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https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
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98 lines
3.3 KiB
C++
98 lines
3.3 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 VertexDeclaration;
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class Texture;
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enum class CubeMapFace;
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enum class Cull : int { None, Counterclockwise };
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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 TransformState : int { World, View, Projection };
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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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class RenderDevice
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{
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public:
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RenderDevice(HWND hwnd);
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void SetVertexBuffer(int index, VertexBuffer* buffer, long offset, long stride);
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void SetIndexBuffer(IndexBuffer* buffer);
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void SetAlphaBlendEnable(bool value);
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void SetAlphaRef(int 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 SetFogEnable(bool value);
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void SetFogColor(int value);
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void SetFogStart(float value);
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void SetFogEnd(float value);
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void SetMultisampleAntialias(bool value);
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void SetTextureFactor(int factor);
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void SetZEnable(bool value);
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void SetZWriteEnable(bool value);
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void SetTransform(TransformState state, float* matrix);
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void SetSamplerState(int unit, TextureAddress addressU, TextureAddress addressV, TextureAddress addressW);
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void DrawPrimitives(PrimitiveType type, int startIndex, int primitiveCount);
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void DrawUserPrimitives(PrimitiveType type, int startIndex, int primitiveCount, const void* data);
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void SetVertexDeclaration(VertexDeclaration* decl);
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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 ApplyChanges();
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void ApplyVertexBuffers();
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void ApplyIndexBuffer();
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void ApplyMatrices();
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void ApplyTextures();
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void ApplyRenderTarget(Texture* target, bool usedepthbuffer);
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OpenGLContext Context;
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struct VertexBinding
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{
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VertexBinding() = default;
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VertexBinding(VertexBuffer* buffer, long offset, long stride) : Buffer(buffer), Offset(offset), Stride(stride) { }
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VertexBuffer* Buffer = nullptr;
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long Offset = 0;
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long Stride = 0;
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};
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struct Mat4f
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{
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Mat4f() { Values[0] = 1.0f; Values[5] = 1.0f; Values[10] = 1.0f; Values[15] = 1.0f; }
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float Values[16] = { 0.0f };
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};
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struct SamplerState
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{
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SamplerState() = default;
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SamplerState(TextureAddress addressU, TextureAddress addressV, TextureAddress addressW) : AddressU(addressU), AddressV(addressV), AddressW(addressW) { }
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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 { NumTransforms = 3, NumSlots = 16 };
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Mat4f mTransforms[NumTransforms];
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VertexDeclaration *mVertexDeclaration = nullptr;
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int mEnabledVertexAttributes[NumSlots] = { 0 };
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VertexBinding mVertexBindings[NumSlots];
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SamplerState mSamplerStates[NumSlots];
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IndexBuffer* mIndexBuffer = nullptr;
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bool mNeedApply = true;
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};
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