Public Member Functions

sp::video::DummyRenderSystem Class Reference

#include <spDummyRenderSystem.hpp>

Inheritance diagram for sp::video::DummyRenderSystem:
sp::video::RenderSystem

List of all members.

Public Member Functions

 DummyRenderSystem ()
 ~DummyRenderSystem ()
void setupConfiguration ()
io::stringc getRenderer () const
 Returns the renderer hardware (e.g. "NVIDIA GeForce 8800 GTX").
io::stringc getVersion () const
 Returns the renderer API version (e.g. "OpenGL 3.2" or "Direct3D9.0c").
io::stringc getVendor () const
 Returns the graphics hardware vendor (e.g. "NVIDIA Corporation" or "ATI Technologies Inc.").
io::stringc getShaderVersion () const
 Returns the shader version (e.g. "1.50 NVIDIA via Cg compiler" or "HLSL Shader Model 2").
bool queryVideoSupport (const EVideoFeatureQueries Query) const
 Returns true if the specified feature is supported by the renderer.
s32 getMultitexCount () const
 Returns the count of maximal texture layers for the fixed-function-pipeline.
s32 getMaxAnisotropicFilter () const
 Returns the count of maximal anisotropic texture filter sampling.
s32 getMaxLightCount () const
 Returns the count of maximal light sources for the fixed-function-pipeline.
void clearBuffers (const s32 ClearFlags=BUFFER_COLOR|BUFFER_DEPTH)
void flipBuffers ()
bool setupMaterialStates (const MaterialStates *Material, bool Force=false)
void createVertexBuffer (void *&BufferID)
 Creates a new hardware vertex buffer.
void createIndexBuffer (void *&BufferID)
 Creates a new hardware index buffer.
void deleteVertexBuffer (void *&BufferID)
 Deletes the specified hardware vertex buffer.
void deleteIndexBuffer (void *&BufferID)
 Deletes the specified hardware index buffer.
void updateVertexBuffer (void *BufferID, const dim::UniversalBuffer &BufferData, const VertexFormat *Format, const EHWBufferUsage Usage)
 Updates the specified hardware vertex buffer by uploading the specified buffer data into VRAM.
void updateIndexBuffer (void *BufferID, const dim::UniversalBuffer &BufferData, const IndexFormat *Format, const EHWBufferUsage Usage)
 Updates the specified hardware index buffer by uploading the specified buffer data into VRAM.
void updateVertexBufferElement (void *BufferID, const dim::UniversalBuffer &BufferData, u32 Index)
 Updates the specified hardware vertex buffer only for the specified element.
void updateIndexBufferElement (void *BufferID, const dim::UniversalBuffer &BufferData, u32 Index)
 Updates the specified hardware index buffer only for the specified element.
void drawMeshBuffer (const MeshBuffer *MeshBuffer)
 Renders the given hardware mesh buffer.
void setRenderState (const video::ERenderStates Type, s32 State)
s32 getRenderState (const video::ERenderStates Type) const
 Returns the current render state.
TexturecreateTexture (const STextureCreationFlags &CreationFlags)
 Creates a new texture with the specified creation flags.
void updateModelviewMatrix ()

Detailed Description

Dummy renderer (or rather null device). This is a renderer which will output nothing graphical. It's designed for debugging or other none-graphical purposes.


Constructor & Destructor Documentation

sp::video::DummyRenderSystem::DummyRenderSystem (  ) 
sp::video::DummyRenderSystem::~DummyRenderSystem (  ) 

Member Function Documentation

void sp::video::DummyRenderSystem::clearBuffers ( const s32  ClearFlags = BUFFER_COLOR|BUFFER_DEPTH  )  [virtual]

Clears the specified buffers.

Parameters:
ClearFlags,: Specifies which buffers are to be cleared. This can be a combination of the following types: BUFFER_COLOR (Color or pixel buffer), BUFFER_DEPTH (Depth or Z buffer), BUFFER_STENCIL (Stencil or mask buffer). If your 3D scene has a skybox or the background is not visible because of any other reason you can clear only the depth buffer to speed up your application (This is particular reasonable when using the software renderer).

Implements sp::video::RenderSystem.

void sp::video::DummyRenderSystem::createIndexBuffer ( void *&  BufferID  )  [virtual]

Creates a new hardware index buffer.

Implements sp::video::RenderSystem.

Texture * sp::video::DummyRenderSystem::createTexture ( const STextureCreationFlags CreationFlags  )  [virtual]

Creates a new texture with the specified creation flags.

Implements sp::video::RenderSystem.

void sp::video::DummyRenderSystem::createVertexBuffer ( void *&  BufferID  )  [virtual]

Creates a new hardware vertex buffer.

Implements sp::video::RenderSystem.

void sp::video::DummyRenderSystem::deleteIndexBuffer ( void *&  BufferID  )  [virtual]

Deletes the specified hardware index buffer.

Implements sp::video::RenderSystem.

void sp::video::DummyRenderSystem::deleteVertexBuffer ( void *&  BufferID  )  [virtual]

Deletes the specified hardware vertex buffer.

Implements sp::video::RenderSystem.

void sp::video::DummyRenderSystem::drawMeshBuffer ( const MeshBuffer MeshBuffer  )  [virtual]

Renders the given hardware mesh buffer.

Implements sp::video::RenderSystem.

void sp::video::DummyRenderSystem::flipBuffers (  ) 
s32 sp::video::DummyRenderSystem::getMaxAnisotropicFilter (  )  const [virtual]

Returns the count of maximal anisotropic texture filter sampling.

Implements sp::video::RenderSystem.

s32 sp::video::DummyRenderSystem::getMaxLightCount (  )  const [virtual]

Returns the count of maximal light sources for the fixed-function-pipeline.

Implements sp::video::RenderSystem.

s32 sp::video::DummyRenderSystem::getMultitexCount (  )  const [virtual]

Returns the count of maximal texture layers for the fixed-function-pipeline.

Implements sp::video::RenderSystem.

io::stringc sp::video::DummyRenderSystem::getRenderer (  )  const [virtual]

Returns the renderer hardware (e.g. "NVIDIA GeForce 8800 GTX").

Implements sp::video::RenderSystem.

s32 sp::video::DummyRenderSystem::getRenderState ( const video::ERenderStates  Type  )  const [virtual]

Returns the current render state.

Implements sp::video::RenderSystem.

io::stringc sp::video::DummyRenderSystem::getShaderVersion (  )  const [virtual]

Returns the shader version (e.g. "1.50 NVIDIA via Cg compiler" or "HLSL Shader Model 2").

Implements sp::video::RenderSystem.

io::stringc sp::video::DummyRenderSystem::getVendor (  )  const [virtual]

Returns the graphics hardware vendor (e.g. "NVIDIA Corporation" or "ATI Technologies Inc.").

Implements sp::video::RenderSystem.

io::stringc sp::video::DummyRenderSystem::getVersion (  )  const [virtual]

Returns the renderer API version (e.g. "OpenGL 3.2" or "Direct3D9.0c").

Implements sp::video::RenderSystem.

bool sp::video::DummyRenderSystem::queryVideoSupport ( const EVideoFeatureQueries  Query  )  const [virtual]

Returns true if the specified feature is supported by the renderer.

Implements sp::video::RenderSystem.

void sp::video::DummyRenderSystem::setRenderState ( const video::ERenderStates  Type,
s32  State 
) [virtual]

Sets the render state manual. Can be used do enabled or disable effects directly.

Parameters:
[in] Type Specifies the render state which is to be changed (lighting, blending, fog effect etc.).
[in] State Specifies the new state (commonly TRUE/ FALSE or rather 1/ 0).
Note:
Since version 3.2 the engine itself changes the internal render mode. Thus when drawing a 2D primitive (such as a 2D image) and the render mode will be changed all your previously changed render states will be overwritten. Therefore you have to provide the next render mode, e.g. when you are drawing in 2D and you want to change a special render state do it this way:
        // Provide the next render mode
        spRenderer->setRenderMode(video::RENDERMODE_DRAWING_2D);
        
        // Store the previous render state
        const s32 PrevRenderState = spRenderer->getRenderState(video::RENDER_BLEND);
        
        // Set an individual render state
        spRenderer->setRenderState(video::RENDERSTATE_BLEND, false);
        
        // Draw the primitive
        spRenderer->draw2DImage(Img, 0);
        
        // Reset the render state
        spRenderer->setRenderState(video::RENDER_BLEND, PrevRenderState);
See also:
setRenderMode
ERenderStates

Implements sp::video::RenderSystem.

void sp::video::DummyRenderSystem::setupConfiguration (  )  [virtual]
bool sp::video::DummyRenderSystem::setupMaterialStates ( const MaterialStates Material,
bool  Forced = false 
) [virtual]

Configures the renderer with the specified material states.

Parameters:
[in] Material Pointer to the MaterialStates object.
[in] Forced Specifies whether the setup is to be forced or not. If true the material states will be updated guaranteed. Otherwise the render system checks if the material states are different to the previously set states.
Returns:
True if the new material states have changed. Otherwise there is no need for an update. This function always returns true if 'Forced' is set to true and 'Material' is not null.

Implements sp::video::RenderSystem.

void sp::video::DummyRenderSystem::updateIndexBuffer ( void *  BufferID,
const dim::UniversalBuffer BufferData,
const IndexFormat Format,
const EHWBufferUsage  Usage 
) [virtual]

Updates the specified hardware index buffer by uploading the specified buffer data into VRAM.

Implements sp::video::RenderSystem.

void sp::video::DummyRenderSystem::updateIndexBufferElement ( void *  BufferID,
const dim::UniversalBuffer BufferData,
u32  Index 
) [virtual]

Updates the specified hardware index buffer only for the specified element.

Implements sp::video::RenderSystem.

void sp::video::DummyRenderSystem::updateModelviewMatrix (  )  [virtual]
void sp::video::DummyRenderSystem::updateVertexBuffer ( void *  BufferID,
const dim::UniversalBuffer BufferData,
const VertexFormat Format,
const EHWBufferUsage  Usage 
) [virtual]

Updates the specified hardware vertex buffer by uploading the specified buffer data into VRAM.

Implements sp::video::RenderSystem.

void sp::video::DummyRenderSystem::updateVertexBufferElement ( void *  BufferID,
const dim::UniversalBuffer BufferData,
u32  Index 
) [virtual]

Updates the specified hardware vertex buffer only for the specified element.

Implements sp::video::RenderSystem.


The documentation for this class was generated from the following files:
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