153 lines
6.1 KiB
C++
153 lines
6.1 KiB
C++
//
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// Redistribution and use in source and binary forms, with or without
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// modification, are permitted provided that the following conditions
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// are met:
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// * Redistributions of source code must retain the above copyright
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// notice, this list of conditions and the following disclaimer.
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// * Redistributions in binary form must reproduce the above copyright
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// notice, this list of conditions and the following disclaimer in the
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// documentation and/or other materials provided with the distribution.
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// * Neither the name of NVIDIA CORPORATION nor the names of its
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// contributors may be used to endorse or promote products derived
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// from this software without specific prior written permission.
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//
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// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
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// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
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// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
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// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
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// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
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// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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//
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// Copyright (c) 2008-2021 NVIDIA Corporation. All rights reserved.
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#ifndef SAMPLE_PLATFORM_H
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#define SAMPLE_PLATFORM_H
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#include <RendererDesc.h>
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#include <RendererWindow.h>
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#include <RendererTexture2D.h>
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namespace SampleFramework
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{
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class SampleApplication;
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class SampleUserInput;
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/* This class declares and partly implements platform-abstraction level.
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Do not use platform-specific types and functions here.
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*/
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class SamplePlatform
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{
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protected:
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SampleRenderer::RendererWindow* m_app;
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SampleApplication* m_sf_app;
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static SamplePlatform* m_platform;
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public:
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// access
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static SamplePlatform* platform();
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static void setPlatform(SamplePlatform*);
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SampleApplication* application();
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// creation
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explicit SamplePlatform(SampleRenderer::RendererWindow* _app);
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virtual ~SamplePlatform() = 0;
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// System
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virtual void showCursor(bool);
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virtual size_t getCWD(char* path, size_t len);
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virtual void setCWDToEXE(void);
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virtual void popPathSpec(char *path);
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virtual bool preOpenWindow(void * ptr);
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virtual bool openWindow(physx::PxU32& width,
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physx::PxU32& height,
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const char* title,
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bool fullscreen);
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virtual bool useWindow(physx::PxU64 hwnd);
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virtual void update();
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virtual bool closeWindow();
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virtual bool updateWindow();
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virtual bool hasFocus() const;
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virtual void setFocus(bool b);
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virtual bool isOpen();
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virtual physx::PxU64 getWindowHandle();
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virtual void setWindowSize(physx::PxU32 width,
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physx::PxU32 height);
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virtual void getWindowSize(physx::PxU32& width, physx::PxU32& height);
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virtual void getTitle(char *title, physx::PxU32 maxLength) const;
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virtual void setTitle(const char *title);
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virtual void setMouseCursorRecentering(bool val) {}
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virtual bool getMouseCursorRecentering() const { return false; }
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virtual void showMessage(const char* title, const char* message);
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virtual bool saveBitmap(const char* fileName,
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physx::PxU32 width,
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physx::PxU32 height,
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physx::PxU32 sizeInBytes,
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const void* data);
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virtual void* compileProgram(void * context,
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const char* assetDir,
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const char *programPath,
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physx::PxU64 profile,
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const char* passString,
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const char *entry,
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const char **args);
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virtual void* initializeD3D9();
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virtual void* initializeD3D11();
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virtual bool isD3D9ok();
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virtual const char* getPathSeparator();
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virtual bool isD3D11ok();
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// Rendering
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virtual void initializeCGRuntimeCompiler();
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virtual void initializeOGLDisplay(const SampleRenderer::RendererDesc& desc,
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physx::PxU32& width,
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physx::PxU32& height);
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virtual physx::PxU32 initializeD3D9Display(void * presentParameters,
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char* m_deviceName,
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physx::PxU32& width,
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physx::PxU32& height,
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void * m_d3dDevice_out);
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virtual physx::PxU32 initializeD3D11Display(void *dxgiSwapChainDesc,
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char *m_deviceName,
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physx::PxU32& width,
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physx::PxU32& height,
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void *m_d3dDevice_out,
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void *m_d3dDeviceContext_out,
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void *m_dxgiSwap_out);
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virtual physx::PxU32 D3D9Present();
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virtual void D3D9BlockUntilNotBusy(void * resource);
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virtual void D3D9DeviceBlockUntilIdle();
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virtual physx::PxU64 getD3D9TextureFormat(SampleRenderer::RendererTexture2D::Format format);
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virtual physx::PxU32 D3D11Present(bool vsync);
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virtual physx::PxU64 getD3D11TextureFormat(SampleRenderer::RendererTexture2D::Format format);
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virtual void postInitializeOGLDisplay();
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virtual void setOGLVsync(bool on);
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virtual bool makeContextCurrent();
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virtual bool isContextValid();
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virtual void freeDisplay();
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virtual void swapBuffers();
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virtual void postRendererRelease();
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virtual void preRendererSetup();
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virtual void postRendererSetup(SampleRenderer::Renderer* renderer);
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virtual void setupRendererDescription(SampleRenderer::RendererDesc& renDesc);
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// Input
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virtual void doInput();
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virtual const SampleUserInput* getSampleUserInput() const = 0;
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virtual SampleUserInput* getSampleUserInput() = 0;
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virtual const char* getPlatformName() const { return NULL; }
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// File System
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virtual bool makeSureDirectoryPathExists(const char* dirPath);
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};
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SamplePlatform* createPlatform(SampleRenderer::RendererWindow* _app);
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}
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#endif
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