void TSRD3D11GraphicsSubSystem::ShutDownGraphics()
{
    SAFE_DELETE( GraphicsFactory() );
	SAFE_RELEASE( m_pCpuBackBufferCopy );
    SAFE_RELEASE( m_pColorBufferView );
    SAFE_RELEASE( m_pDepthStencil );
    SAFE_RELEASE( m_pDepthStencilView );
	SAFE_RELEASE( m_pQueryIdleGPU );
#ifdef D3D11_RENDERER
    SAFE_RELEASE( m_pD3DDeviceContext );
#endif
    SAFE_RELEASE( m_pD3DDevice );
}
TSRD3D11GraphicsSubSystem::TSRD3D11GraphicsSubSystem()
{
    m_pD3DDevice = 0;
    m_pColorBufferView = 0;
    m_pDepthStencil = 0;
    m_pDepthStencilView = 0;

    m_pActiveColorBufferViews[ 0 ] = 0;
    m_pActiveColorBufferViews[ 1 ] = 0;
    m_pActiveColorBufferViews[ 2 ] = 0;
    m_pActiveColorBufferViews[ 3 ] = 0;
    m_pActiveDepthStencilView = 0;

    GraphicsFactory() = new TSRD3D11Factory();
}
Пример #3
0
Graphics * GraphicsFactory::extractGraphicsFromOneLine(std::string & contents, int & level)
{
    std::size_t pos = contents.find_first_not_of(space);
    level = pos/2;
    Graphics * gr =0;

    std::size_t found = contents.find("Comp ", pos);
    if (found==pos)
        gr = new CompositeGraphics;
    found = contents.find("C(", pos);
    if (found==pos)
    {
        std::string s(contents.substr(pos+2));
        std::stringstream ifs(s);
        GraphicsFactory();
        int cx, cy, r;
        char c;
        //     cx    ,    cy    ,    r    )
        ifs >> cx >> c >> cy >> c >> r >> c;
        gr = new SimpleGraphics(new Circle(cx,cy,r));
    }
//	this will Initialize OpenGL ES 2
void TSRGLES2GraphicsSubSystem::InitGraphics( TSRScreenMode& _screenMode )
{
    m_iDefaultFramebuffer = -1;
    GraphicsFactory() = new TSRGLES2GraphicsFactory();
    TSRPrintln( "GLES2 SubSystem successfully Initialized" );
    glEnable( GL_CULL_FACE );
    printGLString( "Version", GL_VERSION );
    printGLString( "Vendor", GL_VENDOR );
   // printGLString( "Renderer", GL_RENDERER );
   // printGLString( "Extensions", GL_EXTENSIONS );
	Resize( _screenMode.m_uiWidth, _screenMode.m_uiHeight );
    
    
    int uiSupportedCompressedTextureFormatsCount = 0;
    
    glGetIntegerv( GL_NUM_COMPRESSED_TEXTURE_FORMATS, &uiSupportedCompressedTextureFormatsCount );

	//TSRPrintln( "Number of compressed formats supported: %d ", uiSupportedCompressedTextureFormatsCount );
    
    int supprtedFormats[ 1024 ];
    
    glGetIntegerv( GL_COMPRESSED_TEXTURE_FORMATS, supprtedFormats );
    
    for ( int i = 0; i < uiSupportedCompressedTextureFormatsCount; i++ )
    {
        m_SupportedCompressedTextureFormats.push_back( supprtedFormats[ i ] );
		//TSRPrintln( "Compressed format: %x ", supprtedFormats[ i ] );
    }
    
    
    GLint iDefaultFramebuffer = 0;
    /// get the default frame buffer
    glGetIntegerv( GL_FRAMEBUFFER_BINDING, &iDefaultFramebuffer );
    
    iDefaultFramebuffer++;
}
void TSRGLES2GraphicsSubSystem::ShutDownGraphics()
{
    SAFE_DELETE( GraphicsFactory() );
    TSRPrintln( "GLES2 SubSystem successfully ShutDown" );
}