UltimateZoneBuilder/Source/Native/Backend.cpp

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/*
** BuilderNative Renderer
** Copyright (c) 2019 Magnus Norddahl
**
** This software is provided 'as-is', without any express or implied
** warranty. In no event will the authors be held liable for any damages
** arising from the use of this software.
**
** Permission is granted to anyone to use this software for any purpose,
** including commercial applications, and to alter it and redistribute it
** freely, subject to the following restrictions:
**
** 1. The origin of this software must not be misrepresented; you must not
** claim that you wrote the original software. If you use this software
** in a product, an acknowledgment in the product documentation would be
** appreciated but is not required.
** 2. Altered source versions must be plainly marked as such, and must not be
** misrepresented as being the original software.
** 3. This notice may not be removed or altered from any source distribution.
*/
#include "Precomp.h"
#include "Backend.h"
#include "OpenGL/GLBackend.h"
namespace
{
std::string mLastError;
std::string mReturnError;
char mSetErrorBuffer[4096];
}
void SetError(const char* fmt, ...)
{
va_list va;
va_start(va, fmt);
mSetErrorBuffer[0] = 0;
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#ifdef WIN32
_vsnprintf(mSetErrorBuffer, sizeof(mSetErrorBuffer) - 1, fmt, va);
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#else
vsnprintf(mSetErrorBuffer, sizeof(mSetErrorBuffer) - 1, fmt, va);
#endif
va_end(va);
mSetErrorBuffer[sizeof(mSetErrorBuffer) - 1] = 0;
mLastError = mSetErrorBuffer;
}
const char* GetError()
{
mReturnError.swap(mLastError);
mLastError.clear();
return mReturnError.c_str();
}
/////////////////////////////////////////////////////////////////////////////
Backend* Backend::Get()
{
static std::unique_ptr<Backend> backend;
if (!backend)
backend.reset(new GLBackend());
return backend.get();
}
/////////////////////////////////////////////////////////////////////////////
extern "C"
{
RenderDevice* RenderDevice_New(void* disp, void* window)
{
return Backend::Get()->NewRenderDevice(disp, window);
}
void RenderDevice_Delete(RenderDevice* device)
{
Backend::Get()->DeleteRenderDevice(device);
}
const char* BuilderNative_GetError()
{
return GetError();
}
void RenderDevice_DeclareUniform(RenderDevice* device, UniformName name, const char* variablename, UniformType type)
{
device->DeclareUniform(name, variablename, type);
}
void RenderDevice_DeclareShader(RenderDevice* device, ShaderName index, const char* name, const char* vertexshader, const char* fragmentshader)
{
device->DeclareShader(index, name, vertexshader, fragmentshader);
}
void RenderDevice_SetShader(RenderDevice* device, ShaderName name)
{
device->SetShader(name);
}
void RenderDevice_SetUniform(RenderDevice* device, UniformName name, const void* values, int count, int bytesize)
{
device->SetUniform(name, values, count, bytesize);
}
void RenderDevice_SetVertexBuffer(RenderDevice* device, VertexBuffer* buffer)
{
device->SetVertexBuffer(buffer);
}
void RenderDevice_SetIndexBuffer(RenderDevice* device, IndexBuffer* buffer)
{
device->SetIndexBuffer(buffer);
}
void RenderDevice_SetAlphaBlendEnable(RenderDevice* device, bool value)
{
device->SetAlphaBlendEnable(value);
}
void RenderDevice_SetAlphaTestEnable(RenderDevice* device, bool value)
{
device->SetAlphaTestEnable(value);
}
void RenderDevice_SetCullMode(RenderDevice* device, Cull mode)
{
device->SetCullMode(mode);
}
void RenderDevice_SetBlendOperation(RenderDevice* device, BlendOperation op)
{
device->SetBlendOperation(op);
}
void RenderDevice_SetSourceBlend(RenderDevice* device, Blend blend)
{
device->SetSourceBlend(blend);
}
void RenderDevice_SetDestinationBlend(RenderDevice* device, Blend blend)
{
device->SetDestinationBlend(blend);
}
void RenderDevice_SetFillMode(RenderDevice* device, FillMode mode)
{
device->SetFillMode(mode);
}
void RenderDevice_SetMultisampleAntialias(RenderDevice* device, bool value)
{
device->SetMultisampleAntialias(value);
}
void RenderDevice_SetZEnable(RenderDevice* device, bool value)
{
device->SetZEnable(value);
}
void RenderDevice_SetZWriteEnable(RenderDevice* device, bool value)
{
device->SetZWriteEnable(value);
}
void RenderDevice_SetTexture(RenderDevice* device, Texture* texture)
{
device->SetTexture(texture);
}
void RenderDevice_SetSamplerFilter(RenderDevice* device, TextureFilter minfilter, TextureFilter magfilter, MipmapFilter mipfilter, float maxanisotropy)
{
device->SetSamplerFilter(minfilter, magfilter, mipfilter, maxanisotropy);
}
void RenderDevice_SetSamplerState(RenderDevice* device, TextureAddress address)
{
device->SetSamplerState(address);
}
bool RenderDevice_Draw(RenderDevice* device, PrimitiveType type, int startIndex, int primitiveCount)
{
return device->Draw(type, startIndex, primitiveCount);
}
bool RenderDevice_DrawIndexed(RenderDevice* device, PrimitiveType type, int startIndex, int primitiveCount)
{
return device->DrawIndexed(type, startIndex, primitiveCount);
}
bool RenderDevice_DrawData(RenderDevice* device, PrimitiveType type, int startIndex, int primitiveCount, const void* data)
{
return device->DrawData(type, startIndex, primitiveCount, data);
}
bool RenderDevice_StartRendering(RenderDevice* device, bool clear, int backcolor, Texture* target, bool usedepthbuffer)
{
return device->StartRendering(clear, backcolor, target, usedepthbuffer);
}
bool RenderDevice_FinishRendering(RenderDevice* device)
{
return device->FinishRendering();
}
bool RenderDevice_Present(RenderDevice* device)
{
return device->Present();
}
bool RenderDevice_ClearTexture(RenderDevice* device, int backcolor, Texture* texture)
{
return device->ClearTexture(backcolor, texture);
}
bool RenderDevice_CopyTexture(RenderDevice* device, Texture* dst, CubeMapFace face)
{
return device->CopyTexture(dst, face);
}
bool RenderDevice_SetVertexBufferData(RenderDevice* device, VertexBuffer* buffer, void* data, int64_t size, VertexFormat format)
{
return device->SetVertexBufferData(buffer, data, size, format);
}
bool RenderDevice_SetVertexBufferSubdata(RenderDevice* device, VertexBuffer* buffer, int64_t destOffset, void* data, int64_t size)
{
return device->SetVertexBufferSubdata(buffer, destOffset, data, size);
}
bool RenderDevice_SetIndexBufferData(RenderDevice* device, IndexBuffer* buffer, void* data, int64_t size)
{
return device->SetIndexBufferData(buffer, data, size);
}
bool RenderDevice_SetPixels(RenderDevice* device, Texture* texture, const void* data)
{
return device->SetPixels(texture, data);
}
bool RenderDevice_SetCubePixels(RenderDevice* device, Texture* texture, CubeMapFace face, const void* data)
{
return device->SetCubePixels(texture, face, data);
}
void* RenderDevice_MapPBO(RenderDevice* device, Texture* texture)
{
return device->MapPBO(texture);
}
bool RenderDevice_UnmapPBO(RenderDevice* device, Texture* texture)
{
return device->UnmapPBO(texture);
}
////////////////////////////////////////////////////////////////////////////
IndexBuffer* IndexBuffer_New()
{
return Backend::Get()->NewIndexBuffer();
}
void IndexBuffer_Delete(IndexBuffer* buffer)
{
Backend::Get()->DeleteIndexBuffer(buffer);
}
////////////////////////////////////////////////////////////////////////////
VertexBuffer* VertexBuffer_New()
{
return Backend::Get()->NewVertexBuffer();
}
void VertexBuffer_Delete(VertexBuffer* buffer)
{
Backend::Get()->DeleteVertexBuffer(buffer);
}
////////////////////////////////////////////////////////////////////////////
Texture* Texture_New()
{
return Backend::Get()->NewTexture();
}
void Texture_Delete(Texture* tex)
{
return Backend::Get()->DeleteTexture(tex);
}
void Texture_Set2DImage(Texture* tex, int width, int height)
{
tex->Set2DImage(width, height);
}
void Texture_SetCubeImage(Texture* tex, int size)
{
tex->SetCubeImage(size);
}
}