x_offset_ and dest_y_offset_ will be 0
// in the unclipped case, positive numbers if we are clipping the left or the
// top respectively. Only currently used on Mac, only currently respected by
// the GL renderer.
void SetClientOriginOffset(int x, int y) {
dest_x_offset_ = x;
dest_y_offset_ = y;
}
// Returns a platform specific 4 element swizzle table for RGBA UByteN fields.
// The should contain the index of R, G, B, and A in that order for the
// current platform.
virtual const int* GetRGBAUByteNSwizzleTable() = 0;
// Used only for unit testing purposes. Should not be used elsewhere.
void set_rendering(bool rendering) {
rendering_ = rendering;
}
// Used only by the ColorWriteEnable state handlers. Should not be used
// elsewhere.
// Sets the write mask. This must be called by platform specific renderers
// when the color write mask is changed.
void SetWriteMask(int mask) {
write_mask_ = mask & 0xF;
}
// Indicates whether this Renderer has yet presented to the screen.
bool presented_once() {
return presented_once_;
}
protected:
typedef vector_map<String, StateHandler*> StateHandlerMap;
typedef std::vector<ParamVector> ParamVectorArray;
typedef std::vector<State*> StateArray;
// Make the constructor protected so that users can only create one
// using the CreateDefaultRenderer factory method.
explicit Renderer(ServiceLocator* service_locator);
// Sets whether or not the renderer supports non-power of 2 textures.
void SetSupportsNPOT(bool supports_npot);
// Adds a state handler to the state handler map
// Parameters:
// state_name: Name of the state.
// state_handler: a concrete state handler.
void AddStateHandler(const String& state_name, StateHandler* state_handler);
// Gets a state handler based on a Param
// Parameters:
// param: Param who's name matches a state.
// Returns:
// StateHandler of matching state.
const StateHandler* GetStateHandler(Param* param) const;
// Resets all states to their defaults.
void SetInitialStates();
// Returns true if the renderer is presently drawing to a RenderSurface,
// false if the renderer is drawing to the client area.
bool RenderSurfaceActive() const {
return current_render_surface_ != NULL;
}
// Sets rendering to the back buffer.
virtual void SetBackBufferPlatformSpecific() = 0;
// Sets the render surfaces on a specific platform.
virtual void SetRenderSurfacesPlatformSpecific(
const RenderSurface* surface,
const RenderDepthStencilSurface* depth_surface) = 0;
// Creates a platform specific ParamCache.
virtual ParamCache* CreatePlatformSpecificParamCache() = 0;
// Platform specific version of CreateTexture2D
virtual Texture2D::Ref CreatePlatformSpecificTexture2D(
int width,
int height,
Texture::Format format,
int levels,
bool enable_render_surfaces) = 0;
// Platform specific version of CreateTextureCUBE.
virtual TextureCUBE::Ref CreatePlatformSpecificTextureCUBE(
int edge_length,
Texture::Format format,
int levels,
bool enable_render_surfaces) = 0;
// The platform specific part of BeginDraw.
virtual bool PlatformSpecificBeginDraw() = 0;
// The platform specific part of EndDraw.
virtual void PlatformSpecificEndDraw() = 0;
// The platform specific part of StartRendering.
virtual bool PlatformSpecificStartRendering() = 0;
// The platform specific part of EndRendering.
virtual void PlatformSpecificFinishRendering() = 0;
// The platform specific part of Present.
virtual void PlatformSpecificPresent() = 0;
// The platform specific part of Clear.
virtual void PlatformSpecificClear(const Float4 &color,
bool color_flag,
float depth,
bool depth_flag,
int stencil,
bool stencil_flag) = 0;
// Applies states that have been modified (marked dirty).
virtual void ApplyDirtyStates() = 0;
// Sets the viewport. This is the platform specific version.
virtual void SetViewportInPixels(int left,
int top,
int width,
int height,
float min_z,
float max_z) = 0;
// Sets the client's size. Derived classes must call this on Init and Resize.
void SetClientSize(int width, int height);
// Calls any registered lost resources callback.
void CallLostResourcesCallback() const {
lost_resources_callback_manager_.Run();
}
int dest_x_offset() const {
return dest_x_offset_;
}
int dest_y_offset() const {
return dest_y_offset_;
}
Features* features() const {
return features_.Get();
}
private:
// Adds the default states to their respective stacks.
void AddDefaultStates();
// Removes the default states from their respective stacks.
void RemoveDefaultStates();
// Clears the backbuffer.
void ClearBackBuffer();
// Clears the backbuffer if it has not been cleared.
void ClearBackBufferIfNotCleared() {
if (!back_buffer_cleared_ && current_render_surface_is_back_buffer_) {
ClearBackBuffer();
}
}
ServiceLocator* service_locator_;
ServiceImplementation<Renderer> service_;
ServiceDependency<Features> features_;
// The current render surfaces. NULL = no surface.
const RenderSurface* current_render_surface_;
const RenderDepthStencilSurface* current_depth_surface_;
bool current_render_surface_is_back_buffer_;
Sampler::Ref error_sampler_; // sampler used when one is missing.
Texture::Ref error_texture_; // texture used when one is missing.
Texture::Ref fallback_error_texture_; // texture used when error_texture is
// null.
ParamObject::Ref error_object_; // holds params used for missing textures.
ParamSampler::Ref error_param_sampler_; // A Param for the error sampler.
// Map of State Handlers.
StateHandlerMap state_handler_map_;
// Stack of state params
ParamVectorArray state_param_stacks_;
// Stack of state objects.
StateArray state_stack_;
// State object holding the default state settings.
State::Ref default_state_;
// A State object holding the settings required to be able to clear the
// back buffer.
State::Ref clear_back_buffer_state_;
// Lost Resources Callbacks.
LostResourcesCallbackManager lost_resources_callback_manager_;
// Current viewport setting.
Float4 viewport_;
// Current depth range.
Float2 depth_range_;
// Current write mask.
int write_mask_;
int render_frame_count_; // count of times we've rendered frame.
int transforms_processed_; // count of transforms processed this frame.
int transforms_culled_; // count of transforms culled this frame.
int draw_elements_processed_; // count of draw elements processed this frame.
int draw_elements_culled_; // count of draw elements culled this frame.
int draw_elements_rendered_; // count of draw elements culled this frame.
int primitives_rendered_; // count of primitives (tris, lines)
// rendered this frame.
// The depth of times we've called StartRendering/FinishRenderering.
int start_depth_;
// Whether we need to clear the entire client area next render.
bool clear_client_;
// Whether a render is required.
bool need_to_render_;
// Whether we are currently rendering (between StartRendering /
// FinishRendering calls)
bool rendering_;
// Whether or not we are drawing (between BeingDraw/EndDraw calls)
bool drawing_;
int width_; // width of the client area in pixels
int height_; // height of the client area in pixels
int display_width_; // width of the thing we are rendering to.
int display_height_; // height of the thing we are rendering to.
// X and Y offsets for destination rectangle.
int dest_x_offset_;
int dest_y_offset_;
// Whether or not the underlying API supports non-power-of-two textures.
bool supports_npot_;
// Whether the backbuffer has been cleared this frame.
bool back_buffer_cleared_;
// Whether we have ever completed a call to Present().
bool presented_once_;
DISALLOW_COPY_AND_ASSIGN(Renderer);
};
} // namespace o3d
#endif // O3D_CORE_CROSS_RENDERER_H_
|