UltimateZoneBuilder/Source/Native/Backend.h

130 lines
5 KiB
C++

/*
** 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 <string>
#include <mutex>
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 { None, Point, Linear, Anisotropic };
enum class UniformType : int { Vec4f, Vec3f, Vec2f, Float, Mat4 };
typedef int UniformName;
typedef int ShaderName;
class VertexBuffer;
class IndexBuffer;
class Texture;
class RenderDevice
{
public:
virtual ~RenderDevice() = default;
virtual const char* GetError() = 0;
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) = 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, TextureFilter 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) = 0;
virtual void SetCubeImage(int size) = 0;
};
class Backend
{
public:
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;
};