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/*==LICENSE==*
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CyanWorlds.com Engine - MMOG client, server and tools
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Copyright (C) 2011 Cyan Worlds, Inc.
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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Additional permissions under GNU GPL version 3 section 7
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If you modify this Program, or any covered work, by linking or
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combining it with any of RAD Game Tools Bink SDK, Autodesk 3ds Max SDK,
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NVIDIA PhysX SDK, Microsoft DirectX SDK, OpenSSL library, Independent
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JPEG Group JPEG library, Microsoft Windows Media SDK, or Apple QuickTime SDK
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(or a modified version of those libraries),
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containing parts covered by the terms of the Bink SDK EULA, 3ds Max EULA,
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PhysX SDK EULA, DirectX SDK EULA, OpenSSL and SSLeay licenses, IJG
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JPEG Library README, Windows Media SDK EULA, or QuickTime SDK EULA, the
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licensors of this Program grant you additional
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permission to convey the resulting work. Corresponding Source for a
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non-source form of such a combination shall include the source code for
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the parts of OpenSSL and IJG JPEG Library used as well as that of the covered
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work.
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You can contact Cyan Worlds, Inc. by email legal@cyan.com
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or by snail mail at:
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Cyan Worlds, Inc.
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14617 N Newport Hwy
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Mead, WA 99021
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*==LICENSE==*/
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///////////////////////////////////////////////////////////////////////////////
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// //
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// plDXRenderTargetRef.h - RenderTarget DeviceRef Definitions //
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// Cyan, Inc. //
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// //
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//// Version History //////////////////////////////////////////////////////////
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// //
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// 7.19.2001 mcn - Created. //
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// //
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///////////////////////////////////////////////////////////////////////////////
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#ifndef _plDXRenderTargetRef_h
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#define _plDXRenderTargetRef_h
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#include "hsMatrix44.h"
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#include "hsTemplates.h"
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#include "plDXTextureRef.h"
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//// Definition ///////////////////////////////////////////////////////////////
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class plRenderTarget;
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class plDXRenderTargetRef: public plDXTextureRef
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{
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public:
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IDirect3DSurface9 *fD3DColorSurface;
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IDirect3DSurface9 *fD3DDepthSurface;
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hsBool fReleaseDepth;
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void Link( plDXRenderTargetRef **back ) { plDXDeviceRef::Link( (plDXDeviceRef **)back ); }
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plDXRenderTargetRef *GetNext( void ) { return (plDXRenderTargetRef *)fNext; }
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plDXRenderTargetRef( D3DFORMAT tp, UInt32 ml, plRenderTarget *owner, hsBool releaseDepthOnDelete = true );
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plDXRenderTargetRef& Set( D3DFORMAT tp, UInt32 ml, plRenderTarget *owner );
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virtual void SetOwner( plRenderTarget *targ ) { fOwner = (plBitmap *)targ; }
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void SetTexture( IDirect3DSurface9 *surface, IDirect3DSurface9 *depth );
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void SetTexture( IDirect3DTexture9 *surface, IDirect3DSurface9 *depth );
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void SetTexture( IDirect3DCubeTexture9 *surface, IDirect3DSurface9 *depth );
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IDirect3DSurface9 *GetColorSurface( void ) const
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{
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if( fD3DTexture != nil )
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{
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IDirect3DSurface9* psurf;
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((IDirect3DTexture9*)fD3DTexture)->GetSurfaceLevel(0, &psurf);
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if( psurf )
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psurf->Release();
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return psurf;
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}
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return fD3DColorSurface;
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}
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virtual ~plDXRenderTargetRef();
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void Release( void );
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};
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#endif // _plDXRenderTargetRef_h
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