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//
// 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 NVIDIA CORPORATION 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 ``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.
//
// Copyright (c) 2008-2018 NVIDIA Corporation. All rights reserved.
#ifndef SAMPLE_PLATFORM_H
#define SAMPLE_PLATFORM_H
#include <RendererDesc.h>
#include <RendererWindow.h>
#include <RendererTexture2D.h>
namespace SampleFramework
{
class SampleApplication;
class SampleUserInput;
/* This class declares and partly implements platform-abstraction level.
Do not use platform-specific types and functions here.
*/
class SamplePlatform
{
protected:
SampleRenderer::RendererWindow* m_app;
SampleApplication* m_sf_app;
static SamplePlatform* m_platform;
public:
// access
static SamplePlatform* platform();
static void setPlatform(SamplePlatform*);
SampleApplication* application();
// creation
explicit SamplePlatform(SampleRenderer::RendererWindow* _app);
virtual ~SamplePlatform() = 0;
// System
virtual void showCursor(bool);
virtual size_t getCWD(char* path, size_t len);
virtual void setCWDToEXE(void);
virtual void popPathSpec(char *path);
virtual bool preOpenWindow(void * ptr);
virtual bool openWindow(physx::PxU32& width,
physx::PxU32& height,
const char* title,
bool fullscreen);
virtual bool useWindow(physx::PxU64 hwnd);
virtual void update();
virtual bool closeWindow();
virtual bool updateWindow();
virtual bool hasFocus() const;
virtual void setFocus(bool b);
virtual bool isOpen();
virtual physx::PxU64 getWindowHandle();
virtual void setWindowSize(physx::PxU32 width,
physx::PxU32 height);
virtual void getWindowSize(physx::PxU32& width, physx::PxU32& height);
virtual void getTitle(char *title, physx::PxU32 maxLength) const;
virtual void setTitle(const char *title);
virtual void setMouseCursorRecentering(bool val) {}
virtual bool getMouseCursorRecentering() const { return false; }
virtual void showMessage(const char* title, const char* message);
virtual bool saveBitmap(const char* fileName,
physx::PxU32 width,
physx::PxU32 height,
physx::PxU32 sizeInBytes,
const void* data);
virtual void* compileProgram(void * context,
const char* assetDir,
const char *programPath,
physx::PxU64 profile,
const char* passString,
const char *entry,
const char **args);
virtual void* initializeD3D9();
virtual void* initializeD3D11();
virtual bool isD3D9ok();
virtual const char* getPathSeparator();
virtual bool isD3D11ok();
// Rendering
virtual void initializeCGRuntimeCompiler();
virtual void initializeOGLDisplay(const SampleRenderer::RendererDesc& desc,
physx::PxU32& width,
physx::PxU32& height);
virtual physx::PxU32 initializeD3D9Display(void * presentParameters,
char* m_deviceName,
physx::PxU32& width,
physx::PxU32& height,
void * m_d3dDevice_out);
virtual physx::PxU32 initializeD3D11Display(void *dxgiSwapChainDesc,
char *m_deviceName,
physx::PxU32& width,
physx::PxU32& height,
void *m_d3dDevice_out,
void *m_d3dDeviceContext_out,
void *m_dxgiSwap_out);
virtual physx::PxU32 D3D9Present();
virtual void D3D9BlockUntilNotBusy(void * resource);
virtual void D3D9DeviceBlockUntilIdle();
virtual physx::PxU64 getD3D9TextureFormat(SampleRenderer::RendererTexture2D::Format format);
virtual physx::PxU32 D3D11Present(bool vsync);
virtual physx::PxU64 getD3D11TextureFormat(SampleRenderer::RendererTexture2D::Format format);
virtual void postInitializeOGLDisplay();
virtual void setOGLVsync(bool on);
virtual bool makeContextCurrent();
virtual bool isContextValid();
virtual void freeDisplay();
virtual void swapBuffers();
virtual void postRendererRelease();
virtual void preRendererSetup();
virtual void postRendererSetup(SampleRenderer::Renderer* renderer);
virtual void setupRendererDescription(SampleRenderer::RendererDesc& renDesc);
// Input
virtual void doInput();
virtual const SampleUserInput* getSampleUserInput() const = 0;
virtual SampleUserInput* getSampleUserInput() = 0;
virtual const char* getPlatformName() const { return NULL; }
// File System
virtual bool makeSureDirectoryPathExists(const char* dirPath);
};
SamplePlatform* createPlatform(SampleRenderer::RendererWindow* _app);
}
#endif
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