UltimateZoneBuilder/Source/Native/RenderDevice.h

98 lines
3.3 KiB
C++

#pragma once
#include "OpenGLContext.h"
class VertexBuffer;
class IndexBuffer;
class VertexDeclaration;
class Texture;
enum class CubeMapFace;
enum class Cull : int { None, Counterclockwise };
enum class Blend : int { InverseSourceAlpha, SourceAlpha, One, BlendFactor };
enum class BlendOperation : int { Add, ReverseSubtract };
enum class FillMode : int { Solid, Wireframe };
enum class TransformState : int { World, View, Projection };
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 };
class RenderDevice
{
public:
RenderDevice(HWND hwnd);
void SetVertexBuffer(int index, VertexBuffer* buffer, long offset, long stride);
void SetIndexBuffer(IndexBuffer* buffer);
void SetAlphaBlendEnable(bool value);
void SetAlphaRef(int value);
void SetAlphaTestEnable(bool value);
void SetCullMode(Cull mode);
void SetBlendOperation(BlendOperation op);
void SetSourceBlend(Blend blend);
void SetDestinationBlend(Blend blend);
void SetFillMode(FillMode mode);
void SetFogEnable(bool value);
void SetFogColor(int value);
void SetFogStart(float value);
void SetFogEnd(float value);
void SetMultisampleAntialias(bool value);
void SetTextureFactor(int factor);
void SetZEnable(bool value);
void SetZWriteEnable(bool value);
void SetTransform(TransformState state, float* matrix);
void SetSamplerState(int unit, TextureAddress addressU, TextureAddress addressV, TextureAddress addressW);
void DrawPrimitives(PrimitiveType type, int startIndex, int primitiveCount);
void DrawUserPrimitives(PrimitiveType type, int startIndex, int primitiveCount, const void* data);
void SetVertexDeclaration(VertexDeclaration* decl);
void StartRendering(bool clear, int backcolor, Texture* target, bool usedepthbuffer);
void FinishRendering();
void Present();
void ClearTexture(int backcolor, Texture* texture);
void CopyTexture(Texture* src, Texture* dst, CubeMapFace face);
void ApplyChanges();
void ApplyVertexBuffers();
void ApplyIndexBuffer();
void ApplyMatrices();
void ApplyTextures();
void ApplyRenderTarget(Texture* target, bool usedepthbuffer);
OpenGLContext Context;
struct VertexBinding
{
VertexBinding() = default;
VertexBinding(VertexBuffer* buffer, long offset, long stride) : Buffer(buffer), Offset(offset), Stride(stride) { }
VertexBuffer* Buffer = nullptr;
long Offset = 0;
long Stride = 0;
};
struct Mat4f
{
Mat4f() { Values[0] = 1.0f; Values[5] = 1.0f; Values[10] = 1.0f; Values[15] = 1.0f; }
float Values[16] = { 0.0f };
};
struct SamplerState
{
SamplerState() = default;
SamplerState(TextureAddress addressU, TextureAddress addressV, TextureAddress addressW) : AddressU(addressU), AddressV(addressV), AddressW(addressW) { }
TextureAddress AddressU = TextureAddress::Wrap;
TextureAddress AddressV = TextureAddress::Wrap;
TextureAddress AddressW = TextureAddress::Wrap;
};
enum { NumTransforms = 3, NumSlots = 16 };
Mat4f mTransforms[NumTransforms];
VertexDeclaration *mVertexDeclaration = nullptr;
int mEnabledVertexAttributes[NumSlots] = { 0 };
VertexBinding mVertexBindings[NumSlots];
SamplerState mSamplerStates[NumSlots];
IndexBuffer* mIndexBuffer = nullptr;
bool mNeedApply = true;
};