NazaraEngine/include/Nazara/Renderer/Renderer.hpp

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5.1 KiB
C++

// Copyright (C) 2015 Jérôme Leclercq
// This file is part of the "Nazara Engine - Renderer module"
// For conditions of distribution and use, see copyright notice in Config.hpp
#pragma once
#ifndef NAZARA_RENDERER_HPP
#define NAZARA_RENDERER_HPP
#include <Nazara/Prerequesites.hpp>
#include <Nazara/Core/Initializer.hpp>
#include <Nazara/Math/Matrix4.hpp>
#include <Nazara/Math/Rect.hpp>
#include <Nazara/Renderer/Enums.hpp>
#include <Nazara/Renderer/GpuQuery.hpp>
#include <Nazara/Renderer/RenderStates.hpp>
#include <Nazara/Renderer/TextureSampler.hpp>
#include <Nazara/Utility/Enums.hpp>
#include <Nazara/Utility/VertexDeclaration.hpp>
namespace Nz
{
class Color;
class Context;
class IndexBuffer;
class RenderTarget;
class Shader;
class Texture;
class VertexBuffer;
class NAZARA_RENDERER_API Renderer
{
friend Texture;
public:
using DrawCall = void (*)(PrimitiveMode, unsigned int, unsigned int);
using DrawCallInstanced = void (*)(unsigned int, PrimitiveMode, unsigned int, unsigned int);
Renderer() = delete;
~Renderer() = delete;
static void BeginCondition(const GpuQuery& query, GpuQueryCondition condition);
static void Clear(UInt32 flags = RendererBuffer_Color | RendererBuffer_Depth);
static void DrawFullscreenQuad();
static void DrawIndexedPrimitives(PrimitiveMode mode, unsigned int firstIndex, unsigned int indexCount);
static void DrawIndexedPrimitivesInstanced(unsigned int instanceCount, PrimitiveMode mode, unsigned int firstIndex, unsigned int indexCount);
static void DrawPrimitives(PrimitiveMode mode, unsigned int firstVertex, unsigned int vertexCount);
static void DrawPrimitivesInstanced(unsigned int instanceCount, PrimitiveMode mode, unsigned int firstVertex, unsigned int vertexCount);
static void Enable(RendererParameter parameter, bool enable);
static void EndCondition();
static void Flush();
static RendererComparison GetDepthFunc();
static VertexBuffer* GetInstanceBuffer();
static float GetLineWidth();
static Matrix4f GetMatrix(MatrixType type);
static UInt8 GetMaxAnisotropyLevel();
static unsigned int GetMaxColorAttachments();
static unsigned int GetMaxRenderTargets();
static unsigned int GetMaxTextureSize();
static unsigned int GetMaxTextureUnits();
static unsigned int GetMaxVertexAttribs();
static float GetPointSize();
static const RenderStates& GetRenderStates();
static Recti GetScissorRect();
static const Shader* GetShader();
static const RenderTarget* GetTarget();
static Recti GetViewport();
static bool HasCapability(RendererCap capability);
static bool Initialize();
static bool IsComponentTypeSupported(ComponentType type);
static bool IsEnabled(RendererParameter parameter);
static bool IsInitialized();
static void SetBlendFunc(BlendFunc srcBlend, BlendFunc dstBlend);
static void SetClearColor(const Color& color);
static void SetClearColor(UInt8 r, UInt8 g, UInt8 b, UInt8 a = 255);
static void SetClearDepth(double depth);
static void SetClearStencil(unsigned int value);
static void SetDepthFunc(RendererComparison compareFunc);
static void SetFaceCulling(FaceSide faceSide);
static void SetFaceFilling(FaceFilling fillingMode);
static void SetIndexBuffer(const IndexBuffer* indexBuffer);
static void SetLineWidth(float size);
static void SetMatrix(MatrixType type, const Matrix4f& matrix);
static void SetPointSize(float size);
static void SetRenderStates(const RenderStates& states);
static void SetScissorRect(const Recti& rect);
static void SetShader(const Shader* shader);
static void SetStencilCompareFunction(RendererComparison compareFunc, FaceSide faceSide = FaceSide_FrontAndBack);
static void SetStencilFailOperation(StencilOperation failOperation, FaceSide faceSide = FaceSide_FrontAndBack);
static void SetStencilMask(UInt32 mask, FaceSide faceSide = FaceSide_FrontAndBack);
static void SetStencilPassOperation(StencilOperation passOperation, FaceSide faceSide = FaceSide_FrontAndBack);
static void SetStencilReferenceValue(unsigned int refValue, FaceSide faceSide = FaceSide_FrontAndBack);
static void SetStencilZFailOperation(StencilOperation zfailOperation, FaceSide faceSide = FaceSide_FrontAndBack);
static bool SetTarget(const RenderTarget* target);
static void SetTexture(UInt8 unit, const Texture* texture);
static void SetTextureSampler(UInt8 textureUnit, const TextureSampler& sampler);
static void SetVertexBuffer(const VertexBuffer* vertexBuffer);
static void SetViewport(const Recti& viewport);
static void Uninitialize();
private:
static void EnableInstancing(bool instancing);
static bool EnsureStateUpdate();
static void OnContextRelease(const Context* context);
static void OnIndexBufferRelease(const IndexBuffer* indexBuffer);
static void OnShaderReleased(const Shader* shader);
static void OnTextureReleased(const Texture* texture);
static void OnVertexBufferRelease(const VertexBuffer* vertexBuffer);
static void OnVertexDeclarationRelease(const VertexDeclaration* vertexDeclaration);
static void UpdateMatrix(MatrixType type);
static unsigned int s_moduleReferenceCounter;
};
}
#endif // NAZARA_RENDERER_HPP