mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
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130 lines
5 KiB
C++
130 lines
5 KiB
C++
/*
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** BuilderNative Renderer
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** Copyright (c) 2019 Magnus Norddahl
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**
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** This software is provided 'as-is', without any express or implied
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** warranty. In no event will the authors be held liable for any damages
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** arising from the use of this software.
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**
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** Permission is granted to anyone to use this software for any purpose,
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** including commercial applications, and to alter it and redistribute it
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** freely, subject to the following restrictions:
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**
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** 1. The origin of this software must not be misrepresented; you must not
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** claim that you wrote the original software. If you use this software
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** in a product, an acknowledgment in the product documentation would be
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** appreciated but is not required.
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** 2. Altered source versions must be plainly marked as such, and must not be
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** misrepresented as being the original software.
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** 3. This notice may not be removed or altered from any source distribution.
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*/
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#pragma once
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#include <string>
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#include <mutex>
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enum class CubeMapFace : int { PositiveX, PositiveY, PositiveZ, NegativeX, NegativeY, NegativeZ };
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enum class VertexFormat : int32_t { Flat, World };
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enum class DeclarationUsage : int32_t { Position, Color, TextureCoordinate, Normal };
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enum class Cull : int { None, Clockwise };
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enum class Blend : int { InverseSourceAlpha, SourceAlpha, One };
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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 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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enum class UniformType : int { Vec4f, Vec3f, Vec2f, Float, Mat4 };
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typedef int UniformName;
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typedef int ShaderName;
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class VertexBuffer;
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class IndexBuffer;
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class Texture;
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class RenderDevice
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{
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public:
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virtual ~RenderDevice() = default;
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virtual const char* GetError() = 0;
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virtual void DeclareUniform(UniformName name, const char* glslname, UniformType type) = 0;
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virtual void DeclareShader(ShaderName index, const char* name, const char* vertexshader, const char* fragmentshader) = 0;
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virtual void SetShader(ShaderName name) = 0;
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virtual void SetUniform(UniformName name, const void* values, int count) = 0;
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virtual void SetVertexBuffer(VertexBuffer* buffer) = 0;
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virtual void SetIndexBuffer(IndexBuffer* buffer) = 0;
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virtual void SetAlphaBlendEnable(bool value) = 0;
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virtual void SetAlphaTestEnable(bool value) = 0;
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virtual void SetCullMode(Cull mode) = 0;
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virtual void SetBlendOperation(BlendOperation op) = 0;
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virtual void SetSourceBlend(Blend blend) = 0;
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virtual void SetDestinationBlend(Blend blend) = 0;
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virtual void SetFillMode(FillMode mode) = 0;
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virtual void SetMultisampleAntialias(bool value) = 0;
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virtual void SetZEnable(bool value) = 0;
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virtual void SetZWriteEnable(bool value) = 0;
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virtual void SetTexture(Texture* texture) = 0;
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virtual void SetSamplerFilter(TextureFilter minfilter, TextureFilter magfilter, TextureFilter mipfilter, float maxanisotropy) = 0;
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virtual void SetSamplerState(TextureAddress address) = 0;
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virtual bool Draw(PrimitiveType type, int startIndex, int primitiveCount) = 0;
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virtual bool DrawIndexed(PrimitiveType type, int startIndex, int primitiveCount) = 0;
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virtual bool DrawData(PrimitiveType type, int startIndex, int primitiveCount, const void* data) = 0;
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virtual bool StartRendering(bool clear, int backcolor, Texture* target, bool usedepthbuffer) = 0;
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virtual bool FinishRendering() = 0;
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virtual bool Present() = 0;
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virtual bool ClearTexture(int backcolor, Texture* texture) = 0;
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virtual bool CopyTexture(Texture* dst, CubeMapFace face) = 0;
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virtual bool SetVertexBufferData(VertexBuffer* buffer, void* data, int64_t size, VertexFormat format) = 0;
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virtual bool SetVertexBufferSubdata(VertexBuffer* buffer, int64_t destOffset, void* data, int64_t size) = 0;
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virtual bool SetIndexBufferData(IndexBuffer* buffer, void* data, int64_t size) = 0;
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virtual bool SetPixels(Texture* texture, const void* data) = 0;
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virtual bool SetCubePixels(Texture* texture, CubeMapFace face, const void* data) = 0;
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virtual void* MapPBO(Texture* texture) = 0;
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virtual bool UnmapPBO(Texture* texture) = 0;
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};
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class VertexBuffer
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{
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public:
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virtual ~VertexBuffer() = default;
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static const int FlatStride = 24;
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static const int WorldStride = 36;
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};
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class IndexBuffer
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{
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public:
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virtual ~IndexBuffer() = default;
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};
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class Texture
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{
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public:
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virtual ~Texture() = default;
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virtual void Set2DImage(int width, int height) = 0;
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virtual void SetCubeImage(int size) = 0;
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};
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class Backend
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{
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public:
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static Backend* Get();
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virtual RenderDevice* NewRenderDevice(void* disp, void* window) = 0;
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virtual void DeleteRenderDevice(RenderDevice* device) = 0;
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virtual VertexBuffer* NewVertexBuffer() = 0;
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virtual void DeleteVertexBuffer(VertexBuffer* buffer) = 0;
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virtual IndexBuffer* NewIndexBuffer() = 0;
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virtual void DeleteIndexBuffer(IndexBuffer* buffer) = 0;
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virtual Texture* NewTexture() = 0;
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virtual void DeleteTexture(Texture* texture) = 0;
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};
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