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https://github.com/aap/librw.git
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127 lines
2.9 KiB
C++
127 lines
2.9 KiB
C++
namespace rw {
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enum RenderState
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{
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VERTEXALPHA = 0,
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SRCBLEND,
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DESTBLEND,
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ZTESTENABLE,
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ZWRITEENABLE,
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FOGENABLE,
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FOGCOLOR,
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// TODO:
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// fog type, density ?
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// ? cullmode
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// ? shademode
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// ???? stencil
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// platform specific or opaque?
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ALPHATESTFUNC,
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ALPHATESTREF,
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};
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enum AlphaTestFunc
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{
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ALPHANEVER = 0,
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ALPHALESS,
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ALPHAGREATERTHAN
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};
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enum BlendFunction
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{
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BLENDZERO = 0,
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BLENDONE,
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BLENDSRCCOLOR,
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BLENDINVSRCCOLOR,
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BLENDSRCALPHA,
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BLENDINVSRCALPHA,
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BLENDDESTALPHA,
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BLENDINVDESTALPHA,
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BLENDDESTCOLOR,
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BLENDINVDESTCOLOR,
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BLENDSRCALPHASAT,
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// TODO: add more perhaps
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};
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// This is for platform independent things and the render device (of which
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// there can only ever be one).
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// TODO: move more stuff into this
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struct Engine
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{
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void *currentCamera;
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void *currentWorld;
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Texture *imtexture;
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TexDictionary *currentTexDictionary;
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bool32 loadTextures; // load textures from files
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bool32 makeDummies; // create dummy textures to store just names
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// Device
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float32 zNear, zFar;
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void (*beginUpdate)(Camera*);
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void (*endUpdate)(Camera*);
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void (*clearCamera)(Camera*, RGBA *col, uint32 mode);
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void (*setRenderState)(int32 state, uint32 value);
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uint32 (*getRenderState)(int32 state);
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void (*im2DRenderIndexedPrimitive)(PrimitiveType,
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void*, int32, void*, int32);
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static void init(void);
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};
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extern Engine *engine;
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// This is for platform driver implementations which have to be available
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// regardless of the render device.
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struct Driver
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{
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ObjPipeline *defaultPipeline;
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int32 rasterNativeOffset;
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void (*rasterCreate)(Raster*);
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uint8 *(*rasterLock)(Raster*, int32 level);
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void (*rasterUnlock)(Raster*, int32 level);
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int32 (*rasterNumLevels)(Raster*);
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void (*rasterFromImage)(Raster*, Image*);
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Image *(*rasterToImage)(Raster*);
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static PluginList s_plglist[NUM_PLATFORMS];
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static void open(void);
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static int32 registerPlugin(int32 platform, int32 size, uint32 id,
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Constructor ctor, Destructor dtor){
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return s_plglist[platform].registerPlugin(size, id,
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ctor, dtor, nil);
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}
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};
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extern Driver *driver[NUM_PLATFORMS];
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#define DRIVER driver[rw::platform]
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inline void setRenderState(int32 state, uint32 value){
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engine->setRenderState(state, value); }
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inline uint32 getRenderState(int32 state){
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return engine->getRenderState(state); }
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namespace null {
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void beginUpdate(Camera*);
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void endUpdate(Camera*);
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void clearCamera(Camera*, RGBA *col, uint32 mode);
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void setRenderState(int32 state, uint32 value);
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uint32 getRenderState(int32 state);
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void rasterCreate(Raster*);
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uint8 *rasterLock(Raster*, int32 level);
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void rasterUnlock(Raster*, int32 level);
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int32 rasterNumLevels(Raster*);
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void rasterFromImage(Raster*, Image*);
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Image *rasterToImage(Raster*);
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void im2DRenderIndexedPrimitive(PrimitiveType,
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void*, int32, void*, int32);
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}
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}
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