Files

183 lines
5.8 KiB
C++
Raw Permalink Normal View History

2025-05-13 02:46:21 +03:00
#ifndef RendererSoftware_h__
#define RendererSoftware_h__
#include "Globals.h"
#include "render/IRenderer.h"
#include "math/LifeMath.h"
#include <Build.h>
#include "render/software/ITexture2DS.h"
#include "render/software/IVertexBufferS.h"
#include "render/software/IIndexBufferS.h"
#include "render/RenderParams.h"
#include <PluginServer.h>
#include "render/software/IVertexShaderS.h"
#include "render/software/IPixelShaderS.h"
#include "render/software/IInputLayoutS.h"
#include "render/software/IBlendStateS.h"
#include "math/LifeMath.h"
#include "render/software/IRasterizerStateS.h"
#include "render/software/ITextureSamplerS.h"
namespace LifeGraphics
{
class RendererSoftware : public IRenderer
{
public:
RendererSoftware(){};
~RendererSoftware(){printf("Destroying renderer...");Close();};
virtual HRESULT Open(RenderParams params);
virtual void Close();
virtual void ClearBuffers(int flags, int rtColor, float zValue, int stencilValue);
virtual const std::string &GetRendererName() const {
static String sName("LifeEngine software graphics driver");
return sName;
}
ITexture2D* CreateRenderTarget(int width, int height, int format);
ITexture2D* CreateDepthTarget(int width, int height, int format);
ITexture2D* LoadTexture2D(LifeCore::IDataStream* src);
ITexture2D* CreateTexture2D(int canRead, int canWrite, int width, int height, int format);
void RenderToTexture();
void RenderToTextureNoPs();
void RenderToTextureNoShader();
IVertexBuffer* CreateVertexBuffer(int size, void* data, int stride);
IVertexBuffer* CreateVertexBufferDynamic(int size, int stride);
IIndexBuffer* CreateIndexBuffer(int size, void* data, int sixteenBit);
IIndexBuffer* CreateIndexBufferDynamic(int size, bool sixteenBit);
IInputLayout* CreateInputLayout(IInputElement* elements, int elementCount, IShader* vertexShader);
IShader* CompileVertexShader(LifeCore::IDataStream* stream);
IShader* CompileVertexShader(LifeCore::IDataStream* stream, std::vector<IMacroDefine>* defines);
IShader* CompilePixelShader(LifeCore::IDataStream* stream);
IShader* CompilePixelShader(LifeCore::IDataStream* stream, std::vector<IMacroDefine>* defines);
IConstantBuffer* CreateConstantBuffer(int size);
void SetVSConstantBuffer(IConstantBuffer* buffer, int slot);
void SetPSConstantBuffer(IConstantBuffer* buffer, int slot);
void SetInputLayout(IInputLayout* layout);
void SwapBuffers();
void RenderMesh(IMesh* mesh);
void SetCamera(Camera* camera);
void SetMaterial(IMaterial* material);
void SetTargets(ITexture2D* colorTarget, ITexture2D* depthTarget);
void SetDefaultTargets();
void SetVertexBuffer(IVertexBuffer* vb);
void SetIndexBuffer(IIndexBuffer* ib);
void SetPrimitiveTopology(PRIMITIVE_TOPOLOGY topology);
void DrawIndexed(int offset, int length);
void SetVertexShader(IShader* shader);
void SetPixelShader(IShader* shader);
void SetPSTexture(ITexture2D* texture, int slot);
void SetVSTexture(ITexture2D* texture, int slot);
void UnbindResourcesPS();
void Draw(int vertexCount, int vertexOffset);
IBlendState* CreateBlendState(bool blendEnable, bool atocEnable, BLEND_OP blendOperation, BLEND_SRC srcBlend, BLEND_SRC dstBlend, uint8 colorMask);
void SetBlendState(IBlendState* state);
IDepthStencilState* CreateDSState(bool zEnable, bool zWrite, COMPARISON_FUNC zFunc);
void SetDepthStencilState(IDepthStencilState* state);
void SetScissorRectangle(const Rectangle2D& rect);
void SetViewport(const Rectangle2D& rect);
ITexture2D* CreateRenderTargetCube(int size, int format);
ITexture2D* CreateDepthTargetCube(int width, int format);
void SetPSTextureNULL(int slot);
void SetPSTextureSampler(ITextureSampler* sampler, int slot);
ITextureSampler* CreateTextureSampler(ISamplerDescription* desc);
void SetColorTarget(ITexture2D* colorTarget);
void SetDepthTarget(ITexture2D* depthTarget);
void VerticalBlur(ITexture2D* src, ITexture2D* dst, int numSamples);
void SetPSTexture(ITexture2D* texture, ITexture2D* texture2, int start, int count);
IShader* CompileUserShaderPS(char* data);
IRasterizerState* CreateRasterizerState(FILL_MODE mode);
void DrawIndexed(int offset, int length, int baseVertex);
void SetRasterizerState(IRasterizerState* state);
void SetTargets(ITexture2D** colorTargets, int targetCount, ITexture2D* depthTarget);
void UnbindRenderTargets();
void SetVertexBuffer(IVertexBuffer** vb, int count);
void DrawIndexedInstanced(int offset, int length, int instanceCnt);
void DrawIndexedInstanced(int offset, int length, int baseVertex, int instanceCnt);
void SetViewport(const Rectangle2D& rect, float minDepth, float maxDepth);
IRasterizerState* CreateRasterizerState(FILL_MODE mode, CULL_MODE cmode);
void BeginCleanup();
void EndCleanup();
void ClearRenderTarget(ITexture2D* tex, LifeMath::float4* color);
void ClearDepthStencil(ITexture2D* tex, float zValue, int stencilValue);
int GetDisplayModes(LifeCore::DisplayMode** modeList);
private:
struct SimpleVertex
{
LifeMath::float4 Pos;
LifeMath::float2 TC;
};
//ID3D11RasterizerState* rState;
// ID3D11Device* g_pDevice;
//ID3D11DeviceContext* g_pDeviceContext;
//IDXGISwapChain* g_pSwapChain;
//ID3D11RenderTargetView* g_pBackBuffer;
//ID3D11DepthStencilView* g_pDepthBuffer;
// ID3D11RenderTargetView* currentBackBuffer;
// ID3D11DepthStencilView* currentDepthBuffer;
//D3D_FEATURE_LEVEL g_pFeatureLevel;
//D3D_DRIVER_TYPE g_driverType;
LifeMath::float4x4 wvp;
//ID3D11Buffer* fsQuadBuffer;
//ID3D11PixelShader* psQuad;
//ID3D11VertexShader* vsQuad;
//ID3D11InputLayout* fsQuadLayout;
//ID3D11SamplerState* samplerLinear;
//ID3D11SamplerState* samplerPoint;
//ID3D11Texture2D* pBuffer;
//ID3D11Texture2D* dBuf;
Camera* cam;
//ID3D11PixelShader* psVerticalBlur;
IConstantBuffer* vbBuffer;
};
}
#endif // RendererSoftware_h__