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https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
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180 lines
4.8 KiB
C++
180 lines
4.8 KiB
C++
#pragma once
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#include "OpenGLContext.h"
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class VertexBuffer;
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class IndexBuffer;
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class Texture;
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class ShaderManager;
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class Shader;
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enum class CubeMapFace;
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enum class VertexFormat;
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enum class Cull : int { None, Clockwise };
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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 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 ShaderName
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{
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display2d_fsaa,
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display2d_normal,
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display2d_fullbright,
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things2d_thing,
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things2d_sprite,
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things2d_fill,
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world3d_main,
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world3d_fullbright,
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world3d_main_highlight,
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world3d_fullbright_highlight,
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world3d_main_vertexcolor,
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world3d_skybox,
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world3d_main_highlight_vertexcolor,
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world3d_p7,
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world3d_main_fog,
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world3d_p9,
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world3d_main_highlight_fog,
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world3d_p11,
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world3d_main_fog_vertexcolor,
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world3d_p13,
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world3d_main_highlight_fog_vertexcolor,
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world3d_vertex_color,
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world3d_constant_color,
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world3d_lightpass,
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count
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};
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enum class UniformName : int
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{
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rendersettings,
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transformsettings,
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desaturation,
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highlightcolor,
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worldviewproj,
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world,
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modelnormal,
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FillColor,
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vertexColor,
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stencilColor,
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lightPosAndRadius,
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lightOrientation,
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light2Radius,
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lightColor,
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ignoreNormals,
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spotLight,
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campos,
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texturefactor,
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NumUniforms
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};
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class RenderDevice
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{
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public:
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RenderDevice(HWND hwnd);
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~RenderDevice();
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void SetShader(ShaderName name);
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void SetUniform(UniformName name, const void* values, int count);
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void SetVertexBuffer(VertexBuffer* buffer);
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void SetIndexBuffer(IndexBuffer* buffer);
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void SetAlphaBlendEnable(bool 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 SetMultisampleAntialias(bool value);
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void SetZEnable(bool value);
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void SetZWriteEnable(bool value);
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void SetTexture(int unit, Texture* texture);
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void SetSamplerFilter(int unit, TextureFilter minfilter, TextureFilter magfilter, TextureFilter mipfilter, float maxanisotropy);
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void SetSamplerState(int unit, TextureAddress addressU, TextureAddress addressV, TextureAddress addressW);
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void Draw(PrimitiveType type, int startIndex, int primitiveCount);
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void DrawIndexed(PrimitiveType type, int startIndex, int primitiveCount);
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void DrawData(PrimitiveType type, int startIndex, int primitiveCount, const void* data);
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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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void SetVertexBufferData(VertexBuffer* buffer, void* data, int64_t size, VertexFormat format);
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void SetVertexBufferSubdata(VertexBuffer* buffer, int64_t destOffset, void* data, int64_t size);
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void SetIndexBufferData(IndexBuffer* buffer, void* data, int64_t size);
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void SetPixels(Texture* texture, const void* data);
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void SetCubePixels(Texture* texture, CubeMapFace face, const void* data);
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void* LockTexture(Texture* texture);
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void UnlockTexture(Texture* texture);
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void InvalidateTexture(Texture* texture);
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void ApplyChanges();
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void ApplyVertexBuffer();
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void ApplyIndexBuffer();
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void ApplyShader();
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void ApplyUniforms();
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void ApplyTextures();
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void ApplyRasterizerState();
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void ApplyBlendState();
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void ApplyDepthState();
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void CheckError();
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Shader* GetActiveShader();
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GLint GetGLMinFilter(TextureFilter filter, TextureFilter mipfilter);
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OpenGLContext Context;
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struct TextureUnit
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{
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Texture* Tex = nullptr;
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GLuint MinFilter = GL_NEAREST;
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GLuint MagFilter = GL_NEAREST;
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float MaxAnisotropy = 0.0f;
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TextureAddress AddressU = TextureAddress::Wrap;
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TextureAddress AddressV = TextureAddress::Wrap;
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TextureAddress AddressW = TextureAddress::Wrap;
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};
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enum { NumSlots = 16 };
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TextureUnit mTextureUnits[NumSlots];
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VertexBuffer* mVertexBuffer = nullptr;
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IndexBuffer* mIndexBuffer = nullptr;
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std::unique_ptr<ShaderManager> mShaderManager;
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ShaderName mShaderName = ShaderName::display2d_normal;
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union UniformEntry
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{
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float valuef;
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int32_t valuei;
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};
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UniformEntry mUniforms[4 * 16 + 13 * 4];
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GLuint mStreamVertexBuffer = 0;
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GLuint mStreamVAO = 0;
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Cull mCullMode = Cull::None;
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FillMode mFillMode = FillMode::Solid;
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bool mAlphaTest = false;
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bool mAlphaBlend = false;
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BlendOperation mBlendOperation = BlendOperation::Add;
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Blend mSourceBlend = Blend::SourceAlpha;
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Blend mDestinationBlend = Blend::InverseSourceAlpha;
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bool mDepthTest = false;
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bool mDepthWrite = false;
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bool mNeedApply = true;
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};
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