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55 lines
2.1 KiB
C++
55 lines
2.1 KiB
C++
#pragma once
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#include <cstdint>
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class VertexBuffer;
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class IndexBuffer;
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class VertexDeclaration;
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class Texture;
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enum class CubeMapFace;
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enum class Cull : int { None, Counterclockwise };
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enum class Blend : int { InverseSourceAlpha, SourceAlpha, One, BlendFactor };
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enum class BlendOperation : int { Add, ReverseSubtract };
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enum class FillMode : int { Solid, Wireframe };
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enum class TransformState : int { World, View, Projection };
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enum class SamplerState : int { AddressU, AddressV, AddressW };
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enum class TextureAddress : int { Wrap, Clamp };
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enum class ShaderFlags : int { None, Debug };
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enum class PrimitiveType : int { LineList, TriangleList, TriangleStrip };
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enum class TextureFilter : int { None, Point, Linear, Anisotropic };
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class RenderDevice
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{
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public:
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RenderDevice();
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void SetVertexBuffer(int index, VertexBuffer* buffer, long offset, long stride);
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void SetIndexBuffer(IndexBuffer* buffer);
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void SetAlphaBlendEnable(bool value);
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void SetAlphaRef(int value);
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void SetAlphaTestEnable(bool value);
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void SetCullMode(Cull mode);
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void SetBlendOperation(BlendOperation op);
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void SetSourceBlend(Blend blend);
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void SetDestinationBlend(Blend blend);
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void SetFillMode(FillMode mode);
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void SetFogEnable(bool value);
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void SetFogColor(int value);
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void SetFogStart(float value);
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void SetFogEnd(float value);
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void SetMultisampleAntialias(bool value);
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void SetTextureFactor(int factor);
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void SetZEnable(bool value);
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void SetZWriteEnable(bool value);
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void SetTransform(TransformState state, float* matrix);
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void SetSamplerState(int unit, TextureAddress addressU, TextureAddress addressV, TextureAddress addressW);
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void DrawPrimitives(PrimitiveType type, int startIndex, int primitiveCount);
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void DrawUserPrimitives(PrimitiveType type, int startIndex, int primitiveCount, const void* data);
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void SetVertexDeclaration(VertexDeclaration* decl);
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void StartRendering(bool clear, int backcolor, Texture* target, bool usedepthbuffer);
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void FinishRendering();
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void Present();
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void ClearTexture(int backcolor, Texture* texture);
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void CopyTexture(Texture* src, Texture* dst, CubeMapFace face);
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};
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