UltimateZoneBuilder/Source/Native/RenderDevice.cpp

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#include "Precomp.h"
#include "RenderDevice.h"
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#include "VertexBuffer.h"
#include "IndexBuffer.h"
#include "VertexDeclaration.h"
#include "Texture.h"
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RenderDevice::RenderDevice(HWND hwnd) : Context(hwnd)
{
}
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void RenderDevice::SetVertexBuffer(int index, VertexBuffer* buffer, long offset, long stride)
{
}
void RenderDevice::SetIndexBuffer(IndexBuffer* buffer)
{
}
void RenderDevice::SetAlphaBlendEnable(bool value)
{
}
void RenderDevice::SetAlphaRef(int value)
{
}
void RenderDevice::SetAlphaTestEnable(bool value)
{
}
void RenderDevice::SetCullMode(Cull mode)
{
}
void RenderDevice::SetBlendOperation(BlendOperation op)
{
}
void RenderDevice::SetSourceBlend(Blend blend)
{
}
void RenderDevice::SetDestinationBlend(Blend blend)
{
}
void RenderDevice::SetFillMode(FillMode mode)
{
}
void RenderDevice::SetFogEnable(bool value)
{
}
void RenderDevice::SetFogColor(int value)
{
}
void RenderDevice::SetFogStart(float value)
{
}
void RenderDevice::SetFogEnd(float value)
{
}
void RenderDevice::SetMultisampleAntialias(bool value)
{
}
void RenderDevice::SetTextureFactor(int factor)
{
}
void RenderDevice::SetZEnable(bool value)
{
}
void RenderDevice::SetZWriteEnable(bool value)
{
}
void RenderDevice::SetTransform(TransformState state, float* matrix)
{
}
void RenderDevice::SetSamplerState(int unit, TextureAddress addressU, TextureAddress addressV, TextureAddress addressW)
{
}
void RenderDevice::DrawPrimitives(PrimitiveType type, int startIndex, int primitiveCount)
{
}
void RenderDevice::DrawUserPrimitives(PrimitiveType type, int startIndex, int primitiveCount, const void* data)
{
}
void RenderDevice::SetVertexDeclaration(VertexDeclaration* decl)
{
}
void RenderDevice::StartRendering(bool clear, int backcolor, Texture* target, bool usedepthbuffer)
{
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Context.Begin();
if (clear && usedepthbuffer)
{
glClearColor(RPART(backcolor) / 255.0f, GPART(backcolor) / 255.0f, BPART(backcolor) / 255.0f, APART(backcolor) / 255.0f);
glClearDepthf(1.0f);
glClear(GL_COLOR | GL_DEPTH);
}
else if (clear)
{
glClearColor(RPART(backcolor) / 255.0f, GPART(backcolor) / 255.0f, BPART(backcolor) / 255.0f, APART(backcolor) / 255.0f);
glClear(GL_COLOR);
}
Context.End();
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}
void RenderDevice::FinishRendering()
{
}
void RenderDevice::Present()
{
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Context.SwapBuffers();
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}
void RenderDevice::ClearTexture(int backcolor, Texture* texture)
{
}
void RenderDevice::CopyTexture(Texture* src, Texture* dst, CubeMapFace face)
{
}
/////////////////////////////////////////////////////////////////////////////
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RenderDevice* RenderDevice_New(HWND hwnd)
{
RenderDevice *device = new RenderDevice(hwnd);
if (!device->Context)
{
delete device;
return nullptr;
}
else
{
return device;
}
}
void RenderDevice_Delete(RenderDevice* device)
{
delete device;
}
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void RenderDevice_SetVertexBuffer(RenderDevice* device, int index, VertexBuffer* buffer, long offset, long stride)
{
device->SetVertexBuffer(index, buffer, offset, stride);
}
void RenderDevice_SetIndexBuffer(RenderDevice* device, IndexBuffer* buffer)
{
device->SetIndexBuffer(buffer);
}
void RenderDevice_SetAlphaBlendEnable(RenderDevice* device, bool value)
{
device->SetAlphaBlendEnable(value);
}
void RenderDevice_SetAlphaRef(RenderDevice* device, int value)
{
device->SetAlphaRef(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_SetFogEnable(RenderDevice* device, bool value)
{
device->SetFogEnable(value);
}
void RenderDevice_SetFogColor(RenderDevice* device, int value)
{
device->SetFogColor(value);
}
void RenderDevice_SetFogStart(RenderDevice* device, float value)
{
device->SetFogStart(value);
}
void RenderDevice_SetFogEnd(RenderDevice* device, float value)
{
device->SetFogEnd(value);
}
void RenderDevice_SetMultisampleAntialias(RenderDevice* device, bool value)
{
device->SetMultisampleAntialias(value);
}
void RenderDevice_SetTextureFactor(RenderDevice* device, int factor)
{
device->SetTextureFactor(factor);
}
void RenderDevice_SetZEnable(RenderDevice* device, bool value)
{
device->SetZEnable(value);
}
void RenderDevice_SetZWriteEnable(RenderDevice* device, bool value)
{
device->SetZWriteEnable(value);
}
void RenderDevice_SetTransform(RenderDevice* device, TransformState state, float* matrix)
{
device->SetTransform(state, matrix);
}
void RenderDevice_SetSamplerState(RenderDevice* device, int unit, TextureAddress addressU, TextureAddress addressV, TextureAddress addressW)
{
device->SetSamplerState(unit, addressU, addressV, addressW);
}
void RenderDevice_DrawPrimitives(RenderDevice* device, PrimitiveType type, int startIndex, int primitiveCount)
{
device->DrawPrimitives(type, startIndex, primitiveCount);
}
void RenderDevice_DrawUserPrimitives(RenderDevice* device, PrimitiveType type, int startIndex, int primitiveCount, const void* data)
{
device->DrawUserPrimitives(type, startIndex, primitiveCount, data);
}
void RenderDevice_SetVertexDeclaration(RenderDevice* device, VertexDeclaration* decl)
{
device->SetVertexDeclaration(decl);
}
void RenderDevice_StartRendering(RenderDevice* device, bool clear, int backcolor, Texture* target, bool usedepthbuffer)
{
device->StartRendering(clear, backcolor, target, usedepthbuffer);
}
void RenderDevice_FinishRendering(RenderDevice* device)
{
device->FinishRendering();
}
void RenderDevice_Present(RenderDevice* device)
{
device->Present();
}
void RenderDevice_ClearTexture(RenderDevice* device, int backcolor, Texture* texture)
{
device->ClearTexture(backcolor, texture);
}
void RenderDevice_CopyTexture(RenderDevice* device, Texture* src, Texture* dst, CubeMapFace face)
{
device->CopyTexture(src, dst, face);
}