/* ** 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. */ #pragma once #include #include enum class CubeMapFace : int { PositiveX, PositiveY, PositiveZ, NegativeX, NegativeY, NegativeZ }; enum class VertexFormat : int32_t { Flat, World }; enum class DeclarationUsage : int32_t { Position, Color, TextureCoordinate, Normal }; enum class Cull : int { None, Clockwise }; enum class Blend : int { InverseSourceAlpha, SourceAlpha, One }; enum class BlendOperation : int { Add, ReverseSubtract }; enum class FillMode : int { Solid, Wireframe }; enum class TextureAddress : int { Wrap, Clamp }; enum class ShaderFlags : int { None, Debug }; enum class PrimitiveType : int { LineList, TriangleList, TriangleStrip }; enum class TextureFilter : int { Nearest, Linear }; enum class MipmapFilter : int { None, Nearest, Linear }; enum class UniformType : int { Vec4f, Vec3f, Vec2f, Float, Mat4, Vec4i, Vec3i, Vec2i, Int, Vec4fArray, Vec3fArray, Vec2fArray }; enum class PixelFormat : int { Rgba8, Bgra8, Rg16f, Rgba16f, R32f, Rg32f, Rgb32f, Rgba32f, D32f_S8, D24_S8, A2Bgr10, A2Rgb10_snorm }; typedef int UniformName; typedef int ShaderName; class VertexBuffer; class IndexBuffer; class Texture; class RenderDevice { public: virtual ~RenderDevice() = default; virtual void DeclareUniform(UniformName name, const char* glslname, UniformType type) = 0; virtual void DeclareShader(ShaderName index, const char* name, const char* vertexshader, const char* fragmentshader) = 0; virtual void SetShader(ShaderName name) = 0; virtual void SetUniform(UniformName name, const void* values, int count, int bytesize) = 0; virtual void SetVertexBuffer(VertexBuffer* buffer) = 0; virtual void SetIndexBuffer(IndexBuffer* buffer) = 0; virtual void SetAlphaBlendEnable(bool value) = 0; virtual void SetAlphaTestEnable(bool value) = 0; virtual void SetCullMode(Cull mode) = 0; virtual void SetBlendOperation(BlendOperation op) = 0; virtual void SetSourceBlend(Blend blend) = 0; virtual void SetDestinationBlend(Blend blend) = 0; virtual void SetFillMode(FillMode mode) = 0; virtual void SetMultisampleAntialias(bool value) = 0; virtual void SetZEnable(bool value) = 0; virtual void SetZWriteEnable(bool value) = 0; virtual void SetTexture(Texture* texture) = 0; virtual void SetSamplerFilter(TextureFilter minfilter, TextureFilter magfilter, MipmapFilter mipfilter, float maxanisotropy) = 0; virtual void SetSamplerState(TextureAddress address) = 0; virtual bool Draw(PrimitiveType type, int startIndex, int primitiveCount) = 0; virtual bool DrawIndexed(PrimitiveType type, int startIndex, int primitiveCount) = 0; virtual bool DrawData(PrimitiveType type, int startIndex, int primitiveCount, const void* data) = 0; virtual bool StartRendering(bool clear, int backcolor, Texture* target, bool usedepthbuffer) = 0; virtual bool FinishRendering() = 0; virtual bool Present() = 0; virtual bool ClearTexture(int backcolor, Texture* texture) = 0; virtual bool CopyTexture(Texture* dst, CubeMapFace face) = 0; virtual bool SetVertexBufferData(VertexBuffer* buffer, void* data, int64_t size, VertexFormat format) = 0; virtual bool SetVertexBufferSubdata(VertexBuffer* buffer, int64_t destOffset, void* data, int64_t size) = 0; virtual bool SetIndexBufferData(IndexBuffer* buffer, void* data, int64_t size) = 0; virtual bool SetPixels(Texture* texture, const void* data) = 0; virtual bool SetCubePixels(Texture* texture, CubeMapFace face, const void* data) = 0; virtual void* MapPBO(Texture* texture) = 0; virtual bool UnmapPBO(Texture* texture) = 0; }; class VertexBuffer { public: virtual ~VertexBuffer() = default; static const int FlatStride = 24; static const int WorldStride = 36; }; class IndexBuffer { public: virtual ~IndexBuffer() = default; }; class Texture { public: virtual ~Texture() = default; virtual void Set2DImage(int width, int height, PixelFormat format) = 0; virtual void SetCubeImage(int size, PixelFormat format) = 0; }; class Backend { public: virtual ~Backend() = default; static Backend* Get(); virtual RenderDevice* NewRenderDevice(void* disp, void* window) = 0; virtual void DeleteRenderDevice(RenderDevice* device) = 0; virtual VertexBuffer* NewVertexBuffer() = 0; virtual void DeleteVertexBuffer(VertexBuffer* buffer) = 0; virtual IndexBuffer* NewIndexBuffer() = 0; virtual void DeleteIndexBuffer(IndexBuffer* buffer) = 0; virtual Texture* NewTexture() = 0; virtual void DeleteTexture(Texture* texture) = 0; }; void SetError(const char* fmt, ...); const char* GetError();