OGRE 14.3
Object-Oriented Graphics Rendering Engine
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Implementation of DirectX11 as a rendering system. More...
#include <OgreD3D11RenderSystem.h>
Public Member Functions | |
D3D11RenderSystem () | |
~D3D11RenderSystem () | |
DepthBuffer * | _addManualDepthBuffer (ID3D11DepthStencilView *depthSurface, uint32 width, uint32 height, uint32 fsaa, uint32 fsaaQuality) |
This function is meant to add Depth Buffers to the pool that aren't released when the DepthBuffer is deleted. | |
void | _convertProjectionMatrix (const Matrix4 &matrix, Matrix4 &dest, bool forGpuProgram=false) |
Converts a uniform projection matrix to suitable for this render system. | |
virtual DepthBuffer * | _createDepthBufferFor (RenderTarget *renderTarget) |
Creates a DepthBuffer that can be attached to the specified RenderTarget. | |
RenderWindow * | _createRenderWindow (const String &name, unsigned int width, unsigned int height, bool fullScreen, const NameValuePairList *miscParams=0) |
Creates a new rendering window. | |
void | _dispatchCompute (const Vector3i &workgroupDim) |
void | _endFrame (void) |
Ends rendering of a frame to the current viewport. | |
D3D11Device & | _getDevice () |
D3D_FEATURE_LEVEL | _getFeatureLevel () const |
void | _initialise () override |
Start up the renderer using the settings selected (Or the defaults if none have been selected). | |
void | _removeManualDepthBuffer (DepthBuffer *depthBuffer) |
Reverts _addManualDepthBuffer actions. | |
void | _render (const RenderOperation &op) |
Render something to the active viewport. | |
void | _setAlphaRejectSettings (CompareFunction func, unsigned char value, bool alphaToCoverage) |
Sets the global alpha rejection approach for future renders. | |
void | _setCullingMode (CullingMode mode) |
Sets the culling mode for the render system based on the 'vertex winding'. | |
void | _setDepthBias (float constantBias, float slopeScaleBias) |
Sets the depth bias, NB you should use the Material version of this. | |
void | _setDepthBufferParams (bool depthTest=true, bool depthWrite=true, CompareFunction depthFunction=CMPF_LESS_EQUAL) |
Sets the mode of operation for depth buffer tests from this point onwards. | |
void | _setDepthClamp (bool enable) |
Clamp depth values to near and far plane rather than discarding. | |
void | _setPolygonMode (PolygonMode level) |
Sets how to rasterise triangles, as points, wireframe or solid polys. | |
void | _setRenderTarget (RenderTarget *target) |
Set current render target to target, enabling its GL context if needed. | |
void | _setSampler (size_t unit, Sampler &sampler) |
set the sampler settings for the given texture unit | |
void | _setTexture (size_t unit, bool enabled, const TexturePtr &texPtr) |
Sets the texture to bind to a given texture unit. | |
void | _setViewport (Viewport *vp) |
Sets the provided viewport as the active one for future rendering operations. | |
virtual void | _swapAllRenderTargetBuffers () |
Internal method for swapping all the buffers on all render targets, if _updateAllRenderTargets was called with a 'false' parameter. | |
virtual void | _updateAllRenderTargets (bool swapBuffers=true) |
Internal method for updating all render targets attached to this rendering system. | |
void | addToSwitchingFullscreenCounter () |
virtual void | beginProfileEvent (const String &eventName) |
This marks the beginning of an event for GPU profiling. | |
void | bindGpuProgram (GpuProgram *prg) |
Binds a given GpuProgram (but not the parameters). | |
void | bindGpuProgramParameters (GpuProgramType gptype, const GpuProgramParametersPtr ¶ms, uint16 mask) |
Bind Gpu program parameters. | |
void | clearFrameBuffer (unsigned int buffers, const ColourValue &colour=ColourValue::Black, float depth=1.0f, unsigned short stencil=0) |
HardwareOcclusionQuery * | createHardwareOcclusionQuery (void) |
Create an object for performing hardware occlusion queries. | |
virtual MultiRenderTarget * | createMultiRenderTarget (const String &name) |
Create a MultiRenderTarget, which is a render target that renders to multiple RenderTextures at once. | |
void | destroyRenderTarget (const String &name) |
Destroys a render target of any sort. | |
virtual RenderTarget * | detachRenderTarget (const String &name) |
Detaches the render target with the passed name from the render system and returns a pointer to it. | |
void | determineFSAASettings (uint fsaa, const String &fsaaHint, DXGI_FORMAT format, DXGI_SAMPLE_DESC *outFSAASettings) |
virtual void | endProfileEvent (void) |
Ends the currently active GPU profiling event. | |
void | fireDeviceEvent (D3D11Device *device, const String &name, D3D11RenderWindowBase *sendingWindow=NULL) |
void | getCustomAttribute (const String &name, void *pData) |
Gets a custom (maybe platform-specific) attribute. | |
Real | getMaximumDepthInputValue (void) |
Gets the maximum (farthest) depth value to be used when rendering using identity transforms. | |
Real | getMinimumDepthInputValue (void) |
Gets the minimum (closest) depth value to be used when rendering using identity transforms. | |
const String & | getName (void) const |
Returns the name of the rendering system. | |
int | getSwitchingFullscreenCounter () const |
void | handleDeviceLost () |
virtual void | initConfigOptions (void) |
void | initRenderSystem () |
virtual void | markProfileEvent (const String &eventName) |
Marks an instantaneous event for graphics profilers. | |
void | setColourBlendState (const ColourBlendState &state) |
Sets the global blending factors for combining subsequent renders with the existing frame contents. | |
void | setConfigOption (const String &name, const String &value) |
Specific options: | |
virtual bool | setDrawBuffer (ColourBufferType colourBuffer) |
Sets the colour buffer that the render system will to draw. | |
void | setScissorTest (bool enabled, const Rect &rect=Rect()) |
Sets the 'scissor region' i.e. | |
void | setStencilState (const StencilState &state) override |
This method allows you to set all the stencil buffer parameters in one call. | |
void | setSubroutine (GpuProgramType gptype, const String &slotName, const String &subroutineName) |
void | setSubroutine (GpuProgramType gptype, unsigned int slotIndex, const String &subroutineName) |
void | setVertexBufferBinding (VertexBufferBinding *binding) |
void | setVertexDeclaration (VertexDeclaration *decl) |
void | setVertexDeclaration (VertexDeclaration *decl, VertexBufferBinding *binding) |
void | shutdown () |
Shutdown the renderer and cleanup resources. | |
void | unbindGpuProgram (GpuProgramType gptype) |
Unbinds GpuPrograms of a given GpuProgramType. | |
String | validateConfigOptions (void) |
Validates the options set for the rendering system, returning a message if there are problems. | |
void | validateDevice (bool forceDeviceElection=false) |
Public Member Functions inherited from Ogre::RenderSystem | |
RenderSystem () | |
Default Constructor. | |
virtual | ~RenderSystem () |
Destructor. | |
virtual void | _beginFrame () |
Signifies the beginning of a frame, i.e. | |
virtual void | _beginGeometryCount (void) |
The RenderSystem will keep a count of tris rendered, this resets the count. | |
void | _cleanupDepthBuffers (bool bCleanManualBuffers=true) |
Removes all depth buffers. | |
virtual void | _disableTextureUnit (size_t texUnit) |
Turns off a texture unit. | |
virtual void | _disableTextureUnitsFrom (size_t texUnit) |
Disables all texture units from the given unit upwards. | |
virtual unsigned int | _getBatchCount (void) const |
Reports the number of batches rendered since the last _beginGeometryCount call. | |
virtual CullingMode | _getCullingMode (void) const |
const String & | _getDefaultViewportMaterialScheme (void) const |
Returns the default material scheme used by the render system. | |
virtual unsigned int | _getFaceCount (void) const |
Reports the number of tris rendered since the last _beginGeometryCount call. | |
virtual unsigned int | _getVertexCount (void) const |
Reports the number of vertices passed to the renderer since the last _beginGeometryCount call. | |
virtual Viewport * | _getViewport (void) |
Get the current active viewport for rendering. | |
void | _initRenderTargets (void) |
Utility method for initialising all render targets attached to this rendering system. | |
void | _notifyCameraRemoved (const Camera *cam) |
Utility method to notify all render targets that a camera has been removed, in case they were referring to it as their viewer. | |
void | _setColourBufferWriteEnabled (bool red, bool green, bool blue, bool alpha) |
void | _setFog (FogMode f) |
virtual void | _setLineWidth (float width) |
Set the line width when drawing as RenderOperation::OT_LINE_LIST/ RenderOperation::OT_LINE_STRIP. | |
virtual void | _setPointParameters (bool attenuationEnabled, Real minSize, Real maxSize) |
virtual void | _setPointSpritesEnabled (bool enabled) |
Sets whether or not rendering points using OT_POINT_LIST will render point sprites (textured quads) or plain points. | |
void | _setProjectionMatrix (Matrix4 m) |
void | _setSceneBlending (SceneBlendFactor sourceFactor, SceneBlendFactor destFactor, SceneBlendOperation op=SBO_ADD) |
void | _setSeparateSceneBlending (SceneBlendFactor sourceFactor, SceneBlendFactor destFactor, SceneBlendFactor sourceFactorAlpha, SceneBlendFactor destFactorAlpha, SceneBlendOperation op=SBO_ADD, SceneBlendOperation alphaOp=SBO_ADD) |
virtual void | _setTextureBlendMode (size_t unit, const LayerBlendModeEx &bm) |
Sets the texture blend modes from a TextureUnitState record. | |
virtual void | _setTextureCoordCalculation (size_t unit, TexCoordCalcMethod m, const Frustum *frustum=0) |
Sets a method for automatically calculating texture coordinates for a stage. | |
virtual void | _setTextureCoordSet (size_t unit, size_t index) |
Sets the texture coordinate set to use for a texture unit. | |
virtual void | _setTextureMatrix (size_t unit, const Matrix4 &xform) |
Sets the texture coordinate transformation matrix for a texture unit. | |
virtual void | _setTextureProjectionRelativeTo (bool enabled, const Vector3 &pos) |
Notify the rendersystem that it should adjust texture projection to be relative to a different origin. | |
virtual void | _setTextureUnitSettings (size_t texUnit, TextureUnitState &tl) |
Utility function for setting all the properties of a texture unit at once. | |
void | _setViewMatrix (const Matrix4 &m) |
void | _setWorldMatrix (const Matrix4 &m) |
virtual void | _useLights (unsigned short limit) |
Tells the rendersystem to use the attached set of lights (and no others) up to the number specified (this allows the same list to be used with different count limits) | |
void | addListener (Listener *l) |
Adds a listener to the custom events that this render system can raise. | |
virtual void | applyFixedFunctionParams (const GpuProgramParametersPtr ¶ms, uint16 variabilityMask) |
void | attachRenderTarget (RenderTarget &target) |
Attaches the passed render target to the render system. | |
virtual void | clearFrameBuffer (uint32 buffers, const ColourValue &colour=ColourValue::Black, float depth=1.0f, uint16 stencil=0)=0 |
Clears one or more frame buffers on the active render target. | |
virtual void | destroyHardwareOcclusionQuery (HardwareOcclusionQuery *hq) |
Destroy a hardware occlusion query object. | |
virtual void | destroyRenderTexture (const String &name) |
Destroys a render texture. | |
virtual void | destroyRenderWindow (const String &name) |
Destroys a render window. | |
const RenderSystemCapabilities * | getCapabilities (void) const |
Gets the capabilities of the render system. | |
const ConfigOptionMap & | getConfigOptions () const |
Returns the details of this API's configuration options. | |
const DriverVersion & | getDriverVersion (void) const |
Returns the driver version. | |
virtual const GpuProgramParametersPtr & | getFixedFunctionParams (TrackVertexColourType tracking, FogMode fog) |
uint32 | getGlobalInstanceCount () const |
Gets the global number of instances. | |
HardwareVertexBufferPtr | getGlobalInstanceVertexBuffer () const |
Returns the global instance vertex buffer. | |
VertexDeclaration * | getGlobalInstanceVertexDeclaration () const |
Gets vertex declaration for the global vertex buffer for the global instancing. | |
virtual Real | getHorizontalTexelOffset (void) |
Returns the horizontal texel offset value required for mapping texel origins to pixel origins in this rendersystem. | |
bool | getInvertVertexWinding (void) const |
Indicates whether or not the vertex windings set will be inverted for the current render (e.g. | |
RenderSystemCapabilities * | getMutableCapabilities () |
Get a pointer to the current capabilities being used by the RenderSystem. | |
uint16 | getNativeShadingLanguageVersion () const |
Gets the native shading language version for this render system. | |
const StringVector & | getRenderSystemEvents (void) const |
Gets a list of the rendersystem specific events that this rendersystem can raise. | |
RenderTarget * | getRenderTarget (const String &name) |
Returns a pointer to the render target with the passed name, or NULL if that render target cannot be found. | |
RenderWindowDescription | getRenderWindowDescription () const |
get a RenderWindowDescription from the current ConfigOptionMap | |
virtual Real | getVerticalTexelOffset (void) |
Returns the vertical texel offset value required for mapping texel origins to pixel origins in this rendersystem. | |
bool | isGpuProgramBound (GpuProgramType gptype) |
Returns whether or not a Gpu program of the given type is currently bound. | |
bool | isReverseDepthBufferEnabled () const |
Returns if reverse Z-buffer is enabled. | |
virtual void | postExtraThreadsStarted () |
Tell the rendersystem to perform any tasks it needs to directly after other threads which might access the rendering API are registered. | |
virtual void | preExtraThreadsStarted () |
Tell the rendersystem to perform any prep tasks it needs to directly before other threads which might access the rendering API are registered. | |
virtual void | registerThread () |
Register the an additional thread which may make calls to rendersystem-related objects. | |
void | reinitialise (void) |
Restart the renderer (normally following a change in settings). | |
void | removeListener (Listener *l) |
Remove a listener to the custom events that this render system can raise. | |
virtual void | setClipPlanes (const PlaneList &clipPlanes) |
Sets the user clipping region. | |
virtual void | setCurrentPassIterationCount (const size_t count) |
set the current multi pass count value. | |
void | setDepthBufferFor (RenderTarget *renderTarget) |
Retrieves an existing DepthBuffer or creates a new one suited for the given RenderTarget and sets it. | |
void | setDeriveDepthBias (bool derive, float baseValue=0.0f, float multiplier=0.0f, float slopeScale=0.0f) |
Tell the render system whether to derive a depth bias on its own based on the values passed to it in setCurrentPassIterationCount. | |
void | setGlobalInstanceCount (uint32 val) |
Sets the global number of instances. | |
void | setGlobalInstanceVertexBuffer (const HardwareVertexBufferPtr &val) |
Sets the global instance vertex buffer. | |
void | setGlobalInstanceVertexDeclaration (VertexDeclaration *val) |
Sets vertex declaration for the global vertex buffer for the global instancing. | |
void | setInvertVertexWinding (bool invert) |
Sets whether or not vertex windings set should be inverted; this can be important for rendering reflections. | |
virtual void | setLightingEnabled (bool enabled) |
Sets whether or not dynamic lighting is enabled. | |
virtual void | setNormaliseNormals (bool normalise) |
Sets whether or not normals are to be automatically normalised. | |
void | setScissorTest (bool enabled, uint32 left, uint32 top=0, uint32 right=800, uint32 bottom=600) |
virtual void | setShadingType (ShadeOptions so) |
Sets the type of light shading required (default = Gouraud). | |
void | setStencilBufferParams (CompareFunction func=CMPF_ALWAYS_PASS, uint32 refValue=0, uint32 compareMask=0xFFFFFFFF, uint32 writeMask=0xFFFFFFFF, StencilOperation stencilFailOp=SOP_KEEP, StencilOperation depthFailOp=SOP_KEEP, StencilOperation passOp=SOP_KEEP, bool twoSidedOperation=false) |
void | setStencilCheckEnabled (bool enabled) |
virtual void | unregisterThread () |
Unregister an additional thread which may make calls to rendersystem-related objects. | |
void | useCustomRenderSystemCapabilities (RenderSystemCapabilities *capabilities) |
Force the render system to use the special capabilities. | |
Additional Inherited Members | |
Static Public Member Functions inherited from Ogre::RenderSystem | |
static void | convertColourValue (const ColourValue &colour, uint32 *pDest) |
static VertexElementType | getColourVertexElementType (void) |
static Listener * | getSharedListener (void) |
Retrieve a pointer to the current shared render system listener. | |
static void | setSharedListener (Listener *listener) |
Sets shared listener. | |
Implementation of DirectX11 as a rendering system.
Ogre::D3D11RenderSystem::D3D11RenderSystem | ( | ) |
Ogre::D3D11RenderSystem::~D3D11RenderSystem | ( | ) |
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void Ogre::D3D11RenderSystem::initRenderSystem | ( | ) |
Reimplemented from Ogre::RenderSystem.
Validates the options set for the rendering system, returning a message if there are problems.
Reimplemented from Ogre::RenderSystem.
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overridevirtual |
Start up the renderer using the settings selected (Or the defaults if none have been selected).
Called by Root::setRenderSystem. Shouldn't really be called directly, although this can be done if the app wants to.
Reimplemented from Ogre::RenderSystem.
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virtual |
Creates a new rendering window.
This method creates a new rendering window as specified by the paramteters. The rendering system could be responible for only a single window (e.g. in the case of a game), or could be in charge of multiple ones (in the case of a level editor). The option to create the window as a child of another is therefore given. This method will create an appropriate subclass of RenderWindow depending on the API and platform implementation.
name | The name of the window. Used in other methods later like setRenderTarget and getRenderTarget. |
width | The width of the new window. |
height | The height of the new window. |
fullScreen | Specify true to make the window full screen without borders, title bar or menu bar. |
miscParams | A NameValuePairList describing the other parameters for the new rendering window. Options are case sensitive. Unrecognised parameters will be ignored silently. These values might be platform dependent, but these are present for all platforms unless indicated otherwise: |
Key | Type / Values | Default | Description | Platform |
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title | String | RenderTarget name | The title of the window that will appear in the title bar | |
left | Positive integers | Centred | Screen x coordinate from left | |
top | Positive integers | Centred | Screen y coordinate from left | |
hidden | true, false | false | hide the created window | |
FSAA | Positive integer (usually 0, 2, 4, 8, 16) | 0 | Full screen antialiasing factor | |
gamma | true, false | false | Enable hardware conversion from linear colour space to gamma colour space on rendering to the window. | |
vsync | true, false | false | Synchronize buffer swaps to monitor vsync, eliminating tearing at the expense of a fixed frame rate | |
vsyncInterval | 1, 2, 3, 4 | 1 | If vsync is enabled, the minimum number of vertical blanks that should occur between renders. For example if vsync is enabled, the refresh rate is 60 and this is set to 2, then the frame rate will be locked at 30. | |
Full Screen | true, false | false | Specify whether to create the window in full screen mode | |
border | none, fixed, resize | resize | The type of window border (in windowed mode) | Windows, OSX |
displayFrequency | Refresh rate in Hertz (e.g. 60, 75, 100) | Desktop vsync rate | Display frequency rate, for fullscreen mode | |
externalWindowHandle |
| 0 (none) | External window handle, for embedding the OGRE render in an existing window | |
externalGLControl | true, false | false | Let the external window control OpenGL i.e. don't select a pixel format for the window, do not change v-sync and do not swap buffer. When set to true, the calling application is responsible of OpenGL initialization and buffer swapping. It should also create an OpenGL context for its own rendering, Ogre will create one for its use. Then the calling application must also enable Ogre OpenGL context before calling any Ogre function and restore its OpenGL context after these calls. | OpenGL |
externalWlDisplay | wl_display address as an integer | 0 (none) | Wayland display connection | Linux |
externalWlSurface | wl_surface address as an integer | 0 (none) | Wayland onscreen surface | Linux |
currentGLContext | true, false | false | Use an externally created GL context. (Must be current) | OpenGL |
currentEGLSurface | true, false | false | Use an externally created EGL surface. | Android |
minColourBufferSize | Positive integer (usually 16, 32) | 16 | Min total colour buffer size. See EGL_BUFFER_SIZE | OpenGL |
windowProc | WNDPROC | DefWindowProc | function that processes window messages | Win 32 |
colourDepth | 16, 32 | Desktop depth | Colour depth of the resulting rendering window; only applies if fullScreen | Win32 |
FSAAHint | RenderSystem specific. Currently enables EQAA/ CSAA mode on D3D: if you want 4f8x (8x CSAA), set FSAA=4 and this to "f8" | Blank | FSAA mode hint | D3D |
outerDimensions | true, false | false | Whether the width/height is expressed as the size of the outer window, rather than the content area | Win32 |
monitorIndex | -1 | Win 32 | ||
monitorHandle | 0 (none) | Win 32 (OpenGL) | ||
enableDoubleClick | true, false | false | Enable the window to keep track and transmit double click messages. | Win32 |
useNVPerfHUD | true, false | false | Enable the use of nVidia NVPerfHUD | D3D |
depthBuffer | true, false | true | Use depth buffer | D3D |
NSOpenGLCPSurfaceOrder | -1 or 1 | 1 | NSOpenGLCPSurfaceOrder | OSX |
contentScalingFactor | Positive Float | The default content scaling factor of the screen | On IOS specifies the CAEAGLLayer content scaling factor. This can be useful to limit the resolution of the OpenGL ES backing store. For example, the iPhone 4's native resolution is 960 x 640. Windows are always 320 x 480, if you would like to limit the display to 720 x 480, specify 1.5 as the scaling factor. | OSX, iOS, Android |
externalViewHandle | UIView pointer as an integer | 0 | External view handle, for rendering OGRE render in an existing view | iOS |
externalViewControllerHandle | UIViewController pointer as an integer | 0 | External view controller handle, for embedding OGRE in an existing view controller | iOS |
externalSharegroup | EAGLSharegroup pointer as an integer | 0 | External sharegroup, used to shared GL resources between contexts | iOS |
CSAA | Positive integer (usually 0, 2, 4, 8, 16) | 0 | Coverage sampling factor | Android |
maxColourBufferSize | Positive integer (usually 16, 32) | 32 | Max EGL_BUFFER_SIZE | Android |
maxStencilBufferSize | Positive integer (usually 0, 8) | 0 | EGL_STENCIL_SIZE | Android |
maxDepthBufferSize | Positive integer (usually 0, 16, 24) | 16 | EGL_DEPTH_SIZE | Android |
Reimplemented from Ogre::RenderSystem.
Internal method for updating all render targets attached to this rendering system.
Reimplemented from Ogre::RenderSystem.
Internal method for swapping all the buffers on all render targets, if _updateAllRenderTargets was called with a 'false' parameter.
Reimplemented from Ogre::RenderSystem.
void Ogre::D3D11RenderSystem::fireDeviceEvent | ( | D3D11Device * | device, |
const String & | name, | ||
D3D11RenderWindowBase * | sendingWindow = NULL |
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Create a MultiRenderTarget, which is a render target that renders to multiple RenderTextures at once.
Surfaces can be bound and unbound at will. This fails if mCapabilities->getNumMultiRenderTargets() is smaller than 2.
Implements Ogre::RenderSystem.
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virtual |
Creates a DepthBuffer that can be attached to the specified RenderTarget.
It doesn't attach anything, it just returns a pointer to a new DepthBuffer Caller is responsible for putting this buffer into the right pool, for attaching, and deleting it. Here's where API-specific magic happens. Don't call this directly unless you know what you're doing.
Implements Ogre::RenderSystem.
DepthBuffer * Ogre::D3D11RenderSystem::_addManualDepthBuffer | ( | ID3D11DepthStencilView * | depthSurface, |
uint32 | width, | ||
uint32 | height, | ||
uint32 | fsaa, | ||
uint32 | fsaaQuality | ||
) |
This function is meant to add Depth Buffers to the pool that aren't released when the DepthBuffer is deleted.
This is specially useful to put the Depth Buffer created along with the window's back buffer into the pool. All depth buffers introduced with this method go to POOL_DEFAULT
void Ogre::D3D11RenderSystem::_removeManualDepthBuffer | ( | DepthBuffer * | depthBuffer | ) |
Reverts _addManualDepthBuffer actions.
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Detaches the render target with the passed name from the render system and returns a pointer to it.
Reimplemented from Ogre::RenderSystem.
Returns the name of the rendering system.
Implements Ogre::RenderSystem.
Gets a custom (maybe platform-specific) attribute.
name | The name of the attribute. |
pData | Pointer to memory of the right kind of structure to receive the info. |
Reimplemented from Ogre::RenderSystem.
Specific options:
Key | Default | Description |
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Min Requested Feature Levels | 9.1 | Min D3D_FEATURE_LEVEL |
Max Requested Feature Levels | 11.0 | Min D3D_FEATURE_LEVEL |
Information Queue Exceptions Bottom Level | No information queue exceptions | Throw exception on message from validation layer |
Driver type | Hardware | D3D_DRIVER_TYPE |
Rendering Device | (default) |
Implements Ogre::RenderSystem.
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virtual |
Shutdown the renderer and cleanup resources.
Reimplemented from Ogre::RenderSystem.
void Ogre::D3D11RenderSystem::handleDeviceLost | ( | ) |
Destroys a render target of any sort.
Reimplemented from Ogre::RenderSystem.
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overridevirtual |
This method allows you to set all the stencil buffer parameters in one call.
Unlike other render states, stencilling is left for the application to turn on and off when it requires. This is because you are likely to want to change parameters between batches of arbitrary objects and control the ordering yourself. In order to batch things this way, you'll want to use OGRE's Compositor stencil pass or separate render queue groups and register a RenderQueueListener to get notifications between batches.
Implements Ogre::RenderSystem.
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virtual |
Sets the texture to bind to a given texture unit.
User processes would not normally call this direct unless rendering primitives themselves.
unit | The index of the texture unit to modify. Multitexturing hardware can support multiple units (see RenderSystemCapabilites::getNumTextureUnits) |
enabled | Boolean to turn the unit on/off |
texPtr | Pointer to the texture to use. |
Implements Ogre::RenderSystem.
set the sampler settings for the given texture unit
Implements Ogre::RenderSystem.
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virtual |
Sets the global alpha rejection approach for future renders.
By default images are rendered regardless of texture alpha. This method lets you change that.
func | The comparison function which must pass for a pixel to be written. |
value | The value to compare each pixels alpha value to (0-255) |
alphaToCoverage | Whether to enable alpha to coverage, if supported |
Implements Ogre::RenderSystem.
Sets the provided viewport as the active one for future rendering operations.
This viewport is aware of it's own camera and render target. Must be implemented by subclass.
vp | Pointer to the appropriate viewport. |
Implements Ogre::RenderSystem.
Ends rendering of a frame to the current viewport.
Implements Ogre::RenderSystem.
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virtual |
Sets the culling mode for the render system based on the 'vertex winding'.
A typical way for the rendering engine to cull triangles is based on the 'vertex winding' of triangles. Vertex winding refers to the direction in which the vertices are passed or indexed to in the rendering operation as viewed from the camera, and will either be clockwise or anticlockwise (that's 'counterclockwise' for you Americans out there ;) The default is Ogre::CULL_CLOCKWISE i.e. that only triangles whose vertices are passed/indexed in anticlockwise order are rendered - this is a common approach and is used in 3D studio models for example. You can alter this culling mode if you wish but it is not advised unless you know what you are doing.
You may wish to use the Ogre::CULL_NONE option for mesh data that you cull yourself where the vertex winding is uncertain or for creating 2-sided passes.
Implements Ogre::RenderSystem.
Clamp depth values to near and far plane rather than discarding.
Useful for "shadow caster pancaking" or with shadow volumes
Reimplemented from Ogre::RenderSystem.
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virtual |
Sets the mode of operation for depth buffer tests from this point onwards.
Sometimes you may wish to alter the behaviour of the depth buffer to achieve special effects. Because it's unlikely that you'll set these options for an entire frame, but rather use them to tweak settings between rendering objects, this is an internal method (indicated by the '_' prefix) which will be used by a SceneManager implementation rather than directly from the client application. If this method is never called the settings are automatically the same as the default parameters.
depthTest | If true, the depth buffer is tested for each pixel and the frame buffer is only updated if the depth function test succeeds. If false, no test is performed and pixels are always written. |
depthWrite | If true, the depth buffer is updated with the depth of the new pixel if the depth test succeeds. If false, the depth buffer is left unchanged even if a new pixel is written. |
depthFunction | Sets the function required for the depth test. |
Implements Ogre::RenderSystem.
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virtual |
Sets the global blending factors for combining subsequent renders with the existing frame contents.
Implements Ogre::RenderSystem.
Sets the depth bias, NB you should use the Material version of this.
When polygons are coplanar, you can get problems with 'depth fighting' where the pixels from the two polys compete for the same screen pixel. This is particularly a problem for decals (polys attached to another surface to represent details such as bulletholes etc.).
constantBias | The constant bias value, expressed as a value in homogeneous depth coordinates. |
slopeScaleBias | The bias value which is factored by the maximum slope of the polygon, see the description above. This is not supported by all cards. |
Implements Ogre::RenderSystem.
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virtual |
Converts a uniform projection matrix to suitable for this render system.
Because different APIs have different requirements (some incompatible) for the projection matrix, this method allows each to implement their own correctly and pass back a generic OGRE matrix for storage in the engine.
Implements Ogre::RenderSystem.
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virtual |
Sets how to rasterise triangles, as points, wireframe or solid polys.
Implements Ogre::RenderSystem.
void Ogre::D3D11RenderSystem::setVertexDeclaration | ( | VertexDeclaration * | decl | ) |
void Ogre::D3D11RenderSystem::setVertexDeclaration | ( | VertexDeclaration * | decl, |
VertexBufferBinding * | binding | ||
) |
void Ogre::D3D11RenderSystem::setVertexBufferBinding | ( | VertexBufferBinding * | binding | ) |
Reimplemented from Ogre::RenderSystem.
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virtual |
Render something to the active viewport.
Low-level rendering interface to perform rendering operations. Unlikely to be used directly by client applications, since the SceneManager and various support classes will be responsible for calling this method. Can only be called between _beginScene and _endScene
op | A rendering operation instance, which contains details of the operation to be performed. |
Reimplemented from Ogre::RenderSystem.
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virtual |
Binds a given GpuProgram (but not the parameters).
Reimplemented from Ogre::RenderSystem.
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virtual |
Unbinds GpuPrograms of a given GpuProgramType.
This returns the pipeline to fixed-function processing for this type.
Reimplemented from Ogre::RenderSystem.
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virtual |
Bind Gpu program parameters.
gptype | The type of program to bind the parameters to |
params | The parameters to bind |
variabilityMask | A mask of GpuParamVariability identifying which params need binding |
Implements Ogre::RenderSystem.
Sets the 'scissor region' i.e.
the region of the target in which rendering can take place.
This method allows you to 'mask off' rendering in all but a given rectangular area as identified by the parameters to this method.
enabled | True to enable the scissor test, false to disable it. |
rect | The location of the corners of the rectangle, expressed in pixels. |
Implements Ogre::RenderSystem.
void Ogre::D3D11RenderSystem::clearFrameBuffer | ( | unsigned int | buffers, |
const ColourValue & | colour = ColourValue::Black , |
||
float | depth = 1.0f , |
||
unsigned short | stencil = 0 |
||
) |
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virtual |
Create an object for performing hardware occlusion queries.
Implements Ogre::RenderSystem.
Gets the minimum (closest) depth value to be used when rendering using identity transforms.
When using identity transforms you can manually set the depth of a vertex; however the input values required differ per rendersystem. This method lets you retrieve the correct value.
Implements Ogre::RenderSystem.
Gets the maximum (farthest) depth value to be used when rendering using identity transforms.
When using identity transforms you can manually set the depth of a vertex; however the input values required differ per rendersystem. This method lets you retrieve the correct value.
Implements Ogre::RenderSystem.
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virtual |
Set current render target to target, enabling its GL context if needed.
Implements Ogre::RenderSystem.
void Ogre::D3D11RenderSystem::determineFSAASettings | ( | uint | fsaa, |
const String & | fsaaHint, | ||
DXGI_FORMAT | format, | ||
DXGI_SAMPLE_DESC * | outFSAASettings | ||
) |
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inline |
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inline |
void Ogre::D3D11RenderSystem::setSubroutine | ( | GpuProgramType | gptype, |
unsigned int | slotIndex, | ||
const String & | subroutineName | ||
) |
void Ogre::D3D11RenderSystem::setSubroutine | ( | GpuProgramType | gptype, |
const String & | slotName, | ||
const String & | subroutineName | ||
) |
This marks the beginning of an event for GPU profiling.
Implements Ogre::RenderSystem.
Ends the currently active GPU profiling event.
Implements Ogre::RenderSystem.
Marks an instantaneous event for graphics profilers.
This is equivalent to calling
Implements Ogre::RenderSystem.
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virtual |
Sets the colour buffer that the render system will to draw.
If the render system implementation or configuration does not support a particular value, then false will be returned and the current colour buffer value will not be modified.
colourBuffer | Specifies the colour buffer that will be drawn into. |
Reimplemented from Ogre::RenderSystem.