mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
synced 2024-11-27 14:12:16 +00:00
268 lines
7.2 KiB
C++
268 lines
7.2 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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#include "Precomp.h"
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#include "Backend.h"
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#include "OpenGL/GLBackend.h"
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Backend* Backend::Get()
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{
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static std::unique_ptr<Backend> backend;
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if (!backend)
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backend.reset(new GLBackend());
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return backend.get();
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}
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/////////////////////////////////////////////////////////////////////////////
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extern "C"
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{
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RenderDevice* RenderDevice_New(void* disp, void* window)
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{
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return Backend::Get()->NewRenderDevice(disp, window);
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}
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void RenderDevice_Delete(RenderDevice* device)
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{
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Backend::Get()->DeleteRenderDevice(device);
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}
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const char* RenderDevice_GetError(RenderDevice* device)
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{
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return device->GetError();
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}
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void RenderDevice_DeclareUniform(RenderDevice* device, UniformName name, const char* variablename, UniformType type)
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{
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device->DeclareUniform(name, variablename, type);
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}
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void RenderDevice_DeclareShader(RenderDevice* device, ShaderName index, const char* name, const char* vertexshader, const char* fragmentshader)
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{
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device->DeclareShader(index, name, vertexshader, fragmentshader);
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}
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void RenderDevice_SetShader(RenderDevice* device, ShaderName name)
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{
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device->SetShader(name);
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}
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void RenderDevice_SetUniform(RenderDevice* device, UniformName name, const void* values, int count)
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{
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device->SetUniform(name, values, count);
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}
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void RenderDevice_SetVertexBuffer(RenderDevice* device, VertexBuffer* buffer)
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{
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device->SetVertexBuffer(buffer);
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}
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void RenderDevice_SetIndexBuffer(RenderDevice* device, IndexBuffer* buffer)
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{
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device->SetIndexBuffer(buffer);
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}
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void RenderDevice_SetAlphaBlendEnable(RenderDevice* device, bool value)
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{
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device->SetAlphaBlendEnable(value);
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}
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void RenderDevice_SetAlphaTestEnable(RenderDevice* device, bool value)
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{
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device->SetAlphaTestEnable(value);
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}
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void RenderDevice_SetCullMode(RenderDevice* device, Cull mode)
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{
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device->SetCullMode(mode);
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}
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void RenderDevice_SetBlendOperation(RenderDevice* device, BlendOperation op)
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{
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device->SetBlendOperation(op);
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}
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void RenderDevice_SetSourceBlend(RenderDevice* device, Blend blend)
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{
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device->SetSourceBlend(blend);
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}
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void RenderDevice_SetDestinationBlend(RenderDevice* device, Blend blend)
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{
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device->SetDestinationBlend(blend);
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}
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void RenderDevice_SetFillMode(RenderDevice* device, FillMode mode)
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{
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device->SetFillMode(mode);
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}
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void RenderDevice_SetMultisampleAntialias(RenderDevice* device, bool value)
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{
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device->SetMultisampleAntialias(value);
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}
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void RenderDevice_SetZEnable(RenderDevice* device, bool value)
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{
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device->SetZEnable(value);
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}
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void RenderDevice_SetZWriteEnable(RenderDevice* device, bool value)
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{
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device->SetZWriteEnable(value);
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}
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void RenderDevice_SetTexture(RenderDevice* device, Texture* texture)
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{
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device->SetTexture(texture);
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}
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void RenderDevice_SetSamplerFilter(RenderDevice* device, TextureFilter minfilter, TextureFilter magfilter, TextureFilter mipfilter, float maxanisotropy)
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{
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device->SetSamplerFilter(minfilter, magfilter, mipfilter, maxanisotropy);
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}
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void RenderDevice_SetSamplerState(RenderDevice* device, TextureAddress address)
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{
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device->SetSamplerState(address);
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}
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bool RenderDevice_Draw(RenderDevice* device, PrimitiveType type, int startIndex, int primitiveCount)
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{
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return device->Draw(type, startIndex, primitiveCount);
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}
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bool RenderDevice_DrawIndexed(RenderDevice* device, PrimitiveType type, int startIndex, int primitiveCount)
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{
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return device->DrawIndexed(type, startIndex, primitiveCount);
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}
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bool RenderDevice_DrawData(RenderDevice* device, PrimitiveType type, int startIndex, int primitiveCount, const void* data)
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{
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return device->DrawData(type, startIndex, primitiveCount, data);
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}
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bool RenderDevice_StartRendering(RenderDevice* device, bool clear, int backcolor, Texture* target, bool usedepthbuffer)
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{
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return device->StartRendering(clear, backcolor, target, usedepthbuffer);
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}
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bool RenderDevice_FinishRendering(RenderDevice* device)
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{
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return device->FinishRendering();
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}
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bool RenderDevice_Present(RenderDevice* device)
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{
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return device->Present();
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}
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bool RenderDevice_ClearTexture(RenderDevice* device, int backcolor, Texture* texture)
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{
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return device->ClearTexture(backcolor, texture);
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}
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bool RenderDevice_CopyTexture(RenderDevice* device, Texture* dst, CubeMapFace face)
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{
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return device->CopyTexture(dst, face);
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}
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bool RenderDevice_SetVertexBufferData(RenderDevice* device, VertexBuffer* buffer, void* data, int64_t size, VertexFormat format)
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{
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return device->SetVertexBufferData(buffer, data, size, format);
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}
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bool RenderDevice_SetVertexBufferSubdata(RenderDevice* device, VertexBuffer* buffer, int64_t destOffset, void* data, int64_t size)
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{
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return device->SetVertexBufferSubdata(buffer, destOffset, data, size);
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}
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bool RenderDevice_SetIndexBufferData(RenderDevice* device, IndexBuffer* buffer, void* data, int64_t size)
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{
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return device->SetIndexBufferData(buffer, data, size);
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}
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bool RenderDevice_SetPixels(RenderDevice* device, Texture* texture, const void* data)
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{
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return device->SetPixels(texture, data);
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}
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bool RenderDevice_SetCubePixels(RenderDevice* device, Texture* texture, CubeMapFace face, const void* data)
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{
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return device->SetCubePixels(texture, face, data);
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}
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void* RenderDevice_MapPBO(RenderDevice* device, Texture* texture)
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{
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return device->MapPBO(texture);
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}
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bool RenderDevice_UnmapPBO(RenderDevice* device, Texture* texture)
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{
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return device->UnmapPBO(texture);
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}
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////////////////////////////////////////////////////////////////////////////
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IndexBuffer* IndexBuffer_New()
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{
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return Backend::Get()->NewIndexBuffer();
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}
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void IndexBuffer_Delete(IndexBuffer* buffer)
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{
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Backend::Get()->DeleteIndexBuffer(buffer);
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}
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////////////////////////////////////////////////////////////////////////////
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VertexBuffer* VertexBuffer_New()
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{
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return Backend::Get()->NewVertexBuffer();
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}
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void VertexBuffer_Delete(VertexBuffer* buffer)
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{
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Backend::Get()->DeleteVertexBuffer(buffer);
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}
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////////////////////////////////////////////////////////////////////////////
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Texture* Texture_New()
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{
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return Backend::Get()->NewTexture();
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}
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void Texture_Delete(Texture* tex)
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{
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return Backend::Get()->DeleteTexture(tex);
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}
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void Texture_Set2DImage(Texture* tex, int width, int height)
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{
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tex->Set2DImage(width, height);
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}
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void Texture_SetCubeImage(Texture* tex, int size)
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{
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tex->SetCubeImage(size);
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}
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}
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