/* ** 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" Backend* Backend::Get() { static std::unique_ptr 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* RenderDevice_GetError(RenderDevice* device) { return device->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) { device->SetUniform(name, values, count); } 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); } }