My Project
RenderDeviceDirectX.h
1 #pragma once
2 #include "RenderDevice.h"
3 
4 namespace ParaEngine
5 {
11  {
12  public:
13  static RenderDevice* GetInstance();
14 
15  static HRESULT DrawPrimitive(RenderDevicePtr pd3dDevice, int nStatisticsType, D3DPRIMITIVETYPE PrimitiveType, UINT StartVertex, UINT PrimitiveCount);
16 
17  static HRESULT DrawPrimitiveUP(RenderDevicePtr pd3dDevice, int nStatisticsType,
18  D3DPRIMITIVETYPE PrimitiveType,
19  UINT PrimitiveCount,
20  CONST void* pVertexStreamZeroData,
21  UINT VertexStreamZeroStride);
22 
23 
24  static HRESULT DrawIndexedPrimitive(RenderDevicePtr pd3dDevice, int nStatisticsType, D3DPRIMITIVETYPE Type, INT BaseVertexIndex, UINT MinIndex, UINT NumVertices, UINT indexStart, UINT PrimitiveCount);
25 
26  static HRESULT DrawIndexedPrimitiveUP(RenderDevicePtr pd3dDevice, int nStatisticsType,
27  D3DPRIMITIVETYPE PrimitiveType,
28  UINT MinVertexIndex,
29  UINT NumVertices,
30  UINT PrimitiveCount,
31  CONST void * pIndexData,
32  D3DFORMAT IndexDataFormat,
33  CONST void* pVertexStreamZeroData,
34  UINT VertexStreamZeroStride);
35 
37  static bool CheckRenderError(const char* filename = NULL, const char* func = NULL, int nLine = 0);
38 
41  static bool ReadPixels(int nLeft, int nTop, int nWidth, int nHeight, void* pDataOut, DWORD nDataFormat = 0, DWORD nDataType = 0);
42  public:
43 
44  };
45 }
different physics engine has different winding order.
Definition: EventBinding.h:32
a very thin wrapper to DirectX device with a portable version of openGL implementation.
Definition: RenderDeviceDirectX.h:10
Definition: RenderDevice.h:5
static bool ReadPixels(int nLeft, int nTop, int nWidth, int nHeight, void *pDataOut, DWORD nDataFormat=0, DWORD nDataType=0)
read a block of pixels from the frame buffer this emulate: glReadPixels().
Definition: RenderDeviceOpenGL.cpp:710
static bool CheckRenderError(const char *filename=NULL, const char *func=NULL, int nLine=0)
check render error and print to log.
Definition: RenderDeviceOpenGL.cpp:385