#ifndef I_RENDERER #define I_RENDERER #include "render/ITexture2D.h" #include "render/RenderParams.h" #include #include "LString.h" #include #include "render/IVertexBuffer.h" #include "render/IIndexBuffer.h" #include "render/IInputLayout.h" #include "render/IShader.h" #include "render/IMacroDefine.h" #include "render/IConstantBuffer.h" #include "ISwapChain.h" #include "IMesh.h" #include "camera/Camera.h" //#include "render/IMaterial.h" #include "render/IBlendState.h" #include "render/IDepthStencilState.h" #include "Rectangle2D.h" #include "render/IRenderTargetView.h" #include "render/ITextureSampler.h" #include "render/IRasterizerState.h" #include "Types.h" #include "render/Enums.h" #include "DisplayMode.h" #include "render/ISurface.h" namespace LifeGraphics { class IMaterial; enum PassType { PT_RENDER_SHADOW_MAP = 1 << 0, PT_LIGHTING = 1 << 1, PT_COMPOSE_FINAL = 1 << 2, PT_COMPOSE_G_BUF = 1 << 3, PT_ENV_MAP = 1 << 4, PT_RENDER_SHADOW_MAP_PSSM = 1 << 5, }; struct PassDesc { Camera* camera; Frustum* frustum; PassType type; IMesh* mesh; uint32 subset; uint32 flags; ITexture2D* colorTarget; ITexture2D* depthTarget; ITexture2D* colorTarget1; std::vector objectList; }; class LIFE_EXPORTS IRenderer { public: IRenderer(); virtual ~IRenderer(); virtual void BeginCleanup() = 0; virtual void EndCleanup() = 0; virtual HRESULT Open(RenderParams params); virtual void Close(); //virtual void ClearBuffers(int flags, int rtColor, float zValue, int stencilValue) = 0; virtual void ClearRenderTarget(ITexture2D* tex, LifeMath::float4* color) = 0; virtual void ClearDepthStencil(ITexture2D* tex, float zValue, int stencilValue) = 0; virtual void ClearDepthStencil(ITexture2D* tex, int flag, float zValue, int stencilValue) = 0; virtual void ClearRenderTarget(ISurface* target, LifeMath::float4* color) = 0; virtual void ClearDepthStencil(ISurface* target, int flag, float zValue, int stencilValue) = 0; virtual ITexture2D* CreateRenderTarget(int width, int height, int format) = 0; virtual ITexture2D* CreateRenderTargetCube(int size, int format) = 0; virtual ITexture2D* CreateDepthTarget(int width, int height, int format) = 0; virtual ITexture2D* CreateDepthTargetCube(int width, int format) = 0; virtual const String &GetRendererName() const = 0; virtual ITexture2D* LoadTexture2D(LifeCore::IDataStreamPtr src) = 0; virtual ITexture2D* CreateTexture2D(int canRead, int canWrite, int width, int height, int format) = 0; virtual void RenderToTexture() = 0; virtual void RenderToTextureNoPs() = 0; virtual void RenderToTextureNoShader() = 0; virtual IVertexBuffer* CreateVertexBuffer(int size, void* data, int stride) = 0; virtual IVertexBuffer* CreateVertexBufferDynamic(int size, int stride) = 0; virtual IIndexBuffer* CreateIndexBuffer(int size, void* data, int sixteenBit) = 0; virtual IIndexBuffer* CreateIndexBufferDynamic(int size, bool sixteenBit) = 0; virtual IInputLayout* CreateInputLayout(IInputElement* elements, int elementCount, IShader* vertexShader) = 0; virtual ITextureSampler* CreateTextureSampler(ISamplerDescription* desc) = 0; virtual IShader* CompileVertexShader(const char* pData, int length) = 0; virtual IShader* CompileVertexShader(LifeCore::IDataStreamPtr stream) = 0; virtual IShader* CompileVertexShader(LifeCore::IDataStreamPtr stream, std::vector* defines) = 0; virtual IShader* CompilePixelShader(const char* pData, int length) = 0; virtual IShader* CompilePixelShader(LifeCore::IDataStreamPtr stream) = 0; virtual IShader* CompilePixelShader(LifeCore::IDataStreamPtr stream, std::vector* defines) = 0; virtual IConstantBuffer* CreateConstantBuffer(int size) = 0; virtual void SetVSConstantBuffer(IConstantBuffer* buffer, int slot) = 0; virtual void SetPSConstantBuffer(IConstantBuffer* buffer, int slot) = 0; virtual void SetInputLayout(IInputLayout* layout) = 0; virtual void RenderMesh(IMesh* mesh) = 0; virtual void SetMaterial(IMaterial* material) = 0; virtual void SetTargets(ITexture2D* colorTarget, ITexture2D* depthTarget) = 0; virtual void SetTargets(ISurface* colorTarget, ISurface* depthTarget) = 0; virtual void SetCubeTarget(ITexture2D* colorTarget, ITexture2D* depthTarget, int faceIndex) = 0; virtual void SetTargets(ITexture2D** colorTargets, int targetCount, ITexture2D* depthTarget) = 0; virtual void UnbindRenderTargets() = 0; virtual void SetColorTarget(ITexture2D* colorTarget) = 0; virtual void SetDepthTarget(ITexture2D* depthTarget) = 0; virtual void SetVertexBuffer(IVertexBuffer* vb) = 0; virtual void SetIndexBuffer(IIndexBuffer* ib) = 0; virtual void SetPrimitiveTopology(PRIMITIVE_TOPOLOGY topology) = 0; virtual void SetPSTextureNULL(int slot) = 0; virtual void DrawIndexed(int offset, int length) = 0; virtual void DrawIndexed(int offset, int length, int baseVertex) = 0; virtual void SetPSTextureSampler(ITextureSampler* sampler, int slot) = 0; virtual void SetVertexShader(IShader* shader) = 0; virtual void SetPixelShader(IShader* shader) = 0; virtual void SetPSTexture(ITexture2D* texture, int slot) = 0; virtual void SetPSTextureCube(ITexture2D* texture, int slot) = 0; virtual void SetPSTexture(ITexture2D* texture, ITexture2D* texture2, int start, int count) = 0; virtual void SetVSTexture(ITexture2D* texture, int slot) = 0; virtual void UnbindResourcesPS() = 0; virtual void Draw(int vertexCount, int vertexOffset) = 0; virtual IBlendState* CreateBlendState(bool blendEnable, bool atocEnable, BLEND_OP blendOperation, BLEND_SRC srcBlend, BLEND_SRC dstBlend, uint8 colorMask) = 0; virtual void SetBlendState(IBlendState* state) = 0; virtual IDepthStencilState* CreateDSState(bool zEnable, bool zWrite, COMPARISON_FUNC zFunc) = 0; virtual IDepthStencilState* CreateDSState(bool zEnable, bool zWrite, COMPARISON_FUNC zFunc, bool stencil, int stencilMask, int stencilFunc, int stencilFail, int depthFail, int depthFailBack, int stencilPass) = 0; virtual void SetDepthStencilState(IDepthStencilState* state, UINT sref = 0) = 0; virtual void SetScissorRectangle(const LifeMath::Rect2i& rect) = 0; virtual void SetViewport(const LifeMath::Rect2i& rect) = 0; virtual void SetViewport(const LifeMath::Rect2i& rect, float minDepth, float maxDepth) = 0; virtual void VerticalBlur(ITexture2D* src, ITexture2D* dst, int numSamples) = 0; virtual IShader* CompileUserShaderPS(char* data) = 0; virtual IRasterizerState* CreateRasterizerState(FILL_MODE mode) = 0; virtual IRasterizerState* CreateRasterizerState(FILL_MODE mode, CULL_MODE cmode) = 0; virtual void SetRasterizerState(IRasterizerState* state) = 0; virtual void SetVertexBuffer(IVertexBuffer** vb, int count) = 0; virtual void DrawIndexedInstanced(int offset, int length, int instanceCnt) = 0; virtual void DrawIndexedInstanced(int offset, int length, int baseVertex, int instanceCnt) = 0; virtual void DownSample2x2(ITexture2D* src, ITexture2D* dst, ITexture2D* depth) = 0; virtual void BlurGaussH(ITexture2D* src, ITexture2D* dst, ITexture2D* depth) = 0; virtual void BlurGaussV(ITexture2D* src, ITexture2D* dst, ITexture2D* depth) = 0; virtual int GetDisplayModes(LifeCore::DisplayMode** modeList) = 0; virtual ISwapChain* CreateSwapChain(LifeCore::IRenderWindow* window) = 0; protected: RenderParams g_params; }; enum RENDERER_TYPE { RT_DIRECTX_10 = 1 << 0, RT_DIRECTX_9 = 1 << 1, RT_OPENGL = 1 << 2, RT_SOFTWARE = 1 << 3, RT_DIRECTX_11 = 1 << 4, }; } #endif